Releases: DeadAirRT/deadair_scripts
v1.13
Updated for X4 v7.5.
v1.11.3HF1 - Fixed incorrect index for tracking ended wars and incomplete war names being displayed.
v1.11.4 - Implemented optional minimum war time before fatigue ending. Fixed player wars ending due to fatigue.
RC - Updated for v7.5. Need to update DA God submod but large portions of code for new submod are untested so update delayed on scripts file itself.
RC2 - Fixed some debug errors with unfinished submod. Fixed missing blueprints in station calculator.
v1.13 - Preliminary testing for v7.5 update completed.
Full Changelog: v1.11...v1.13
v1.11HF1
HF1 - Fixed incorrect index for tracking ended wars and incomplete war names being displayed.
v1.11.3 - DA God - Excluded buccaneers, hatikvah, and court from script due to lack of job ships to support stations causing unnecessary strain.
DW - Completed menu for displaying war history for DW wars.
v1.11.2 - Improved variable check functionality to only update VerifyVariablesExistTimer when the game is loaded. Previously if the menu was checked within 5s of saving, new variables would not be found due to the timer being updated by menu functionality.
Dynamic War - Two new options: Track stats and war fatigue. DW will now keep track of ship/station kills during wars started via script or menu improve/decrease relations. If fatigue is enabled, ship losses will add fatigue (xl:4,l:3,m:2,s:1,station:5) while kills will reduce fatigue by 1. After two hours minimum, if fatigue for a faction is ge 100 (checked periodically), the two factions will return to their previous relations. Added some flavor text for Dynamic Wars events (quotes from the faction representative based on famous quotes that have been altered).
v1.11.1 - Evolution - Evolution max level raised to 10. Level 10 is a 50% bonus compared to the old level 5 which was a 25%. Added option to limit max level and raised default time to 240 per level. Rewrote portions of script for variable integrity and improved eq mod adding to closer mimic updated fill method. Updated station upgrade to add changes every level with the additional build module on shipyards being level 3, 6, and 9. Changed fleet names from Branch 9 Evolution to Branch 9 EVO.
Fill - improved eq mod adding code to handle to be more reliable.
Jobs exp - improved code for moving expedition fleets to shipyard sector when preparing their fleets. When fleets are ready, there is no longer an rng chance of launching.
God - improved module distribution code for multiple stations. Clarified error messages to include when the error is unhandled vs continue/recovered. Improved new station distribution to focus on sectors with higher economy and security ratings. Adjusted default values for Eco v1.11.1
BP - Added check to prevent player from scanning same ship repeatedly. Changed component progress from RNG to one guaranteed max per turret/shield etc.
Fill and Evo eq mods - Changed names of the eq mods so it's clear where they came from.
Menus - new option for limiting max evolution level. Fixed evolution max fleets not updating after change. Information menus for ware stored/wanted and station fullness have new code to prevent orphaned build storages from ruining the count. Station calc values updated for Eco v1.11.1
v1.11 - Jobs SST - Added military tag to job templates so ships would be grabbed for defense/offense by faction logic. Improved logic for assessing situation in sectors that have experienced changes. Improved handling of ships that are no longer in the appropriate sector. Improved handling of ships that were going to be ordered to recycle that have been commandeered by faction logic.
Dynamic news - Nearly complete rework, news output will respect the interval for overall check where it could potentially be continuous in previous version. Improved message output for expanded stations to include total number of modules added and the desired output production ware. Fixed option that prevents station building news from unknown factions.
Fill - Reworked. Option to limit ware addition by credit value. Option to prevent xenon shipyard/wharf from seizing even if other shipyards/wharf are disabled from having wares added. Option to select which factions are affected by Fill for either tradestation or shipbuilding settings.
DA God - Reworked module ordering process and priority. Previously factions would try to order modules in one go resulting in long delays until the next ware was ordered. This lead to a top heavy economy. Now, factions will order modules in chunks up to 5 modules and more quickly cycle through wares to ensure a more even spread of the economy. Reduced default interval to 1 since new delay logic is based on number of modules ordered. Improved tracking for stations that get expanded multiple times. Incorporated logic from Eco to increase storage space on new and expanded stations. Adjusted default settings for Eco v1.11, added boron overrides, setting are based on collected data from my testing/playthroughs.
Menus - Added menu to select/deselect Fill factions, moved Fill statistics to seperate submenu. Added in game station calculator that reflects production values for Eco.
v1.10.3 - Fill EQ Mods - Fixed incorrect value on mod_engine_forwardthrust_AI_mk2, changed mods to linear scaling of 10% increments.
