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÷  å÷ext_01.cat ext_01.dat aiscripts/aiscripts.xsd 234 1685906788 0ad45a0a97c1c56912ab33678533c1a6
aiscripts/fight.attack.object.bigtarget.xml 872 1793191271 77bdacbde601ed78450d4d4377b01fee
aiscripts/fight.attack.object.fighter.xml 2355 1793191270 b6f6eddc12e11c1fbb1e0565b964edd1
aiscripts/mining.collect.drone.xml 160 1691076576 b479c0bdcfae146eba0426e47f5ea537
aiscripts/mining.collect.ship.capital.xml 441 1691076576 eee4736635a87b0429f8aa7eadca6178
aiscripts/mining.collect.ship.liquid.xml 184 1691076576 044056cf68301634a86f4c548f33b455
aiscripts/mining.collect.ship.medium.xml 1056 1793190320 787e83f1dcd6b04b9914373926e33afd
aiscripts/move.attack.object.capital.xml 701 1793191069 e596868946dfd59a78df1cb61e0752c1
aiscripts/move.buildership.xml 214 1691076576 fa689b2050210784f7898b847960d6b5
aiscripts/move.claim.xml 583 1691076576 e9b7b2270400767de627d3d88ffd02de
aiscripts/move.collect.drone.xml 498 1691076576 994193b076bc2c679b665199bfed1900
aiscripts/move.collect.ship.smallship.xml 129 1691076576 5dc7ead0629f0c0726cb8d9430375d77
aiscripts/move.gate.xml 2552 1793191068 91dd03e4d4a25e8b9847db4538b637bc
aiscripts/move.generic.xml 1822 1793191271 0f449a180d0eeaf311f7cdcdb3bf4b70
aiscripts/move.idle.xml 742 1793190320 ec4752599cf8d7125589d1f8f178e821
aiscripts/move.nohighway.xml 793 1691076576 f370d4b2b1cc381a1c6f9b2bc4ea4e99
aiscripts/move.park.xml 1040 1793190784 ba33aa24753ccb86bc96981b6571da6c
aiscripts/move.random.xml 323 1691076576 8f8bc7cb4a843519ccf02eb0520dd55d
aiscripts/move.seekenemies.xml 210 1690740766 abcf8b3b928edd17f40ad973c7107234
aiscripts/move.wareexchange.xml 716 1691076576 800c3e2669d3cc4a71b05cf8e6c2ba6a
aiscripts/order.dock.xml 912 1691076576 1ba4acc105ace3e89266effcf769b275
aiscripts/order.fight.board.xml 269 1691076576 7931a5aff24c9c07393a7089450c5b12
aiscripts/order.fight.protect.position.xml 161 1691076576 f808e99d288ba456c7753ab225668b0e
aiscripts/order.fight.protect.ship.xml 1720 1691076576 1e228c89a27a28d84aac720b0a6d841e
aiscripts/order.move.follow.xml 280 1691076576 12235c8acbad3c8f42fc19779424b3f1
aiscripts/order.restock.subordinates.xml 214 1691076576 fa689b2050210784f7898b847960d6b5
aiscripts/order.trade.crewexchange.xml 284 1691076576 b89cf18510497906aae49488cb4dd932
aiscripts/order.trade.single.xml 346 1691076576 5bee2b2b752386a64c55ecb2e66ff63d
aiscripts/order.trade.wareexchange.ship.xml 640 1793190320 6c2970d6bfd2613217da49b7887ea4a9
libraries/behaviours.xml 2623 1690740764 5e92a828ca8f4488a30cc32c94b80199
libraries/gamestarts.xml 20497 1691953640 ccad8e27cf4f5425635b11da840c3740
libraries/god.xml 780 1691551966 00b20b934b3388aeac764d2c9e541744
md/customstart.xml 13378 1691952968 abf0596de8a533a0483fd3369d3d93f7
md/md.xsd 227 1685906800 65903521e4b710fa13ef8318218cbc30
md/x4ep1_mentor_subscription.xml 915 1691557556 8c8b2db34562d5496c4644aaf32e4fc4
<?xml version="1.0" encoding="utf-8" ?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" elementFormDefault="qualified">

  <xs:include schemaLocation="D:\X4 Modding\Core X4 Files\libraries\aiscripts.xsd" />

