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

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

builder680 wrote:Just as a hypothetical, if I replaced SRM Unleashed jobs with regular Unleashed jobs... would the excess military ships eventually be removed by the game? Or do they have to be destroyed? Because that will NEVER happen to the Terran/ATF fleet... and they're my biggest 'bloated' navy at the moment... by leaps and bounds.

I know I'd lose the spawning of all the extra ships from SRM... which would suck.
I believe that would be the case, though it may take a long while.
builder680 wrote:Also, would that affect EES in any way?
Adopting regular unleashed will probably result in EES not being used for the ships spawned by Jobs (unless you modify the regular unleashed jobs to run with EES).
Last edited by Sam L.R. Griffiths on Fri, 1. Apr 11, 22:25, edited 1 time in total.
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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Locksley
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Post by Locksley »

builder680 wrote:Just as a hypothetical, if I replaced SRM Unleashed jobs with regular Unleashed jobs... would the excess military ships eventually be removed by the game? Or do they have to be destroyed? Because that will NEVER happen to the Terran/ATF fleet... and they're my biggest 'bloated' navy at the moment... by leaps and bounds.

I know I'd lose the spawning of all the extra ships from SRM... which would suck.

Also, would that affect EES in any way?
Just use Cycrows cheats to delete all the ships in all the sectors you think have too many. The jobs will re-populate as time goes by.
I don't have that many ships and I am running a heavier jobs than you, and I got IR too.
Or do the X3TC-X3TC export-import I mentioned in the IR thread, that will clean the whole universe, and then some :D

Cheers!
Projects:
Onhold..... time time....
builder680
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Post by builder680 »

Locksley wrote:
builder680 wrote:Just as a hypothetical, if I replaced SRM Unleashed jobs with regular Unleashed jobs... would the excess military ships eventually be removed by the game? Or do they have to be destroyed? Because that will NEVER happen to the Terran/ATF fleet... and they're my biggest 'bloated' navy at the moment... by leaps and bounds.

I know I'd lose the spawning of all the extra ships from SRM... which would suck.

Also, would that affect EES in any way?
Just use Cycrows cheats to delete all the ships in all the sectors you think have too many. The jobs will re-populate as time goes by.
I don't have that many ships and I am running a heavier jobs than you, and I got IR too.
Or do the X3TC-X3TC export-import I mentioned in the IR thread, that will clean the whole universe, and then some :D

Cheers!
I don't want to run cheats and delete ships willy nilly. I want there to be less ships spawned. Presumably that means I'll have to use a different jobs file. Maybe if I figure it out well enough, I'll even be able to get the extra SRM ships to spawn.

Just toning down the Military ships. Not because I don't like huge race fleets ( I DO!), but because I just want a bit less. But before I do that, I wanted to see if the ones spawned by *this* jobs file will disappear over time. Especially the Terran ones. Nobody will ever attack them. If I set IR to make people attack them, they'll just take over the Universe. Not quite ready for race wars yet, though I will be soon.

I just don't like the idea of having cheats accessible. I've used it once to get rid of a bugged invincible ship, and then uninstalled it immediately.

Not sure why you don't have 'that' many ships if you're running a heavier jobs file than I am. It's not like I'm adding them myself.

If I can figure out the EES thing, I may just switch jobs files and see if that helps over a few days/weeks.
Last edited by builder680 on Fri, 1. Apr 11, 22:46, edited 1 time in total.
Mizuchi
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Post by Mizuchi »

builder680 wrote:Maybe if I figure it out well enough, I'll even be able to get the extra SRM ships to spawn.
Wait: the new SRM ships aren't spawning in your game?

And we're not getting that many ships because it's not normal. :D

Well, except for the escorts I saw on your YouTube video. That's mostly normal.

(Sometimes it's just that the Carriers haven't docked all their fighters. X3 Captains like to go, "LOOK! A PIRATE TRANSPORT! LAUNCH ALL FIGHTERS! :twisted:" They have... issues.)

This is why I suggested starting a new game (with your existing assets intact).
builder680
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Post by builder680 »

Mizuchi wrote:Wait: the new SRM ships aren't spawning in your game?

And we're not getting that many ships because it's not normal. :D

This is why I suggested starting a new game (with your existing assets intact).
No, they are. If I switched jobs files they wouldn't. So I'd have to edit it to make them do so.

It's not normal? That's the first time anyone has said that. It's always been suggestions, but no one saying it wasn't normal. I figured it WAS normal... or at least doubted it was abnormal... and that spawning a new universe would just lead to the same thing over time. If that's not the case though... then I may just follow your suggestion on that.
Mizuchi
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Post by Mizuchi »

builder680 wrote:I figured it WAS normal... or at least doubted it was abnormal... and that spawning a new universe would just lead to the same thing over time. If that's not the case though... then I may just follow your suggestion on that.
Well here's an idea for you before you start using various tools to try and replicate your game in a new universe (which shouldn't be that difficult thanks to the X3-X3TC-Converter that was linked a few pages ago):

Install the most recent version of the Jobs file(s) you want to use (I like Unleashed the best), and then back up your save files.

