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Editing savegames
 
Necrogen88  posted on Nov 03, 2011 9:42:54 AM - Report post

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SAGE
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!

[Edited by Necrogen88, 11/3/2011 10:25:11 AM]

 
Necrogen88  posted on Nov 04, 2011 3:49:33 AM - Report post

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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.

 
Miatar_rus  posted on Nov 04, 2011 6:45:20 PM - Report post

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ELITE
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.

[Edited by Miatar_rus, 11/4/2011 6:46:06 PM]

[Edited by Miatar_rus, 11/4/2011 6:47:42 PM]

 
krustypinoy  posted on Nov 04, 2011 8:48:54 PM - Report post

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VETERAN
Admirals just got fixed for me in today's patch (along with alot of other nice combat things)

[Edited by krustypinoy, 11/4/2011 8:49:16 PM]

 
Ashar  posted on Nov 05, 2011 2:46:42 AM - Report post

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ELITE
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
 
Necrogen88  posted on Nov 05, 2011 7:07:14 AM - Report post

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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.

 
nagman  posted on Nov 05, 2011 9:23:46 PM - Report post

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SQL tutorials have been already posted, so how about a little cheat to get your research done in a few turns en masse

This should set all the research that you can already see to finish in 1 turn.


UPDATE player_techs SET research_cost=1, feasibility=1, player_feasibility=1 WHERE player_id=1


This should set all the research that is a bit further away (not yet visible) to finish in 1 turn.


UPDATE player_tech_branches SET research_cost=1, feasibility=1 WHERE player_id=1


And this one should give you every research


UPDATE player_techs SET state=6 WHERE player_id=1

cheats have been found on another board....

 
geminikanon  posted on Nov 06, 2011 1:20:01 AM - Report post

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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.

[Edited by geminikanon, 11/6/2011 1:24:55 AM]

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