[Jobs] SRM[8/6] and Xtra[20/4]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
mr.WHO
Posts: 8547
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO » Thu, 20. Jan 11, 21:47

Does this work with "No civilians" mod?

User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths » Fri, 21. Jan 11, 12:17

mr.WHO wrote:Does this work with "No civilians" mod?
This includes a variant of the "No civilians" mod.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths » Fri, 21. Jan 11, 12:20

Roger L.S. Griffiths wrote:
vkerinav wrote:As for the flags, Griffiths only removed them because he didn't think they were necessary. If someone else can see a use for them, they should certainly be put back in.
Those flags are only useful in the current setup if you hardcode weapon types which means a different version of EES for each weapon mod potentially.

A possible alternate and more flexible solution would be to add a laser sub-type mapping table (with it's own page) and use an integer mask with some nominal default settings for what each bit means (e.g. bit 0 = Beam, bit 1 = Area Affect, bit 2 = Ignore Shields, etc).
I just had a thought... perhaps one option would be to look at the MARS configuration file(s) and see if they could be used for EES "as is", at least that way we could avoid potentially unnecessary usage of additional text pages.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

User avatar
mr.WHO
Posts: 8547
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO » Fri, 21. Jan 11, 16:17

I tested this mod and here is my feedback:
- I can't find ATF Valhalla, is it spawned? if not then there should be one, posibly at TUS3 as it's the closes to Xenon sector.
- It looks like no ATF Kvasir class is spawned, USC cruisers are spawned pretty well.
- from jobs I see that there should be a Lofn spawned attacking Xenons, where I can find it?
- No Aomori spawned so far.
- is the are some Longswords (both mk.1 and mk.2) ? It would be good to have some number of those roaming Pirate sectors.
- It would be fun to have another Xenon Z task force migrating between Xenon sectors.
- Some Xenon C migrations would be fun too.

Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster » Fri, 21. Jan 11, 22:09

mr.WHO wrote:I tested this mod and here is my feedback:
- I can't find ATF Valhalla, is it spawned? if not then there should be one, posibly at TUS3 as it's the closes to Xenon sector.
- It looks like no ATF Kvasir class is spawned, USC cruisers are spawned pretty well.
- from jobs I see that there should be a Lofn spawned attacking Xenons, where I can find it?
- No Aomori spawned so far.
- is the are some Longswords (both mk.1 and mk.2) ? It would be good to have some number of those roaming Pirate sectors.
- It would be fun to have another Xenon Z task force migrating between Xenon sectors.
- Some Xenon C migrations would be fun too.
All those ships are in the game, ive used the cheat script to drop satellites in every sector and you normally find the following at the start of a new game.....

The Valhalla is only ever found in one sector, the sector it should be.......Moon sector, its the last line of defense of the earth.

Kvasir's normally are found in the last Terran UN sector there is normally a large ATF battle group there...also the sector below the Asteroid belt has 1......

I have seen Longswords around too........

********* In fact the only ships i still haven't seen are the Teladi Pteranodon (this is after the latest version) and Verdandi Sentinals.......which is a shame as they both are great ships*********

User avatar
mr.WHO
Posts: 8547
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO » Fri, 21. Jan 11, 22:48

You're right, after I used the cheat sattelites spawn I found the Valhalla, a few Aomories, Kvasirs and Longswords.

Multiple Lofns spawned in commonwealth unknown sectors

I found only one Argon Cyclops - in Argon Prime
One Tern
No Pteradons and Cormorants
No Verdandis


BTW It's very cool view to see Carriers, or better Valhalla with multiple escort M6 docked to them. Real "don't pist me" sign :)

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Sat, 22. Jan 11, 02:10

mr.WHO wrote:I tested this mod and here is my feedback:
Ooh, I get feedback! That doesn't involve Mammoths!

Sn4kemaster has done a pretty good job of answering everything, but;

-Z/C migrations; the C especially could devastate sectors. The Z is likely to do a good job of this as well. I don't want to force people into using a response script.

-Lofn/Longswords in enemy sectors; can't really be done. The closest is an inverted 'not enemy sector', which includes Kha'ak and Split sectors for the ATF. I altered the Lofn to spawn in the Asteroid belt, but it doesn't sound like those changes made it over from the SRM version. I'll put it on the list of things to do.

Kilo181
Posts: 18
Joined: Mon, 17. May 10, 07:28

Post by Kilo181 » Thu, 27. Jan 11, 08:21

Um, I'm an idiot, but how do I install this exactly? Do I just copy/paste JobWings.txt into types folder and rename it to Jobs.txt? Or am I missing something?

Oh and, I'm using this for Cadius's Xtra Ships

HotSake
Posts: 472
Joined: Sun, 3. Jan 10, 22:15
x3tc

Post by HotSake » Thu, 27. Jan 11, 14:20

Kilo181 wrote:Um, I'm an idiot, but how do I install this exactly? Do I just copy/paste JobWings.txt into types folder and rename it to Jobs.txt? Or am I missing something?