After that, start a new game with any of the other starts there are (I suggest the Aldrin one, if you've unlocked it).

Then have a poke around the universe and see if you're getting the same numbers of ships spawning. Maybe go to an empty sector and leave SETA running for a while so the game gets into full swing.

Hopefully you'll wind up with a "normal" number of ships in the universe, and we can chalk it up to one of the scripts going loopy on you and spawning too much.

Or something getting its wires crossed in an update at some time.

And if that solves mostly all of your problems then you know you can reset the universe and transfer your current save without it going crazy on you again.

There's no better solution than a new game, in my opinion. :)
builder680
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Post by builder680 »

Mizuchi wrote:
builder680 wrote:I figured it WAS normal... or at least doubted it was abnormal... and that spawning a new universe would just lead to the same thing over time. If that's not the case though... then I may just follow your suggestion on that.
...
Yeah. Starting a new game with all these mods generates a crash. So I'll have to uninstall and reinstall them. GAH!

I'm just gonna poke around in the jobs file and see if anything makes sense. More fun than using a cheat or reinstalling mods it took me weeks to get right!

You guys have been more than helpful. Thank you very much for all the suggestions. I think from here, I'll try some of them and hope it fixes itself. I haven't done so yet because frankly, some of them seem dangerous.

By the way, that video with all the Escorts (and the screenshot I linked at the top of page 16) is very much what my issue is. If that's 'normal,' as you say... then that's too much for my CPU. Especially when multiplied by all sectors.

Those Escorts in Terran space will never be attacked, they'll just spawn, and spawn, and spawn... The pirates from the page 16 screenshot (there were several more with them that I didn't get in the pic) may die eventually though.
Mizuchi
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Post by Mizuchi »

Well, it could well be that what I'm saying isn't normal actually is... which is a rather confusing statement for me to make, I know. :roll:

So, I'm willing to admit that you could be seeing the same number of ships that we're seeing and thinking, "That's a lot of ships!", when we're misunderstanding what you're saying and assuming you're seeing hundreds upon hundreds more ships than we are.

Core Sectors tend to have more ships than Border Sectors, and the Capital Sectors tend to have a fleet or two cruising around here and there.

Major crossroad sectors (like the Asteroid Belt) tend to be pretty busy as well.

In watching your YouTube video again though... it really does seem that, actually, what you're seeing is normal after all - in certain sectors.

If that's causing a problem on your PC, then you should switch to using the "Unleased - No Civs" version of the SRM Jobs file to claw some FPS back in busy sectors.

Investing in Graxter's rock removal script should help as well.
(Although you have to run that manually via the script editor.)

On top of that, I believe that Vee is working on trimming some of the escorts that are spawning so it might be worth holding off on starting a new game for a while until that version if released (if that actually wasn't a dream I had or something).

Starting a new game will reset all the jobs in the universe back to their original spawns, though, so that SHOULD help, eventually.

I hope you find a resolution, anyhow. :)
builder680
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Post by builder680 »

Mizuchi wrote:If that's causing a problem on your PC, then you should switch to using the "Unleased - No Civs" version of the SRM Jobs file to claw some FPS back in busy sectors.

Investing in Graxter's rock removal script should help as well.
(Although you have to run that manually via the script editor.)
I am using both of those. :p Thanks again for the suggestions!
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Locksley
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Post by Locksley »

builder680 wrote: It's not normal? That's the first time anyone has said that.
Locksley wrote:I don't have that many ships and I am running a heavier jobs than you, and I got IR too.
What I meant by that sentence is that I should have allot more ships than you flying around. So in essence I did say it was not normal, kinda thought that was what I was trying to get across.

Anyway, I know it is frustrating to fiddle with your game instead of playing it, so no worries.

But changing job files willy nilly is not a solution either. Either you edit the SRM jobs file. I am sorry to say I have not found any well written tutorial on jobs, it's all a little spread out here and there. And maybe you don't want to spend more time on this than you already have; I know that feeling.

Removing ships with cycrows sector remove ships will only temporally kill them, they will respawn in the right number when the job timer get to them again.

Or you have to start of clean.

Cheers!
Projects:
Onhold..... time time....
vkerinav
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Post by vkerinav »

I've been fairly careful to clearly delineate lead and escort job entries, so if you really want fewer ships, use Observe's Jobs editor, or the X3 Editor, to reduce the number of lead ships. You'll want to edit the 'number of Jobs' field.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Could I make a request - as of v0.26 of my AWRM mod I am converting one of the unknown sectors (a nice one out of the way of the plots) to a Kha'ak Core sector, could we please have a job or two extra to cover that case (maybe with Cadius's ships)?

Based on a couple of shortish play tests, Xtra jobs v3.3 is spawning Vanilla M4s(a few)/M5s(lots)/M3s(once in a while)/Clusters(a couple) but not much else. Had one or two Hostile Cadius Kha'ak fly in through the gate and dock at the shipyard, so I know the jobs file is working :)

As it stands, for now the given Kha'ak Core sector will have a shipyard (invincible) and an equipment dock (also invincible and supplied with kha'ak stuff periodically from scripts) but I am considering adding a local Kha'ak economy to that sector.
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
builder680
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Post by builder680 »

@ Roger:

I've seen Yaki Battlegroup Advanced Chokaro in that sector a couple of times as well. At least, if you're talking about the same sector (the Unknown Sector west of next Xenon Sector 534) as you were in the AWRM thread?

