Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

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Everybody
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Re: Star Traders: Frontiers v2.0.37 (Updated: 16/Dec/17)

Post by Everybody »

STN wrote:
Sun Aug 19, 2018 10:22 pm
Everybody wrote:
Sun Aug 19, 2018 9:20 pm
Hey, I only see link to download old table for 2.0.37 how can I download new table for 2.3.29?
Fixed. Check first post again
Thanks!!

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by zonzon »

I really dont understand how can I cheat with my custom template. Can anybody help?

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by CannonFodder »

Templates are validated by the game, don't cheat them.
Use the table to cheat game data after you started one.

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by CannonFodder »

I added some useful sql statements. Save them into a .txt file and rename to .sql, then load the sql file in the table's sql execute interface.

Code: Select all

-- Game Data -- \nselect * from GameData;
-- Game Character List -- \nselect * from GameCharacter;
-- Columns in Game Character Table -- \nPRAGMA table_info(GameCharacter);
-- Character List --\nselect gc.displayName, c.* from GameCharacter gc, Character c where c._id = gc.gameCharacterId;
-- Set Health to 200 --\nupdate Character set health=200, spirit=100;
-- Pay Crew --\nupdate GameCharacter set payTurn = (select turn from GameData limit 1);
-- Refuel Ship --\nUpdate GameShip set fuel = 600 where mapZoneId = -1;
-- Clear Last Talents Used --\nupdate GameTalent set talentUsedTurn=0;
-- Set Max Contact Influence --\nupdate GameContact set influenceScore = influenceScoreMax where influenceScore < influenceScoreMax;
-- Set Contact Reputation to 50 --\nupdate GameContact set contactRep = 50 where contactRep < 50;
-- Clear Ship Component Damage--\nupdate GameContact set contactRep = 50 where contactRep < 50;
-- Table List -- \nselect name, tbl_name from sqlite_master where type = 'table';
-- Character List --\nselect gc.displayName, c.* from GameCharacter gc, Character c where c._id = gc.gameCharacterId;
--Update JobLevel--\nupdate gamejob set joblevel = 15 where gamecharacterid = 1;\nselect * from gamejob;
-- Faction Reputation --\nupdate characterrank set rep = 300 where rep > 0;\nselect * from characterrank;
-- True Insert Trait -- \ninsert into gamecharactertrait (gamecharacterid, traitid, characterknows, optionid) select 1, (select t._id from Trait t where t._id not in (select traitid from gamecharactertrait where gamecharacterid = 1) and t._id not in (4,7,11,22,28,29,30,31,33,36,42,45,59,78,79,81,85,86,87,89,90,92,93,94,95,96,97,98,103,105,108,110,111,112,113,114,115,116,117,118,119,120,124,125,126,127,128,129,130,131,132,133,139,145,146,152,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182)), 1, 0;\n\ndelete from gamecharactertrait where gamecharacterid = 1 and traitid is null;\n\n-- Select Trait -- \n--select * from gamecharactertrait;\n\n--select t._id from Trait t where t._id not in (select traitid from gamecharactertrait where gamecharacterid = 1) and t.traitdesc is not null and t._id not in ();\n\n--select * from trait t where t._id not in (4,7,11,22,28,29,30,31,33,36,42,45,59,78,79,81,85,86,87,89,90,92,93,94,95,96,97,98,103,105,108,110,111,112,113,114,115,116,117,118,119,120,124,125,126,127,128,129,130,131,132,133,139,145,146,152,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182); \n\n
-- Update Credits -- \nupdate GameData set money=99999990;\nselect * from gamedata;\n
-- Attribute 30--\nupdate GameCharacter set attQuickness = 30, attStrength = 30, attFortitude = 30, attWisdom = 30, attCharisma = 30, attResilience = 30 where gamecharacterid = 1;\nselect * from GameCharacter;
-- Skill 10 -- \nupdate GameCharacter set skLightFirearms = 10, skHeavyFirearms = 10, skMelee = 10, skEvasion = 10, skTactics = 10, skStealth = 10, skGunnery = 10, skPilot = 10, skShipOps = 10, skRepair = 10, skElectronics = 10, skNavigation = 10, skDoctor = 10, skCommand = 10, skNegotiate = 10, skIntimidate = 10, skExplorer = 10 where gamecharacterid = 1;\nselect * from GameCharacter;\n
-- Full Talent --\ninsert into gametalent (gamecharacterid,talenttype,talentlevel,talentusedturn,ext1,ext2,ext3) select 1, (select talenttype from talent where jobtype in (select jobtype from gamejob where gamecharacterid = 1) and talenttype not in (select talenttype from gametalent where gamecharacterid = 1)) ,1,0,0,0,0;\ndelete from gametalent where talenttype is null;\n--select talenttype from talent where jobtype in (select jobtype from gamejob where gamecharacterid = 1) and talenttype not in (select talenttype from gametalent where gamecharacterid = 1);--order by joblevel desc;\n--select * from gamejob where gamecharacterid = 1;\nselect * from gametalent where gamecharacterid = 1;\n--select * from talent where talenttype = 329;\n
--Update Character Experience--\n--update Character set experience = 90000 where characterid = 1;\nupdate Character set experience = 90000 where experience < 90000;\nselect * from character;\n\n\n

