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Editing savegames
  • Current rank: 1 Star. Next Rank at 100 Posts.
    Send a message to krustypinoy
    ELITE
    krustypinoy posted on Nov 06, 2011 10:51:02 PM - Report post
     
    Yep, setting shipcon_rate to 9 just means you build ships 900% faster than you usually do. So just increase industrial output and you'll be fine.

    It won't be too long before you can make leviathans in 1 turn
  • Tier 7
    Send a message to CDSAfghan
    TIER 7
    CDSAfghan posted on Nov 08, 2011 1:52:09 PM - Report post
     
    Thanks for posting the cheats on here, its my first time with SQL (I didn't last long.) But I'm getting better and its pretty neat what can be done. So thanks again guys.
  • Premium Plus
    Send a message to mk45gunner
    SAGE
    mk45gunner posted on Dec 12, 2011 12:25:26 PM - Report post
     
    This is a way to unlock EVERYTHING, and keep the benefits, all in one turn. With the previous all tech unlock you got none of the passive benefits but this will give them.


    UPDATE player_techs
    SET state=5, feasibility=1, player_feasibility=0.99, research_cost=0
    WHERE player_id=1;



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





    Thanks to Marakis on the Kerb mod forum for this info.
  • Current rank: 1 Star. Next Rank at 100 Posts.
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    ELITE
    tebi_tan posted on Dec 23, 2011 11:49:35 AM - Report post
     
    Can anyone help?

    When I open the file with SQL-Lite I get only "Master Table", below it "Tables 99", below it "Views", below it "Indexes", and last "Triggers".

    So where do I do the editing?
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    Send a message to Kage_No_Ryuu
    TIER 7
    Kage_No_Ryuu posted on Jan 11, 2012 10:05:51 AM - Report post
     
    hey

    I'm trying to edit the reasearch rate in sqlite, but i can't seem to get it to work. when I edit the rate_goverment_research to any number, I get 999 turns ingame in the research screen. Does anyone have any clue on what I am doing wrong?
  • Current rank: 1 Star. Next Rank at 100 Posts.
    Send a message to mech999man
    ELDER
    mech999man posted on Jan 11, 2012 11:58:59 AM - Report post
     
    Great hints thanks guys.

    [Edited by mech999man, 1/14/2012 9:56:01 AM]
    No Loot Left Behind!
  • Current rank: 1 Star. Next Rank at 100 Posts.
    Send a message to Murry
    ELITE
    Murry posted on Jan 30, 2012 7:58:09 PM - Report post
     
    Just found this out.

    1) Go to the "strat_modifiers" table.
    2) Scroll down till you hit ""AI***Bonus". Make Sure your under "player_id" = 1
    3) Modifing these stats will boost your research/production/revenue. Haven't seen this effect applied to the enemy's, cause they have seperate value's.


    Enjoy.


    [Edited by Murry, 1/30/2012 7:59:02 PM]

    [Edited by Murry, 1/30/2012 7:59:40 PM]
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    Send a message to MrDhjins
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    MrDhjins posted on Feb 14, 2012 8:30:33 AM - Report post
     
    @ Tebi Tan:
    in the table ( number ) you can edit things, just press the triangle to the right to expand it and see all the tables that are inside. if you see the list with admiral trait and admirals and further down players then your ok.

    @ evryone:
    while using these edits i found that my game crashed on database exceptions. so i modded the previously states SQL statements a bit. This made the game more stable. their down below.

    As for editing admirals. you can savely edit the name, gender, and evasion loyalty and the other one. however editing the admiral trait, or adding one by force makes the game less stable.

    editing your player stats for more savings works fine as long as you stay below the 60 milion. above this the ammount of interest you recieve (1%) will build up your cash so fast it ultimatly goes over the 999 miljon and most certainly crashes the game. the 30 to 60 milion is more then enough to keep going throughout the game. ( if you reach the 800 milion mark, just open up the database/savegame again and reduce your savings to around 60 milion.)

    For upgrading planets some research wants to add something so i diminisched them a bit wich makes them more stable

    As for Research the statements below set all technologies you did not research jet to feasable and set for research in a certain order. just keep pressing cancel research until they are all canceled if you want to make your own path(like most of us would), it will still stay 1 turn per research. I did this for the stated sql removed the ones you already researched. I also changed the state and feasabilety in the previously mentioned sql statements to prevent lockouts with feasabilety over 1.00.


    For Planet upgrades
    First do this one:


    UPDATE planets
    SET resources=49000, max_resources=49000, 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
    )

    THEN do this one:

    UPDATE colonies
    SET shipcon_rate=8
    WHERE player_id=1



    FOR RESEARCH upgrades

    First this one


    UPDATE player_techs
    SET state=5, feasibility=1, player_feasibility=0.99, research_cost=1
    WHERE player_id=1 AND state!=6;

    THEN this one

    UPDATE player_tech_branches
    SET feasibility=0.99, research_cost=1
    WHERE player_id=1;
    ~ Wisperings: MrDhjins ~
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