Good morning guys,
I have a question regarding the trainer 'framework'. Now granted I don't train all my games, just the odd one here or there, so maybe this is already the case for many games... but for me, I've noticed that it seems that you've been using the same trainer framework for a very, very long time.
The benefit of this is pretty clear: it works, it's stood the test of time, and it's probably a pretty streamlined process allowing you to spit out trainers at an obscene rate.
However (and I mentioned this in my thanks post a couple weeks ago) the only real annoyance I have with trainers - or more specifically this standardized framework - is the lack of flexibility. Personally I prefer trainers that give small boosts, as I can simply spam the command if I want a large boost, whereas if the trainer gives a large boost, well, I can't have anything smaller. Be it cash, skill points, XP, something like that. While I totally recognize that a trainer is cheating, there's *degrees* of cheating, after all.
Anyway, I think the best trainer I've used that you guys put out was the Borderlands 2 trainer (Link
). Customizable to an obscene degree, allowing me to give myself as large or as little a boost as I chose.
My question is this - what was different about BL2 that you put out such an incredibly complex trainer? Is there a chance of working 'flexibility' into future trainers, such as a field or a customizable .cfg accompanying the trainer .exes that allow me to manually specify how large of a boost a given commend gives me?
Anyway, thanks for your time.
EDIT: Hell I give up on trying to embed a link.[Edited by Uranium-235, 11/17/2013 2:14:40 AM]