Jobs SST Defaults - Lowered default values on L/M Miner jobs.
God Defaults - Rebalanced default values to updated Eco balancing and lowered production across the board.
v1.10.2 - Updated several dynamic war submenus. Added missing option to restrict some news entries to known factions only.
v1.10 - Redesigned and reorganized menus. Options are no longer separate menus but incorporated into their submod's main menu. Added activate all option for DA god.
v1.09 - New: Sector Info menu. Dynamic News will now have an optional filter to only give news about known factions.
Improved: Implementing ui design principals into all menus. Adding background color to headers and body to improve readability. Buttons with green/red will have a specific action associated with them while buttons with blue will simply change what is displayed. Changed some wording in the DA God quota menu to help improve clarity of when a faction has been activated / not.
Full Changelog: v1.08.1...v1.11
v1.08.1
v1.07.1 - Added exemption into expeditions targeting for peaceful tag factions for RE.
v1.07.2 - JobsSST - Added override library for default values that will run only once. Added filtering for station types for a faction to consider the sector as contested. Production stations in sectors must have a least one operational production module to be counted.
God - Added check for Eco (other mods can diff in for the check as well) that gives a warning when not detected and maxmodule setting is gt 10. Made maxmodule an adjustable value.
Menus - Cleaned up debug messages. Added maxmodule slider and incorporated warning if setting is higher than recommended due to mod detection. Changed wording on god quotas menu to be easier to understand.
v1.07.3 - Suppressed error output for when checking trade profit on ships/their commander not having defaultorder.id
v1.08 - Changed DA God station interval default to 2. Improved DA God raw resource and sunlight prioritization; the script will now use position logic before checking other sectors.
Updated menus to new color system from 7.0. Adjusted calculation for ware stored/wanted menu to include 50% of production station capacity since it better reflects the desired situation of full consumers and 1/2 full producers (selling ware for average price).
v1.08.1 - Fixed JobsSST override triggering multiple times. Updated economic strength menu to formatting of military strength menu. Added Ship Details Menu showing breakdown of ship purposes and types. Updated some header formatting to be more visible.
Full Changelog: v1.07...v1.08.1
v1.07
Updated for X4 7.0RC1.
Not for use with X4 6.2.
May not be compatible with V1.05.
v1.06 - Updated for 7.0b5, many code improvements and small optimizations implemented.
Fill: Factions will no longer received ship mods for multiple fleets by having multiple trade stations.
JobsSST: Rewrote much of the code to improves calculation spreading, removed cover usage from ships enroute to recycle, added signal_object for player owned police assets for BP, added missing entries into faction based all_container, added missing startactive="false" to a couple of the jobs, adjusted trader jobs from this mod to only trade for their own faction, added boron jobs that are possible after the remove space exclusivity option is enabled, added menu to disable vanilla spawned jobs that I know of.
Gate: Menu now has option to show ALL gates, gates added by mod are initially inactive, removed overlooked remove for a gate connection, added connection from 018 to 023, added connection from 014-006, adjusted position of new zone added in cluster 19, new zones for the news gates added.
God: Improved calculation spreading, added several fallbacks for when something doesn't work as intended during station ordering process, added option to make the station ordering process slower, added key station upgrade feature, stations will now build up to 25 modules, factions will prioritize more advanced wares first, factions will now prioritize higher sunlight values in sectors when they order an energycell station, factions can now order a station using position logic if no desirable zones are found, factions can now order in friendly/player sectors depending on settings, testing station generation adjustments to not have long long stations vertically (sorry @Rothank), rebalanced default settings for 7 factions based on shipyard/wharf ware usage.
BP: Added blueprint analysis mod inspired by Jack the Stripper (using permission unlike some people who like to just copy my stuff out there). Earn blueprints by scanning stations and ships yourself, or if you have a sector and ships performing police default order then they will get you credit too. Adjustable settings menu and progress menu added.
TP: No big deal, just code to track all your trade ship and station profits. Fancy information menu to boot.
Menus: added BP menus and options, moved information screens to new submenu, added the menu to enable/disable vanilla spawned jobs that I know if (it requires hard coding), added current/history toggle to military strength, added ability to scale max value for certain sliders.
V1.07 - Reduced expedition fleet count but increased fleet size. Added expedition support for trinity, court, pioneers, and boron. Updated expedition activation code to handle new factions. Nudged station generation to create less vertical stations.
v1.07HF1 - Removed hover text from jobs quota message when no ships are found for faction.
v1.05
ONLY FOR X4 V6.2.
Initial public testing release.
Full Changelog: https://github.com/DeadAirRT/deadair_scripts/commits/v1.05