Sins of a Solar Empire 2 (Steam)

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

Post by WankHole »

Destinate wrote:
Sun Aug 18, 2024 11:58 pm
@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.
No idea how long you're planning on keeping this (epic) table up but if its a reasonable time I might be tempted to look into the unit structure and relay findings. It's probably going to be VERY little work as there's still a lot of basic structure remaining from the first game and there's already plenty of info about all the stats and stuff that gets stored. Im actually wondering if its the same as the first game as this entire engine looks like an upgrade to their first one (correct me if im wrong, I heard this is a "new" engine of theirs and im impressed with how it handles so many units and spreads the cores so well).

Also actually managed to get a new 10 player AI skirmish running using all your new options. Love how you can have a starter node/planet with 25/25 research on both military and civilian and then just create chaos in the universe ;) Honestly, after this game came out I was so relieved there was a decent new RTS "style" game out that I could get my teeth into. I forgot I have no time any more due to work/real life/children. Pretty much realized I can't play this "Properly" and started making a few dirty hacks of my own to get by and then found your table. Wish I had more time to play with CE and even more so wish I had more time to play games without needing CE :/ Getting old sucks bro. Thanks for the table, you made this game SO much more enjoyable, just wish I could help out more :/

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

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

Post by Destinate »

Banri wrote:
Mon Aug 19, 2024 6:32 pm
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 )
I added the compact view mode and the auto-attach thing. I won't add the update thing because I don't want any shell execute in CT.

WankHole wrote:
Mon Aug 19, 2024 10:03 pm
No idea how long you're planning on keeping this (epic) table up but if its a reasonable time I might be tempted to look into the unit structure and relay findings. It's probably going to be VERY little work as there's still a lot of basic structure remaining from the first game and there's already plenty of info about all the stats and stuff that gets stored. Im actually wondering if its the same as the first game as this entire engine looks like an upgrade to their first one (correct me if im wrong, I heard this is a "new" engine of theirs and im impressed with how it handles so many units and spreads the cores so well).

Also actually managed to get a new 10 player AI skirmish running using all your new options. Love how you can have a starter node/planet with 25/25 research on both military and civilian and then just create chaos in the universe ;) Honestly, after this game came out I was so relieved there was a decent new RTS "style" game out that I could get my teeth into. I forgot I have no time any more due to work/real life/children. Pretty much realized I can't play this "Properly" and started making a few dirty hacks of my own to get by and then found your table. Wish I had more time to play with CE and even more so wish I had more time to play games without needing CE :/ Getting old sucks bro. Thanks for the table, you made this game SO much more enjoyable, just wish I could help out more :/
I'm pretty much done with the table. I will leave the entity editor as it is and let people expand it. I already added the exp and antimatter in the entity editor as examples. Hopefully, someone out there will have time to dissect the data structure.

I don't know much about this game. I just got it when it was released about 3 days ago. I just made the table fast and simple out of my free time. Nothing complicated in the table like spawning stuff. I saw some of your old posts about this game. You probably have a better table than mine since you've been playing it for awhile.

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

Post by acecel »

Destinate wrote:
Mon Aug 19, 2024 10:25 pm
...I'm pretty much done with the table....
...I just made the table fast and simple out of my free time...
...You probably have a better table than mine since you've been playing it for awhile.
It's ok, don't worry, it's perfectly fine not to have a big one, yours is perfectly okay i am sure.

I talked with people who used it a lot and they say it's a really good one even if it's on the smaller side, all that matters is what you do with it right ?!
The other dude may have a bigger one, huge even, but i promise you that it will never produce the same effect as yours did when i got to play with it, i will always remember it as one the best memory of my life.

And your table is cool too btw, thanks again.

( :mrgreen: )

dingalingus21
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Re: Sins of a Solar Empire 2 (Steam)

Post by dingalingus21 »

The max slots option is impacting enemy factions too for sure. Seeing enemy asteroids with a dozen research labs lol

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

Post by Blueskadoo »

dingalingus21 wrote:
Thu Aug 22, 2024 5:47 am
The max slots option is impacting enemy factions too for sure. Seeing enemy asteroids with a dozen research labs lol
I thought as much. Locking it to only the player character is more work.

