Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

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kDragon
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Re: Stellaris - Megacorp x64 v2.3.1 (GM and More) 2019-Jun-15

Post by kDragon » Tue Jun 18, 2019 6:48 pm

Does anyone have any tips on editing trait/civic points at empire create? I know u can find the adr in a given instance of stellaris by setting the vals in 00_species_archetypes to strange numbers, but idk how to turn that into something usable. Tutorials for figuring out pointers seem to assume u can change the val abunch naturally, which I can't seem to do in this case.

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Re: Stellaris - Megacorp x64 v2.3.1 (GM and More) 2019-Jun-15

Post by zaren » Tue Jun 18, 2019 7:40 pm

kDragon wrote:
Tue Jun 18, 2019 6:48 pm
Does anyone have any tips on editing trait/civic points at empire create? I know u can find the adr in a given instance of stellaris by setting the vals in 00_species_archetypes to strange numbers, but idk how to turn that into something usable. Tutorials for figuring out pointers seem to assume u can change the val abunch naturally, which I can't seem to do in this case.
The quickest way is to edit the game files directly if you're playing single-player, but keep in mind it affects the AI as well:
  • Trait points: Change the number of trait points and max traits in "00_species_archetypes.txt" (located in "steamapps\common\Stellaris\common\species_archetypes"). Default numbers for biological pops are 2 trait points ("@species_trait_points = 2") and 5 max traits ("@species_max_traits = 5").
  • Civic points: "GOVERNMENT_CIVIC_POINTS_BASE" in "00_defines.txt" (located in "steamapps\common\Stellaris\common\defines"). Change "GOVERNMENT_CIVIC_POINTS_BASE = 2" to however many civic points you want. Default number is 2.
The better way is to create a custom mod with the changes you want otherwise it'll get reset when Stellaris gets another update.

kDragon
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Re: Stellaris - Megacorp x64 v2.3.1 (GM and More) 2019-Jun-15

Post by kDragon » Tue Jun 18, 2019 8:44 pm

thanks, I've figured it out how to edit the game files and know how to make it as a mod. Tryin to figure out how to do it in CE so that I can have it work w/ironman plus i just want to figure out how to do this stuff. Maybe more trouble than its worth/

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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by Recifense » Wed Jun 19, 2019 12:20 am

Hi guys,

A table was added for version 2.3.2 at the first post.

Cheers!
For Old Tables, PM or E-mail me.

More than 10 years of Contribution (since March 2008)

I now have an active account at PATREON (Recifense Cheers).

https://www.patreon.com/user?u=6383777

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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by zaren » Wed Jun 19, 2019 1:51 am

Thank you for sharing and for the updated table!

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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by Van Dam Man » Thu Jun 20, 2019 4:03 pm

Excellent table as always.

Would it be possible to add a Quick Archeology script? That's a new mechanic that came with 2.3.x

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CompactDisc
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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by CompactDisc » Thu Jun 20, 2019 4:29 pm

Van Dam Man wrote:
Thu Jun 20, 2019 4:03 pm
Excellent table as always.

Would it be possible to add a Quick Archeology script? That's a new mechanic that came with 2.3.x
This would be a nice addition for sure.
Happy table making!

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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by Kaedus » Thu Jun 20, 2019 5:13 pm

"Quick Special Projects" works weird. The counter in the Precursors chain does not always increase. And some other special projects seem to be explored, but nothing happens.

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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by Van Dam Man » Thu Jun 20, 2019 10:48 pm

Kaedus wrote:
Thu Jun 20, 2019 5:13 pm
"Quick Special Projects" works weird. The counter in the Precursors chain does not always increase. And some other special projects seem to be explored, but nothing happens.
I haven't had any issue with that event in game. You running any mods that change the checksum?

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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by shinobuped » Sun Jun 23, 2019 11:28 pm

Thanks so much to Recif for his ongoing support for this game and Compact for his additions to the original table. You are guys are the best.

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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by Alaunus » Mon Jun 24, 2019 8:40 am

Kaedus wrote:
Thu Jun 20, 2019 5:13 pm
"Quick Special Projects" works weird. The counter in the Precursors chain does not always increase. And some other special projects seem to be explored, but nothing happens.
In my experience stellaris does not handle multiple special projects completing at the same time very well.

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darkdex52
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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by darkdex52 » Mon Jun 24, 2019 2:35 pm

Excellent table.

"Character Quick Level Up" only levels up leaders to Level 5. Is there any way to extend this to like level 8+?

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CompactDisc
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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by CompactDisc » Mon Jun 24, 2019 3:54 pm

darkdex52 wrote:
Mon Jun 24, 2019 2:35 pm
Excellent table.

"Character Quick Level Up" only levels up leaders to Level 5. Is there any way to extend this to like level 8+?
The 5 is hardcoded in reci's script. It's on line 1108 in the current version. Look for ' _MonCharXP: ' if not.
Change it to 10 in the script, then reactivate it and it should work.
Remember to save the script after editing.
Happy table making!

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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by Elterin » Sun Jun 30, 2019 1:07 pm

Would you kindly add a fast archaeology cheat please? :)

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Re: Stellaris - Megacorp x64 v2.3.2 (GM and More) 2019-Jun-18

Post by Ghostwish » Wed Jul 03, 2019 9:44 pm

Um, is anyone else getting a virus report for this table?

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