</xs:schema>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <replace sel="/aiscript/patch[@sinceversion='2']/do_if/set_value/@exact">[((this.assignedcontrolled.bboxdistanceto.{$target} + this.assignedcontrolled.size) / [this.assignedcontrolled.maxspeed, 1m].max)s, 20s].max</replace>
  <replace sel="/aiscript/attention[@min='unknown']/actions/do_while/do_if/do_if[@value='$duration_movement gt 40s']/@value">$duration_movement gt 20s</replace>
  <replace sel="/aiscript/attention[@min='unknown']/actions/do_while/do_if/move_to[@rollintoturns='false']/@travel">true</replace>
  <replace sel="/aiscript/attention[@min='visible']/actions/do_while/do_while/set_value[@name='$time_gaindistance']/@min">[10s * 1, 1s].max</replace>
  <replace sel="/aiscript/attention[@min='visible']/actions/do_while/do_while/set_value[@name='$time_gaindistance']/@max">[30s * 1, 3s].max</replace>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <replace sel="/aiscript/patch[@sinceversion='1']/set_value/@exact">[((this.assignedcontrolled.bboxdistanceto.{$target} + this.assignedcontrolled.size) / [this.assignedcontrolled.maxspeed, 1m].max)s, 20s].max</replace>
  <replace sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='$target.isoperational']/do_if[@value='not this.ship.defencenpc']/do_if/set_value[@name='$delaymissiles']/@min">player.age + 1s</replace>
  <replace sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='$target.isoperational']/do_if[@value='not this.ship.defencenpc']/do_if/set_value[@name='$delaymissiles']/@max">player.age + 3s</replace>
  <replace sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='$target.isoperational']/do_if[@value='not $skipattackrun?']/set_value[@name='$duration_movement']/@exact">[$duration_movement_unbound, 20s].max</replace>
  <replace sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='$target.isoperational']/do_if[@value='not $skipattackrun?']/do_if[@value='$duration_movement gt 40s']/@value">$duration_movement gt 20s</replace>
  <replace sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='$target.isoperational']/do_if[@value='not $skipattackrun?']/move_to/@travel">true</replace>
  <replace sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='$target.isoperational and this.assignedcontrolled.bboxdistanceto.{$target} lt $MaxGainDistance']/do_if[@value='$allowboost and (this.assignedcontrolled.combinedskill ge 30 or this.race == race.terran) and (this.assignedcontrolled.boost.remainingfraction gt 0.5)']/@value">$allowboost and (this.assignedcontrolled.combinedskill ge 0 or this.race == race.terran) and (this.assignedcontrolled.boost.remainingfraction gt 0.5)</replace>
  <replace sel="/aiscript/attention[@min='unknown']/actions/do_while/do_if[@value='$target.isoperational and (not $duration_movement? or not this.assignedcontrolled.numwaypoints or ((player.age - @$time_movestart) ge $duration_movement))']/move_to/@travel">true</replace>
  <add sel="/aiscript/attention[@min='unknown']/actions/do_while/do_if[@value='$target.isoperational and (this.assignedcontrolled.bboxdistanceto.{$target} lt $MaxGainDistance)']/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention[@min='visible']/actions/do_if/do_while/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_else/do_if/do_if/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_else/do_if/do_if/do_if[@value='$target.exists']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_else/do_else/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='$skipmovement']/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='not $pickup.count']/do_if[@value='$target.exists']/do_if[@value='$target.exists']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='not $pickup.count']/do_if[@value='$target.exists']/do_if[@value='$target.exists']/move_to" type="@finishonapproach">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='not $pickup.count']/do_elseif[@value='not @$target.exists and not $attackposition']/do_if/do_if/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='not $pickup.count']/do_elseif[@value='not @$target.exists and not $attackposition']/do_if/do_if/move_to" type="@finishonapproach">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='$pickup.count']/do_if[@value='$pickuptarget.exists'][1]/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <replace sel="/aiscript/init/set_value[@name='$skill_piloting']/@exact">15</replace>
  <replace sel="/aiscript/init/set_value[@name='$skill_morale']/@exact">15</replace>
  <replace sel="/aiscript/patch[@sinceversion='1']/do_if/@chance">100</replace>
  <replace sel="/aiscript/patch[@sinceversion='7']/set_value/@exact">100</replace>
  <replace sel="/aiscript/patch[@sinceversion='9']/set_value[@name='$skill_piloting']/@exact">15</replace>
  <replace sel="/aiscript/patch[@sinceversion='9']/set_value[@name='$skill_morale']/@exact">15</replace>
  <replace sel="/aiscript/attention/actions/set_value[@name='$combinedskill']/@exact">100</replace>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/move_to" type="@finishonapproach">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention[@min='visible']/actions/move_to[@destination='$target'][@forcesteering='true'][@object='this.ship'][@flightbehaviour='flightbehaviour.default']" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/move_to[@destination='$target'][@abortpath='true']" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='unknown']/actions/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='unknown']/actions/move_to" type="@finishonapproach">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention[@min='visible']/actions/do_if[@value='$launching and $homebase.isoperational']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_if[@value='$homebase.isoperational']/do_if[@value='$masstraffic']/do_if/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='unknown']/actions/do_if[@value='$target.isoperational'][1]/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <replace sel="/aiscript/params/param[@name='debugchance']/@default">this.ship.isplayerowned*100</replace>
  <replace sel="/aiscript/patch[@sinceversion='10']/set_value/@min">3s</replace>
  <replace sel="/aiscript/patch[@sinceversion='10']/set_value/@max">5s</replace>
  <replace sel="/aiscript/attention/actions/do_if[@value='this.assignedcontrolled.distanceto.{$gate} gt (10km + (this.assignedcontrolled.size / 2.0))']/@value">this.assignedcontrolled.distanceto.{$gate} gt 15km</replace>
  <add sel="/aiscript/attention/actions/do_if[@value='this.assignedcontrolled.distanceto.{$gate} gt 15km']/move_to" pos="before">
    <set_value name="$cendzone" exact="$gate.zone"/>
  </add>
  <replace sel="/aiscript/attention/actions/do_if[@value='this.assignedcontrolled.distanceto.{$gate} gt 15km']/move_to/@travel">if this.assignedcontrolled.distanceto.{$gate} gt 10km then true else false</replace>
  <replace sel="/aiscript/attention/actions/do_if[@value='this.assignedcontrolled.distanceto.{$gate} gt 15km']/move_to/@finishonapproach">false</replace>
  <add sel="/aiscript/attention/actions/do_if[@value='this.assignedcontrolled.distanceto.{$gate} gt 15km']/move_to" type="@endzone">$cendzone</add>
  <add sel="/aiscript/attention/actions/do_if[@value='this.assignedcontrolled.distanceto.{$gate} gt 15km']/move_to">
    <interrupt>
      <conditions>
        <check_any>
          <event_gravidar_has_scanned object="this.ship" check="false"/>
          <event_object_changed_zone object="this.assignedcontrolled" zone="$gate.zone"/>
        </check_any>
        <count_gravidar_contacts object="this.ship">
          <match class="class.gate"/>
          <match_distance object="this.ship" max="15km"/>
        </count_gravidar_contacts>
      </conditions>
    </interrupt>
  </add>
  <add sel="/aiscript/attention/actions/do_elseif[@value='this.assignedcontrolled.iscapitalship']/do_if[@value='$gate.isaccelerator']" pos="before">
    <stop_moving object="this.assignedcontrolled"/>
  </add>
  <replace sel="/aiscript/attention/actions/do_if[@value='$moveintogate']/do_if[@value='$gate.isclass.gate and not this.zone.isclass.highway']/do_else/move_to/@travel">false</replace>
  <replace sel="/aiscript/attention/actions/set_value[@name='$moveduration']/@min">3s</replace>
  <replace sel="/aiscript/attention/actions/set_value[@name='$moveduration']/@max">5s</replace>
  <add sel="/aiscript/attention/actions/move_to[@destination='$gatedestination'][@abortpath='false']" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <replace sel="/aiscript/attention/actions/do_if[@value='this.sector != $targetsector or ($traveltoend and not $endintargetzone and $position and this.assignedcontrolled.distanceto.[$positionspace, $position] gt this.assignedcontrolled.size) or (this.zone != $targetzone and (not @$endzone or this.zone != $endzone) and ($endintargetzone or @$targetzone.isclass.highway or this.ship.bboxdistanceto.[$positionspace, $position, $destination] gt 10km))']/do_else/wait/@max">(not $bigship) * (5.1 - (15 / 3))s</replace>
  <replace sel="/aiscript/attention/actions/do_if[@value='this.sector != $targetsector or ($traveltoend and not $endintargetzone and $position and this.assignedcontrolled.distanceto.[$positionspace, $position] gt this.assignedcontrolled.size) or (this.zone != $targetzone and (not @$endzone or this.zone != $endzone) and ($endintargetzone or @$targetzone.isclass.highway or this.ship.bboxdistanceto.[$positionspace, $position, $destination] gt 10km))']/do_else/do_if[@value='$position']/move_to/@travel">true</replace>
  <replace sel="/aiscript/attention/actions/do_if[@value='this.sector != $targetsector or ($traveltoend and not $endintargetzone and $position and this.assignedcontrolled.distanceto.[$positionspace, $position] gt this.assignedcontrolled.size) or (this.zone != $targetzone and (not @$endzone or this.zone != $endzone) and ($endintargetzone or @$targetzone.isclass.highway or this.ship.bboxdistanceto.[$positionspace, $position, $destination] gt 10km))']/do_else/do_else/move_to/@travel">true</replace>
  <replace sel="/aiscript/attention/actions/do_if[@value='not @$rotation']/do_if/move_to/@travel">not $relativemovement</replace>
  <replace sel="/aiscript/attention/actions/do_else/move_to/@travel">not $relativemovement</replace>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_if[@value='this.zone.isclass.highway']/do_if[@value='this.zone.exitjumpgate and this.sector']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='this.zone.isclass.highway']/do_if[@value='this.zone.exitjumpgate and this.sector']/move_to" type="@finishonapproach">true</add>
  <add sel="/aiscript/attention/actions/do_while/do_if[@value='$TimeOut gt 0']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_while/do_else[2]/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='$anchorpos_sector and this.sector']/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_if[@value='($targetspace.isclass.zone and this.zone != $targetspace) or this.ship.bboxdistanceto.[$targetspace, $position, $target] gt 10km']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='($targetspace.isclass.zone and this.zone != $targetspace) or this.ship.bboxdistanceto.[$targetspace, $position, $target] gt 10km']/move_to" type="@finishonapproach">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='($targetspace.isclass.zone and this.zone != $targetspace) or this.ship.bboxdistanceto.[$targetspace, $position, $target] gt 10km']/do_if[@value='not $targetzone or (this.zone != $targetzone)']/do_all/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_if[@value='$anyslot']/do_while[@value='not $freeslot']/do_if[@value='this.assignedcontrolled.distanceto.{$destination} gt (($destination.size + this.assignedcontrolled.size) * 2m)']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='$anyslot']/do_while[@value='not $freeslot']/do_if[@value='this.assignedcontrolled.distanceto.{$destination} gt (($destination.size + this.assignedcontrolled.size) * 2m)']/move_to" type="@finishonapproach">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='$success']/do_elseif/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='$success']/do_elseif/move_to" type="@finishonapproach">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='$success']/do_else/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='$success']/do_else/move_to" type="@finishonapproach">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_while/do_any/move_to[@destination='$Anchor'][@abortpath='false']" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_while/do_any/move_to[@destination='$Anchor'][@abortpath='true']" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <replace sel="/aiscript/params/param[@name='travel']/@default">true</replace>
  <replace sel="/aiscript/attention/actions/move_to/@travel">true</replace>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_if[@value='$ispassive']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_else[1]/do_if[@value='this.ship.distanceto.{$safepos} gt (this.ship.size/2.0f + $target.size/2.0f)']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/move_to[@destination='this.zone'][@forcerotation='true'][@forceposition='true']" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_else[2]/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/move_to[@destination='this.zone'][@forcerotation='true'][@forceposition='false']" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <replace sel="/aiscript/attention/actions/do_if[@value='(($thisship.distanceto.{$destination} + $thisship.size / 2.0 + $destination.size / 2.0) gt 10km and ($thisship != player.occupiedship))']/do_if[@value='($thisship.distanceto.{$destination} gt $destination.distanceto.[$destination, $safepos])']/move_to/@travel">true</replace>
