There are a few with all-positives, and you should have no reason to not push them as far as you want. These are stored in "techLevel", BUT are overwritten by the Index number of the repeatable tech you're currently researching. Most areas are then capped by a repeatable tech that you can presumably boost as far as you want (I've pumped them up to a hundred, but not really stress tested these for weirdness). Given how the tech system is set up, you have the actual 'techs' that people who have played the earlier versions know. Most techs also have an "index" value associated with them, which doesn't matter except for the repeatable techs. Bumping these to 10000 was giving me a new tech each turn. I assume you can edit these through CE somehow. If someone ever gets around to actually creating a tech cheat, there are handy "techMods" values in the save file for each tech area which affects your tech research speed. It's a simple text file at LocalLow\GameLabs\Ultimate Admiral Dreadnoughts\save_0.json So, actually, tech (and by extension, some "cheats") are actually pretty each.
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