Star Control Origins

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gideon25
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Re: Star Control Origins

Post by gideon25 » Wed Sep 26, 2018 7:36 pm

Did a few options:

Cargo hold size =9999999
All resources in Cargo x500 - makes all resources currently in cargo hold=500 (collect some resources to update)
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StarControl_DX11_G25+2.CT
Add unlimited cargo and cargo multiplier
(5.03 KiB) Downloaded 410 times

PantherX82
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Re: Star Control Origins

Post by PantherX82 » Thu Oct 04, 2018 7:17 pm

Shiren wrote:
Sun Sep 23, 2018 5:51 am
Empress_Ravenna wrote:
Sun Sep 23, 2018 4:13 am
rages4calm wrote:
Sat Sep 22, 2018 10:57 pm


You can go to the assets folder, then tables and some of the stuff is in there. (You can actually edit most the xml files for the game just don't try it in fleet battles)
hopefully this works on a already in progress game? and theres only CSV files in Tables folder in Assets
All modification done work fine even on an unmodified save file, no need to un-equip and re-equip the component either as all values are recalculated at every load, the easiest way to modify ship and landers are trough modules, in the "Assets\Ships\ShipComponents.xml" file, all parameters regarding modules are in plain text and easy to change, adding new proprieties it's also possible, like making the heat shield absorb more and add physical protection at the same time or extra cargo + extra crew, all combinations are possible, the description in the module also change automatically to reflect the mod if done correctly, not sure how much is the limit in proprieties that a single module can have, diden't see not attempted to make a module with more then 3 but it's more then enough
Does anyone have a explanation on how that works exactly? I've messed with the ship components and all it does is laugh at me. If anyone has a explanation or a video showing how to modify it correctly. I would be greatly appreciative.

EnterpriseNL
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Re: Star Control Origins

Post by EnterpriseNL » Tue Oct 09, 2018 4:48 pm

Empress_Ravenna wrote:
Sun Sep 23, 2018 5:58 pm
awesome, just attempted this and now my hyperdrive goes so fast i get nausea lol.. and I never thought bout adding extra values or armor to my lander and even more crew so landers live longer against robots lol

How did you do that with the hyperdrive, also you can equip the landers with some weapons

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Empress_Ravenna
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Re: Star Control Origins

Post by Empress_Ravenna » Tue Oct 09, 2018 5:20 pm

EnterpriseNL wrote:
Tue Oct 09, 2018 4:48 pm
Empress_Ravenna wrote:
Sun Sep 23, 2018 5:58 pm
awesome, just attempted this and now my hyperdrive goes so fast i get nausea lol.. and I never thought bout adding extra values or armor to my lander and even more crew so landers live longer against robots lol

How did you do that with the hyperdrive, also you can equip the landers with some weapons
you edit the hyperdrives and there mods in the folder with the assets, same as editing everything else, even armor for resistances n such and ya you could edit your lander weapons a bit but only so much you can do

EnterpriseNL
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Re: Star Control Origins

Post by EnterpriseNL » Fri Oct 12, 2018 12:35 pm

Empress_Ravenna wrote:
Sun Sep 23, 2018 5:58 pm
awesome, just attempted this and now my hyperdrive goes so fast i get nausea lol.. and I never thought bout adding extra values or armor to my lander and even more crew so landers live longer against robots lol
Could you maybe share your file? can't get this to change

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Empress_Ravenna
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Re: Star Control Origins

Post by Empress_Ravenna » Fri Oct 12, 2018 7:32 pm

EnterpriseNL wrote:
Fri Oct 12, 2018 12:35 pm
Empress_Ravenna wrote:
Sun Sep 23, 2018 5:58 pm
awesome, just attempted this and now my hyperdrive goes so fast i get nausea lol.. and I never thought bout adding extra values or armor to my lander and even more crew so landers live longer against robots lol
Could you maybe share your file? can't get this to change
no longer have save file since yesterday, had to make space on HDD, th4e settings to make everything fast is in the assets folder, game is just as easy to Edit as Battletech is.

PantherX82
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Re: Star Control Origins

Post by PantherX82 » Sat Oct 20, 2018 11:08 pm

I like how no one answered my question for help. but ok.

spigot
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Re: Star Control Origins

Post by spigot » Tue Oct 23, 2018 3:51 pm

PantherX82 wrote:
Sat Oct 20, 2018 11:08 pm
I like how no one answered my question for help. but ok.
if you can't figure it out for yourself (it's as easy as pumping gas) maybe you shouldn't be editing them in the first place? i'll throw you a bone though cause i was a stupid newbie once too.

Code: Select all

  <ShipComponent
  id="AdvancedCargo"
  image="UI\Art\StarControlStyle\ShipyardComponents\advancedcargo.dds"
  model="Mowlings_Cosmetic_Large_02"
  name="ShipComponent_AdvCargoPod"
  modelScale="0.0001"
  modelOffset="0,0,-0.01"
  modelTurnPitchYaw="25,20,-20"
  startEnabled="0"
  cost="15000"
  cargo="1000"
  maxInstances="12"
  componentType="Module"
  />
this is just an excerpt from shipcomponents.xml, specifically the flagship's advanced cargo bay module. almost all of the other modules look just like this. most of these lines don't matter. the ones that do matter are the cost & cargo values. try changing cargo from 1000 to 5000, save the file, load your game and go mess with your ships modules. be sure to back your files up before you commit any changes or you'lll have to restore your game through steam if you screwed up.

PantherX82
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Re: Star Control Origins

Post by PantherX82 » Thu Nov 01, 2018 7:31 am

spigot wrote:
Tue Oct 23, 2018 3:51 pm
PantherX82 wrote:
Sat Oct 20, 2018 11:08 pm
I like how no one answered my question for help. but ok.
if you can't figure it out for yourself (it's as easy as pumping gas) maybe you shouldn't be editing them in the first place? i'll throw you a bone though cause i was a stupid newbie once too.

Code: Select all

  <ShipComponent
  id="AdvancedCargo"
  image="UI\Art\StarControlStyle\ShipyardComponents\advancedcargo.dds"
  model="Mowlings_Cosmetic_Large_02"
  name="ShipComponent_AdvCargoPod"
  modelScale="0.0001"
  modelOffset="0,0,-0.01"
  modelTurnPitchYaw="25,20,-20"
  startEnabled="0"
  cost="15000"
  cargo="1000"
  maxInstances="12"
  componentType="Module"
  />
this is just an excerpt from shipcomponents.xml, specifically the flagship's advanced cargo bay module. almost all of the other modules look just like this. most of these lines don't matter. the ones that do matter are the cost & cargo values. try changing cargo from 1000 to 5000, save the file, load your game and go mess with your ships modules. be sure to back your files up before you commit any changes or you'lll have to restore your game through steam if you screwed up.
I appreciate this, I always keep backup's, cause YES, I do Blow up my games, Millions of times trying to figure out the correct way of doing things. So, thank you for the explination, I'm still trying to figure this out and where I'm wrong. Cause truthfully, I only change..in this case "Cargo="1000" part to some randomly Huge number and that is the part that is stumping me. Why it isn't affecting anything. I mean. I just want a so much cargo I can fit a small moon in it and still be able to leap from 1 location to another in seconds. lol!!

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