Stellaris Federations x64 v2.8.1 (GM and More) 2020-Nov-20

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CompactDisc
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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by CompactDisc »

Griffihn wrote:
Tue Nov 10, 2020 10:52 am
ok, what exactly is with the race editing script in CD's extension? i used to be able to run the UI Overhaul and Planetary Diversity mods (about 12 in total) and it would still activate, without issues. now, even without mods, it still won't activate, no matter what i do. wtf did the idiots at paradox do in the last patch? or am i doing something wrong and am not aware of it?
Try using this until I release an official update to the extension:
viewtopic.php?p=163565#p163565
You can combine it with the old one, if you want to use the old pointers, they should (mostly) still work.

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: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by Griffihn »

thank you CD. i'd suggest waiting for 2.8.1 for an official update. i swear, these guys are messing things up more than fixing them with every patch.

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by handymanjvh »

well the updated patch to the checksum dfce 2.8.1 or at least thay posted news on stream and a bata is coming out soon

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by dudreadas »

Been using this for awhile. It's really handy since I like to turtle.

But I found an issue with Stellaris v2.8.0 (ce2a), in that the Megastructures you build (excluding the gateways) must have had their memory locations changed because the table just returns "??" for the "Days section", when you click on them.

Everything else still looks to be working.

No mods. Just this table.

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by CompactDisc »

dudreadas wrote:
Wed Nov 18, 2020 9:27 am
Been using this for awhile. It's really handy since I like to turtle.

But I found an issue with Stellaris v2.8.0 (ce2a), in that the Megastructures you build (excluding the gateways) must have had their memory locations changed because the table just returns "??" for the "Days section", when you click on them.

Everything else still looks to be working.

No mods. Just this table.
The megastructures pointer works, but only after a while of them being built (the construction platform). I'm not sure what triggers it to work, but it's clear that it's slow and inconsistent.

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by dudreadas »

CompactDisc wrote:
Wed Nov 18, 2020 12:08 pm
The megastructures pointer works, but only after a while of them being built (the construction platform). I'm not sure what triggers it to work, but it's clear that it's slow and inconsistent.

Odd, the 'repair gateway' gets detected instantly. But this mega shipyard (haven't found a ruined one to test on) still hasn't shown up. Even after going to Stage 2.

((So...I cheated and edited the save file to put it at 'upgrading to stage 3' and 1790 days. - Seriously...how does it take 10 yrs for a structure to be built by an empire that spans HALF of a 'huge type' map???))

The last time I used this table was for v2.6, and like the above 'repair gateway'. The detection was instant.

I also tested it, and it works on at least the Dyson Sphere and Matter Compressor. - As in the table instantly picked up the structure and allowed me to basically autocomplete them (copying and pasting the 'days needed' into the 'days passed').

The only things that have changed are: I got the rest of the DLC (excluding Necro) and Stellaris had several patches.

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by Elterin »

Speaking of patches, I would be happy to have a working table for 2.8.1 beta. It fixes a very nasty bug introduced in 2.8.0 when playing with mods (loading your game can take several hours).

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by badmad »

and now beta -> public

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by Alaunus »

Elterin wrote:
Thu Nov 19, 2020 11:12 am
[...](loading your game can take several hours).
*mad cackle* I must have imagined the PDX devblog where they mentioned the goal to REDUCE loading times :mrgreen:

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by Elterin »

You don't say. Some people with 6+ gigabytes of mods reported 12 hours of loading time. ^^"
Oh, they just released 2.8.1 out of beta. Checksum dfce.

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by CompactDisc »

Elterin wrote:
Thu Nov 19, 2020 2:44 pm
You don't say. Some people with 6+ gigabytes of mods reported 12 hours of loading time. ^^"
Oh, they just released 2.8.1 out of beta. Checksum dfce.
Yay! I was hoping it would be out sooner. Now I can properly fix my functions :P

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by kizuro »

Using the latest version somehow don't work for me. Is using some mod out there prevent me in activating the Main Script?

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Re: Stellaris Federations x64 v2.8.0 (GM and More) 2020-Nov-08

Post by Elterin »

The game has been updated, we'll just have to wait a few days for the new script.

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Re: Stellaris Federations x64 v2.8.1 (GM and More) 2020-Nov-20

Post by Recifense »

Hi guys,

A table for version 2.8.1 (dfce) was added at the first post.

Cheers!

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Re: Stellaris Federations x64 v2.8.1 (GM and More) 2020-Nov-20

Post by Alaunus »

Cue 2.8.2 hotfix on Monday if CompactDisc finishes brushing up the extension this weekend :D

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