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

Post by Lord_Kai_Wren »

Just so you know,the "Instant Install components" cheat also massively increase the attack speed of ships, a simple missile cruiser will melt a capital ship in seconds, it's good for fireworks but for gameplay... not so much ! ^^

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

Post by Blueskadoo »

Set number to 25 for Limited Items for Planets/Ships when viewed

Code: Select all

[ENABLE]

aobscanmodule(comp,sins2.exe,48 8B 4F 18 48 89 4C 24 20) // should be unique
alloc(newmem,$1000,comp)

label(return)

newmem:
  mov [rdi+18],#25
  mov rcx,[rdi+18]
  mov [rsp+20],rcx
  jmp return

comp:
  jmp newmem
  nop 4
return:
registersymbol(comp)

[DISABLE]

comp:
  db 48 8B 4F 18 48 89 4C 24 20

unregistersymbol(comp)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: sins2.exe+8D2DE0

sins2.exe+8D2DBB: 75 23                 - jne sins2.exe+8D2DE0
sins2.exe+8D2DBD: 4C 8D 05 AC CD 4F 00  - lea r8,[sins2.exe+DCFB70]
sins2.exe+8D2DC4: BA 67 00 00 00        - mov edx,00000067
sins2.exe+8D2DC9: 48 8D 0D 80 33 55 00  - lea rcx,[sins2.exe+E26150]
sins2.exe+8D2DD0: E8 0B 82 83 FF        - call sins2.exe+10AFE0
sins2.exe+8D2DD5: 84 C0                 - test al,al
sins2.exe+8D2DD7: 74 01                 - je sins2.exe+8D2DDA
sins2.exe+8D2DD9: CC                    - int 3 
sins2.exe+8D2DDA: 80 7F 20 00           - cmp byte ptr [rdi+20],00
sins2.exe+8D2DDE: 74 2C                 - je sins2.exe+8D2E0C
// ---------- INJECTING HERE ----------
sins2.exe+8D2DE0: 48 8B 4F 18           - mov rcx,[rdi+18]
// ---------- DONE INJECTING  ----------
sins2.exe+8D2DE4: 48 89 4C 24 20        - mov [rsp+20],rcx
sins2.exe+8D2DE9: C6 44 24 28 01        - mov byte ptr [rsp+28],01
sins2.exe+8D2DEE: 0F 10 44 24 20        - movups xmm0,[rsp+20]
sins2.exe+8D2DF3: 0F 11 43 18           - movups [rbx+18],xmm0
sins2.exe+8D2DF7: 48 8B C3              - mov rax,rbx
sins2.exe+8D2DFA: 48 8B 5C 24 40        - mov rbx,[rsp+40]
sins2.exe+8D2DFF: 48 83 C4 30           - add rsp,30
sins2.exe+8D2E03: 5F                    - pop rdi
sins2.exe+8D2E04: C3                    - ret 
sins2.exe+8D2E05: B0 01                 - mov al,01
}

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

Post by cryosx »

newest update broke influence

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

Post by Dazza08 »

sins2.exe.text+88EC65

New address i find that consistently accesses influence points. I dont have knowledge on how to update the script tho. I Tried

Code: Select all

{ Game   : sins2.exe
  Version:
  Date   : 2024-09-03
  Author : daryl

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(InfluencePoints,sins2.exe,89 47 08 48 83 C4 40) // should be unique
alloc(newmem,$1000,InfluencePoints)

alloc(pInfluence,8)
registersymbol(pInfluence)

label(return)

newmem:
  mov [pInfluence],rdx
  add [pInfluence],9AF8
  mov eax,[rdx+00009AF8]
  jmp return

InfluencePoints:
  jmp newmem
  nop
return:
registersymbol(InfluencePoints)


[DISABLE]

InfluencePoints:
  db 89 47 08 48 83 C4 40

unregistersymbol(InfluencePoint)
dealloc(newmem)
unregistersymbol(pInfluence)
dealloc(pInfluence)
{
// ORIGINAL CODE - INJECTION POINT: sins2.exe.text+88EC65

sins2.exe.text+88EC49: E8 42 0E 88 FF  - call sins2.exe.text+10FA90
sins2.exe.text+88EC4E: 84 C0           - test al,al
sins2.exe.text+88EC50: 74 01           - je sins2.exe.text+88EC53
sins2.exe.text+88EC52: CC              - int 3
sins2.exe.text+88EC53: 8B 4F 08        - mov ecx,[rdi+08]
sins2.exe.text+88EC56: 33 C0           - xor eax,eax
sins2.exe.text+88EC58: 2B 4B 10        - sub ecx,[rbx+10]
sins2.exe.text+88EC5B: 48 8B 5C 24 50  - mov rbx,[rsp+50]
sins2.exe.text+88EC60: 85 C9           - test ecx,ecx
sins2.exe.text+88EC62: 0F 4F C1        - cmovg eax,ecx
// ---------- INJECTING HERE ----------
sins2.exe.text+88EC65: 89 47 08        - mov [rdi+08],eax
// ---------- DONE INJECTING  ----------
sins2.exe.text+88EC68: 48 83 C4 40     - add rsp,40
sins2.exe.text+88EC6C: 5F              - pop rdi
sins2.exe.text+88EC6D: C3              - ret
sins2.exe.text+88EC6E: CC              - int 3
sins2.exe.text+88EC6F: CC              - int 3
sins2.exe.text+88EC70: 48 89 5C 24 08  - mov [rsp+08],rbx
sins2.exe.text+88EC75: 48 89 74 24 10  - mov [rsp+10],rsi
sins2.exe.text+88EC7A: 57              - push rdi
sins2.exe.text+88EC7B: 48 83 EC 40     - sub rsp,40
sins2.exe.text+88EC7F: 48 8B 02        - mov rax,[rdx]
}
But as soon as i open minor faction window it crashes game to desktop.

