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Re: Stellaris (3.7.3 (462f))

Posted: Wed May 10, 2023 1:33 pm
by gavinoburcei

Hello, seems like the latest stellaris update from 3.8 changed something on variables and the "get resources" tab no longer works


Re: Stellaris (3.7.3 (462f))

Posted: Thu May 11, 2023 5:56 am
by Ontigans

Hello. Can you make a table so that 1) you can get achievements with mods and 2) include the console in ironman? I used to use a table called "Stellaris v3.7.3 (462f) Extension.CT", but now it seems to cause a crash. Or maybe you know where I can find a working table with this functionality?


Re: Stellaris (3.8.2 (947b))

Posted: Thu May 11, 2023 9:21 am
by bbfox
gavinoburcei wrote: Wed May 10, 2023 1:33 pm

Hello, seems like the latest stellaris update from 3.8 changed something on variables and the "get resources" tab no longer works

Updated; but not full tested.

Ontigans wrote: Thu May 11, 2023 5:56 am

Hello. Can you make a table so that 1) you can get achievements with mods and 2) include the console in ironman? I used to use a table called "Stellaris v3.7.3 (462f) Extension.CT", but now it seems to cause a crash. Or maybe you know where I can find a working table with this functionality?

I'm not sure, This achievements script should be working. If not, please contact original author.
Enable script before main menu appeared.

EDIT: console in Ironman / mod achievements added into table "Extra" section


Re: Stellaris (3.8.2 (947b))

Posted: Sat May 13, 2023 11:25 pm
by Lanusl

Every time I try to use the script online it gets d-synq damage, is there anything I can do to get it working online?


Re: Stellaris (3.8.2 (947b))

Posted: Sun May 14, 2023 2:00 am
by bbfox
Lanusl wrote: Sat May 13, 2023 11:25 pm

Every time I try to use the script online it gets d-synq damage, is there anything I can do to get it working online?

D-Sync means data is "corrupted" between online players (checksum or something). There is no way to fix it for my table.

P.S.

  • No online/multiplayer cheating according to rules

  • And, all of my table scripts are not tested under multiplayer environment(s).


Re: Stellaris (3.8.2 (947b))

Posted: Sat May 27, 2023 12:09 pm
by DawnRs

edit trait in new game make me crash the game


Re: Stellaris (3.8.2 (947b))

Posted: Sat May 27, 2023 10:33 pm
by bbfox
DawnRs wrote: Sat May 27, 2023 12:09 pm

edit trait in new game make me crash the game

If you mean edit traits script under "wip" section, no, it's not completed so I put it under "wip" (Work In Progress).
And I did not revise for months.


Re: Stellaris (3.8.2 (947b))

Posted: Sat Jun 10, 2023 9:47 pm
by Artikare

Thanks for the table


Re: Stellaris (3.8.2 (947b))

Posted: Fri Jul 28, 2023 1:53 pm
by darkangelx

So the resources definitely works, but does it give the AI players max resources too? I had a play through where I did nothing but science buildings (because I could) and yet every species I met was on par with me. I know I upped the difficulty but shouldnt I have a huge leg up on my neighbors? Or is grand admiral AI able to keep up even with the edge I gave myself with resources?


Re: Stellaris (3.8.2 (947b))

Posted: Sat Jul 29, 2023 1:29 am
by bbfox

No, it will not give AI players resources (if you follow the instruction -- pause the game first). The player's resource base address is stored in a variable once the script enabled. Every time the script will check if the address is the same to make sure it will not write to wrong place.

As I know, AI player will get free resources less or more, based on the difficulty.

All I know is the fleet script is not 100% working. Sometimes it will affect enemy ships, too (Enemy ship's HP is locked). In this case you should disable them first.