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StarDrive 2 (2016-03-09)

Posted: Thu Apr 06, 2017 6:45 am
by Shinkansen
Simple table for StarDrive 2, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.

Usage info:
Scripts with "To Activate: XXX" can only be activated (put an "X" into the box) after doing action XXX.
Scripts with "To Update: XXX" will only update their effect after doing action XXX.
Addresses with "XXX?" will enable the script effect XXX when 1 is put into the Value.

In general:
A. Do action YYY.
B. Activate (put an X) the "Initialization (Activate This First)" script.
C. Activate (put an X) the "Base Address Scan (To Activate: YYY, To Update: ZZZ)" script.
D. Enable (put a 1) the desired effect "Example: Set Health to Max?" address.
E. Do action ZZZ.


V1007
1. Tested game version V1.3 + Sector Zero. May work on other versions.


V1006
1. Tested game version V1.2H4. May work on other versions.


V1005
1. Tested game version V1.1e. May work on other versions.


V1004
1. Tested game version V1.1. May work on other versions.


V1003
1. Tested game version V1.0g. May work on other versions.

2. ShipModule_All.
"Module Set to Size 1 * 1?" sets all modules size to 1 square in the Shipyard. Also works for saved ship loadouts.

3. ShipModule.
"Module Set to Massive?" sets the Shipyard sidebar module to massive stats.

Allows other Shipyard sidebar module stats to be modfied. To get this to take effect:
A. Select the Shipyard sidebar module.
B. Make the modifications.
C. Select some other module.
D. Select the first module again. This loads the Shipyard sidebar module stats into the module underneath the cursor.

Modifying the Shipyard sidebar module stats does not modify already-placed modules nor saved ship loadout modules.


V1002
1. Tested game version V1.0d. May work on other versions.

2. ShipModule.
"Module Set to Size 1 * 1?" sets module size to 1 square in the shipyard. To get this to take effect:
A. Select the module.
B. Select some other module.
C. Select the first module again.


V1001
1. Tested game version V1.0c. May work on other versions.

2. EmpireData.
Auto Disable removed, as enemies don't appear to be affected.
"Set Ships to Massive?" Ship speed reduced as was going too fast to interact with planets etc.

3. CampaignDefinition.
"Money Set to 9999999? (Auto Disable)" sets Battle Arena Money to 9999999.


V1000
1. Tested game version V1.0. May work on other versions.

2. RaceSelectionMenu.
"Set Total Picks to 9999999?" sets Total Picks to 9999999.

3. EmpireData.
"Set Ships to Massive?" sets Ships to Level 6, massive range and speed.
"Set Food Per Citizen to 9999? (Auto Disable)" sets Food per Citizzen to 9999.
"Set Production Per Citizen to 9999? (Auto Disable)" sets Production per Citizen to 9999.
"Set Research Per Citizen to 9999? (Auto Disable)" sets Research per Citizen to 9999.

4. Planet.
Allows many Planet stats to be modified.

Re: StarDrive 2 (2016-03-09)

Posted: Sat Sep 23, 2017 11:28 pm
by Eddy
Thx

StarDrive 2 (2016-03-09)

Posted: Sat Jun 23, 2018 1:55 pm
by Hyperion2950
any possibility of an update maybe?

Re: StarDrive 2 (2016-03-09)

Posted: Fri May 31, 2019 2:29 pm
by WintermuteX
Yeah, I would also appreciate an update :) I changed the AOBScan array (DC instead of D8 for the custom race table if I remember correctly) but unfortunately the table changed a bit so most of the values moved one line to the bottom and some are in general off.

Re: StarDrive 2 (2016-03-09)

Posted: Mon Jan 25, 2021 4:18 pm
by BadDragon
Could we have an update on this please. Designer came back and gave the game some love so it would be great if we could have a table update.

Cheers.

Re: StarDrive 2 (2016-03-09)

Posted: Sat Jul 03, 2021 10:33 am
by Feliks
anyone knows hows to update the module size option?