Sins of a Solar Empire 2 (Steam)

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a448738483
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Re: Sins of a Solar Empire 2 (Steam)

Post by a448738483 »

Nice job.

Requesting experience multiplier script. Thank you!! Idk how to find those values, im really noob so i'll defer to the experts.

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

apollo1
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Re: Sins of a Solar Empire 2 (Steam)

Post by apollo1 »

DELETED
Last edited by apollo1 on Sun Aug 18, 2024 5:05 am, edited 1 time in total.

a448738483
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Re: Sins of a Solar Empire 2 (Steam)

Post by a448738483 »

will these buffs also apply to the AI?

Destinate
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Re: Sins of a Solar Empire 2 (Steam)

Post by Destinate »

Cruxibel wrote:
Sat Aug 17, 2024 8:03 pm
military supply, building slots civ/mil(4 byte), lock on 0 or negative number won't affect the game.
WankHole wrote:
Sat Aug 17, 2024 8:24 pm
Yep, the same type of check is also happening on the unit limit.Once you get to a certain amount of units the game just refuses to allow you to build more. Pesky checks :/
Got the slot and military supply to work. You must set the supply in 2 data/addresses due to the check for building it and the queue. They are right next to each other. This was an easy fix.
The slot was a bit complicated, I had to break and trace to find a specific function.

I also added an entity editor. As of now it only has the hull and armor. You can try expanding that by looking at the data structure around the memory of that entity. It has some addresses that lead to something related to that entity. It could be like the exp of the ship or ability or something. I haven't broken down the data structure of it so I won't be touching this any time soon. Just feel free to explore it.

I still have to figure out how to make an instant build for structure.

a448738483
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Re: Sins of a Solar Empire 2 (Steam)

Post by a448738483 »

Got it. Like me go play around the entity part. I assume you need to first second a ship to get that part going?

WankHole
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Re: Sins of a Solar Empire 2 (Steam)

Post by WankHole »

Destinate wrote:
Sun Aug 18, 2024 8:13 am

Got the slot and military supply to work. You must set the supply in 2 data/addresses due to the check for building it and the queue. They are right next to each other. This was an easy fix.
The slot was a bit complicated, I had to break and trace to find a specific function.

I also added an entity editor. As of now it only has the hull and armor. You can try expanding that by looking at the data structure around the memory of that entity. It has some addresses that lead to something related to that entity. It could be like the exp of the ship or ability or something. I haven't broken down the data structure of it so I won't be touching this any time soon. Just feel free to explore it.

I still have to figure out how to make an instant build for structure.
Nice work :) got a chance to use your table on a 1 player skirmish and it was CRAZY fun. If I was going to try and track down instant build I guess I would try and find the HP for the builder unit and then search around near by memory for a value that could be build speed (assuming theres some sort of unit structure). Im not in game right now but I swear it listed the build time of stuff on the item tooltip (might need to press ALT). Should be easy to find the countdown timer knowing how long something takes to build and then throw in a multiplier or something.

Great work on the table, wish I could contribute but I've barely even managed to play the game in the last few days :/

Destinate
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Re: Sins of a Solar Empire 2 (Steam)

Post by Destinate »

WankHole wrote:
Sun Aug 18, 2024 8:51 pm

Nice work :) got a chance to use your table on a 1 player skirmish and it was CRAZY fun. If I was going to try and track down instant build I guess I would try and find the HP for the builder unit and then search around near by memory for a value that could be build speed (assuming theres some sort of unit structure). Im not in game right now but I swear it listed the build time of stuff on the item tooltip (might need to press ALT). Should be easy to find the countdown timer knowing how long something takes to build and then throw in a multiplier or something.

Great work on the table, wish I could contribute but I've barely even managed to play the game in the last few days :/
The table is only tested and made in skirmish mode. I don't support multiplayer.
I'm going to have to try that time thing for the structure.

EDIT: it doesn't have time for building structure

tinchek
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Re: Sins of a Solar Empire 2 (Steam)

Post by tinchek »

Set slots (Civilian/Military) seems to also adjust the bots max slots. Both my allies have multiple planets with 20+ factories.

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Banri
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Re: Sins of a Solar Empire 2 (Steam)

Post by Banri »

Destinate wrote:
Sat Aug 17, 2024 2:23 am


Image

Just some basic pointers.
Feel free to contribute and add more to the table.