Oh and, I'm using this for Cadius's Xtra Ships
Install the EES from the front page, except for the Jobs files. Get those from Xtra Jobs, also on the front page. Use the readme to decide which Jobs file you want, rename it to Jobs.txt, and put it and JobWings.txt into your Types folder.

Kilo181
Posts: 18
Joined: Mon, 17. May 10, 07:28

Post by Kilo181 » Thu, 27. Jan 11, 22:29

If I just want to have the NPCs be able to use Cadius's ships, do I just install the JobWings.txt ? Or do I need EES and other stuff as well?

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Thu, 27. Jan 11, 23:15

You will need to choose a Jobs.txt file, and place in your X3TC/types folder, along with Jobwings.txt. Jobs files are currently labeled "Jobs-Civs.txt", and so on, and will need to be renamed to Jobs.txt.

EES is optional.

Kilo181
Posts: 18
Joined: Mon, 17. May 10, 07:28

Post by Kilo181 » Fri, 28. Jan 11, 00:14

Okay and does this require a restart?

User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR » Fri, 28. Jan 11, 00:56

Kilo181 wrote:Okay and does this require a restart?
No.

dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye » Sat, 5. Feb 11, 21:49

hi vkerinav

i am experiencing extremelly high levels of a particular script running constantly.

iship.cmd.follow.spacefly - around 7000 running constantly (not total run)

its about half the total scripts running in the game, someone pointed out it could be jobs related and your xtra jobs is the only specific jobs file i use.

i run xtra shippack (latest version) with xtra jobs unleashed no civs (latest version) and obviously unleashed rc2.

is this a script your jobs effect and would you be so kind if you have a minute to take a look and see if its related to your work :)

p.s i tried removing that script from script folder but it continues running anyway. havnt tried a new game. also my save game isnt massive. i tried a new game and total scripts at start were around 8000 and in my main save they are around 16000 running. if this is a dodgy script/jobs issue it would make a great improvment to my game :)

thanks doug.
I used to list PC parts here, but "the best" will suffice!

User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR » Sun, 6. Feb 11, 01:02

dougeye wrote:hi vkerinav

i am experiencing extremelly high levels of a particular script running constantly.

iship.cmd.follow.spacefly - around 7000 running constantly (not total run)

its about half the total scripts running in the game, someone pointed out it could be jobs related and your xtra jobs is the only specific jobs file i use.

i run xtra shippack (latest version) with xtra jobs unleashed no civs (latest version) and obviously unleashed rc2.

is this a script your jobs effect and would you be so kind if you have a minute to take a look and see if its related to your work :)

p.s i tried removing that script from script folder but it continues running anyway. havnt tried a new game. also my save game isnt massive. i tried a new game and total scripts at start were around 8000 and in my main save they are around 16000 running. if this is a dodgy script/jobs issue it would make a great improvment to my game :)

thanks doug.
I cant say for sure if thats the issue. All I know is I had a game with a seriously high script count (13000) that made combat unbearable. I tried something I read in another post by Spectre01. He deleted all the data in the jobs.txt and jobwings.txt and loaded his game and then ran the tmp.srm.kill.nameless script in the game...saved the game and reloaded with a new jobs file (data in it). It dropped my script count down to about 8800k. Again, I am no expert but that worked for me. I would still follow vkerinavs advice.

dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye » Sun, 6. Feb 11, 10:28

did that not cancel out all player ship commands. ut's factorie traders etc?

+ that command you stated is it not from srm mod??
I used to list PC parts here, but "the best" will suffice!

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Sun, 6. Feb 11, 16:57

joelR wrote:I cant say for sure if thats the issue. All I know is I had a game with a seriously high script count (13000) that made combat unbearable. I tried something I read in another post by Spectre01. He deleted all the data in the jobs.txt and jobwings.txt and loaded his game and then ran the tmp.srm.kill.nameless script in the game...saved the game and reloaded with a new jobs file (data in it). It dropped my script count down to about 8800k. Again, I am no expert but that worked for me. I would still follow vkerinavs advice.
Spaceflies aren't created by Jobs, so what you suggest won't delete them.

dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye » Sun, 6. Feb 11, 19:50

i think he mean the peeps following space flies not the spaceflies :)
I used to list PC parts here, but "the best" will suffice!

dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye » Sun, 6. Feb 11, 19:50

right i just checked my thread about this topic and LV is very kindly possibly goin to write me a small script to cancel the bad script. still havnt worked out which mod is doing it but its all gd for now. thanks for the help :)
I used to list PC parts here, but "the best" will suffice!

vkerinav
Posts: 622
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav » Sun, 6. Feb 11, 21:04

The script in question(!ship.cmd.follow.spacefly) runs on spaceflies. You have eight thousand spaceflies in your universe. The same is true of '.idle.spacefly'. The trouble is, I have no idea how spaceflies are spawned. I don't see any other relevant scripts.

LV's script will work, but your best chance is still to find out what causing them to multiply.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”