![]() Grants, writing all instead of the ID grants all relics. Increases the empire's Opinion of the empire by, default 40Ĭreates of pops from on the selected celestial body, entering without ID reveals all species IDs Events simply trigger the end result and often doesn't work as the code requires a ship and a planet both selected at the same time for event trigger, which can't be done at all normally in game. adding anomalies requires the anomaly category id, not events. Now they want to colonize a sacred world in my territory with the falen empire right next to me. Limbo is in 'anomalyevents7.txt' right at the top with the id 'anomaly.185'. If a modded starting system was not used, the player's pops will always be 0 to 32.Ĭheats are console commands that can be used to give unfair advantages as opposed to sole testing purposes.Īctivates the specified Ascension Perk, pressing tab reveals all IDsĪctivate_ascension_perk ap_mind_over_matterĪctivates the triumph effect of Īctivates the specified Tradition, pressing tab reveals the namesĪdds to the selected celestial bodyĪdds of intel towards, default 10Īdds of loyalty from, default 10 So I finished the program where I upload the saved neural scans of the dead aliens into synthetic body's. The ancient aliens have fully regained consciousness and have expressed a desire to strike out on their own and rebuild their empire. I dont think they can be upgraded once you made them non sentient robots, You either make them non sentient, sentient or let them be reborn by an FE. Pop IDs can be read by hovering over a pop in the population tab. After many trials the engineering department has finally managed to transfer the extinct aliens' neural scans to robotic bodies, and the results are exhilarating.If a modded starting system was not used, the player's starting science ship will always be 0. Ship IDs can be read by hovering over a ship in the fleet window.If a modded starting system was not used, the player's empire will always be 0. Empire IDs can be read by hovering over an empire's flag in the contacts menu or its borders on the galaxy map.If a modded starting system was not used, the player's starting leaders will always be 0 (ruler) and 1 (governor). Leader IDs can be read by hovering over a leader in the leaders or empire menus.The only exception is if you manually move the pops off the planet once you get the tech, thus abandoning the planet, and then terraform - but honestly, its not worth the effort at that point. If a modded starting system was not used, the player's species will always be 1 for the main species and 2 for the syncretic/cyborg/bio-trophy/prepatent species. Colonizing the low-habitability ones is less effective because you need to wait much longer to terraform them. ![]() Species IDs can be read by hovering over a species in the species menu.Species, leader, empire and pop IDs however are defined when the game is created and have to be found with the debugtooltip command. Most IDs are predefined and can be found on the ID page. ![]()
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