Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

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Alaunus
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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by Alaunus »

keep in mind stellaris is fickle.

as soon as you use mods parts of the table will no longer 'work' for you. yes, even the small one that only changes that minor thing and doesn't even change the checksum of the game.

so does not owning a couple DLCs.

so unless you provide more details (i.e. playing vanilla stellaris (vanilla = no mods whatsoever) that exact script does not work) your post will most likely be ignored.

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

CptWindwalker82
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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by CptWindwalker82 »

demonpeen wrote:
Mon Sep 28, 2020 2:54 am
some of CE scripts don't work anymore for 2.7.2. fast fleet doesn't work. fast research doesn't work. resources never has worked. fast build/tasks etc none of them work. It'd probably be faster to list what works, which was the pointers to see what mega structure and terraforming time works.
I'm playing on Wells 2.7.2 (60bf), no mods, and all of them work for me.

roland79
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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by roland79 »

Hello,

I upgraded to CE7.1 last night and now the console commands in Ironman table doesn't work anymore. I'm sorry if there is something obvious I'm missing here

Thanks for all the great work guys I really appreciate you.

edit: no its just me that forgot to do things right. Sorry, I got home from work and my brain was too tired I guess.

no-ip.set
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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by no-ip.set »

hi

stellaris just updated to 2.8 (butler) today.

will be eagerly waiting for a new table.

ParadoxCheats
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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by ParadoxCheats »

no-ip.set wrote:
Thu Oct 29, 2020 6:36 pm
hi

stellaris just updated to 2.8 (butler) today.

will be eagerly waiting for a new table.
Dude he's working for free don't be a dick

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Hbth2408
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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by Hbth2408 »

patience, little ones. patience.
been using his stellaris tables for ages now.
hes nothing but reliable.
give it a couple days.

pheonixstorm
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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by pheonixstorm »

ParadoxCheats wrote:
Thu Oct 29, 2020 11:14 pm
no-ip.set wrote:
Thu Oct 29, 2020 6:36 pm
hi

stellaris just updated to 2.8 (butler) today.

will be eagerly waiting for a new table.
Dude he's working for free don't be a dick
Dude, don't get your panties all twisted, he wasn't being a dick. Would be a different story if he was demanding a new table immediately. We are all eagerly awaiting an updated table.

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Recifense
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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Oct-31

Post by Recifense »

Hi guys,

A table for version 2.8.0 (a756) was added at he first post.

Cheers!

Zxeait
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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Oct-31

Post by Zxeait »

Most terrible start in existence made me desire looking to see if the table was up just to tip the balance.
Surrounded by advanced AI, (who hate me), fanatic purifier, and mil isolatist FE.
Was able to straddle the balance of power so it wasn't worth attacking me, then a sceptre spawned and going system to system destroying my fleet, defenses and economy.

Zxeait
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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Oct-31

Post by Zxeait »

Recifense wrote:
Sat Oct 31, 2020 2:42 pm
A table for version 2.8.0 (a756) was added at he first post
There is a bug causing planet invasion to crash with god mode on.
I have narrowed down the problem. It seems something is causing troops to one-shot kill eachother. With Godmode on, this causes an error.

The bug appears to be in the main script activator. Only way to stop it is to de-activate the table itself. The bug re-occurs when table is activated, and disappears when unactivated. This is with no cheats selected.

Rickyn227
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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Oct-31

Post by Rickyn227 »

Zxeait wrote:
Sat Oct 31, 2020 6:46 pm
Recifense wrote:
Sat Oct 31, 2020 2:42 pm
A table for version 2.8.0 (a756) was added at he first post
There is a bug causing planet invasion to crash with god mode on.
I have narrowed down the problem. It seems something is causing troops to one-shot kill eachother. With Godmode on, this causes an error.

The bug appears to be in the main script activator. Only way to stop it is to de-activate the table itself. The bug re-occurs when table is activated, and disappears when unactivated. This is with no cheats selected.
Yup I can second this. Armies instakill each other with main script activated.

strayfies
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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Oct-31

Post by strayfies »

Zxeait wrote:
Sat Oct 31, 2020 2:43 pm
Most terrible start in existence made me desire looking to see if the table was up just to tip the balance.
Surrounded by advanced AI, (who hate me), fanatic purifier, and mil isolatist FE.
Was able to straddle the balance of power so it wasn't worth attacking me, then a sceptre spawned and going system to system destroying my fleet, defenses and economy.
I have to say, I don't think I can top that :lol: Just, wow.

Reci, thanks for the update!

xilacnog
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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Oct-31

Post by xilacnog »

Zxeait wrote:
Sat Oct 31, 2020 2:43 pm
Most terrible start in existence made me desire looking to see if the table was up just to tip the balance.
Surrounded by advanced AI, (who hate me), fanatic purifier, and mil isolatist FE.
Was able to straddle the balance of power so it wasn't worth attacking me, then a sceptre spawned and going system to system destroying my fleet, defenses and economy.
I can top that, started a game on the same day as the Necroids release.
I'm a Militaristic and Fanatic Materialist and Mechanist Origin.
6 systems to my left is the Holy Guardians FE.
There were 2 Advanced starts above me that are also Fanatic Spiritualists also 6 systems away (thankfully on a different galactic arm , so I had bottlenecks to both).
To my right, there was yet another Fanatic Spiritualist Empire that was 7 systems away...

You'd think, well you can still expand downwards but nope, I couldn't because there was an Advanced Start Criminal Syndicate there...

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Griffihn
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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Oct-31

Post by Griffihn »

xilacnog wrote:
Sun Nov 01, 2020 4:00 pm
I can top that, started a game on the same day as the Necroids release.
I'm a Militaristic and Fanatic Materialist and Mechanist Origin.
6 systems to my left is the Holy Guardians FE.
There were 2 Advanced starts above me that are also Fanatic Spiritualists also 6 systems away (thankfully on a different galactic arm , so I had bottlenecks to both).
To my right, there was yet another Fanatic Spiritualist Empire that was 7 systems away...

You'd think, well you can still expand downwards but nope, I couldn't because there was an Advanced Start Criminal Syndicate there...
ummm, what gods did you piss off to get that unlucky? seriously now. that must be the worst start i've ever seen/heard of and i'm close to 1.4k hours in this game with hundreds of new games made so far.

@CompactDisk the ethic and civic points in Race Editing are off. i never really understood how you managed to find those, so i got no clue how to fix them. the pointers for Last Selected Megastructure was off (for some reason) in 2 of my 3 runs runs of the game since 2.8.0 came out. never use navy and starbase "always 0" scripts so no clue if those work. everything else runs as it should be.

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Recifense
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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Oct-31

Post by Recifense »

Zxeait wrote:
Sat Oct 31, 2020 6:46 pm
Recifense wrote:
Sat Oct 31, 2020 2:42 pm
A table for version 2.8.0 (a756) was added at he first post
There is a bug causing planet invasion to crash with god mode on.
I have narrowed down the problem. It seems something is causing troops to one-shot kill eachother. With Godmode on, this causes an error.

The bug appears to be in the main script activator. Only way to stop it is to de-activate the table itself. The bug re-occurs when table is activated, and disappears when unactivated. This is with no cheats selected.
I will check that. I really did not test a planet invasion.

Cheers!

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