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Bypass a bad Feasibility Study?
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    dizzy99 posted on Nov 02, 2011 6:14:30 AM - Report post
     
    Anyone figure out how to cheat past a bad roll on a Feasibility Study?

    I hate this feature in this new game, would rather not see the tech I can not use at all then have a 1% chance staring me in the face the whole game.

    Would be nice to have a cheat that would bypass this feasibility garbage and make them all a 100% chance when you do the study.

    Don't really like trainers that just unlock all techs instantly. I still want to research them all but do not want to be stopped from researching a tech.

    [Edited by dizzy99, 11/2/2011 6:16:56 AM]
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    Vandarius posted on Nov 02, 2011 8:42:06 AM - Report post
     
    your best bet is editing the techtree.techtree file in notepad. it can be found in C:\Program Files (x86)\Steam\SteamApps\common\sword of the stars ii\assets\base\Tech (steam version). you will want to replace < HumanPercent >5< / HumanPercent > or < HiverPercent >15< /HiverPercent > or whichever race you are playing with 100. you will need to search for the research percent in increments of five and replace with 100 until all viable techs are fixed. be sure to make a copy of the file just in case. Hope this helps.

    [Edited by Gavinhawk, 11/2/2011 8:43:18 AM]

    [Edited by Gavinhawk, 11/2/2011 8:44:18 AM]

    [Edited by Gavinhawk, 11/2/2011 8:44:51 AM]
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    dizzy99 posted on Nov 02, 2011 12:35:32 PM - Report post
     
    Thank you for that info.
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    mikadotx posted on Nov 12, 2011 12:13:19 PM - Report post
     
    you to relise editing techtree.techtree so copy befor you edit
    may give you acsess to zuul hiver olny tech or screw the game

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    dizzy99 posted on Nov 15, 2011 9:21:53 PM - Report post
     
    This post was over my head, have no idea what you are trying to say here.

    But yeah I am aware that just doing a 100 to all human percentages will give me access to techs I should not have and I don't want that.

    And I think even after going back and editing the gate techs for Hivers back to zero (I am playing a human) it still messes the game up after turn 100 or so, or when I research a tech I should not have been able to do.

    Just have not figured out yet which exact techs are human allowed so I can so I can fix the other lines humans should not have.

    I get a bug after turn 100 or so that makes all techs un-researchable. Just won't let me do anymore at all and totally bugs out. Instead of project saying 40 turns to research it just says nothing at all and when I try another tech it shows same thing, when this happens I am screwed on researching techs and it's just over.

    I am sure it's cause I have some techs humans are not allowed to have changed in the tech.tree file, but I can not pinpoint it.

    I just want a option to get rid of this absurd feasibility garbage. I do not like having techs denied cause of some lame excuse it makes the game more replayable.
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    Weeman0000 posted on Jan 08, 2012 3:31:12 AM - Report post
     
    I tryed that, but you need to find the tech name ingame then go change it to 99 or 100 THEN start a new game for it to work.

    Because its random ull need to change them all but if you change the wrong ones then its fecked, and you need to unlock them to know for sure your doing the ones in the actual tree.

    However iv been looking everywhere to see if you can indeed research a 1% tech and it seems not so i had a little think and what you could do is.

    Save the game BEFORE you do the feasibility test and if its **** load the game and try again, i got a 86% and once i reloaded the game i got a 78% for the same tech. (i know 86% is high but it was more to see if it would change, and it does)

    So there ya go, have fun getting everything Im going to start a new game because my 600+ turn game has about 20% of the techs at 1% lol energy weapons, torpedos, psionics and shields are basicaly only at the first tech. One of the shield techs is at 1493% complite with a 1% chance of sucsess.

    Anyway hope that helps
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    Keokri posted on Jan 08, 2012 1:58:12 PM - Report post
     
    quote:
    originally posted by Gavinhawk

    your best bet is editing the techtree.techtree file in notepad. it can be found in C:\Program Files (x86)\Steam\SteamApps\common\sword of the stars ii\assets\base\Tech (steam version). you will want to replace < HumanPercent >5< / HumanPercent > or < HiverPercent >15< /HiverPercent > or whichever race you are playing with 100. you will need to search for the research percent in increments of five and replace with 100 until all viable techs are fixed. be sure to make a copy of the file just in case. Hope this helps.

    [Edited by Gavinhawk, 11/2/2011 8:43:18 AM]

    [Edited by Gavinhawk, 11/2/2011 8:44:18 AM]

    [Edited by Gavinhawk, 11/2/2011 8:44:51 AM]

    Since the techs that are not available to all races, for example Grav Blades for Humans, are set to a 0% chance of research success and none of the possible research projects are less than 10% chance of having them you can do this.
    Open the techtree.techtree file in MS Word
    in the replace window enter the following
    For the find section < RacenamePercent> ^#^# < /RacenamePercent>
    For the replace section< RacenamePercent> 100< /RacenamePercent>
    this will give you access to all tech while leaving out the ones you are not allowed to have because of your race.

    ^# is the function to find any single digit number
    ^#^# is for any two digit number and
    ^#^#^# is for any three digit number and so on

    if you see that a research project says
    < IsPermanent>True< /IsPermanent> it is a starting tech and you do not need to research it for example Plasma Cannons

    Hope this post gets rid of some of the confusion about which techs to edit and which to leave alone. And as Gavinhawk suggested, create a save file of the original just in case something goes wrong.

    So far at turn 250 and no bugs or crashes with all techs I should have.

    [Edited by Keokri, 1/9/2012 12:25:56 PM]
    As a side note Most (not all) Patches for the game reinstall a copy of the original techtree file so you must redo the edit for it to work. Be careful they may edit the way some techs work or edit their names so work from the updated file provided by those patches.

    [Edited by Keokri, 1/9/2012 12:33:35 PM]

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    Weeman0000 posted on Jan 09, 2012 1:56:53 AM - Report post
     
    Im at turn 500+ with just the human at 99%, all working appart from that 1% chance of not getting a tech [two techs at 1% so far] there was a 3rd but with cunning use of saving/loading i was able to get it to 36% and done it.

    At 100% im guessing you will not get a single tech locked, but with 200+ techs at 99% it makes sence 2/3 will be locked for you so mayve 100 would have been a better number.

    @dizzy99 iv incountered that, however its not to do with editing the techtree its due to... well i dont know haha, it seems if you raze the tax too high to start with your empire manager has 0 credits in everything. It might be high coruption?? iv had it a few times when i was just getting used to the game. [didnt play the first game]

    If one of you have redone the techtree so everythings at 100% please upload it. I would suggest a techtree for each race at 100% but that would take longer, however all races being able to have all there techs makes it fair for everyone and also enables you to use whatever race without replacing the techtree with a new one when ever you want a change.

    If i have time i will do my own if no one else has one done already


    Ok iv done 3 versions of the techs, 100% with feasibility, 100% no feasibility and default/backup.

    It should show up in the CHEATS, CHEAT CODES & HINTS part of sword of the stars 2 once the admins give it the old once over

    [Edited by Weeman0000, 1/9/2012 11:45:36 AM]
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