[Jobs] SRM[8/6] and Xtra[20/4]
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Hello there!
Since even version edited by OOZ662 casues my game to freeze I reverted to 3.6e. Now my issue with it is low Universe hostility. I rarely see Kha'ak in Commonwealth sectors and they're usually lone clusters and scouts. Xenon sectors that lie between other races' sectors are usually cleared and free for trade traffic. Same with Pirate sectors. On the other hand Universe is full of roaming Xenon C's that are very nasty OOS.
So I opened Jobs.txt from 3.6e (unleashed)... it couldn't be that hard now could it Wait, it could. All right, perhaps somene can give me a hand or two. I want to cut out those silly Xenon invasions with just C's or 4xPX. Perhaps make it more rare but add fighter wings. And increase home presence for core sectors. So I opened Jobs.txt in X3Editor. I even found entries likely to blame, jobs named Xenon this, Xenon that, agressive, home, whatnot. I assume things like "max number of jobs", "respawn time", "idle rate", and "respawn time" would be the one to change.
What changes give desired effect?
How do I even read the JobWings.txt mystery?
How do I bolster Kha'ak away team?
Thanks!
Since even version edited by OOZ662 casues my game to freeze I reverted to 3.6e. Now my issue with it is low Universe hostility. I rarely see Kha'ak in Commonwealth sectors and they're usually lone clusters and scouts. Xenon sectors that lie between other races' sectors are usually cleared and free for trade traffic. Same with Pirate sectors. On the other hand Universe is full of roaming Xenon C's that are very nasty OOS.
So I opened Jobs.txt from 3.6e (unleashed)... it couldn't be that hard now could it Wait, it could. All right, perhaps somene can give me a hand or two. I want to cut out those silly Xenon invasions with just C's or 4xPX. Perhaps make it more rare but add fighter wings. And increase home presence for core sectors. So I opened Jobs.txt in X3Editor. I even found entries likely to blame, jobs named Xenon this, Xenon that, agressive, home, whatnot. I assume things like "max number of jobs", "respawn time", "idle rate", and "respawn time" would be the one to change.
What changes give desired effect?
How do I even read the JobWings.txt mystery?
How do I bolster Kha'ak away team?
Thanks!
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I have a similar problem with the target in Assassination missions.Nice work but i think i have a problem with it. Every now and then i come across a still standing ship.
The escorts work fine, but the target just coms me as I blast him to death with IREs.
Is it possible this is a Jobs problem? (I haven't really modified MD missions).
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Installed Xtra jobs, all seems nice. Gone to some Xenon and Pirate hunt, and well, no more spawns. Installed IR - no spawns either (save from some M4-M6 Guardians). Waited for 3 hours - and nothing. Reverted to vanilla - nothing.
Is there a way (or script) to COMLETELY reload ALL jobs? It's not very nice to have a peaceful space in a combat sim.
Is there a way (or script) to COMLETELY reload ALL jobs? It's not very nice to have a peaceful space in a combat sim.
Press this button.............Vaengar wrote:Links from The X-Universe are dead. I've tried to use second fixed SRM jobs v4 - but still it didn't work correctly.
http://www.thexuniverse.com/attachment. ... 1304517010
Im not sure whats wrong but it looks like its on your end. I had no problem downloading it. Also dont use v4. Its broken. Im not sure why its even linked here still.
This site don't work for me - that's the reason why I'm asking for another upload.joelR wrote:Press this button.............Vaengar wrote:Links from The X-Universe are dead. I've tried to use second fixed SRM jobs v4 - but still it didn't work correctly.
http://www.thexuniverse.com/attachment. ... 1304517010
Im not sure whats wrong but it looks like its on your end. I had no problem downloading it. Also dont use v4. Its broken. Im not sure why its even linked here still.
What do you mean it doesnt work for you? Why would it work for me and not you? Im confused...Vaengar wrote:This site don't work for me - that's the reason why I'm asking for another upload.joelR wrote:Press this button.............Vaengar wrote:Links from The X-Universe are dead. I've tried to use second fixed SRM jobs v4 - but still it didn't work correctly.
http://www.thexuniverse.com/attachment. ... 1304517010
Im not sure whats wrong but it looks like its on your end. I had no problem downloading it. Also dont use v4. Its broken. Im not sure why its even linked here still.
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Hello!
I am wanting to use this plugin with Cadius' X-tra Ships and I want to leave off the Longsword models (Normandy) because they break the immersion for me.
If I delete the following lines from the Named Civs version of the Jobs.txt will it effectively remove those ships from being used without breaking anything?
{Forum stretching lines of code folded - Terre}
I am wanting to use this plugin with Cadius' X-tra Ships and I want to leave off the Longsword models (Normandy) because they break the immersion for me.
If I delete the following lines from the Named Civs version of the Jobs.txt will it effectively remove those ships from being used without breaking anything?
Code: Select all
7029;Terran M7 Longsword;2;1;patrol.long;blank;30000;0;0;1;0;1;1;134;0;0;0;2800;SS_SH_USC_M7_LONGSWORD2;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;
0;0;0;0;0;0;0;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;-1;0;0;1;0;0;0;0;1;0;0;-1;-1;0;0;1;0;0;5;0;80;80;80;0;0;0;0;0;0;0;0;0;0;1;0;0;90;90;0;0;0;0;0;0;0;
1;1;1;0;0;0;0;1;0;1;5;60;90;80;0;0;0;0;1;0;1;0;0;0;0
7030;Terran M6 Longsword;2;0;wing.attacksame;blank;40004;0;0;1;0;1;1;0;0;0;0;1800;SS_SH_USC_M6_LONGSWORD;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;
0;0;0;0;1;0;1;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;-1;0;0;1;0;0;0;0;0;0;0;-1;-1;1;0;1;0;0;5;0;80;80;80;0;0;0;0;0;0;0;0;0;0;1;0;0;90;90;0;0;0;0;0;0;0;1;1;1;0;
0;0;0;1;0;1;5;60;90;80;0;0;0;0;1;0;1;0;0;0;0
Yes, but if you're working from an existing save you'll still see them flying around for a while with blank names.Wilson-MG- wrote:If I delete the following lines from the Named Civs version of the Jobs.txt will it effectively remove those ships from being used without breaking anything?
{Forum stretching lines of code removed - Terre}
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- Joined: Sat, 7. Aug 10, 07:47
Thanks, vkerinav!
I actually haven't started a game yet, just getting my mods lined up with a fresh install of AP.
I have no idea how to read all the numbers behind the ship names in those lines. It was suggested in the X-tra Ships thread that I replace those ships with others so that those patrols still function as intended. What name/numbers should I put in to replace these lines if I don't want to affect the functionality, but simply remove those models?
I actually haven't started a game yet, just getting my mods lined up with a fresh install of AP.
I have no idea how to read all the numbers behind the ship names in those lines. It was suggested in the X-tra Ships thread that I replace those ships with others so that those patrols still function as intended. What name/numbers should I put in to replace these lines if I don't want to affect the functionality, but simply remove those models?