Terra Invicta
Re: Terra Invicta
in beta i used cheatengine to edit the research that you currently have into something, then froze it at 999999 so every time a "turn" passed ingame your research would complets, They are float values, make sure you update both the amount in the research, as well as your contribution, so that when it finishes you get to choose whats next.
Re: Terra Invicta
Random question but is there any way to increase the max effective stat of a Councillor? it seems the limit is 25 despite editing the save where I edit the stat more than that.
Re: Terra Invicta
Really need a table for this
Re: Terra Invicta
Just got this on sale and am loving it, would appreciate a table so I don't have to keep hunting research addresses whenever I reload.
Also, has anyone had any luck finding an address for the control point cap? I hate that I have to waste a research slot every day just to push that up 3 points at a time, I'd rather just edit it and be done with it.
And as long as I'm here, the ability to edit nation tech levels and stability would be great. One month coup d'etat to overthrow the other factions would be nifty, same for dropping the nations they do control into the stone ages.
Also, has anyone had any luck finding an address for the control point cap? I hate that I have to waste a research slot every day just to push that up 3 points at a time, I'd rather just edit it and be done with it.
And as long as I'm here, the ability to edit nation tech levels and stability would be great. One month coup d'etat to overthrow the other factions would be nifty, same for dropping the nations they do control into the stone ages.
Re: Terra Invicta
Anyone found pointers for mission control or control points?
Re: Terra Invicta
I cannot find control points in cheat engine or save edit, sorry.
~HOWEVER~
I *HAVE* been able to locate Mission Control in save edit, and if you push it to 9900, you should theoretically be able to populate every single satellite and colony zone.
Open up your trusty Notepad++ and load the [savename].json in your "Documents\My Games\TerraInvicta\Saves" path that was saved after going into your game settings menu and DESELECTING "Use compressed save files". Take note of what your available resources are and search for "NobleMetals" and hit "Find Next" until it shows a result that lists out resources similar to what is represented in your game. the listing under resources is what you have available, the listing under "baseIncomes_year" is what is available to you; find mission control and pump that up with a few 9s and you'll have no real limit to how many satellites and bases you can set up. Have fun!
Re: Terra Invicta
1.Cheat mod in steam workshop.
2.Console command
3.Edit save
4.Edit template(remember make backup)
Resources cheat: I suggest edit save or console command. Edit template to set start resources is also ok.
Councilor ability: Edit save(but that might be difficult to find and can cause error). I usually assign a org to the councilor and edit that org in TIOrgTemplate.json
Research: Edit template TIFactionTemplate.json
CP Cap: An easy way is edit project's effect. TIProjectTemplate.json (Effect_ControlPointMaintenanceBonusXXXX).
Warning: Check TIEffectTemplate.json before edit effect. If you didn't edit EffectTemplate you can only change it to 160, 40, 20, 10, 3.
A more safe way will be write a new project that only can done once. Through that we can also get construction time reduction; increase mine production etc.
2.Console command
3.Edit save
4.Edit template(remember make backup)
Resources cheat: I suggest edit save or console command. Edit template to set start resources is also ok.
Councilor ability: Edit save(but that might be difficult to find and can cause error). I usually assign a org to the councilor and edit that org in TIOrgTemplate.json
Research: Edit template TIFactionTemplate.json
CP Cap: An easy way is edit project's effect. TIProjectTemplate.json (Effect_ControlPointMaintenanceBonusXXXX).
Warning: Check TIEffectTemplate.json before edit effect. If you didn't edit EffectTemplate you can only change it to 160, 40, 20, 10, 3.
A more safe way will be write a new project that only can done once. Through that we can also get construction time reduction; increase mine production etc.
Re: Terra Invicta
I jokingly made a console enabler table before noticing the mods.
- Attachments
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- TerraInvicta.CT
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Re: Terra Invicta
I think the define changed.
Any chance of making that dynamic somehow?
I know it's a small bit of code, but since it's mono and I don't know shit about it, I assume it might be possible.
Re: Terra Invicta
I think you can just JIT it then aobregion or similar?
I don't even think the first step is necessary, since I think this function gets called per frame after opening the game, but turning on the mono features just make it easy to find the function.
I don't even think the first step is necessary, since I think this function gets called per frame after opening the game, but turning on the mono features just make it easy to find the function.
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- What is cheating?
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Re: Terra Invicta
There is some problem with your table. CE said failure to determining what TerminalButtonListener:Tick+5c means
Re: Terra Invicta
add usemono() just below the {$asm} bit, like so:claude291966 wrote: ↑Fri Oct 07, 2022 9:19 amThere is some problem with your table. CE said failure to determining what TerminalButtonListener:Tick+5c means
Code: Select all
{$asm}
usemono()
assert(TerminalButtonListener:Tick+5c, bytes)
...
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- What is cheating?
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Re: Terra Invicta
It's working now. Thanks a lot.Namelessy wrote: ↑Sat Oct 08, 2022 7:36 pmadd usemono() just below the {$asm} bit, like so:claude291966 wrote: ↑Fri Oct 07, 2022 9:19 amThere is some problem with your table. CE said failure to determining what TerminalButtonListener:Tick+5c meansThat fixed it for me.Code: Select all
{$asm} usemono() assert(TerminalButtonListener:Tick+5c, bytes) ...
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