You should be able to add admirals, in the 'admirals'-table, but it seems that the admiral's id is generated with a trigger (adding 16 to the last admirals id) on insert in the database, but they haven't included said trigger -_-
I'm trying to figure out a work-around at the moment, but I can't promise anything
Edit: Turns out it isn't a missing trigger, but a function they keep a dark place, where no one ever goes... but I still intend to find it and drag it into the light!
After a good nights sleep, I figured that I didn't know how to write a function, and I wasn't going to find out any time soon, so I would rather re-write the trigger, so it didn't use said function. And now that it's done, I can add admirals. Here's how I did it:
1. Open the database as described by slowpoke2
2. In the right side window, click on the Execute SQL-tab
3. If it says something in the field Enter SQL, delete it, write/copy-paste:
DROP TRIGGER t_admirals
Click the Run SQL-button It should run without errors.
4. Clear the field again, write/copy-paste:
CREATE TRIGGER t_admirals AFTER INSERT ON admirals BEGIN INSERT OR IGNORE INTO gen_unique (generator, player_id) VALUES ('admirals', (SELECT id FROM clientinfo WHERE ROWID = 1));
UPDATE gen_unique SET current = current + 1 WHERE generator = 'admirals' AND player_id = (SELECT id FROM clientinfo WHERE ROWID = 1);
UPDATE admirals SET id = (SELECT ( (~ ( ( ( SELECT current FROM gen_unique WHERE generator = 'admirals' AND player_id = (SELECT id FROM clientinfo WHERE ROWID = 1) ) << 4 ) & ( SELECT id FROM clientinfo WHERE ROWID = 1 ) ) )& ( ( ( SELECT current FROM gen_unique WHERE generator = 'admirals' AND player_id = (SELECT id FROM clientinfo WHERE ROWID = 1) ) << 4 ) | ( SELECT id FROM clientinfo WHERE ROWID = 1 ) ) )) WHERE ROWID = new.ROWID; END
Click the Run SQL-button It should run without errors
5. Click on the Browse & Search-tab in the right side window, navigate to the admirals-table in the left side window, and click on it. The right side window should now show the information contained in the table. Click the Add-button in the right side window, and a new window should pop up, allowing you to add a new admiral.
6. Now it's time to make an admiral! 1. id:Don't fill out this field, it will take care of it self. 2. player_id: Write your id (usually 1). 3. orbital_object_id: Write the id of one of your worlds (the simplest one would be your home world, which can be found in the players-table, under homeworld_id) 4. name: Write the new admirals desired name. 5. race: Write your race (hiver | human | tarka | morrigi | hordezuul | liir) 6. age: The admirals desired age (usually 40-something; lower and the game might act up) 7. gender: The admirals gender (female | male) 8. reaction: The admirals reaction (I don't really know what this does, but it shouldn't be higher than 99) 9. evasion: The admirals evasion (Don't know what this means either, but again, no higher than 99) 10. loyalty: The admirals loyalty (Same as the above, 99 tops) 11-15: Just set these to 0.
7. Click the OK-button, and the window turns into a confirmation window. Press the OK-button again (It might not show up, but you can just press enter, or widen the window to find the button)
Repeat step 6-7 until you've made all the admirals you want.
8. Close/save the database, as described by slowpoke2.
I was wondering, how to speed up your research/buidl/feas/etc. Editing player.rate_*, other than savings, gives nothing to me. I found that some things can be changed in the table "strat_modifiers": TerraformingModifier - speed of terraforming based on your corrent population. *ResearchModifier - speed of research (where * can be C3,Psi or simple). IndustrialOutputModifier - did not understand how it works. PopulationGrowthModifier - the rate of population growth.
Still i am trying to find out - how to speed up ship's construction and feasibility study. Any help would be appreciated.
yep, the admirals were fixed in latest patch, however using Necrogen88's method, i was able to give myself a massive number. I gave myself 24 admirals with no problem, i went with 24 to give each one a name from the greek alphabet. As for Miatar_rus's post, if you go into the colonies table, you can change the rates for the planets you occupy. One in particular shipcon_rate
Inspired by rcboothman, I've written 2 SQL-statements that, when executed, turn all your planets into super-planets, meaning 50000 resources, 20 in size, full infrastructure, perfect suitability and increased ship building speed.
The first: UPDATE planets SET resources=50000, max_resources=50000, size=20, infrastructure=1, suitability=( SELECT suitability FROM factions INNER JOIN players ON factions.id=players.faction_id WHERE players.id=1) WHERE EXISTS ( SELECT colonies.orbital_object_id FROM colonies WHERE colonies.orbital_object_id=planets.orbital_object_id AND colonies.player_id=1 )
And the second: UPDATE colonies SET shipcon_rate=9 WHERE player_id=1
To execute these statements, follow step 1-4 from my previous post, but use these statements, one at a time, instead of what's written in step 3 and 4. When you've executed the two statements, exit/save as per step 8.
The ship construction speed depends on the industrial output, so you just need to increase resource and infrastructure number of the planet where you build ships.