  <add sel="/aiscript/attention/actions/do_if[@value='not $thisship.iscapitalship and $dockmodule and not $abort?']/do_if/move_to[@sinceversion='14']" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='not $thisship.iscapitalship and $dockmodule and not $abort?']/do_if/move_to[@sinceversion='5']" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='not $thisship.iscapitalship and $dockmodule and not $abort?']/do_elseif/do_elseif/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_if[@value='this.assignedcontrolled.iscapitalship']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_else[3]/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_if[@value='not $targetzone']/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention[@min='visible']/actions/do_if[@value='not this.assignedcontrolled.isformationwingman or (this.assignedcontrolled.formationleader != $target) and not this.assignedcontrolled.zone.isclass.highway']/do_if/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_if[@value='not this.assignedcontrolled.isformationwingman or (this.assignedcontrolled.formationleader != $target) and not this.assignedcontrolled.zone.isclass.highway']/do_if/move_to" type="@finishonapproach">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='not this.assignedcontrolled.isformationwingman or (this.assignedcontrolled.formationleader != $target) and not $target.zone.isclass.highway']/do_if/do_if/do_all/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='not this.assignedcontrolled.isformationwingman or (this.assignedcontrolled.formationleader != $target) and not $target.zone.isclass.highway']/do_if/do_if/do_all/move_to" type="@finishonapproach">true</add>
  <add sel="/aiscript/attention[@min='visible']/actions/do_while/do_if[@value='not this.assignedcontrolled.isformationwingman or (this.assignedcontrolled.formationleader != $target) and not $target.zone.isclass.highway']/do_else/do_else/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='unknown']/actions/do_if[@value='@$target.isoperational']/do_if/do_if/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention[@min='unknown']/actions/do_if[@value='@$target.isoperational']/do_if/do_else/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_if[@value='this.ship.distanceto.{$target}']/do_if/do_all/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_else/do_else/move_to" type="@travel">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/move_to" type="@finishonapproach">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_if[@value='not $alreadythere?']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='not $alreadythere?']/move_to" type="@finishonapproach">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_if[@value='not @$tradeoffer or not @$amount']/do_if[2]/do_else/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='not @$tradeoffer or not @$amount']/do_if[2]/do_else/move_to" type="@finishonapproach">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/aiscript/attention/actions/do_if[@value='not $alreadythere? and (this.assignedcontrolled.parkedat != $targetobject) and (not $targetobject.hascontext.{this.assignedcontrolled}) and (not this.assignedcontrolled.hascontext.{$targetobject})']/move_to" type="@travel">true</add>
  <add sel="/aiscript/attention/actions/do_if[@value='not $alreadythere? and (this.assignedcontrolled.parkedat != $targetobject) and (not $targetobject.hascontext.{this.assignedcontrolled}) and (not this.assignedcontrolled.hascontext.{$targetobject})']/move_to" type="@finishonapproach">true</add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <remove sel="/behaviours/set[@name='default']/normal/behaviour[@name='chase']/@minskill"/>
  <remove sel="/behaviours/set[@name='default']/evade/behaviour[@name='evasive_loop']/@minskill"/>
  <remove sel="/behaviours/set[@name='default']/evade/behaviour[@name='runaway']/@minskill"/>
  <remove sel="/behaviours/set[@name='default']/evade/behaviour[@name='crazyivan']/@minskill"/>
  <remove sel="/behaviours/set[@name='default']/evade/behaviour[@name='spiral']/@minskill"/>
  <remove sel="/behaviours/set[@name='default']/evade/behaviour[@name='gaindistance']/@minskill"/>
  <remove sel="/behaviours/set[@name='khaak']/evade/behaviour[@name='evasive_loop']/@minskill"/>
  <remove sel="/behaviours/set[@name='khaak']/evade/behaviour[@name='evasive_random']/@minskill"/>
  <remove sel="/behaviours/set[@name='split']/normal/behaviour[@name='dogfight1']/@minskill"/>
  <remove sel="/behaviours/set[@name='split']/evade/behaviour[@name='evasive_loop']/@minskill"/>
  <remove sel="/behaviours/set[@name='split']/evade/behaviour[@name='runaway']/@minskill"/>
  <remove sel="/behaviours/set[@name='split']/evade/behaviour[@name='crazyivan']/@minskill"/>
  <remove sel="/behaviours/set[@name='split']/evade/behaviour[@name='spiral']/@minskill"/>
  <remove sel="/behaviours/set[@name='split']/evade/behaviour[@name='gaindistance']/@minskill"/>
  <remove sel="/behaviours/set[@name='teladi']/normal/behaviour[@name='chase']/@minskill"/>
  <remove sel="/behaviours/set[@name='teladi']/evade/behaviour[@name='evasive_loop']/@minskill"/>
  <remove sel="/behaviours/set[@name='teladi']/evade/behaviour[@name='runaway']/@minskill"/>
  <remove sel="/behaviours/set[@name='teladi']/evade/behaviour[@name='crazyivan']/@minskill"/>
  <remove sel="/behaviours/set[@name='teladi']/evade/behaviour[@name='spiral']/@minskill"/>
  <remove sel="/behaviours/set[@name='teladi']/evade/behaviour[@name='gaindistance']/@minskill"/>
  <remove sel="/behaviours/set[@name='xenon']/normal/behaviour[@name='dogfight2']/@minskill"/>
  <remove sel="/behaviours/set[@name='xenon']/evade/behaviour[@name='evasive_loop']/@minskill"/>
  <remove sel="/behaviours/set[@name='xenon']/evade/behaviour[@name='evasive_random']/@minskill"/>
  <remove sel="/behaviours/set[@name='xenon']/evade/behaviour[@name='runaway']/@minskill"/>
  <remove sel="/behaviours/set[@name='xenon']/evade/behaviour[@name='crazyivan']/@minskill"/>
  <remove sel="/behaviours/set[@name='xenon']/evade/behaviour[@name='spiral']/@minskill"/>
  <remove sel="/behaviours/set[@name='xenon']/evade/behaviour[@name='gaindistance']/@minskill"/>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/gamestarts/gamestart[@id='x4ep1_gamestart_boso']" pos="before">
    <gamestart id="x4ep1_gamestart_chill" name="Un-Chill Galaxy" description="Humans vs. Paranid vs. Split vs Teladi vs Boron. Starts with Player HQ and small fleet of mercenaries. Pick a side!" image="gamestart_scientist" group="2">
      <info>
        <item name="{1021,8}" value="{1021,102}"/>
        <item name="{1021,13}" value="{1021,813}"/>
        <item name="{1021,9}" value="{1021,51}"/>
        <item/>
        <item name="{1021,1}" value="{1021,809}"/>
        <item/>
        <item name="{1021,2}" value="{20101,10402}"/>
        <item name="{1021,3}" value="{1021,805}"/>
        <item name="{1021,5}" value="{1021,808}"/>
      </info>
      <type name="{1021,94}" description="{1021,95}"/>
      <location galaxy="xu_ep2_universe_macro" sector="cluster_01_sector001_macro" station="station_pla_headquarters_base_01_macro">
        <player disembarked="true">
          <position x="-0.05115" y="1.806" z="-2.541"/>
          <rotation yaw="179.69951" pitch="-1.83378"/>
        </player>
        <interior module="landmarks_player_hq_01_research_macro" corridor="room_arg_corridor_01_macro" door="con_room_01" room="room_gen_boronoffice_01_macro" name="{20007,1171}"/>
      </location>
      <player macro="character_player_scientist_macro" female="true" money="250000" name="{1021,102}">
        <inventory>
          <ware ware="weapon_gen_spacesuit_repairlaser_01_mk1" amount="1"/>
          <ware ware="software_scannerobjectmk3" amount="1"/>
          <ware ware="engine_gen_spacesuit_01_mk1" amount="1"/>
          <ware ware="engine_gen_spacesuit_01_mk2" amount="1"/>
        </inventory>
        <blueprints>
          <ware ware="clothingmod_0001"/>
          <ware ware="clothingmod_0002"/>
          <ware ware="module_arg_dock_m_01_lowtech"/>
          <ware ware="module_arg_pier_l_03"/>
          <ware ware="module_arg_stor_container_s_01"/>
          <ware ware="module_arg_conn_base_01"/>
          <ware ware="module_arg_conn_cross_01"/>
          <ware ware="module_arg_conn_vertical_01"/>
          <ware ware="module_gen_prod_energycells_01"/>
          <ware ware="module_arg_prod_meat_01"/>
          <ware ware="paintmod_0006"/>
          <ware ware="paintmod_0048"/>
          <ware ware="paintmod_0049"/>
          <ware ware="paintmod_0050"/>
          <ware ware="paintmod_0097"/>
          <ware ware="paintmod_0098"/>
          <ware ware="paintmod_0099"/>
          <ware ware="paintmod_0100"/>
          <ware ware="paintmod_0185"/>
        </blueprints>
        <research>
          <ware ware="research_radioreceiver"/>
          <ware ware="research_sensorbooster"/>
          <ware ware="research_tradeinterface"/>
        </research>
        <encyclopedia>
          <entry type="warebasket" ref="research_gamestart_common"/>
        </encyclopedia>
        <theme paint="painttheme_player_01"/>
      </player>
      <universe>
        <factions>
          <relations>
            <relation faction="loanshark" otherfaction="player" relation="0"/>
            <relation faction="scavenger" otherfaction="player" relation="0"/>
            <relation faction="split" otherfaction="player" relation="0"/>
            <relation faction="fallensplit" otherfaction="player" relation="0"/>
            <relation faction="freesplit" otherfaction="player" relation="0"/>
            <relation faction="court" otherfaction="player" relation="0"/>
            <relation faction="terran" otherfaction="player" relation="0"/>
            <relation faction="yaki" otherfaction="player" relation="0"/>
            <relation faction="pioneers" otherfaction="player" relation="0"/>
            <relation faction="boron" otherfaction="player" relation="0"/>
            <!-- Humans alliance -->
            <relation faction="alliance" otherfaction="antigone" relation="0.5"/>
            <relation faction="alliance" otherfaction="argon" relation="0.5"/>
            <relation faction="alliance" otherfaction="terran" relation="0.5"/>
            <relation faction="alliance" otherfaction="pioneers" relation="0.5"/>
            <relation faction="alliance" otherfaction="loanshark" relation="0.5"/>
            <relation faction="alliance" otherfaction="scavenger" relation="0.5"/>
            <relation faction="alliance" otherfaction="yaki" relation="0.5"/>
            <relation faction="antigone" otherfaction="argon" relation="0.5"/>
            <relation faction="antigone" otherfaction="terran" relation="0.5"/>
            <relation faction="antigone" otherfaction="pioneers" relation="0.5"/>
            <relation faction="antigone" otherfaction="loanshark" relation="0.5"/>
            <relation faction="antigone" otherfaction="scavenger" relation="0.5"/>
            <relation faction="antigone" otherfaction="yaki" relation="0.5"/>
            <relation faction="argon" otherfaction="terran" relation="0.5"/>
            <relation faction="argon" otherfaction="pioneers" relation="0.5"/>
            <relation faction="argon" otherfaction="loanshark" relation="0.5"/>
            <relation faction="argon" otherfaction="scavenger" relation="0.5"/>
            <relation faction="argon" otherfaction="yaki" relation="0.5"/>
            <relation faction="terran" otherfaction="pioneers" relation="0.5"/>
            <relation faction="terran" otherfaction="loanshark" relation="0.5"/>
            <relation faction="terran" otherfaction="scavenger" relation="0.5"/>
            <relation faction="terran" otherfaction="yaki" relation="0.5"/>
            <relation faction="pioneers" otherfaction="loanshark" relation="0.5"/>
            <relation faction="pioneers" otherfaction="scavenger" relation="0.5"/>
            <relation faction="pioneers" otherfaction="yaki" relation="0.5"/>
            <relation faction="loanshark" otherfaction="scavenger" relation="0.5"/>
            <relation faction="loanshark" otherfaction="yaki" relation="0.5"/>
            <relation faction="scavenger" otherfaction="yaki" relation="0.5"/>
            <!-- Paranid alliance -->
            <relation faction="paranid" otherfaction="holyorder" relation="0.5"/>
            <relation faction="paranid" otherfaction="holyorderfanatic" relation="0.5"/>
            <relation faction="holyorder" otherfaction="holyorderfanatic" relation="0.5"/>
            <relation faction="trinity" otherfaction="paranid" relation="1"/>
            <relation faction="trinity" otherfaction="holyorder" relation="1"/>
            <relation faction="trinity" otherfaction="holyorderfanatic" relation="1"/>
            <!-- Pirates I guess -->
            <relation faction="scaleplate" otherfaction="smuggler" relation="0.5"/>
            <!-- Split alliance -->
            <relation faction="split" otherfaction="fallensplit" relation="0.5"/>
            <relation faction="split" otherfaction="freesplit" relation="0.5"/>
            <relation faction="split" otherfaction="court" relation="0.5"/>
            <relation faction="fallensplit" otherfaction="freesplit" relation="0.5"/>
            <relation faction="fallensplit" otherfaction="court" relation="0.5"/>
            <relation faction="freesplit" otherfaction="court" relation="0.5"/>
            <!-- Human Hate Machine -->
            <relation faction="alliance" otherfaction="paranid" relation="-1"/>
            <relation faction="alliance" otherfaction="holyorder" relation="-1"/>
            <relation faction="alliance" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="alliance" otherfaction="trinity" relation="-1"/>
            <relation faction="alliance" otherfaction="scaleplate" relation="-1"/>