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by hrsr »

thanks!

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by Lord Blade »

So how does the component damage thing work? It doesn't seem to do anything.

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by doofus7418 »

Is there any way to edit the stat, skill + talent points?

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by cantorsdust »

doofus7418 wrote:
Mon Oct 15, 2018 2:23 pm
Is there any way to edit the stat, skill + talent points?
There is, but it's fiddly. It took me a while to figure out how it works:

It's not enough to just reset the level to 1 and level up again. The game counts how many job levels and talents you've taken and compares that to how many you should have at your level to calculate your free points to spend. So it's not enough to just reset the level, you need to reset the count of how many job levels and talents you've bought. Fortunately, this is easy:

Do a grouped search for the health and morale of your target, eg "4:98 4:97"
Right click on the found address and choose "Browse this memory region"
17 bytes and 4 bits from the health value is the 4 byte value for the number of job levels
18 bytes and 0 bits from the health value is the 4 byte value for the number of talents taken
Reset both to 0, and you can level again.

If someone could update this trainer to automate that, that would be much appreciated! For now I'm using the technique to "reset" my captain every 10 levels or so so that I can level indefinitely.

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by Wyzegy »

Ok none of this really makes sense to me. If I wanted to add a specific trait to my captain, could someone explain how I'd go about doing that?

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by X_Chi11er_X »

cantorsdust wrote:
Tue Oct 16, 2018 3:51 am
There is, but it's fiddly. It took me a while to figure out how it works:

It's not enough to just reset the level to 1 and level up again. The game counts how many job levels and talents you've taken and compares that to how many you should have at your level to calculate your free points to spend. So it's not enough to just reset the level, you need to reset the count of how many job levels and talents you've bought. Fortunately, this is easy:

Do a grouped search for the health and morale of your target, eg "4:98 4:97"
Right click on the found address and choose "Browse this memory region"
17 bytes and 4 bits from the health value is the 4 byte value for the number of job levels
18 bytes and 0 bits from the health value is the 4 byte value for the number of talents taken
Reset both to 0, and you can level again.
To Simplify:
set scan mode to grouped,
enter "4:xx 4:yy" into the box, where xx is current health and yy is current morale.
Double click result and delete the second added entry.
double click the address and change the +0 to +90 for talent levels used and +8c forJob lvls used.

17bytes = 136 bits 136 b = 4 b = 140 b = 8c b in hex
18 bytes = 144 bits = 90 bits in hex

PS If you fix the values by toggling them, you wont have to reset. I am working on a script function to automate this progress, but will probably fail.

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by X_Chi11er_X »

!!!NOTICE!!!

As of update #117 the way time is kept has changed.

Prior to this update, you could have found time by looking for the 4 byte value equivalent to your number of turns.

Now, for some reason, the value for turns is offset by 35. meaning if you hover your cursor over the time displayed at the top of the screen and it displays 100 "turns", the actual value is going to be 100 + 35 = 135.

Fun things you can do:
Stop time
Reverse time

Side effects,
Cooling down abilities will not cool down until the turn cooldown should have been over.

Note: Still useful for things like upgrading ships, Where you don't necessarily need skills to trigger.

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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by sudeki238 »

ty for the great work ....
found some stuff after playing a bit around ...

