X4: Foundations

X4: Foundations

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DFun Skills Increasing (DFSI) v3
   
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3 Jun, 2019 @ 4:45am
13 Jun, 2020 @ 3:27am
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DFun Skills Increasing (DFSI) v3

Description
V3 is a complete reconstruction of the script.

ALL of your staff on ALL of your properties can now upgrade their skills.

Each member has their own aptitude for each skill, including morale:
These skills are calculated using the 'seed' which is a random number, determined by the game when the character was created.
These calculations follow a Gaussian curve: most of them will have average aptitudes, and few will have significant or minimal faculties ...

These skills will determine their speed of progression, but not only:

The post:
Obviously, the position occupied will determine the priority given to learning and training each skill.

The moral :
It allows progress in the fields. The higher the morale, the faster the progression.
Morale increases more or less rapidly depending on individual ability, but also depending on:
- for pilots and crew members: the number of crew members present and the number of possible subordinates,
- for managers: the number of workers present and/or the number of subordinates (depending on the type of station),
- and whether or not the player is on the ship or station.
Morale can also drop if the number of people present is too low (crew members or workers), or the number of subordinates for stations.

The class of vessel:
The bigger, the better ...

Whether the vessel is docked or not:
Management learning and boarding training will be more effective when the vessel is docked on a station or on another vessel, the efficiency thus depending on the class of the carrier vessel. These advantages do not concern managers, confined to their office ...
However, for piloting or engineering skills, it is preferable not to be docked.

Level :
Each star is divided into 3 levels: level 3 = 1 star, level 15 = 5 stars.
As in previous versions, the higher the level, the more complicated it will be to reach the next level.
On the other hand, the probability calculation has been entirely modified to take into account the parameters described above, and in particular individual skills whose impact on the speed of progression will be clearly visible in the last levels.

A report will be provided every hour in the logbook, in the 'news' tab, to keep you informed of progress.

This reconstruction also avoids possible slowdowns if you have a large fleet with a very large number of employees.

Your feedback is welcome.
Good game everyone !
76 Comments
KLS 17 Mar @ 7:28pm 
Any news?
Wanted to start a new modded game in the next days...
Pitagora 5 Mar @ 12:27am 
Can anyone pick this up and update it for 7.5 version?
mark_ulbrich 26 Feb @ 9:51am 
It is not compatible to the version 7.50 anymore
Hebrux 25 Jun, 2024 @ 1:37pm 
Getting errors in debugger logs
Hebrux 7 Mar, 2024 @ 11:28am 
does this still work? and for existing saves?
DormantHeart 25 Jan, 2024 @ 9:27am 
Good for an existing save?
Icebird_HU 24 Nov, 2023 @ 11:20am 
Yes. Is still working under 6.20
KLS 8 Sep, 2023 @ 8:08am 
Is this mod still working with 6.20?
Ioulaum 19 Apr, 2023 @ 5:56am 
Error in MD cue md.DFunSkillsIncreasing.DFSI_PropertyProcessing<inst:8a7b9>: Property lookup failed: parent.$Gauss.{-2147483647}
* Expression: parent.$Gauss.{$SkillsAbility.{$k} + 1}
* Action: <set_value>, line 344
OOZ662 9 Jan, 2023 @ 8:45pm 
My biggest request would be configuration for the various values. While I don't want the agony of vanilla training speed, I feel like everyone in each of my 120+ person crews end up with 4 stars in everything by the next time I think to look at them. I've never had a station start with a manager under 4.5 stars, and they're all pulled from service crew.