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

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Alex Corvis
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Post by Alex Corvis »

Roger L.S. Griffiths wrote:Just download either my EES Configuration Tool or Changeling (both available from here) and import your EES configuration file (<game directory>\t\8387-L044.xml) then export it again.
Ok, I did that and all the laser issues are gone, there is just one message left saying

Code: Select all

Missile characteristics for missile 35 are undefined
. I tried to export and reimport the 8387 t-file but this message still comes. Is there anything else I can do?

A. Corvis
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Missile 35 is the boarding pod if I remember correctly...

Simple answer, which I should have suggested initially - appologies there, is to load the included config.xml/ses file as appropriate, then import your 8387-L044.xml file, and finally export it again.

Alternatively you could edit the XML file by hand and create the {60000,10035} entry by copying and editing the {60000,10034} entry.
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
Sim108
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Re: [Jobs + Script] SRM[23/3] and Xtra Jobs[12/3], Enhanced Equipment Spawner[11/1]

Post by Sim108 »

vkerinav wrote:The two Jobs files below are heavily altered with complete upgrades for each race's military. Both versions are similar, and will spawn the new ships included in their parent mod.

All versions are compatible with the Enhanced Equipment Spawner.

[ external image ] Xtra Jobs v3.3 for Cadius' Xtra Ships. Updated 21 March.

[ external image ] SRM Jobs v3.6b for paulwheeler's Ship Rebalance Mod. Updated 23 March.
this two mods are not compatible with each other... i want both SRM and Xtra... is that possible???
builder680
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Re: [Jobs + Script] SRM[23/3] and Xtra Jobs[12/3], Enhanced Equipment Spawner[11/1]

Post by builder680 »

Sim108 wrote:
vkerinav wrote:The two Jobs files below are heavily altered with complete upgrades for each race's military. Both versions are similar, and will spawn the new ships included in their parent mod.

All versions are compatible with the Enhanced Equipment Spawner.

[ external image ] Xtra Jobs v3.3 for Cadius' Xtra Ships. Updated 21 March.

[ external image ] SRM Jobs v3.6b for paulwheeler's Ship Rebalance Mod. Updated 23 March.
this two mods are not compatible with each other... i want both SRM and Xtra... is that possible???
I believe SRM includes Cadius's ships, as well as extra ships from several other mods, and several exclusive ships of its own.
Sim108
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Post by Sim108 »

thank.. ill give it a try later :)
orion84
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Post by orion84 »

can i just "switch" over jobs? like i suddenly don't want civs in my game?
***modified***
builder680
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Post by builder680 »

orion84 wrote:can i just "switch" over jobs? like i suddenly don't want civs in my game?
Yes, you can, but it can take up to several in game days for Civilians to completely disappear.

It seems like this version of Unleashed - No Civilians (the one for SRM) leaves in ships like the Arena though. At least, I've seen some flying around in my game with that jobs file. No other smaller civilian ships though, which is nice because there just get to be way too many for my mediocre CPU. GFX card and RAM are great, but my CPU has a hard time with a billion ships flying around.
orion84
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Post by orion84 »

Thanks builder,

will the included script speed it up? I don't mind leaving the arena as thats a TL i can cap later. :)

I've spent so much time trying to save the terran economy it actually flourished.. with millions of civies. and since i can't jump straight to mars for example.. my laptop is the little engine that couldn't.
***modified***
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Sorkvild
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Post by Sorkvild »

vkerinav wrote:Most or all Jobs ships are spawned immediately at the start of a new game. If you're not seeing any pirates, something is wrong.
According to your post in SRm thread ...

I have SRM, Cmod. No trails & cockpits. Scripts: SRM shipyards, Plugin Manager, Cheat pack, Scorp's map. That's all for now.

Than I used JobsNamedCivsReunion (renamed to Jobs) + Jobwings in my types folder. There are no pirates in the pirate alley, only low numbers of them are scattered around the borders of X-Uni. Checked form the stard ->2hrs onwards. No Pirate M7's as well. When I check for Pirate Falcons & Nova's I have found ~10 ten of them altogether. Kinda low.
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paulwheeler
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Post by paulwheeler »

Definately sounds to me as though your game is still using the vanilla jobs for some reason. Do you see any SRM added ships in any races military patrols?

Have you enabled viewing of file extensions in Windows yet? check that the srm jobs has the .txt extension and that there are no other jobs files in your types folder, possibly one with a .pck file extension.

Also, have you installed EED? you haven't put the jobs included in that package in have you?
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Inras
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Post by Inras »

Beside the SRM Jobfiles i've there JobWings-9Griffon.txt, MARS_Repair_Drones.zip and TWareT.pck. Is there maybe a problem paul?
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

X2X_Freakazoid wrote:Beside the SRM Jobfiles i've there JobWings-9Griffon.txt, MARS_Repair_Drones.zip and TWareT.pck. Is there maybe a problem paul?
There are two important files that need to be there with regards to jobs.
  • Jobs.txt
    JobWings.txt
If you do not have files of these names then the Vanilla jobs will be used. You probably still need to rename the relevant jobs files as per the installation instructions included in the ReadMe.txt.
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
minime83
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Post by minime83 »


Alex Corvis

Missile characteristics for missile 35 are undefined


I get the same Error but I get 116 messages. I tryed every thing what "Roger L.S. Griffiths" has written.

