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.