So you say with time spent in the game, it will become more and more boring? as less ships will be on map.BlackRain wrote: ↑Thu, 4. May 23, 22:14I gave you advice to disable jobs.xml from SVE because it is way too heavy of a change to the game and also ruins the balance of the game in my opinion.user1679 wrote: ↑Thu, 4. May 23, 21:39This is something that i'm still a little unclear on. For performance reasons in the past you gave me some advice to disable jobs.xml from certain mods which did help. But I believe you also mentioned that the way I modified a mod's jobs file meant the ships would never be built at all. I have never looked at this part of the game's code but I always thought jobs were just selected randomly by the AI. For example, let's say Argon need a new battleship. I have 4 mods that all add new battleships so they just randomly pick a job and build it. Apparently this isn't the case though because jobs get queued and built as long as they have resources and the job is "active".BlackRain wrote: ↑Thu, 4. May 23, 01:27Just an FYI for people who don't know. My mod isn't just some Jobs.xml mod like you may see out there. It doesn't just add jobs to jobs.xml or some kind of jobs replacement.
My mod is much different than that and was made to ensure that ships would be built and that they are more quickly and likely to get their subordinates and supplies, etc..
What I really want is to be able to install FOCW, XR Ship Pack, Ship Variation Expansion and VRO and have the ships available to be built if the AI randomly decides to build one, but not actually have them automatically built as soon as I start a new game. I would leave the FOCW jobs file in place and use the other mods as additional options. So in other words, I'm looking to have ships from mods be added as a possibility of being built but and not simply flooding my gamestart with a million ships built from "active" jobs. I get the impression this is not possible with how the current jobs system works?
Jobs are not selected randomly, that is now how it works. There are quotas set up in the jobs.xml so if a faction does not have the amount of quota ships, it will try to fill the quota. There are also MD scripts which may order additional ships above and beyond the quotas set up in jobs.xml based on certain situations, etc.
The thing with jobs is, if a shipyard is trying to build a job ship but doesn't have enough resources for a period of time or the player needs to buy ships or something, those job orders get canceled and the ships don't get built (this is hardcoded). However, it will eventually try to fill the quota again but if the economy isn't strong then the amount of ships in the game will continue to decrease, etc. So, in a vanilla game and late in the game, you will notice that you will most likely never see the same number of ships in the game as when you started and this means less conflict going on which also means the wars don't move along, etc.
Whatever is set up in jobs, if the startactive = true is set, these ships are spawned at game start (new game). That is the point of startactive. All it does is, at a new game, these jobs will spawn immediately at game start. From then, they have to be built normally according to the quota assigned in jobs.xml. In order to build ships which have startactive = false, you need an MD script to either activate them (they will then get built normally) or you can have an MD script which orders ships, etc.
I do not just activate a job fleet and then leave it to jobs to do everything. I wanted to have finer control over what gets built, how much gets built and in what kind of time intervals they get built and that is what FOCW does. If you have all options active (on) when you start a new game, all the ships will spawn. If you do not have them active but activate them later, they will periodically be ordered based on what is defined in the MDscript itself. If you know what you are doing, you can edit the script to control how many fleets get ordered and also how many ships get ordered (by editing jobs.xml in my mod).
You will not be able to get any kind of random whatever that you are hoping for with these mods. That isn't how it works. It would have to be scripted and it wouldn't be for all those mods and honestly, I don't understand why you would even want that. Each adds fleets so what is the point of having it random? Maybe I am misunderstanding something here though? I mean, my script works on timers so it is sort of random but there is still a defined amount of maximum fleets/ships it will build and the timer is relatively consistent (like every 30 minutes or every 5 minutes, etc.) You could set it up to be on a random timer like anywhere from 5 to 30 minutes for example.
Anyway, maybe that explains things? Let me know.
Is there one option to fix this with FOCW? As I don't want to boost factions separately