            <relation faction="alliance" otherfaction="smuggler" relation="-1"/>
            <relation faction="alliance" otherfaction="split" relation="-1"/>
            <relation faction="alliance" otherfaction="freesplit" relation="-1"/>
            <relation faction="alliance" otherfaction="fallensplit" relation="-1"/>
            <relation faction="alliance" otherfaction="court" relation="-1"/>
            <relation faction="alliance" otherfaction="boron" relation="-1"/>
            <relation faction="argon" otherfaction="paranid" relation="-1"/>
            <relation faction="argon" otherfaction="holyorder" relation="-1"/>
            <relation faction="argon" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="argon" otherfaction="trinity" relation="-1"/>
            <relation faction="argon" otherfaction="scaleplate" relation="-1"/>
            <relation faction="argon" otherfaction="smuggler" relation="-1"/>
            <relation faction="argon" otherfaction="split" relation="-1"/>
            <relation faction="argon" otherfaction="freesplit" relation="-1"/>
            <relation faction="argon" otherfaction="fallensplit" relation="-1"/>
            <relation faction="argon" otherfaction="court" relation="-1"/>
            <relation faction="argon" otherfaction="boron" relation="-1"/>
            <relation faction="antigone" otherfaction="paranid" relation="-1"/>
            <relation faction="antigone" otherfaction="holyorder" relation="-1"/>
            <relation faction="antigone" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="antigone" otherfaction="trinity" relation="-1"/>
            <relation faction="antigone" otherfaction="scaleplate" relation="-1"/>
            <relation faction="antigone" otherfaction="smuggler" relation="-1"/>
            <relation faction="antigone" otherfaction="split" relation="-1"/>
            <relation faction="antigone" otherfaction="freesplit" relation="-1"/>
            <relation faction="antigone" otherfaction="fallensplit" relation="-1"/>
            <relation faction="antigone" otherfaction="court" relation="-1"/>
            <relation faction="antigone" otherfaction="boron" relation="-1"/>
            <relation faction="terran" otherfaction="paranid" relation="-1"/>
            <relation faction="terran" otherfaction="holyorder" relation="-1"/>
            <relation faction="terran" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="terran" otherfaction="trinity" relation="-1"/>
            <relation faction="terran" otherfaction="scaleplate" relation="-1"/>
            <relation faction="terran" otherfaction="smuggler" relation="-1"/>
            <relation faction="terran" otherfaction="split" relation="-1"/>
            <relation faction="terran" otherfaction="freesplit" relation="-1"/>
            <relation faction="terran" otherfaction="fallensplit" relation="-1"/>
            <relation faction="terran" otherfaction="court" relation="-1"/>
            <relation faction="terran" otherfaction="boron" relation="-1"/>
            <relation faction="pioneers" otherfaction="paranid" relation="-1"/>
            <relation faction="pioneers" otherfaction="holyorder" relation="-1"/>
            <relation faction="pioneers" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="pioneers" otherfaction="trinity" relation="-1"/>
            <relation faction="pioneers" otherfaction="scaleplate" relation="-1"/>
            <relation faction="pioneers" otherfaction="smuggler" relation="-1"/>
            <relation faction="pioneers" otherfaction="split" relation="-1"/>
            <relation faction="pioneers" otherfaction="freesplit" relation="-1"/>
            <relation faction="pioneers" otherfaction="fallensplit" relation="-1"/>
            <relation faction="pioneers" otherfaction="court" relation="-1"/>
            <relation faction="pioneers" otherfaction="boron" relation="-1"/>
            <relation faction="loanshark" otherfaction="paranid" relation="-1"/>
            <relation faction="loanshark" otherfaction="holyorder" relation="-1"/>
            <relation faction="loanshark" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="loanshark" otherfaction="trinity" relation="-1"/>
            <relation faction="loanshark" otherfaction="scaleplate" relation="-1"/>
            <relation faction="loanshark" otherfaction="smuggler" relation="-1"/>
            <relation faction="loanshark" otherfaction="split" relation="-1"/>
            <relation faction="loanshark" otherfaction="freesplit" relation="-1"/>
            <relation faction="loanshark" otherfaction="fallensplit" relation="-1"/>
            <relation faction="loanshark" otherfaction="court" relation="-1"/>
            <relation faction="loanshark" otherfaction="boron" relation="-1"/>
            <relation faction="scavenger" otherfaction="paranid" relation="-1"/>
            <relation faction="scavenger" otherfaction="holyorder" relation="-1"/>
            <relation faction="scavenger" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="scavenger" otherfaction="trinity" relation="-1"/>
            <relation faction="scavenger" otherfaction="scaleplate" relation="-1"/>
            <relation faction="scavenger" otherfaction="smuggler" relation="-1"/>
            <relation faction="scavenger" otherfaction="split" relation="-1"/>
            <relation faction="scavenger" otherfaction="freesplit" relation="-1"/>
            <relation faction="scavenger" otherfaction="fallensplit" relation="-1"/>
            <relation faction="scavenger" otherfaction="court" relation="-1"/>
            <relation faction="scavenger" otherfaction="boron" relation="-1"/>
            <relation faction="yaki" otherfaction="paranid" relation="-1"/>
            <relation faction="yaki" otherfaction="holyorder" relation="-1"/>
            <relation faction="yaki" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="yaki" otherfaction="trinity" relation="-1"/>
            <relation faction="yaki" otherfaction="scaleplate" relation="-1"/>
            <relation faction="yaki" otherfaction="smuggler" relation="-1"/>
            <relation faction="yaki" otherfaction="split" relation="-1"/>
            <relation faction="yaki" otherfaction="freesplit" relation="-1"/>
            <relation faction="yaki" otherfaction="fallensplit" relation="-1"/>
            <relation faction="yaki" otherfaction="court" relation="-1"/>
            <relation faction="yaki" otherfaction="boron" relation="-1"/>
            <!-- Paranid vs Split -->
            <relation faction="paranid" otherfaction="split" relation="-1"/>
            <relation faction="paranid" otherfaction="freesplit" relation="-1"/>
            <relation faction="paranid" otherfaction="fallensplit" relation="-1"/>
            <relation faction="paranid" otherfaction="court" relation="-1"/>
            <relation faction="holyorder" otherfaction="split" relation="-1"/>
            <relation faction="holyorder" otherfaction="freesplit" relation="-1"/>
            <relation faction="holyorder" otherfaction="fallensplit" relation="-1"/>
            <relation faction="holyorder" otherfaction="court" relation="-1"/>
            <relation faction="holyorderfanatic" otherfaction="split" relation="-1"/>
            <relation faction="holyorderfanatic" otherfaction="freesplit" relation="-1"/>
            <relation faction="holyorderfanatic" otherfaction="fallensplit" relation="-1"/>
            <relation faction="holyorderfanatic" otherfaction="court" relation="-1"/>
            <relation faction="trinity" otherfaction="split" relation="-1"/>
            <relation faction="trinity" otherfaction="freesplit" relation="-1"/>
            <relation faction="trinity" otherfaction="fallensplit" relation="-1"/>
            <relation faction="trinity" otherfaction="court" relation="-1"/>
            <!-- Teladi Hate Profitsss -->
            <relation faction="teladi" otherfaction="alliance" relation="-1"/>
            <relation faction="teladi" otherfaction="argon" relation="-1"/>
            <relation faction="teladi" otherfaction="antigone" relation="-1"/>
            <relation faction="teladi" otherfaction="terran" relation="-1"/>
            <relation faction="teladi" otherfaction="pioneers" relation="-1"/>
            <relation faction="teladi" otherfaction="loanshark" relation="-1"/>
            <relation faction="teladi" otherfaction="scavenger" relation="-1"/>
            <relation faction="teladi" otherfaction="yaki" relation="-1"/>
            <relation faction="teladi" otherfaction="split" relation="-1"/>
            <relation faction="teladi" otherfaction="freesplit" relation="-1"/>
            <relation faction="teladi" otherfaction="fallensplit" relation="-1"/>
            <relation faction="teladi" otherfaction="court" relation="-1"/>
            <relation faction="teladi" otherfaction="trinity" relation="-1"/>
            <relation faction="teladi" otherfaction="boron" relation="-1"/>
            <relation faction="teladi" otherfaction="paranid" relation="-1"/>
            <relation faction="teladi" otherfaction="holyorder" relation="-1"/>
            <relation faction="teladi" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="teladi" otherfaction="scaleplate" relation="-1"/>
            <relation faction="teladi" otherfaction="smuggler" relation="-1"/>
            <relation faction="ministry" otherfaction="alliance" relation="-1"/>
            <relation faction="ministry" otherfaction="argon" relation="-1"/>
            <relation faction="ministry" otherfaction="antigone" relation="-1"/>
            <relation faction="ministry" otherfaction="terran" relation="-1"/>
            <relation faction="ministry" otherfaction="pioneers" relation="-1"/>
            <relation faction="ministry" otherfaction="loanshark" relation="-1"/>
            <relation faction="ministry" otherfaction="scavenger" relation="-1"/>
            <relation faction="ministry" otherfaction="yaki" relation="-1"/>
            <relation faction="ministry" otherfaction="split" relation="-1"/>
            <relation faction="ministry" otherfaction="freesplit" relation="-1"/>
            <relation faction="ministry" otherfaction="fallensplit" relation="-1"/>
            <relation faction="ministry" otherfaction="court" relation="-1"/>
            <relation faction="ministry" otherfaction="trinity" relation="-1"/>
            <relation faction="ministry" otherfaction="boron" relation="-1"/>
            <relation faction="ministry" otherfaction="paranid" relation="-1"/>
            <relation faction="ministry" otherfaction="holyorder" relation="-1"/>
            <relation faction="ministry" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="ministry" otherfaction="scaleplate" relation="-1"/>
            <relation faction="ministry" otherfaction="smuggler" relation="-1"/>
            <!-- Poor Fishies -->
            <!-- Teladi Hate Profitsss -->
            <relation faction="boron" otherfaction="alliance" relation="-1"/>
            <relation faction="boron" otherfaction="argon" relation="-1"/>
            <relation faction="boron" otherfaction="antigone" relation="-1"/>
            <relation faction="boron" otherfaction="terran" relation="-1"/>
            <relation faction="boron" otherfaction="pioneers" relation="-1"/>
            <relation faction="boron" otherfaction="loanshark" relation="-1"/>
            <relation faction="boron" otherfaction="scavenger" relation="-1"/>
            <relation faction="boron" otherfaction="yaki" relation="-1"/>
            <relation faction="boron" otherfaction="split" relation="-1"/>
            <relation faction="boron" otherfaction="freesplit" relation="-1"/>
            <relation faction="boron" otherfaction="fallensplit" relation="-1"/>
            <relation faction="boron" otherfaction="court" relation="-1"/>
            <relation faction="boron" otherfaction="trinity" relation="-1"/>
            <relation faction="boron" otherfaction="boron" relation="-1"/>
            <relation faction="boron" otherfaction="paranid" relation="-1"/>
            <relation faction="boron" otherfaction="holyorder" relation="-1"/>
            <relation faction="boron" otherfaction="holyorderfanatic" relation="-1"/>
            <relation faction="boron" otherfaction="scaleplate" relation="-1"/>
            <relation faction="boron" otherfaction="smuggler" relation="-1"/>
          </relations>
        </factions>
      </universe>
    </gamestart>
  </add>
</diff>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <add sel="/god/stations/station[@id='x4ep1_gamestart_boso_hq']" pos="before">
    <!-- unchill gamestart player HQ -->
  </add>
  <add sel="/god/stations/station[@id='x4ep1_gamestart_boso_hq']" pos="before">
    <station id="x4ep1_gamestart_chill_hq" race="argon" owner="player" type="headquarters">
      <quotas>
        <quota galaxy="1" zone="1" gamestart="x4ep1_gamestart_chill"/>
      </quotas>
      <location class="sector" macro="cluster_01_sector001_macro"/>
      <position x="128000" y="0" z="198000" pitch="0" roll="0" yaw="0"/>
      <station constructionplan="'x4ep1_playerheadquarters_with_dock'">
        <loadout>
          <level exact="0.2"/>
        </loadout>
      </station>
    </station>
  </add>
</diff>
ï»¿<?xml version="1.0" encoding="utf-8"?>
<mdscript name="UnchillGalaxy" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
  xsi:noNamespaceSchemaLocation="md.xsd">
  <cues>
    <cue name="Start" namespace="this" module="x4ep1_gamestart_chill">
      <conditions>
        <event_cue_signalled cue="md.Setup.GameStart" />
      </conditions>
      <actions>
        <debug_text text="'Starting unchill galaxy gamestart'" />
      </actions>
      <cues>

