Simple table for Astra Exodus, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.
Scripts with "To Activate: XXX" can only be activated (put an "X" into the box) after doing action XXX.
Scripts with "To Update: XXX" will only update their effect after doing action XXX.
Addresses with "XXX?" will enable the script effect XXX when 1 is put into the Value.
A. Do action YYY.
B. Activate (put an X) the "Initialization (Activate This First, To Activate: YYY)" script.
C. Activate (put an X) the "Base Address Scan (To Activate: YYY, To Update: ZZZ)" script.
D. Enable (put a 1) the desired effect. Example: "Set Health to Max?" address.
E. Do action ZZZ.
V1000 - 2020-02-02
1. Tested game version V1.00.01 64-bit. May work on other versions.
Treasury Set to Massive?" sets Treasury to massive.
"Leftover Research Set to Massive?" sets leftover Research to massive.
"Freighters Set to Massive?" sets Freighters to massive.
"Colonies Set to Massive?" sets Colonies to massive production, population.
"Starship Design Occupied Support Slots Set to 0?" sets Starship Design occupied slots to 0.
"Technologies Set to Massive?" sets Technologies to enabled.
"Additional Technologies Set to Massive?" sets Additional Technologies to enabled.
"Special Technologies Set to Massive?" sets Specials Technologies to enabled.
"Known Diplomatic Relationships Set to Massive?" sets Known Diplomatic Relationships to massive.
"Custom Race Traits Set to Massive?" sets Custom Race Traits picks and slots to massive.