Debug Notes
Posted: Thu Sep 08, 2022 6:13 am
Hi all. I've compiled some notes on using debug mode editing. They're rough, just a dump of the notes I've been making for myself, but I thought I'd share them.
Shadow Empire debug notes
-- Quick Index --
• Characters: tables 132, 133, and 321
• Factions: tables 136, 138
• Regime Techs: table 123 (tech types IDs listed in 130) -- when a tech is discovered, an entry for it is created at 0 research; to force a tech discovery, simply add a line of this type
• Regime Models: tables 164, 165 and 294 (the last one only seems to have one thing, not clear what it is) -- use table 280 (Helper Model Stats) to decode (151 is struc design, but only applies to following models based on it)
• Regime Keys: table 146 -- basic regime-wide values, but not SHQ
• Demands: table 328 (Regime - Regime Feat Log) -- most immediate use is extending demand deadlines or altering required thresholds, but can be altered pretty flexibly
• Zone Keys: table 98 -- city pop, happiness, private funds, etc.
• General game keys: table 95 -- here you can change planet name
• Nations: Regime tables 82 (here you can change your nation's names -- remember to change your nation's rebel faction as well) and culture table 239 (where you can change your culture name in some displays, but not troop culture display -- where is this stored??)
• Regime Relations: table 210 (regimes listed in table 82) -- aiintention 50 seems to be neutral intent, while intent 0 seems to be intent to declare war next turn. aiPrevIntentionChanger -- what does this do?
-- Character Tables --
Tables 132, 133, and 321. 307 and 271 to change militia leader (feat 9001).
Table 132 organization:
• Leftmost Group:
Leader ID - Capability Class (1-5) - (blank?) - Firstname - Lastname - Faction - Job ID - Unit Attached to
• Second Group:
Political Faction - (unknown) - Gender - Age - (unknown) - XP - Loyalty - Relation
Age is a 2- or 3-digit negative number. -71 is 17 years old. -176 is 32 years old.
• Third Group
??? - ??? - ??? - ??? - ??? - STR - WAR - CHA - INT - WIL
If there is a number just to the left of this group of numbers, normally blank, that is Corruption level.
• Fourth Group
Emotional - Heroic - Ambition - Authority - Egoism - ??? - Witty - ??? - Hair 1 - Hair 2 - Eye/Brow 1 - Eye/Brow 2 - Nose 1 - Nose 2 - Mouth 1 - Mouth 2 - Cheeks 1 - Cheeks 2
Facial characteristics are always in two fields, with the first field being skin shade group and the second field being the specific characteristic (nose, mouth, whatever).
---
Characters Ideological Preferences Table (133 - labeled as "Reserved" in debug)
Take the character's ID from table 132 and find it on this list. It's sorted by newest last, not by ID, so new characters will be on bottom. Other than that, pretty easy to modify: ideology types are by actual name, and the values -3 to +3 correspond to 1 to 6. So, "democracy" and a value of "4" is Democracy preference 1, but a value of "3" is Democracy dislike -1.
Model Stuff
7 Base Design (Field Testing) -- This directly reflects.
8 Base Design (original)
25 Engine Design
26 Armor Design
27 Weapon Design
151 Structural Design -- This does not reflect in-game on the stats for the current model, but will be used for the next version of it.
Regime Keys Notes
If you want to start a Hard game, but without starting with harsh 0% income tax, go into Regime Keys and add a value to your regime (probably 4): key name Incometax, key value 20.
Shadow Empire debug notes
-- Quick Index --
• Characters: tables 132, 133, and 321
• Factions: tables 136, 138
• Regime Techs: table 123 (tech types IDs listed in 130) -- when a tech is discovered, an entry for it is created at 0 research; to force a tech discovery, simply add a line of this type
• Regime Models: tables 164, 165 and 294 (the last one only seems to have one thing, not clear what it is) -- use table 280 (Helper Model Stats) to decode (151 is struc design, but only applies to following models based on it)
• Regime Keys: table 146 -- basic regime-wide values, but not SHQ
• Demands: table 328 (Regime - Regime Feat Log) -- most immediate use is extending demand deadlines or altering required thresholds, but can be altered pretty flexibly
• Zone Keys: table 98 -- city pop, happiness, private funds, etc.
• General game keys: table 95 -- here you can change planet name
• Nations: Regime tables 82 (here you can change your nation's names -- remember to change your nation's rebel faction as well) and culture table 239 (where you can change your culture name in some displays, but not troop culture display -- where is this stored??)
• Regime Relations: table 210 (regimes listed in table 82) -- aiintention 50 seems to be neutral intent, while intent 0 seems to be intent to declare war next turn. aiPrevIntentionChanger -- what does this do?
-- Character Tables --
Tables 132, 133, and 321. 307 and 271 to change militia leader (feat 9001).
Table 132 organization:
• Leftmost Group:
Leader ID - Capability Class (1-5) - (blank?) - Firstname - Lastname - Faction - Job ID - Unit Attached to
• Second Group:
Political Faction - (unknown) - Gender - Age - (unknown) - XP - Loyalty - Relation
Age is a 2- or 3-digit negative number. -71 is 17 years old. -176 is 32 years old.
• Third Group
??? - ??? - ??? - ??? - ??? - STR - WAR - CHA - INT - WIL
If there is a number just to the left of this group of numbers, normally blank, that is Corruption level.
• Fourth Group
Emotional - Heroic - Ambition - Authority - Egoism - ??? - Witty - ??? - Hair 1 - Hair 2 - Eye/Brow 1 - Eye/Brow 2 - Nose 1 - Nose 2 - Mouth 1 - Mouth 2 - Cheeks 1 - Cheeks 2
Facial characteristics are always in two fields, with the first field being skin shade group and the second field being the specific characteristic (nose, mouth, whatever).
---
Characters Ideological Preferences Table (133 - labeled as "Reserved" in debug)
Take the character's ID from table 132 and find it on this list. It's sorted by newest last, not by ID, so new characters will be on bottom. Other than that, pretty easy to modify: ideology types are by actual name, and the values -3 to +3 correspond to 1 to 6. So, "democracy" and a value of "4" is Democracy preference 1, but a value of "3" is Democracy dislike -1.
Model Stuff
7 Base Design (Field Testing) -- This directly reflects.
8 Base Design (original)
25 Engine Design
26 Armor Design
27 Weapon Design
151 Structural Design -- This does not reflect in-game on the stats for the current model, but will be used for the next version of it.
Regime Keys Notes
If you want to start a Hard game, but without starting with harsh 0% income tax, go into Regime Keys and add a value to your regime (probably 4): key name Incometax, key value 20.