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

Post by kloze »

Influence Points can be obtained using the Player Resource script created by Destinate.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>2</ID>
      <Description>"Player Resource"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <Color>FF8000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : sins2.exe
  Version: 
  Date   : 2024-08-16
  Author : Destinate

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(PlayerResource,$process,F3 ? ? ? ? ? ? ? ? EB ? 0F 57 ? 44 8B) // should be unique
alloc(newmem,$1000,PlayerResource)

alloc(pPlayerResource,8)
registersymbol(pPlayerResource)

label(return)

newmem:
  mov [pPlayerResource],rcx
  add [pPlayerResource],288
  movss xmm6,[rcx+rax*4+00000288]
  jmp return

PlayerResource:
  jmp newmem
  nop 4
return:
registersymbol(PlayerResource)

[DISABLE]

PlayerResource:
  db F3 0F 10 B4 81 88 02 00 00

unregistersymbol(PlayerResource)
dealloc(newmem)
unregistersymbol(pPlayerResource)
dealloc(pPlayerResource)

{
// ORIGINAL CODE - INJECTION POINT: sins2.exe+4986EE

sins2.exe+4986C3: 8B C8                       - mov ecx,eax
sins2.exe+4986C5: 48 3B 82 F8 11 00 00        - cmp rax,[rdx+000011F8]
sins2.exe+4986CC: 73 2B                       - jae sins2.exe+4986F9
sins2.exe+4986CE: 48 8B 82 00 12 00 00        - mov rax,[rdx+00001200]
sins2.exe+4986D5: 48 8B 0C C8                 - mov rcx,[rax+rcx*8]
sins2.exe+4986D9: 48 85 C9                    - test rcx,rcx
sins2.exe+4986DC: 74 1B                       - je sins2.exe+4986F9
sins2.exe+4986DE: 8B 87 D0 01 00 00           - mov eax,[rdi+000001D0]
sins2.exe+4986E4: 48 83 F8 03                 - cmp rax,03
sins2.exe+4986E8: 0F 83 78 02 00 00           - jae sins2.exe+498966
// ---------- INJECTING HERE ----------
sins2.exe+4986EE: F3 0F 10 B4 81 88 02 00 00  - movss xmm6,[rcx+rax*4+00000288]
// ---------- DONE INJECTING  ----------
sins2.exe+4986F7: EB 03                       - jmp sins2.exe+4986FC
sins2.exe+4986F9: 0F 57 F6                    - xorps xmm6,xmm6
sins2.exe+4986FC: 44 8B 8F D0 01 00 00        - mov r9d,[rdi+000001D0]
sins2.exe+498703: 4C 8D 87 78 03 00 00        - lea r8,[rdi+00000378]
sins2.exe+49870A: 33 DB                       - xor ebx,ebx
sins2.exe+49870C: 0F 29 BC 24 60 01 00 00     - movaps [rsp+00000160],xmm7
sins2.exe+498714: 89 5C 24 28                 - mov [rsp+28],ebx
sins2.exe+498718: 48 8D 94 24 90 00 00 00     - lea rdx,[rsp+00000090]
sins2.exe+498720: 48 8B CE                    - mov rcx,rsi
sins2.exe+498723: F3 0F 11 74 24 20           - movss [rsp+20],xmm6
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>330655</ID>
          <Description>"Base"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <ShowAsSigned>0</ShowAsSigned>
          <GroupHeader>1</GroupHeader>
          <Address>pPlayerResource</Address>
          <Offsets>
            <Offset>-288</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>330696</ID>
              <Description>"Resource"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>330670</ID>
                  <Description>"Credit Income"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>+288</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>330671</ID>
                  <Description>"Metal Production"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>+28C</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>330672</ID>
                  <Description>"Crystal Production"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>+290</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>330723</ID>
              <Description>"Influence Points"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>330656</ID>
                  <Description>"Current"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+9b08</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>330725</ID>
                  <Description>"Max"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+9b0c</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>330695</ID>
              <Description>"Exotic Resource"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>330659</ID>
                  <Description>"Tauranite"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+8F0</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>330666</ID>
                  <Description>"Indurium"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+910</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>330667</ID>
                  <Description>"Kalanide"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+930</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>330668</ID>
                  <Description>"Andvar"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+950</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>330669</ID>
                  <Description>"Quarnium"</Description>
                  <ShowAsSigned>0</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+970</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>330727</ID>
              <Description>"Military Supply Cost"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>330729</ID>
                  <Description>"*Both need to be changed."</Description>
                  <LastState Value="" RealAddress="00000000"/>
                  <Color>0000FF</Color>
                  <GroupHeader>1</GroupHeader>
                </CheatEntry>
                <CheatEntry>
                  <ID>330650</ID>
                  <Description>"Display Cost"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+d28</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>330728</ID>
                  <Description>"Internal Cost"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>4 Bytes</VariableType>
                  <Address>+D24</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Dazza08
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Posts: 5
Joined: Thu Sep 01, 2022 1:22 pm
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Re: Sins of a Solar Empire 2 (Steam)