        <cue name="SetupHQ">
          <actions>
            <find_sector name="$HQSector" macro="macro.cluster_01_sector001_macro"
              comment="Grand Exchange" required="true" />
            <find_station name="$HQ" space="$HQSector" owner="faction.player" multiple="false"
              required="true" />
            <get_safe_pos result="$SpawnPos" zone="$HQ.zone" />
          </actions>
          <cues>

            <cue name="SetupPlayerShip">
              <delay exact="1s" />
              <actions>
                <find_dockingbay name="$MBays" object="$HQ" checkoperational="true" multiple="true"
                  walkable="true" comment="walkable=true ignores launchtubes!" required="true">
                  <match_any>
                    <match_dock size="tag.dock_m" />
                  </match_any>
                </find_dockingbay>

                <find_dockingbay name="$DockingBays" object="$HQ" checkoperational="true"
                  multiple="true" walkable="true" comment="walkable=true ignores launchtubes!"
                  required="true">
                  <match_any>
                    <match_dock size="tag.dock_s" />
                  </match_any>
                </find_dockingbay>
                <do_if value="$DockingBays.count">
                  <create_ship name="global.$TweaksPlayerShip" sector="$HQ.sector" dock="$DockingBays.random"
                    macro="ship_arg_s_heavyfighter_02_a_macro" capturable="false"
                    commandeerable="false">
                    <owner exact="faction.player" overridenpc="true" />
                    <loadout ref="scenario_combat_arg_heavyfighter" />
                    <people>
                      <fillpercent exact="0" />
                    </people>
                  </create_ship>
                </do_if>
              </actions>
            </cue>

