"spawn", "spawnbp blueprint" but this is off the top of my head. Last time I tried this was to give AI factions colonizable worlds to beef them up and it colonized multiple copies of the same worlds - they must then be individually deleted before selecting next turn or your game will crash. Beware if you choose to colonize multiple planets. "convertdeadplanet" changes 1 random dead planet into a class 10 (default) colonizable world. "colonize all" will colonize all the planets on the game map with your faction. "colonize" allows you to colonize any colonizable planet provided you have a colony ship selected. "god" will allow you to take control of AI planets and ships, or just to examine AI behavior - very useful, expecially if you are trying to mod AI behavior. (Why these types of orders are in the construction menu as opposed to the planetary management menu is a mystery of GalCiv3. economic, moral, etc stimulus do nothing. Planets with repeating construction orders - i.e. If the shipyard has a repeated contruction order one of that order will be produced. "Finish next" will complete the next item in the que of the selected shipyard or planet. "Finish" will complete all items in a planatary que - if the planet is selected - or in a shipyard que if the shipyard is selected. Planets appear to regenerate themselves after every turn so I've never been able to successfully mod any permanent planetary stats. movement points, shields, kinetic weapons. However, some effects will disappear at the end of your turn - i.e. "Modstat" command works for the commands listed by the. Use the keyboard command "Resources" to add 1000 of each type.
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