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

i think he mean the peeps following space flies not the spaceflies :)
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dougeye
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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 :)
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vkerinav
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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.

dougeye
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Post by dougeye » Sun, 6. Feb 11, 22:57

its a khaak secret weapon i tell you! lol
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Rogue
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Post by Rogue » Tue, 8. Feb 11, 12:31

Heya quick question.

Added the SRM jobs file along with EES in order to get the Xenon G's working properly from that mod.

However it also appears to have removed almost all the m7m's from the universe (with the exception of a couple of Teladi Gannets). Was this intentional?

I really like the improved jobs file but it's made it nigh imossible to track down and err liberate the Kraken I was after. I have a sat network over almost the whole universe now and after hours of checking still no m7m's.

If it's my screw up though fair enough.
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vkerinav
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Post by vkerinav » Tue, 8. Feb 11, 19:00

As it doesn't sound like anything is wrong, the only advice I can give you is to keep looking. There should be four Kraken out there, though keep in mind that they forty minutes to respawn.

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Rogue
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Post by Rogue » Tue, 8. Feb 11, 19:34

I bet it was those pesky Xenon.

I'll keep at it, I know they're there and they SHALL be mine!

Cheers my friend
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kardgar
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Post by kardgar » Thu, 10. Feb 11, 05:37

Is it possible to kill all of these mammoths? I'm not sure what I did differently on this install other than using the enhanced equipment spawner. I've tried SRM 3.5, SRM 3.5a, Xtra 3.2d, Xtra 3.2e, and in all cases I have mammoths.

I've tried all of the jobs files, civs, no civs, named civs, etc.

vkerinav
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Post by vkerinav » Thu, 10. Feb 11, 06:19

kardgar wrote:Is it possible to kill all of these mammoths? I'm not sure what I did differently on this install other than using the enhanced equipment spawner. I've tried SRM 3.5, SRM 3.5a, Xtra 3.2d, Xtra 3.2e, and in all cases I have mammoths.

I've tried all of the jobs files, civs, no civs, named civs, etc.
Whichever mod you're using, installing the wrong Jobs package will get you Mammoths in strange places. Using SRM Jobs with the Xtra ships pack is particularly bad.

Are you seeing these Mammoths in a new game? If yes, I need to know what race owns them.

If you're loading a save, then all pre-existing Mammoths will continue to go about their business until they get destroyed.

vkerinav
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Post by vkerinav » Tue, 15. Feb 11, 19:01

Updated SRM Jobs to 3.5b.

Increased pirate activity, changed carrier wings to reflect new hanger capacities.

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joelR
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Post by joelR » Wed, 16. Feb 11, 00:18

vkerinav wrote:Updated SRM Jobs to 3.5b.

Increased pirate activity, changed carrier wings to reflect new hanger capacities.
Thanks vkerinav.

Varek Raith
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Post by Varek Raith » Thu, 17. Feb 11, 12:49

Using SRMJobs v3.5b.
I'm only using the SRM.
New game.
Argon One has an Escort Mammoth.

EDIT - Job 7113 has the wrong class. It should be SS_SH_A_M7_CYCLOPS
:)

Sn4kemaster
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Post by Sn4kemaster » Thu, 17. Feb 11, 19:12

Hi Vkerinav

I am now using the JObs pack for the SRM with CMOD and Trails

None of the new Xenon ships are in the game Z, C, or G..... plenty of K's etc and no Odysseys to be found, plenty of Zeus though.

Sow a pirate Pteranodon for the 1st time, but still no Teladi Pteranodon to be found anyware....think you should have maybe a very few in Teladi core sectors?

On a positive haven't spotted an rouge Mammoths lately :wink:

vkerinav
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Post by vkerinav » Thu, 17. Feb 11, 19:55

Varek Raith wrote:Using SRMJobs v3.5b.
I'm only using the SRM.
New game.
Argon One has an Escort Mammoth.

EDIT - Job 7113 has the wrong class. It should be SS_SH_A_M7_CYCLOPS
:)
This is the perfect sort of bug report. Not only the problem, but the solution. Thanks. Problem fixed, update uploaded.

Also fixed Sn4kemaster's bugs.

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mim525
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Post by mim525 » Fri, 18. Feb 11, 17:32

ive placed the jobs scripts in the types folder then put the temp.srm.kill.nameless.xml in the scipt folder but the ships arent showing up what am i doing wrong?

vkerinav
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Post by vkerinav » Fri, 18. Feb 11, 20:03

mim525 wrote:ive placed the jobs scripts in the types folder then put the temp.srm.kill.nameless.xml in the scipt folder but the ships arent showing up what am i doing wrong?
You need to choose one of the six jobs files, and rename it to 'Jobs.txt'.

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mim525
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Post by mim525 » Sat, 19. Feb 11, 16:20


vkerinav
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Post by vkerinav » Sat, 19. Feb 11, 16:52

Everything appears to be fine. In a saved game, you should be seeing lots of ships with blank names, which the script will deal with if you run it. New ships will spawn over time, not instantly.

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