            <cue name="CreatePlayerFleetS" ref="md.LIB_Create_Ships.Start">
              <param name="EndSignalCue" value="ModPlayerFleet" />
              <param name="GroupCue" value="ModPlayerFleet" />
              <param name="Ship_Amount" value="4" />
              <param name="Ship_Faction" value="faction.player" />
              <param name="Ship_CategoryFaction"
                value="if md.Setup_DLC_Terran? then faction.terran else faction.argon" />
              <param name="Ship_Category_Size" value="class.ship_s" />
              <param name="Ship_Class" value="class.ship_s" />
              <param name="Ship_CategoryTags" value="tag.military" />
              <param name="Sector" value="player.sector" />
              <param name="Position" value="$SpawnPos" />
              <param name="AllowBoostingIn" value="true" />
              <param name="DebugChance" value="0" />
            </cue>
            <!--<cue name="CreatePlayerFleetM" ref="md.LIB_Create_Ships.Start">
              <param name="EndSignalCue" value="ModPlayerFleet" />
              <param name="GroupCue" value="ModPlayerFleet" />
              <param name="Ship_Amount" value="1" />
              <param name="Ship_Faction" value="faction.player" />
              <param name="Ship_CategoryFaction"
                value="if md.Setup_DLC_Terran? then faction.terran else faction.argon" />
              <param name="Ship_Category_Size" value="class.ship_m" />
              <param name="Ship_Class" value="class.ship_m" />
              <param name="Ship_CategoryTags" value="tag.military" />
              <param name="Sector" value="player.sector" />
              <param name="Position" value="$SpawnPos" />
              <param name="AllowBoostingIn" value="true" />
              <param name="DebugChance" value="0" />
            </cue>-->
            <cue name="CreatePlayerFleetSMiner" ref="md.LIB_Create_Ships.Start">
              <param name="EndSignalCue" value="ModPlayerFleet" />
              <param name="GroupCue" value="ModPlayerFleet" />
              <param name="Ship_Amount" value="3" />
              <param name="Ship_Faction" value="faction.player" />
              <param name="Ship_CategoryFaction"
                value="if md.Setup_DLC_Terran? then faction.terran else faction.argon" />
              <param name="Ship_Category_Size" value="class.ship_s" />
              <param name="Ship_Class" value="class.ship_s" />
              <param name="Ship_CategoryTags" value="tag.miner" />
              <param name="Sector" value="player.sector" />
              <param name="Position" value="$SpawnPos" />
              <param name="AllowBoostingIn" value="true" />
              <param name="DebugChance" value="0" />
            </cue>

