Terra Invicta

Terra Invicta

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Universe Bounty
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20 Jul, 2024 @ 3:48am
28 May @ 7:50pm
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Universe Bounty

Description
Version 2.2.0

Description

The more discerning may call this a cheat menu.

But cheating is such a...dirty...word. I prefer to think that this mod gives you access to a sympathetic universe that will make your life easier. Simply use the CTRL + U shortcut and make your plea to the benevolent omnipressant god of the universe (in all their spaghettified glory!) and they shall rain down the rich bounty of the universe to you.

Ok, it's a cheat menu. Want to give yourself resources, boost your CP or mission control, quick-finish research, or speed up shipbuilding? Then this mod allows you to do it.

Give your councilors more XP or change their traits.

Steal projects and orgs from the other factions. Even get full intel on them or reset their hate level.

Use this mod as much or as little as you like, but don't come crying back here when it leaves you with that hollow, empty feeling knowing you won by taking the easy road.

TBH, I created this mod because I was tinkering in the save file plus I got frustrated when 100 hours into a long-play game, the aliens and servants ganged up on me and beat me into submission and I just couldn't face a reset again :D

Comment below if you run into any bugs.

Where did the custom UI go?!?

While the 1.x version of this mod did indeed have a custom interface, proving you could splice your own Unity prefabs into the game interface, it is inherently brittle. It requires more code and work to achieve _and_ when the game developers tweak the UI, move an element, etc. the mod can quickly become unusable.

With the UI now firmly embedded in Unity Mod Manager, it has tied itself to a much more consistent and stable platform meaning game UI changes should not cause the mod to insta-break.

...plus it's a lot easier to maintain :D

Configuration

The mod by default uses the CTRL + U shortcut. This setting can be changed under the Unity Mod Manager "Settings" menu.

How It Works

Press CTRL + U and the mod should open in Unity Mod Manager.

Economy

The Economy tab gives you access to resource and construction boosting.

For each resource, you can choose to give it a direct injection of resources or you can increase your monthly income from it. Depends if you want to head canon a billionaire wanting to actually help humanity or finding a more efficient means of improving its income.

Mission Control and Control Points do not have monthly gather rates, so just give yourself some freedom when you need to.

Under construction, you have to ability to improve construction times permamently and instantly complete all ships for both habs and ships.

Note: The improvement in hab construction time is a code patch that stores your number of increases in the "settings.xml" file for the mod. Due to the nature of construction time being associated to module templates and wanting to limit this improvement to your faction only, it had to be done this way. If you want to reverse the impact, simply close the game, edit the XML file and restart it.

Research

The Research tab gives you the option of simply dumping research points into all research, which then gets distributed based on your research weightings or you can simply elect to add research points directly to a project. If a project finishes this way, there is a slight 1-2 day in-game time before the completion registers and you're free to do the next one.

Factions

The Factions tab allows you to unlock all intel on a faction or reset their hate back to the base level. You can also pick projects to steal or an organisation to take over. Organisations taken over go into your faction's unallocated pool.

At the moment, the alien faction only has a hate reset but this may get negated at days end if you're over the cap limit that triggers the aliens to come fight you anyway.

Councilors

Under the Councilors tab, you can modify their attributes by clicking the left/right arrows for each one. Clicking the Traits button will open their traits view, allowing you to add and remove traits to the councilor.

Compatibility

This mod was built and tested on version 0.4.90.

AFAIK, this mod has no compatibility issues with other mods as it uses in-game objects. So if other mods are modifying templates, this mod should be fine.

Dependencies

This mod requires Unity Mod Manager[www.nexusmods.com] version 0.32.2.0 or above to use because it needs some of that code mod goodness.

Source Code & Free Use

This mod's source code is available for people to utilise as they wish. It can be found at https://github.com/OzWolf/terra-invicta-universe-bounty-mod.

You do not need to ask my permission to use this source as you see fit. I leave it there freely for people to copy, tweak, learn from, etc. as much as they want.

Changelog

Last update: 2.2.0

  • Patched to work with version 0.4.90.

See the Mod Changelog for changes.
132 Comments
The Sour Kraut 30 Sep @ 8:46pm 
+1 For an update for CP values and the like
On experimental 0.4.101 patch of the game clicking on mission control and control point addition buttons in the mod menu closes the menu and doesn't give any points in game.
And after clicking on either of those two buttons this text appears in the logs of the mod manager:

[Universe Bounty] [Exception] OnGUI: MissingMethodException - void
PavonisInteractive.TerraInvicta.TIEffectsState.AddEffect(TIEffectTemplate,PavonisInteractive.TerraInvicta.TIFactionState,PavonisInteractive.TerraInvicta.TIGameState,PavonisInteractive.TerraInvicta.TIGameState)

I don't understand anything about coding and such, so I thought just copy-pasting what was written in the logs could help you. We would really appreciate it if you could fix the problem some time, thank you so much for the mod btw.
StrawberryCalypso 18 Sep @ 6:05pm 
Are there any plans to allow a monthly research "bounty" so I don't need to open the menu every 5 seconds?
Akry 15 Sep @ 7:36am 
+1 for control point and mission control.
As of today on validation release, neither is working.
Zedbrah 5 Sep @ 9:26am 
As a heads up, in the Validation release, under Economy both the Mission Control and Control Points buttons close the window instead of working.
SirKaijuofVaudeville 2 Sep @ 3:09pm 
I updated the mod which worked to stop the AI hate crashing... but now the AI get cheat techs too including the alien rockets.
Akry 11 Aug @ 2:50am 
The alien reset hate button crashes the game for me.
I am playing on validation-release fork so that might be the issue. is it?
0zwolf  [author] 6 Aug @ 5:52pm 
Alien hate has a base value that changes depending on the state of the solar system. The reset hate function for the aliens will only reset hate to that base value. So if you have massive fleet, have spent a lot of time fighting the Servants, or have a very big space presence, the alien's base hate value will remain quite high.

As for the AI getting access to this, I'm not sure how. Nothing in this mod does anything to non-player factions except reset hate. All other features are direct effects against the player faction only. Unless there is in-game code that boosts AI capabilities and fleet production based on the game difficulty (TBH, I thought it was a feature of the new patch and enjoyed actually seeing the AI be worth something away from earth, either as an ally or a combatant).
Phoenix-D 4 Aug @ 5:24pm 
The AI got the cheat engines from this. Was quite the shock seeing them engaging the aliens in the outer solar system pre 2030 :D
Astraeos 27 Jul @ 11:37pm 
Tried doing Archangel's method, and I still can't reset hate specifically and only for the Aliens.

I can reset hate for every other faction just fine, except for the Aliens.