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Editing savegames
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    CMAndersen posted on Nov 03, 2011 9:42:54 AM - Report post
     
    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]
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    CMAndersen posted on Nov 04, 2011 3:49:33 AM - Report post
     
    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.
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    Miatar_rus posted on Nov 04, 2011 6:45:20 PM - Report post
     
    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]
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    krustypinoy posted on Nov 04, 2011 8:48:54 PM - Report post
     
    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]
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    Ashar posted on Nov 05, 2011 2:46:42 AM - Report post
     
    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
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    CMAndersen posted on Nov 05, 2011 7:07:14 AM - Report post
     
    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.
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    nagman posted on Nov 05, 2011 9:23:46 PM - Report post
     
    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....
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    geminikanon posted on Nov 06, 2011 1:20:01 AM - Report post
     
    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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