I was actually looking at picking that mod of yours up. Looks interesting. Towards the beginning of the CMOD thread, it says they aren't compatible, but it looks like that's changed now. Pretty sweet lookin!
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

builder680 wrote:I've seen Yaki Battlegroup Advanced Chokaro in that sector a couple of times as well. At least, if you're talking about the same sector (the Unknown Sector west of next Xenon Sector 534) as you were in the AWRM thread?
The location of the Kha'ak Core sector is/should be irrelevant (there are no Vanilla Kha'ak Core sectors BTW), the intent is for maybe that sector at final release, but during testing I have been temprorarily using the Kha'ak Matriarch start sector.
builder680 wrote:I was actually looking at picking that mod of yours up. Looks interesting. Towards the beginning of the CMOD thread, it says they aren't compatible, but it looks like that's changed now. Pretty sweet lookin!
CMOD and AWRM are not explicitly compatable, the use of them together requires merging/patching. Origninally there was no compatability patch, but now there is (supported by me). But... it is only for baseline CMOD, compatability with the CMOD add-on packs is not guaranteed (and I do not have time to support more than one compatability patch).
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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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Hi peeps,

Given some of the discussions that have gone on here and my personal interest in supporting EES, please find below a link to my v2.1 distribution of EES.

[ external image ] Enhanced Equipment Spawner (EES) v2.1

I have fixed the 22GJ bug and revised the distribution to be more integrator/end-user friendly including a new Readme. I am also posting this link along side my Changeling tool since I consider EES an essential part in the support of the merging of modded content.
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 »

I guess everyone here knows that after updating the jobs files there are some ships without names for quite a while. Now I have a solution:

Use the AI Idividual Names script by Flippi from the german SM forum. Just change the language id to 44 and everything works. There are just few names in german language. Maybe someone will translate it but by now it's just available in german.

After the installation there are just a few fighters without names left.

A. Corvis
paulwheeler
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Post by paulwheeler »

Alex Corvis wrote:I guess everyone here knows that after updating the jobs files there are some ships without names for quite a while. Now I have a solution:

Use the AI Idividual Names script by Flippi from the german SM forum. Just change the language id to 44 and everything works. There are just few names in german language. Maybe someone will translate it but by now it's just available in german.

After the installation there are just a few fighters without names left.

A. Corvis

There is already a script included with the SRM and Xtra jobs which, when run, removes all the ships with blank names in the universe completely and pretty much instantly.
Mad_CatMk2
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Post by Mad_CatMk2 »

hey vkerinav, so I don't know if you remember, but a while back I had some weird errors where the game will hang on a new game using a custom SRM job/jobwings file...

so I encountered it again now using the SRM Unleashed w/ Civs and Jobwings files, only this time it is different.

I start a new game without those files, and it doesn't hang. I save, change name to thereshallbewings, etc... and load to initiate all the AL plugins. Now I put back the Job and Jobwings file, run the temp.srm.kill file, and the game run just fine. Would it be any chance there exist again some rogue job.patrol or similar call somewhere?

Thanks, and otherwise an amazing addon to SRM.
I fly an OWP. What about you?
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Mad_CatMk2 wrote:...
It is quite normal for a "new game" loading screen to take a long time... with Xtra Jobs (and EES) I have known it take quite a few seconds. Are you 100% sure it is a total lockup and that it is not just taking a long time?

By loading the initial start with the Vanilla Jobs file you will probably not benefit from the new jobs/EES for several game days and may end up with some artefacts from the Vanilla jobs.

BTW the "Thereshallbewings" name change step for AI Llife plug-ins or any other script/mod is (or at least should) not be necessary. I have been running my Frontier Wars AI Life plugin (amongst others) without needing to do that.
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
Mad_CatMk2
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Post by Mad_CatMk2 »

Roger L.S. Griffiths wrote:
Mad_CatMk2 wrote:...
It is quite normal for a "new game" loading screen to take a long time... with Xtra Jobs (and EES) I have known it take quite a few seconds. Are you 100% sure it is a total lockup and that it is not just taking a long time?

By loading the initial start with the Vanilla Jobs file you will probably not benefit from the new jobs/EES for several game days and may end up with some artefacts from the Vanilla jobs.

BTW the "Thereshallbewings" name change step for AI Llife plug-ins or any other script/mod is (or at least should) not be necessary. I have been running my Frontier Wars AI Life plugin (amongst others) without needing to do that.
I waited for about 10-20 seconds, but I can try to wait longer to see if its just my system bottlenecking. Some plugins require the save and reload, i.e. improved races and mars. But I agree that some don't need to.

EDIT: You're pretty right Roger (heh, :D)...I waited for roughly 1 minute ish and everything initiated as it supposed to! So its my stupid lack of patience that was the cause...thanks again.
Last edited by Mad_CatMk2 on Thu, 7. Apr 11, 09:46, edited 1 time in total.
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