Job ID's
Spoiler

Code: Select all

1 crew dog
2 mechanic
3 electronics tech
4 gunner
5 soldier
6 pistoleer
7 sniper
8 swordsman
10 assassin
11 combat medic
12 doctor
13 diplomat
15 zealot
16 hyperwarp navigator
18 exo scout
19 scavenger
23 commander
24 pilot
26 merchant
27 smuggler
28 pirate
29 bounty hunter
30 military officer
31 explorer
32 spy
33 engineer
34 quartermaster
you can use this to add jobs to your crew

Code: Select all

insert into gamejob(gameCharacterId,jobType,jobLevel,experience) values(1,12,1,0);
select * from gamejob where gamecharacterid=1;
Traits (ignore leading 0, needed em for sorting)
to add Gossip use 1 instead of 001 as traitid
Spoiler

Code: Select all

001	Gossip					Gregarious and quick to make friends, gain 20% chance to learn a Rumor when Spicing 	Worldly 	+1
002	Durable					+25% Chance to Survive Death Saves 	Worldly 	+1
003	Seedy					At home in the Spice Hall, gain +20% Morale bonus when Spicing 	Worldly 	+1
004	Professional			Pay Rate increases by $2 every level 	Worldly 	-1
005	Classically Trained		+10% All Accuracy 	Worldly 	+1
006	Wily					+1 Wisdom, +10% Deflection 	Worldly 	+1
007	Proud					Pay Rate increases by $1 every level, double Morale penalty if not paid when other Crew are paid 	Worldly 	-1
008	Charmer					+3 Charisma 	Empathetic 	+1
009	Inspiring				20% chance to gain permanent +1 Command Skill Bonus when leveling (max 12) 	Empathetic 	+2
010	Mediator				20% chance to gain permanent +1 Negotiate Skill Bonus when leveling (max 12) 	Empathetic 	+2
011	Pacifist				-20% All Accuracy 	Empathetic 	-1
012	Magnetic				Captivating personality keeps people in your orbit, 10% + Charisma chance that crew will not abandon when at critically low Morale, only if Officer or Captain, +2 Charisma 	Empathetic 	+2
013	Obedient				Pay Rate increase when leveling is 80% less likely 	Empathetic 	+1
014	Storyteller				Known for spinning engaging tales and cracking hilarious jokes, this storyteller increases Morale gains in Spice Hall by +2 	Empathetic 	+1
015	Scrappy					Tough to put down, +5% Death Save to survive lethal hit in any situation, +2 Fortitude 	Hardy 	+1
016	Thick Skinned			+10% Armor 	Hardy 	+1
017	Tank					-2 Quickness, +4 Fortitude 	Hardy 	0
018	Hardened Presence		Dominant presence reduces cost of paying off mutineers by 10%, +2 Resilience, +25% To Resist Debuffs 	Hardy 	+2
019	Bearbuilt				+3 Strength 	Hardy 	+1
020	Rugged					+2 Fortitude, +10 Plasma Resist, +10 Bio-Poison Resist, +10 Bleed Resist 	Hardy 	+1
021	Hard Hitting			+10% Armor Piercing 	Hardy 	+1
022	Stubborn				Once below 50 Morale, obstinately digs in on a grudge and all Morale gains are reduced by 50%, +2 Resilience 	Hardy 	-1
023	Wanderlust				Insatiable drive to travel can only be sated by new experiences, gain 5 to 10 Morale when orbiting a new world 	Spacer 	0
024	Traveler				Excited by far-flung travel, gains 3-6 Morale when making a Hyperwarp jump 	Spacer 	+1
025	Listener				Empathetic and approachable, a gain in Morale causes an equal gain for another crew member, +2 Initiative 	Spacer 	+2
026	Adventurous				Exhilarated by wandering new and dangerous lands, gains a Resilience % chance to recover 3 to 5 Morale whenever Exploring 	Spacer 	+1
027	Other Fascination		What might terrify others invokes an intense fascination, gain +6 Morale when encountering xeno ship 	Spacer 	0
028	Gravity Sickness		Illness from the savage pull of gravity, loss of 3 to 6 HP when landing on a world 	Spacer 	-2
029	Stormshock				Afflicted by even the slightest radiation, loss of 3 to 10 HP and Morale when sailing through Radiation Storms 	Spacer 	-1
030	Worldsick				Security of gravity and spice hall are a reminder of the loneliness of space, loss of 1 to 4 Morale on landing on a world 	Grav 	-1
031	Moody					Volatile temperament brings down energy, 50% to double all negative Morale changes 	Grav 	0