            <cue name="ModPlayerFleet">
              <conditions>
                <event_cue_signalled />
              </conditions>
              <delay exact="3s"/>
              <actions>
                <do_for_each name="$ship" in="this.$LIB_Create_Ships_Result">
                  <add_paint_mod object="$ship" ware="ware.paintmod_0024" />
                  <do_if value="$ship.primarypurpose == purpose.fight">
                    <set_object_commander object="$ship" commander="global.$TweaksPlayerShip"
                    assignment="assignment.interception" />
                    <create_order object="$ship" id="'Escort'" default="true">
                      <param name="target" value="global.$TweaksPlayerShip" />
                      <param name="pursuedistance" value="3km" />
                      <param name="overrideformationskill" value="true" />
                      <param name="formation" value="formationshape.pointguard" />
                    </create_order>
                  </do_if>
                </do_for_each>
              </actions>
            </cue>

            <cue name="SetupManager" onfail="cancel">
              <conditions>
                <check_value value="$HQ" />
              </conditions>
              <delay exact="1s" />
              <actions>
                <create_control_entity object="$HQ" post="controlpost.manager">
                  <select tags="controlpost.manager.tag" faction="faction.player" />
                  <owner exact="$HQ.owner" />
                </create_control_entity>
              </actions>
            </cue>

