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Stellaris.Distant.Stars-CODEX Cheat Engine: The Easiest Way to Cheat in Multiplayer



O Cheat Engine é um programa permite usar cheats em jogos para PC. Com a ferramenta, é possível tornar um game mais fácil ou mais difícil, alterar o número de vidas, tornar o personagem imortal e criar outros efeitos. Veja como usar Cheat Engine.


Once we've saved it, let's continue: Press 'c' and set the center of mass (the point the ship turns around) then 'ctrl' and drag out the collision circle -- this needs to fully encompass the ship and it's shields, so don't be afraid to set it a little big. After that, press 's' (and then 'ctrl') to do the same thing with the shield center (and the shield circle). Do that even if the ship you're making doesn't have shields -- some other effects may use it. The shield circle should completely encompass the ship sprite (and ideally some room behind it, for engine flares) and fall entirely within the collision circle.




Stellaris.Distant.Stars-CODEX cheat engine



Since we don't have any hullmods or special weapons done yet, we're going to skip over those options and move right on to engines. Engines are also fairly straightforward, but some things you'll want to remember are:


This also might be a good opportunity to activate devmode (type 'devmode' into the console and hit enter) and play around with it in the simulator, just to make sure it's all copacetic in the combat engine as well and adjust any stats you might need to -- devmode lets you reload data files such as ship stats from within the simulator by pressing F8, allowing you to test changes without having to exit and relaunch Starsector.


If everything went as planned, you'll have the blueprint in your inventory! Now might be a good time to learn it, cheat yourself a colony with Heavy Industry, and make sure that it spawns in fleets and everything as intended - but we'll end the tutorial here.


Once we've saved it, let's continue: Press 'c' and set the center of mass (the point the fighter turns around) then 'ctrl' and drag out the collision circle -- this needs to fully encompass the fighter and it's shields, so don't be afraid to set it a little big. After that, press 's' (and then 'ctrl') to do the same thing with the shield center (and the shield circle). Do that even if the fighter you're making doesn't have shields -- some other effects may use it. The shield circle should completely encompass the fighter sprite (and ideally some room behind it, for engine flares) and fall entirely within the collision circle. 2ff7e9595c


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