I don't take requests and I don't support multiplayer!

Download:
SOASE2.CT
Archived

SOASE2.CT
SOASE2.CT
You should put this in the Table's Lua.

Code: Select all

if not syntaxcheck then

  getAutoAttachList().add("sins2.exe")

end

Destinate
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Re: Sins of a Solar Empire 2 (Steam)

Post by Destinate »

@WankHole I figured out the instant build. Apparently the UI is showing the progress about 1% or 2% ahead. The actual progress is a bit behind. Now the downside is the hull and armor. It instant complete but hull armor isn't fill up. I need a way to get them fill up too.

Strobe2581
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Re: Sins of a Solar Empire 2 (Steam)

Post by Strobe2581 »

When I turn on Instant Install Planet Component make my ships rapid fire on the weapons GGs

cryosx
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Re: Sins of a Solar Empire 2 (Steam)

Post by cryosx »

any way to add artifacts or change titan limit. how about supply limit of the opponents so you can give them bigger fleets

Dazza08
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Re: Sins of a Solar Empire 2 (Steam)

Post by Dazza08 »

tinchek wrote:
Sun Aug 18, 2024 9:58 pm
Set slots (Civilian/Military) seems to also adjust the bots max slots. Both my allies have multiple planets with 20+ factories.
It seems to affect the team your on.

nillmand2
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Re: Sins of a Solar Empire 2 (Steam)

Post by nillmand2 »

tinchek wrote:
Sun Aug 18, 2024 9:58 pm
Set slots (Civilian/Military) seems to also adjust the bots max slots. Both my allies have multiple planets with 20+ factories.
Thats something i like letting the ai get the slots aswell. makes the game alot funner for me.

do the enemy get the slots or just your allies?

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Banri
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Re: Sins of a Solar Empire 2 (Steam)

Post by Banri »

Hey Destinate, At the top of CE. When in CE, hit Cntrl+Alt+L to open Table Lua.
If you put the following code block in there and click execute. It will put two tabs up top for your future tables. Get Table Update which when clicked, send them to this thread so ppl don't have to bookmark or find it. And a Full/Compact view button.
It also includes at the top to auto attach the process of Sins2.exe so ppl don't have to find it in the list. Highly recommend to use this in your table.
I did add the background color, I mean I use it on all personal tables. Can remove that bit if you want to, but it does give it a nice "Premium" flare IMO xD

Code: Select all

if not syntaxcheck then

  getAutoAttachList().add("sins2.exe")

end
GetAddressList().Control[0].BackgroundColor=0x403d3d

function pushUpdate( sender, force )
    local state = not( updatemenuitem.Caption == 'Get Table Update' )
    if force ~= nil then
       state = not force
    end
    updatemenuitem.Caption = state and 'Get Table Update' or 'Get Table Update'
    if force == nil then
    shellExecute('https://fearlessrevolution.com/viewtopic.php?f=4&t=30835')
    end

  end


  function addUpdateButton()
    if updatemenualreadyexists then return end
      local parent = getMainForm().Menu.Items
      updatemenuitem = createMenuItem( parent )
      parent.add( updatemenuitem )
      updatemenuitem.Caption = 'Get Table Update'
      updatemenuitem.OnClick = pushUpdate
      updatemenualreadyexists = 'yes'
  end

  addUpdateButton()
  pushUpdate( nil, true )

  function cycleFullCompact( sender, force )
    local state = not( compactmenuitem.Caption == 'Compact View Mode' )
    if force ~= nil then
      state = not force
    end
    compactmenuitem.Caption = state and 'Compact View Mode' or 'Full View Mode'
    getMainForm().Splitter1.Visible = state
    getMainForm().Panel4.Visible = state
    getMainForm().Panel5.Visible = state
  end

  function addCompactMenu()
    if compactmenualreadyexists then return end
      local parent = getMainForm().Menu.Items
      compactmenuitem = createMenuItem( parent )
      parent.add( compactmenuitem )
      compactmenuitem.Caption = 'Compact View Mode'
      compactmenuitem.OnClick = cycleFullCompact
      compactmenualreadyexists = 'yes'
  end

  addCompactMenu()
  cycleFullCompact( nil, true )

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