Post by Dazza08 »

New address i find that consistently accesses influence points. I dont have knowledge on how to update the script tho. I Tried

Code: Select all

{ Game   : sins2.exe
  Version:
  Date   : 2024-09-03
  Author : daryl

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(InfluencePoints,sins2.exe,89 47 08 48 83 C4 40) // should be unique
alloc(newmem,$1000,InfluencePoints)

alloc(pInfluence,8)
registersymbol(pInfluence)

label(return)

newmem:
  mov [pInfluence],rdx
  add [pInfluence],9AF8
  mov eax,[rdx+00009AF8]
  jmp return

InfluencePoints:
  jmp newmem
  nop
return:
registersymbol(InfluencePoints)


[DISABLE]

InfluencePoints:
  db 89 47 08 48 83 C4 40

unregistersymbol(InfluencePoint)
dealloc(newmem)
unregistersymbol(pInfluence)
dealloc(pInfluence)
{
// ORIGINAL CODE - INJECTION POINT: sins2.exe.text+88EC65

sins2.exe.text+88EC49: E8 42 0E 88 FF  - call sins2.exe.text+10FA90
sins2.exe.text+88EC4E: 84 C0           - test al,al
sins2.exe.text+88EC50: 74 01           - je sins2.exe.text+88EC53
sins2.exe.text+88EC52: CC              - int 3
sins2.exe.text+88EC53: 8B 4F 08        - mov ecx,[rdi+08]
sins2.exe.text+88EC56: 33 C0           - xor eax,eax
sins2.exe.text+88EC58: 2B 4B 10        - sub ecx,[rbx+10]
sins2.exe.text+88EC5B: 48 8B 5C 24 50  - mov rbx,[rsp+50]
sins2.exe.text+88EC60: 85 C9           - test ecx,ecx
sins2.exe.text+88EC62: 0F 4F C1        - cmovg eax,ecx
// ---------- INJECTING HERE ----------
sins2.exe.text+88EC65: 89 47 08        - mov [rdi+08],eax
// ---------- DONE INJECTING  ----------
sins2.exe.text+88EC68: 48 83 C4 40     - add rsp,40
sins2.exe.text+88EC6C: 5F              - pop rdi
sins2.exe.text+88EC6D: C3              - ret
sins2.exe.text+88EC6E: CC              - int 3
sins2.exe.text+88EC6F: CC              - int 3
sins2.exe.text+88EC70: 48 89 5C 24 08  - mov [rsp+08],rbx
sins2.exe.text+88EC75: 48 89 74 24 10  - mov [rsp+10],rsi
sins2.exe.text+88EC7A: 57              - push rdi
sins2.exe.text+88EC7B: 48 83 EC 40     - sub rsp,40
sins2.exe.text+88EC7F: 48 8B 02        - mov rax,[rdx]
}
But as soon as i open minor faction window it crashes game to desktop.

Ive spent 2hrs learning and scanning for pointer maps to get a reusable address for influence points :) Some one teach me to make it easier haha.
SOASE2.CT
Same CT by OP but I hopefully added influence point pointer.
(49 KiB) Downloaded 283 times

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

Post by illusionbreaker »

anyone get artifacts working yet?

buddha743
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Re: Sins of a Solar Empire 2 (Steam)

Post by buddha743 »

I want unlimited production of ankylon Titan

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