032	Earthy					+3 Fortitude 	Grav 	+1
033	Hyperwarp Sickness		Wrenching experience of Hyperwarp travel causes sickness, loss of 3 to 10 HP when jumping Hyperwarp 	Grav 	-1
034	Earthbound Friends		Charisma % chance to learn about a new Contact when Spicing in the Hall 	Grav 	+1
035	Stout					+1 Fortitude, +1 Strength, +1 Resilience 	Grav 	+1
036	Xenophobic				Sickening dread paralyzes when encounter something alien, loss of 6 Morale when encountering xeno ship 	Grav 	-1 
037	Focused					+1 Quickness, +1 Fortitude, +1 Strength 	Determined 	+1
038	Steady					Dependable and enduring, all Morale loss is reduced by 50%, +2 Fortitude, +5% Armor 	Determined 	+1
039	Enduring				+2 Fortitude, +2 Resilience 	Determined 	+2
040	Fearless				Never suffers a Morale Break in Crew Combat, regardless of how low Morale is 	Determined 	+2
041	Valiant					+10% Parry, +10% Dodge 	Determined 	+1
042	Obdurate				Stubborn and stuck in old ways, 25% chance of not gaining XP 	Determined 	-1
043	Calm					+10% To Resist Debuffs 	Tolerant 	+2
044	Iron Spine				+3 Resilience 	Tolerant 	+1
045	Peacemaker				Gain Morale whenever ending ship combat in Draw or Ransom, lose Morale when destroying enemy ship 	Tolerant 	0
046	Observant				Always alert and wary of danger, reduces crew and ship damage by 10% whenever Exploring 	Tolerant 	+1
047	Sharp Witted			Astute and clever, +25% chance of gaining double XP 	Curious 	+2
048	Scavenger				Naturally voracious seeker, gain +10% rewards whenever Exploring 	Curious 	+1
049	Risky					+10% All Damage, -10% Armor 	Curious 	0
050	Mysterious				Perplexing and good at hiding the truth of things, this one has 50% resistance to hidden Traits being discovered 	Curious 	-1
051	Klepto					+3 Quickness, -2 Wisdom 	Curious 	-1
052	Shrewd					+1 Quickness, +3 Wisdom 	Curious 	+1
053	Tense					+3 Initiative 	Curious 	+1
054	Sly						Artful in devious craft, gain +10% Intel Record rewards whenever Spying 	Curious 	+1
055	Dead Aim				+15% Critical 	Focused 	+1
056	Blind Focus				+15% All Accuracy, -15% Parry 	Focused 	0
057	Concentration			+2 Wisdom, +1 Resilience 	Focused 	+1
058	Virtuous				Proud to do the right thing, gains a Wisdom % chance to recover 3 to 5 Morale whenever Patrolling 	Focused 	+1
059	Ill-Tempered			Surly and morose, Morale never rises above 80 	Focused 	-1
060	Fleet footed			+4 Initiative, +10% Dodge 	Agile 	+1
061	Acrobatic				+15% Parry, +15% Dodge 	Agile 	+2
062	Discreet				20% chance to gain permanent +1 Stealth Skill Bonus when leveling (max 12) 	Agile 	+2
063	Precise					+2 Quickness 	Agile 	+1
064	Twitchy					+4 Initiative, -5% Armor 	Agile 	0
065	Mechsync				20% chance to gain permanent +1 Repair Skill Bonus when leveling (max 12) 	Gearhead 	+2
066	Vandal					When boarding, +10% Dmg to enemy ship components 	Gearhead 	+1
067	Spatial					20% chance to gain permanent +1 Pilot Skill Bonus when leveling (max 12) 	Gearhead 	+2
068	Acid Burnt				+25 Fire Resist, +25 Plasma Resist 	Gearhead 	+1
069	Sharpshooter			+10% Ranged Accuracy 	Gearhead 	+1
070	Vulture					Adept at picking over the wreck for valuable scrap, gain +10% credits when Salvaging enemy ship or orbital 	Gearhead 	0
071	Device Freak			Special obsession with tech and devices allows equip of 2nd Gear slot, only if Officer or Captain 	Gearhead 	+2
072	Ex-Military				+5% All Accuracy, +10% All Damage, +5% Armor 	Stalwart 	+1
073	Brave					+2 Initiative 	Stalwart 	+1
074	Tough					+3 Fortitude, +10% Armor 	Stalwart 	+1
075	Loyal					Committed to the ship, the captain and the crew, has only a 20% chance to abandon the ship due to low Morale 	Stalwart 	+1
076	Confident				+2 Charisma, +15% To Resist Debuffs 	Stalwart 	+1
077	Bandit					Frightening and overawing with threats, gain +10% profits on forcing other ships to give Tribute 	Savage 	+1
