Now I know this is a stupid question or a bad one
How do I add researched to my DB
Like if I wanted to add a repeating research that adds 5 to 10 % each research
Also just tell me if this breaks any rules I don’t know about I’ll get rid of it
Now I know this is a stupid question or a bad one
How do I add researched to my DB
Like if I wanted to add a repeating research that adds 5 to 10 % each research
Also just tell me if this breaks any rules I don’t know about I’ll get rid of it
There are no rules against modding your db, other than that you should not post bug reports from a game with a modded db.
That said, what you are asking for is very complicated.
The primary table is FCT_TechSystem.
You can’t really make new types of research, but you can revise existing tech lines. For example, here’s the line for Ordnance Production:
If you wanted to change how this tech line progressed, you could alter these rows and/or add new ones.
But you could not, for example, create a new tech line that provides a bonus to factory production when constructing ship components.
The game relies on the TechTypeID to know what a given tech does, and there is no TechTypeID that does that. The game code itself contains the logic about what each TechTypeID does, not the database.
You could, in theory, add a new tech type, but the game would not know what to do with it.
If you do decide to modify existing tech lines, be very careful.
Save a clean copy of the db, check and double check your work, and don’t assume that because any given change did not immediately break the game that it won’t cause problems eventually.
So changing anything it’s possible to create bugs? Or just flat out break the game?
Of course changing a database witout knowing wha you are doing can break everything. Running and maintaning databases is a huge industry so it is not routine. Having said that smal changes can be safe
When you use the UI of the game to change something, there is a lot of code to ensure that any change you make is safe and won’t break anything
When you change something directly in the database, none of those checks are performed so you can literally change anything, regardless of impact.
You have to know exactly what you are doing or you can easily corrupt the database and your game - or sometimes all games in the database. In fact, without understanding the structure of the database and how all the data is linked together, it is almost guaranteed you will break something.
If you are new to the game, it is a good idea to play without trying to modify anything, so that after a few days (weeks probably) you will start to learn how everything fits together and the database will start to make more sense. Even then, you need to understand how databases function, not just the specific data in this one.
I have been playing since 2010 and the ONLY thing I have ever modified in my games is the DIM_MedalConditions where I’ll adjust the amounts needed to trigger a medal; I find the base game amounts too high and result in few medals being given out. That is a rather safe modification to do with little chance of screwing anything up - I feel like doing anything more risks disaster.
How would I change planet manufacturing population rate instead on like 50% or 75% (can’t remember) I want to either change it to zero or 0.1 percent for all planets and that shouldn’t cause any errors right?
Not sure what exactly you want to do, but the fractions of agriculture, manufacturing, and service sectors are not in the DB but are controlled by the game executable.
Just to check if I’m understanding right: are you trying to make it so the population does not grow any further on any planet? Nobody new gets born, basically?
What I want to change was the manufacturing, service, and agriculture in planet overview screen so I can simulate that they don’t need food or services but that’s not in the DB so I don’t know how I would change it without breaking the game
You cannot, nor would it be a good idea since that mechanic is a significant driver for colonization.
It’s been said before, but I’d strongly recommend playing one or a few games without modding anything first just to get a feel for the mechanics and rhythm of the game. It’s a hundred times easier to craft a fun roleplay setting once you have an intuition for how roleplay interacts with the game mechanics.