I use the german vision and in my t-folder I don't have 8383.xml file but in the setup.CWP.xml is this xml file called.
maybe that is the problem.

has someone a idee why it's not function.

sorry for my english :-)[/i]
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

minime83 wrote:I use the german vision and in my t-folder I don't have 8383.xml file
There should be an 8387-L044.xml file, if you have this then you need only rename it to 8387.xml and the problems should go away.

On a side note, there is no real need to having this config file localised (i.e. with the "-Lxxx" suffix).
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
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Alex Corvis
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Post by Alex Corvis »

Well I use the english version at the moment, but I also tried a german version. For this I copied the 8387-L044.xml and renamed the copy to 8387-L049. In this copy I changed the language id to 49 and saved.

And like Roger L.S. Griffiths told me I imported this file into his Config Tool and exported it to the t folder again. In the end I copied the line

Code: Select all

<t id="10034">0</t>
and changed the id to 10035. So now I have

Code: Select all

<page id="60000" title="Weapon Characteristics" descr="Weapon Characteristics">
...
<t id="10034">0</t>
<t id="10035">0</t>
...
And now I don't get any messages of undefined Weapons any more. So thanks, Roger :)

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dESANT
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Post by dESANT »

dESANT wrote:

Code: Select all

patch notes 1.02:

7. Rebalanced M1 hanger sizes to be more racial and reducing overall numbers to between 30
and 50 to help with FPS when carriers deploy all their fighters.

Now i have a question, is there any chance for updated jobs.txt files to get rid of extra ship's assigned to carriers? Ex: Argon One has space for 45 ships, but he posses 79 in his stats :x 45 are docked rest is flying around it.. This isn't FPS friendly at all. This apply to other carriers as well.

Am using job's recommended for SRM from 1st page
This was taken from SRM thread, i have problem with wings numbers assigned to carriers, and i have those problems even when i start new game. I' was using SRM Jobs v3.6a, now i switched to SRM Jobs v3.6b and i have 95 fighters assigned to argon one when starting new game :? :cry: Do i need to wait till enemy destroy them or do they disappear in time ? Or it is possible jobwings.txt not updated to srm hangar sizes? I really dont want to see trylion 'escort ship' markers in my contact list, this is killing my cpu :C
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Sorkvild
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Post by Sorkvild »

paulwheeler wrote:Definately sounds to me as though your game is still using the vanilla jobs for some reason. Do you see any SRM added ships in any races military patrols?

Have you enabled viewing of file extensions in Windows yet? check that the srm jobs has the .txt extension and that there are no other jobs files in your types folder, possibly one with a .pck file extension.

Also, have you installed EED? you haven't put the jobs included in that package in have you?
Jobs has the .txt extension after just like Jobwings after checking file extensions view in my Windows. There are no other files except Twares.pck in types folder.
The EES package contains a vanilla Jobs file, altered only to call the scripts. Don't use it if you intend to use SRM or Xtra Jobs.
You mean this ? I stayed away from adding this.

I played for about an hour and then deployed satellites in every sector by using cheat package. Then I run 'find ship' script from Scorp. Pirate homelands are still empty but some race sectors are infested with them.

I noticed a Pirate Cormorant (from SRM Xtra pack) with bunch of escorts rolling through the Split territory.
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builder680
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Post by builder680 »

vkerinav,

I'm using your SRM jobs 3.6b Unleashed, No Civs. A full list of all mods I'm using, except one, is here.

The one not listed is a mod I just re-downloaded last night, the Economy and Supply Trader 3.3.05 from Lucike's script collection + Libraries 3.5.09

I'm wondering if it's at all feasible to reduce the number of ships even more without hurting SRM (and maybe EES? dunno if that affects it) too much. As this new game I started about a week ago goes on, my frame rate everywhere has taken an epic nose dive and I suspect my CPU. Less populated sectors are better than heavily populated sectors but it still gets a bit choppy sometimes. In busier sectors I'm around 10-15 fps. In my last game with just regular Unleashed (No Civs) I was typically around 25-30 even in busier sectors.

I don't know what all is involved in doing this, so if it's an unreasonable request then please disregard. It just seems that my game would be just fine with about half as many ships overall. Just as an example, Asteroid Belt looks like this. I like huge fleets as much as the next guy, but surely some of those ships are unnecessary for SRM jobs to function properly?

Again, if it's too much work, please just ignore me. I have no idea if this is a reasonable request or not. :)
Last edited by builder680 on Wed, 30. Mar 11, 12:35, edited 4 times in total.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Sorkvild wrote:
The EES package contains a vanilla Jobs file, altered only to call the scripts. Don't use it if you intend to use SRM or Xtra Jobs.
You mean this ? I stayed away from adding this.
I think some clarification is required as the phrasing is a little ambiguous. The point being made with regards to EES is that the EES "Vanilla" Jobs file should not be installed, not that the EES scripts should not be used. The simple answer would be to alter the EES distributable so that it is made clear that the included jobs file is vanilla only and to require an additional action to install the included Vanilla jobs file.
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
Osiris454
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Post by Osiris454 »

Vkerinav,

The Space Police and Border Patrol are underquiped and understaffed.
My frieghter will make swiss cheese out out of their precious 'Discoverer Vanguard's"

Request 1: More Cops please. With better equipment too. Like flying in an M3+ is the norm with a few M6 'Sheriff' units. :D
Why let the military have all the fun?

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