078	Merciless 				Reveling in the death, gain Morale whenever destroying enemy ship but lose Morale whenever ending combat in Draw or Ransom 	Savage 	+1
079	Brute					Penchant for taking out frustration on others, a loss in Morale causes an equal loss from another crew member, +2 Strength, +15% All Damage 	Savage 	-1
080	Fearsome				-2 Charisma, +15% All Damage 	Savage 	0
081	Rash					+15% All Damage, -10% Parry, -10% Dodge 	Savage 	0
082	Menacing				20% chance to gain permanent +1 Intimidate Skill Bonus when leveling (max 12) 	Savage 	+2
083	Berserk					+15% All Damage, +15% Critical 	Savage 	+1
084	Terrifying				Scary in the worst way, confiscates 10% more Credits whenever successfully Blockading 	Savage 	+1
085	Addictive Tick			Increases chance that Trait mutation will result in other addiction-related Traits, -2 Resilience, +3 Initiative 	Addictive 	-1
086	Drunk					Only gains 50% Morale while at the Spice Hall 	Addictive 	-1
087	Spice Addict			Refuses anything but spice at the Spice Hall, requires more time and money 	Addictive 	-2
088	Pain Tolerant			+2 Fortitude, +1 Resilience 	Addictive 	+1
089	Greedy					Pay Rate increases by $3 every level, gains extra Morale bonus whenever paid 	Addictive 	-1
090	Obsessive				Constantly fixating on something good or bad, double all negative or positive Morale changes, +5% Critical 	Addictive 	+1
091	Battle Scarred			-2 Fortitude, +4 Wisdom, -2 Charisma, +20 Bleed Resist 	Veteran 	0
092	Crippled				-4 Fortitude, -2 Strength, +3 Resilience 	Veteran 	-2
093	Revenant				NOT IMPLEMENTED; 50% chance to stand up with Fortitude worth of HP on death 	Veteran 	+2
094	Death Wish				Going out in a blaze of glory, -25% Death Save to survive lethal hit in any situation, +15% All Accuracy, +15% Critical 	Veteran 	0
095	Flashbacks				Vivid and disturbing memories of past trauma cause paralysis, always 25% Stunned in Crew Combat, causes 25% Stun 	Veteran 	-2
096	Combat Nerves			-10% All Accuracy, -10% Parry, -10% Dodge 	Veteran 	-1
097	Jaded					50% Chance of resisting a positive or negative Morale changes 	Veteran 	0
098	Rigidly Lawful			25% chance to lose 2-4 Morale when spicing in the brazen carnival of a 6 or higher Spice Hall. Loses 2-4 Morale on successfully accessing a Black Market 	Strict 	-1
099	Righteous				+2 Strength, +20% Armor Piercing, -10% Parry 	Strict 	+1
100	Reveres Authority		Always joins the Captain's side of a Mutiny 	Strict 	+1
101	Driven					Unshakable in resolve, Morale will never drop below 50, +2 Resilience 	Strict 	+3
102	Assertive				Commanding and convinced of own authority, gains a Charisma % chance to increase Reputation bonuses by 25% whenever on Patrol 	Strict 	+1
103	Frail					-2 Fortitude, -1 Strength 	Educated 	-1
104	Erudite					+3 Wisdom, +1 Resilience 	Educated 	+1
105	Snob					At times condescending to the point of being insulting, gains a 50% chance to cause Morale loss in other crew members when spending time in the Spice Hall 	Educated 	-2
106	Astute Timing			+10% All Damage, +10% Critical 	Educated 	+1
107	Brilliant				Expansive and lightning fast mind leaps to conclusions and solutions, +50% chance of gaining double XP 	Educated 	+3
108	Headstrong				Resistant to new ideas, +3 Wisdom, +3 Resilience, 25% chance of not gaining XP 	Educated 	-1
109	Skeptic					+2 Resilience, +35% To Resist Debuffs 	Educated 	+2
110	Highbrow				Pay Rate increases by $2 every level, suffers Morale penalty if paid as a Crew instead of Officer 	Educated 	-1
111 - Hates X				NOT IMPLEMENTED
121 - 136 Loves X			NOT IMPLEMENTED
137	Life-Spark				+25% Chance to Survive death in crew combat (still removed from battle) 	Determined 	+1
138	Survivor				+50% Death Save to Survive lethal hit in any situation 	Hardy 	+2
139	Malcontent				Always rises against the Captain in a Mutiny 	Hardy 	-1
