Jobs Editor for Excel V1.2 [AP]

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Litcube
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Jobs Editor for Excel V1.2 [AP]

Post by Litcube »

Hi! Jobs Editor for Excel 2010.

Hi!

Pictures?

A picture!

Another picture!

Download?

hi!

Image


Version history:

1.2: Mapping bug fix
1.1: AP Compatible
Last edited by Litcube on Sat, 18. Feb 12, 22:19, edited 4 times in total.
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X2-Illuminatus
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Post by X2-Illuminatus »

Hi!

Just had a short look and it seems to work under Excel 2007, as well. Thanks for that. :thumb_up:
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Post by glenmcd »

Thanks Litcube I was looking for something like this but didn't imagine I'd find something this extensive.
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Post by jpinky »

Hi Litcube, a somewhat unrelated question, so I was playing around with the job editor and just realized that the jobs.txt you provided as sample actually looks pretty neat, a lot cleaner than the vanilla jobs. I have been trying to find a jobs replacement for vanilla and was wondering if this is an actual working jobs implementation or just something you whipped up as an example and not designed to be fully functional?

I see the missilesupply script being called in the jobs so I assume I need your missile supply scripts(already have), is there any other things required?

Thanks.
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Litcube
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Post by Litcube »

Uhm. It's the jobs I use. You'd need to change a lot to be able to make use of it.

You can modify it to your liking, though. It's organized and ready for you to make changes for your Universe/mods.
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Post by glenmcd »

Litcube wrote:Uhm. It's the jobs I use. You'd need to change a lot to be able to make use of it.

You can modify it to your liking, though. It's organized and ready for you to make changes for your Universe/mods.
I used the import/export commands you made which seem to work quite well. As soon as you get data into a spreadsheet you know there's not a lot you can't do with it. (read macros here)
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Litcube
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Post by Litcube »

Something you might not know: Double clicking in the blue or green cells shows you information like the fleet composition of that job, or the warelist associated with that job.
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Litcube
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Post by Litcube »

Version history:

1.1: AP Compatible


If someone in the know can describe the four new job values, that would be most awesome.
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Post by Aegyen »

Took some looking to find this thread :P

I replaced all the files in the directory with my VFS files, and went to import it all. It appears to be hanging on the JobsWings.txt file. I get 'error 53' out of it, and can look at the debug info, but i don't know nearly enough to understand that..

Anyway, the txt file for JobWings is the vanilla version, I haven't added anything there, yet.

I tried importing other files, such as the Tmissiles (which is from your balance mod) and of course, it goes to 'error 53', and the debug info is about JobWings, again...

Any help?
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Litcube
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Post by Litcube »

Wanna send me the files to jkossowan at gmail dot com?

I'll take a look.
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Litcube
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Post by Litcube »

Using your files, I opened the editor, imported jobs.txt. Everything works.
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Post by Aegyen »

Ahh, okay.. Then it does not import the JobsWings file, and the others? Because when I run import, the JobWings sheet goes blank, and the other sheets are the ones from your archive. The types files I put in the folder are not getting imported.

Edit: I got it to put me on the debug screen again. In the module1 window that is on top, it has the line ' Open Fname For Input Access Read As #1 ' highlighted. Maybe this will help to point me to what I am doing wrong?

:roll:
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Litcube
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Post by Litcube »

I don't know. I used your files. Everything imported just fine. When you hit import, you're only supposed to import the jobs.txt. Everything else is automated.
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Post by Aegyen »

I figured all I needed to point to was the Jobs.txt file, but for some reason, on my machine, it is not filling the sheets with data from the other types files.

Has me scratching my head, I can't imagine why it is doing this.
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Post by Aegyen »

Back again.. :P

Decided I will just hand input the remaining pages, and keep them current, until I figure out why my machine chokes on the import script.

Anyway...

Using your jobs.txt, that came with the archive, as one of the references to build into mine, and I notice that you have some unique !config and !job.invade scripts. :twisted:

Care to maybe share?.. If they will add even more danger to my universe, I am all for it.. :o

Also, another question about the fields in Jobs. I see, in the TC version, that they have only the Kha'ak set with inverted flags. What exactly does inverting the flags do? (I am thinking of adding additional, random spawns of Kha'ak to my AP game, in addition to LV's ROTK)

And, what is Variant 20? I can't make sense out of what is flagged with it, and what isn't, so no way to figure out it's context, other than it is related to ship selections.
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Post by mega|Doc »

with the last libreoffice version it does not work. what can i do?
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Litcube
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Post by Litcube »

Aegyen wrote:Back again.. :P

Decided I will just hand input the remaining pages, and keep them current, until I figure out why my machine chokes on the import script.

Anyway...

Using your jobs.txt, that came with the archive, as one of the references to build into mine, and I notice that you have some unique !config and !job.invade scripts. :twisted:

Care to maybe share?.. If they will add even more danger to my universe, I am all for it.. :o

Also, another question about the fields in Jobs. I see, in the TC version, that they have only the Kha'ak set with inverted flags. What exactly does inverting the flags do? (I am thinking of adding additional, random spawns of Kha'ak to my AP game, in addition to LV's ROTK)

And, what is Variant 20? I can't make sense out of what is flagged with it, and what isn't, so no way to figure out it's context, other than it is related to ship selections.

Yeah, I have pretty much customized every facet of my X3 experience, after 6 years now. I customized the invade scripts, but I can't garuntee that it'll be compatible with your stuff.

The config scripts you see are for the CWP set. Do a search in the forums for it. It's my attempt at having all ships created with varying weapons and missile loadouts.

Pirates and Xenon have their own wing setup. The wing ships are generated via script.
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Litcube
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Post by Litcube »

mega|Doc wrote:with the last libreoffice version it does not work. what can i do?
Nothin.
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Post by mr.bear »

Litcube wrote:
mega|Doc wrote:with the last libreoffice version it does not work. what can i do?
Nothin.
oh! cruel captain of the cube,

is there nothing you can do to support excel 2003?
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Litcube
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Post by Litcube »

Sir Bear!

Well, I suppose I could buy 2003. Or you could. One of us could. If one of us does, it solves our problem. Except only one option saves me from having to rewrite it.

What happens when you try to run in 2003?

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