          </cues>
        </cue>

        <cue name="SetupMap">
          <actions>
            <!-- set part of the map to known, starting in "Grand Exchange I" -->
            <set_value name="$InitialMap"
              exact="[
              macro.cluster_01_sector001_macro, macro.cluster_01_sector002_macro, macro.cluster_01_sector003_macro, 
              macro.cluster_06_sector001_macro, macro.cluster_06_sector002_macro,
              macro.cluster_12_sector001_macro, 
              macro.cluster_13_sector001_macro, macro.cluster_40_sector001_macro, macro.cluster_13_sector001_macro, macro.cluster_14_sector001_macro, macro.cluster_29_sector001_macro, macro.cluster_29_sector002_macro, 
              macro.cluster_30_sector001_macro, macro.cluster_07_sector001_macro, 
              macro.cluster_32_sector001_macro, 
              macro.cluster_08_sector001_macro, 
              macro.cluster_34_sector001_macro, macro.cluster_09_sector001_macro, 
              macro.cluster_18_sector001_macro, 
              macro.cluster_03_sector001_macro, macro.cluster_02_sector001_macro, 
              macro.cluster_10_sector001_macro, macro.cluster_22_sector001_macro, macro.cluster_11_sector001_macro, macro.cluster_24_sector001_macro, 
              macro.cluster_15_sector001_macro, macro.cluster_15_sector002_macro, 
              macro.cluster_16_sector001_macro, 
              macro.cluster_42_sector001_macro, 
              macro.cluster_19_sector001_macro, macro.cluster_19_sector002_macro, 
              macro.cluster_23_sector001_macro, 
              macro.cluster_25_sector001_macro, 
              macro.cluster_36_sector001_macro, 
              macro.cluster_27_sector001_macro, 
              macro.cluster_44_sector001_macro
              ]" />

            <run_actions ref="md.LIB_Generic.UncoverMap_SectorsAndGates">
              <param name="InitialMap" value="$InitialMap" />
              <param name="UncoverShipyardsAndWharfs" value="true" />
              <param name="UncoverTradeStations" value="true" />
            </run_actions>

          </actions>
          <cues>

            <cue name="SetupMapSatellites">
              <actions>

                <find_sector name="$InitialMapSectors" macro="$InitialMap" multiple="true" />
                <do_all exact="$InitialMapSectors.count" counter="$i">
                  <set_value name="$Sector" exact="$InitialMapSectors.{$i}" />
                  <!-- select spawn-location for satellites (near gate or near station) -->
                  <find_station name="$AllStations" space="$Sector" multiple="true"
                    comment="find important stations">
                    <match_any>
                      <match tradestation="true" />
                      <match shipyard="true" />
                      <match wharf="true" />
                      <match headquarters="true" />
                      <match equipmentdock="true" />
                    </match_any>
                  </find_station>
                  <shuffle_list list="$AllStations" />
                  <set_value name="$SelectedTarget" exact="@$AllStations.random" />
                  <!-- spawn satellite at selected location -->
                  <do_if value="$SelectedTarget" chance="70">
                    <create_object name="$TargetSatellite"
                      macro="[macro.eq_arg_satellite_02_macro].random" owner="faction.player"
                      sector="$SelectedTarget.sector">
                      <safepos max="15km" object="$SelectedTarget" />
                    </create_object>
                    <add_to_group groupname="$ScientistSatellites" object="$TargetSatellite"
                      comment="remember starting satellites" />
                  </do_if>

                  <!-- sector entrance -->
                  <run_actions ref="md.LIB_Generic.FindSectorEntryPoints" result="$LocalEntryPoints">
                    <param name="Sector" value="$Sector" />
                  </run_actions>
                  <set_value name="$SelectedTarget" exact="@$LocalEntryPoints.random" />
                  <do_if value="$SelectedTarget" chance="if @$AllStations.count then 20 else 80"
                    comment="no stations found? then high chance for entrance-satellite">
                    <create_object name="$TargetSatellite"
                      macro="[macro.eq_arg_satellite_01_macro].random" owner="faction.player"
                      sector="$SelectedTarget.sector">
                      <safepos max="10km" object="$SelectedTarget" />
                    </create_object>
                    <add_to_group groupname="$ScientistSatellites" object="$TargetSatellite"
                      comment="remember starting satellites" />
                  </do_if>
                </do_all>
                <remove_value name="$SelectedTarget" />
                <remove_value name="$InitialMapSectors" />
              </actions>
            </cue>

            <cue name="SetupMapBeacons">
              <actions>
                <find_sector name="$InitialMapSectors" macro="$InitialMap" multiple="true" />
                <shuffle_list list="$InitialMapSectors" />
                <do_all exact="$InitialMapSectors.count" counter="$i">
                  <set_value name="$Sector" exact="$InitialMapSectors.{$i}" />
                  <find_object name="$Anomaly" class="class.anomaly" space="$Sector" />
                  <do_if value="$Anomaly != null">
                    <create_object name="$TargetBeacon"
                      macro="[macro.env_deco_nav_beacon_t1_macro].random" owner="faction.player"
                      sector="$Sector">
                      <safepos max="15km" object="$Anomaly" />
                    </create_object>
                    <add_to_group groupname="$ScientistBeacons" object="$TargetBeacon"
                      comment="remember initial beacons" />
                    <set_value name="$AnomaliesFound" operation="add" />
                    <do_if value="$AnomaliesFound ge 2" comment="not more than 2">
                      <break />
                    </do_if>
                  </do_if>
                </do_all>
                <remove_value name="$Anomaly" />
                <remove_value name="$InitialMapSectors" />
              </actions>
            </cue>

          </cues>
        </cue>
      </cues>
    </cue>
  </cues>
</mdscript><?xml version="1.0" encoding="utf-8" ?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" elementFormDefault="qualified">

  <xs:include schemaLocation="D:\X4 Modding\Core X4 Files\libraries\md.xsd" />

</xs:schema>
<?xml version='1.0' encoding='utf-8'?>
<diff>
  <replace sel="/mdscript/cues/cue[@name='Start']/patch[@sinceversion='6']/do_if/@value">player.module == 'x4ep1_gamestart_scientist' or player.module == 'x4ep1_gamestart_chill'</replace>
  <replace sel="/mdscript/cues/cue[@name='Start']/patch[@sinceversion='10']/do_if/@value">player.module == 'x4ep1_gamestart_scientist' or player.module == 'x4ep1_gamestart_chill'</replace>
  <replace sel="/mdscript/cues/cue[@name='Start']/cues/cue[@name='Initialise']/actions/do_if/@value">player.module == 'x4ep1_gamestart_scientist' or gamestart.storystate.story_hq_boso or gamestart.storystate.story_hq_dal or player.module == 'x4ep1_gamestart_chill'</replace>
  <replace sel="/mdscript/cues/cue[@name='Start']/cues/cue[@name='Initialise']/actions/do_if/do_if[1]/@value">player.module == 'x4ep1_gamestart_scientist' or player.module == 'x4ep1_gamestart_chill'</replace>
</diff>
<?xml version="1.0" encoding="utf-8"?>
<content id="" name="" description="" author="Chillmatica" version="101" date="2026-10-28" save="0" lastupdate="">
</content>
