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

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

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daemonik
Posts: 31
Joined: Wed, 9. Jun 04, 10:24
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Post by daemonik » Mon, 20. Jun 11, 13:38

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 :roll: 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!

paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler » Mon, 20. Jun 11, 15:39

You could try Improved Races or the Kha'ak Invasions (I was using this until recently) script.

BiancoAngelo7
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Post by BiancoAngelo7 » Wed, 22. Jun 11, 07:36

I have followed all the instructions to the letter and so far ive only seen a longsword and a USC excalibur M3.

Is that normal or do they pop up more later or something?

A5PECT
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Post by A5PECT » Wed, 22. Jun 11, 16:57

Most of the new ships are military ones, so hang around core sectors and military outposts and you'll see a few.

If you have Improved Races running you'll see even more of the new ships running around.
Admitting you have a problem is the first step in figuring out how to make it worse.

epion
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Post by epion » Sun, 31. Jul 11, 20:51

Nice work but i think i have a problem with it. Every now and then i come across a still standing ship. Until now M1, M2 and M7. Sometimes they are just standing still with there escorts and sometimes they just dont want2move ...

Phezzan
Posts: 79
Joined: Mon, 12. Nov 07, 05:48
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Post by Phezzan » Sat, 1. Oct 11, 20:13

Nice work but i think i have a problem with it. Every now and then i come across a still standing ship.
I have a similar problem with the target in Assassination missions.
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).

biohazard15
Posts: 193
Joined: Tue, 1. May 07, 20:40
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Post by biohazard15 » Fri, 4. Nov 11, 01:31

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.

Vaengar
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Joined: Tue, 13. Dec 11, 01:57
x4

Post by Vaengar » Tue, 13. Dec 11, 02:04

I can't find an working link with SRM jobs 3.6e package. I've found only 3.6c but now my game is unstable.

Could someone upload this file for me?

Thanks in advance.

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joelR
Posts: 2008
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Post by joelR » Tue, 13. Dec 11, 04:46

Vaengar wrote:I can't find an working link with SRM jobs 3.6e package. I've found only 3.6c but now my game is unstable.

Could someone upload this file for me?

Thanks in advance.
I just downloaded it from the OP. Try again?

Vaengar
Posts: 4
Joined: Tue, 13. Dec 11, 01:57
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Post by Vaengar » Tue, 13. Dec 11, 13:37

Links from The X-Universe are dead. I've tried to use second fixed SRM jobs v4 - but still it didn't work correctly.

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joelR
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Post by joelR » Tue, 13. Dec 11, 13:58

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.
Press this button.............


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.

Vaengar
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Post by Vaengar » Tue, 13. Dec 11, 14:16

joelR wrote:
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.
Press this button.............


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.

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joelR
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Post by joelR » Tue, 13. Dec 11, 14:42

Vaengar wrote:
joelR wrote:
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.
Press this button.............


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.
What do you mean it doesnt work for you? Why would it work for me and not you? Im confused...

Vaengar
Posts: 4
Joined: Tue, 13. Dec 11, 01:57
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Post by Vaengar » Tue, 13. Dec 11, 14:47

I've tried to open it in Firefox and IE - and nothing, this site for me is dead.

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joelR
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Post by joelR » Tue, 13. Dec 11, 15:02

Vaengar wrote:I've tried to open it in Firefox and IE - and nothing, this site for me is dead.
Must be your firewall settings. I can get on the site without issue using Firefox.

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joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
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Post by joelR » Tue, 13. Dec 11, 15:08

Send me a PM with an email address and ill send you a copy when I get home from work.

Grid
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xr

Post by Grid » Tue, 13. Dec 11, 23:22

hey guys just wondering dose this replace the original job files as in replace the current patrol ship with the new ones or dose it make a new one as well as keep in vanilla?

Wilson-MG-
Posts: 73
Joined: Sat, 7. Aug 10, 07:47
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Post by Wilson-MG- » Wed, 28. Dec 11, 06:43

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?

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
{Forum stretching lines of code folded - Terre}

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

Post by vkerinav » Wed, 28. Dec 11, 16:02

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?
Yes, but if you're working from an existing save you'll still see them flying around for a while with blank names.


{Forum stretching lines of code removed - Terre}

Wilson-MG-
Posts: 73
Joined: Sat, 7. Aug 10, 07:47
x4

Post by Wilson-MG- » Wed, 28. Dec 11, 22:45

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?

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