Battlefleet Gothic: Armada 2

Battlefleet Gothic: Armada 2

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Cryptomancer Jan 24, 2019 @ 3:17pm
Release of BGA2Editor - Saved game editor for Battlefleet Gothic: Armada 2
BGA2Editor v1.1 by Cryptomancer

This is a saved game editor for Battlefleet Gothic: Armada 2. Currently it supports editing campaign saved games.

FEATURES SUPPORTED:
Edit renown, leadership, maximum fleet points, global income, upgrade points, and battleplans. Also you can set all ships to max level and repair all ships hull and crew values (will not repair critical damages).

INTERFACE:
The interface is purely CLI. Input is done through a series of text prompts in the form of: Number:Value or Command:Explanation.

To select a given option enter everything to the left of the colon verbatim. This includes capitalization and punctuation. If you see a property enclosed in parenthesis then it is displayed purely FYI and is not editable. For example:

(Faction): Imperium -- This is NOT editable
Renown: 100 -- This is editable

NOTE THAT INPUTS ARE NOT VALIDATED. THIS EDITOR WILL BLINDLY EDIT YOUR PROFILE WITH WHATEVER VALUES YOU PROVIDE AND INVALID VALUES WILL BREAK YOUR GAMES!!!
NOTE THAT THIS EDITOR DOES NOT CREATE BACKUPS OF YOUR SAVED GAMES SO TAKE MANUAL BACKUPS
Saved games location: C:\Users%USERNAME%\AppData\Local\BattleFleetGothic2\Saved\SaveGames
If you don't see the AppData folder then enable Show Hidden Folders in Folder Options.

GitHub - https://github.com/Cryptomancerx/BGA2Editor
Direct BGA2Editor download - https://github.com/Cryptomancerx/BGA2Editor/raw/master/BGA2Editor.exe

NOTE: It seems as though skirmish profiles are stored online and thus not editable like they were in BGA1. Thus editing Campaign saves is all this editor will ever be able to do. Also as I really rather hate the campaign and skirmish is boring and I have no interest in MP, I'm pretty much done with this game already. I'll ensure that the editor works with patches and updates and new factions, but nothing beyond that.

NOTE2: As of patch 1, Leadership and Fleet Capacity values in the saved game file are ignored on load and overwritten on save. These values are now inferred from Level and Renown and are thus not modifiable via saved game editing, they're part of the core game logic now. RIP. If this is something that bothers you, don't complain here. The devs don't read the Steam forums. Go complain on their official forums.

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CHANGELOG:
v1.1 - Added UpgradePoints, BattlePlans, HEALSHIPS!, and MAXSHIPS! commands.
Last edited by Cryptomancer; Feb 6, 2019 @ 7:42am
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Showing 1-15 of 176 comments
kevinwinston4 Jan 24, 2019 @ 3:45pm 
Many thanks there :)
Is it permited to advertise this here? I'm guessing this can be considered cheating? Nothing against people that want to use it (I personally wont but I dont judge) but isnt there a better place to release this?
kevinwinston4 Jan 24, 2019 @ 4:25pm 
Originally posted by Captain of the 4th Company:
Is it permited to advertise this here? I'm guessing this can be considered cheating? Nothing against people that want to use it (I personally wont but I dont judge) but isnt there a better place to release this?

This was done in BFG1 before and it was also released in the forums. Many users wanted this to bypass levelling in BFG1.

Cryptomancer Jan 24, 2019 @ 4:53pm 
Originally posted by Captain of the 4th Company:
Is it permited to advertise this here? I'm guessing this can be considered cheating? Nothing against people that want to use it (I personally wont but I dont judge) but isnt there a better place to release this?

To address your concerns Captain, this cannot be used to cheat in MP. It only works on campaign saved games and that's not against Steam's or the games ToS or anything of the sort. And as Kevin said, I released a similar tool for BGA1 and it's been on the Steam forums forever (since before BGA1 released in fact!)
The Bro Stump Jan 25, 2019 @ 12:07pm 
Doing the Emperor's Work Cryptomancer. You have my thanks. :)
谢钱来 Jan 25, 2019 @ 8:00pm 
Thanks!It really helps a lot!In the name of the Emperor I can build a huge Imperium fleet.
In further update,can you add the function the Battleplans?I upgraded my listening post to lv.3 but still receive no plan,which means I can't attack Eldar's secret base.That problem worries me much.
Cryptomancer Jan 25, 2019 @ 10:58pm 
Yeah that should be easy enough. I'll have that in the next update.
Cryptomancer Jan 26, 2019 @ 2:16pm 
Version 1.1 released with ability to modify Upgrade Points and Battleplans as well as commands to fully repair all ships with max hull and crew as well as ability to set all ships to max level.
GrenadeMagnet6 Jan 26, 2019 @ 2:21pm 
Wow, nice work! A few questions:

1) Does your editor allow one to transfer ships between their similar faction fleets? As long as that would not break any fleet-point limits, if any;

2) Can you use the editor to decommission a Captain you don't want anymore, or replace a Captain?
Cryptomancer Jan 26, 2019 @ 2:25pm 
No and no. That's functionality that the game devs would have to add themselves. As it is the fleet management in this game is atrocious so I understand your desire for that functionality, but alas.
GrenadeMagnet6 Jan 26, 2019 @ 2:32pm 
Originally posted by Cryptomancer:
No and no. That's functionality that the game devs would have to add themselves. As it is the fleet management in this game is atrocious so I understand your desire for that functionality, but alas.
Sure, no worries. Those two items I mentioned seem to be some of the biggest complaints from various players, so wanted to see if your utility could help resolve this issue while waiting to see if the developers will make any changes to correct.
Cryptomancer Jan 26, 2019 @ 3:14pm 
What I do when I want to move ships between fleets or decomission them is just send them on suicide missions against an occupied system then create a new fleet or build a new ship and use my editor to cheat the ships back up to max level. With unlimited resources and the ability to max level ships you can do the same. The only missing piece of the equation is editing Construction Points on systems. I've found how to do it via hex editor but trying to do it programatically is a challenge.
GrenadeMagnet6 Jan 26, 2019 @ 4:31pm 
Originally posted by Cryptomancer:
What I do when I want to move ships between fleets or decomission them is just send them on suicide missions against an occupied system then create a new fleet or build a new ship and use my editor to cheat the ships back up to max level. With unlimited resources and the ability to max level ships you can do the same. The only missing piece of the equation is editing Construction Points on systems. I've found how to do it via hex editor but trying to do it programatically is a challenge.
In addition to Max Level, is it possible to just put the new ships back to the same level as the ships you suicided earlier?
Cryptomancer Jan 26, 2019 @ 4:56pm 
With my editor no, it always sets the level to 4. You're cheating anyway, might as well go whole hog :)
GrenadeMagnet6 Jan 26, 2019 @ 5:34pm 
Originally posted by Cryptomancer:
With my editor no, it always sets the level to 4. You're cheating anyway, might as well go whole hog :)
Sure, I understand. I just meant if one is using the editor to help bring back a ship they had to suicide it would be great if the ship could be put back to the same level as before, so as to fully simluate a ship transfer.

Not complaining, of course: just discussing.
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