140	Lucky					+25% Death Save to Survive lethal hit in any situation; has a chance of wearing off after each use 	Determined 	+1
141	Calculating				20% chance to gain permanent +1 Tactics Skill Bonus when leveling (max 12) 	Focused 	+2
142	Problem Solver			20% chance to gain permanent +1 Electronics Skill Bonus when leveling (max 12) 	Educated 	+2
143	Intrepid				20% chance to gain permanent +1 Explore Skill Bonus when leveling (max 12) 	Stalwart 	+2
144	Neverlost				20% chance to gain permanent +1 Navigation Skill Bonus when leveling (max 12) 	Spacer 	+2
145	Fatalistic				Seeing death as inevitable in the end, -10% Death Save to Survive lethal hit in any situation 	Addictive 	-1
146	Weak System				-20 Bio-Poison Resist 	Veteran 	-1
147	Mindful					-1 Fortitude, +2 Wisdom, +2 Resilience, -1 Initiative 	Educated 	+1
148	Meticulous Care			20% chance to gain permanent +1 Doctor Skill Bonus when leveling (max 12) 	Educated 	+2
149	Sturdy					+3 Fortitude, +20 Bio-Poison Resist, +10% To Resist Debuffs 	Stalwart 	+2
150	Libertine				Freewheeling and loved for leading the party, increases Morale bonus in Spice Hall when Trade Law is less than 5 	Curious 	+1
151	Spiritual				Seeing past worldly turmoil leads to inner zen, reduces Morale loss by 25%, +2 Resilience, +10% To Resist Debuffs 	Determined 	+2
152	Power Hungry			Always rises against the Captain in a Mutiny, +10% All Damage, +5% Critical 	Savage 	0
153	Nimble					20% chance to gain permanent +1 Evasion Skill Bonus when leveling (max 8) 	Agile 	+2
154	Principled				Upstanding and stern in peaceful ransom, gain +10% profits on Ransoming enemy ship 	Tolerant 	+1
155 - 163 Faction			NOT IMPLEMENTED
164 - 179 Class				NOT IMPLEMENTED
180 Pox Infected			Infected may spread pox to landing Zones, -10 Fortitude, -2 Strength, +16 Bio-Poison Resist
181 Plague Scarred			Scarred by the crimson pox, +2 Fortitude, +2 Wisdom, -4 Charisma, +12 Bleed Resist
182 Pox Survivor			+4 Fortitude, +2 Resilience, +16 Bio-Poison Resist, +25 to Resist Debuffs
183	Resillient System		Morale loss -50%, +2 Fortitude, +4 Resillience
184	Hazard High				Thrilled by the high-stakes risks, gains a Resilience % chance to recover 5 to 8 Morale whenever Salvaging at an Orbital 	Spacer 	+1
185	Crafty					Good at spotting hiding spots, grants +10% cargo rewards whenever Salvaging an orbital 	Spacer 	+2
use this to add traits

Code: Select all

insert into gamecharactertrait(gamecharacterid,traitid,characterknows,optionid) values(1,185,1,0);
select * from gamecharactertrait where gamecharacterid=1

danielyee
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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by danielyee »

hi sir
can any1 please do a new table please..game look tough sir..thanks :D

sudeki238
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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by sudeki238 »

hi there,
as far as i see it ...
the table still works.
at least you can play with the sql stuff and edit quite some stuff ...

any one found out how to edit max hull and components of your ship ?

X_Chi11er_X
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Re: Star Traders: Frontiers v2.3.29 (Updated: 4/Aug/18)

Post by X_Chi11er_X »

sudeki238 wrote:
Tue Dec 04, 2018 6:12 am
any one found out how to edit max hull and components of your ship ?
changing ship maximums might be possible, but I've never tried.
the way I would go about it is to have multiple ships and scan the value I want to change every time I change ships.

Note: these changes would be temporary and may even revert upon upgrading your ship. if you manage to increase module slots, don't go too crazy, I suspect there is a relatively low hardcoded maximum that will cause a crash if passed.

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