[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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THE_TrashMan
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Post by THE_TrashMan »

Can someone upload these files somewhere else??

The site is down.
ares640
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Post by ares640 »

Bump for a second link to these files. X Universe is down =/

(Im trying to download SRM Jobs)
vkerinav
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Post by vkerinav »

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robalexhall
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Post by robalexhall »

Thanks :)
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Post by vkerinav »

SRM Jobs updated to 3.6d.
Mizuchi
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Post by Mizuchi »

Well, I can finally play X3 again.

Thank you, Vkerinav. :D
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joelR
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Post by joelR »

Anyone else having trouble downloading the SRM jobs?
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

joelR wrote:Anyone else having trouble downloading the SRM jobs?
The TXU site is currently down (as stated here) which is why the OP links are temporarily broken. In the meantime vkerinav has uploaded copies to an alternate site to tied us over till TXU is back on-line (see this earlier post).
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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joelR
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Post by joelR »

Roger L.S. Griffiths wrote:
joelR wrote:Anyone else having trouble downloading the SRM jobs?
The TXU site is currently down (as stated here) which is why the OP links are temporarily broken. In the meantime vkerinav has uploaded copies to an alternate site to tied us over till TXU is back on-line (see this earlier post).
Am I not understanding you maybe? I cant download them from Mediafire not TXU.

EDIT: The mediafire link works now. Although the website displays all messed up as of this post.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

joelR wrote:
Roger L.S. Griffiths wrote:...
Am I not understanding you maybe? I cant download them from Mediafire not TXU.

EDIT: The mediafire link works now. Although the website displays all messed up as of this post.
I am too used to people not reading threads properly before complaining about a problem, as you were not specific I presumed that this was the case. :P
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 »

vkerinav,

Am I correct in assuming that you are working on a Jobs file with a more limited military for each race? Or did that post mean that's what you've already done (limit each race's navy to a specific size)?
vkerinav
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Post by vkerinav »

The SRM Jobs link on the main page is currently to Mediafire. I'll switch it back to TXU when that site comes online.
Am I correct in assuming that you are working on a Jobs file with a more limited military for each race? Or did that post mean that's what you've already done (limit each race's navy to a specific size)?
I've been thinking on this some, but I haven't done anything. You see, the problem is that there really isn't much left to do. The problem is with carriers.

If I spawn each race with three carriers, one heavy and two light, that adds something near a hundred and fifty ships. Three M7 carriers brings that up by another seventy five.

My conclusion is that two hundred and fifty ships per race, which is likely close to what SRM Jobs currently creates, is not an unreasonable amount.

So your answer is; I am hoping to do some cleanup, which I plan on doing as each race gets 'finished'. I'll be targeting a specific number of ships per race when I do this, but I don't expect much change in overall numbers.
vkerinav
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Post by vkerinav »

Mizuchi wrote:Well, I can finally play X3 again.

Thank you, Vkerinav. :D
Finally?

Happy to help, but I wasn't aware I was that remiss.

Time is
a beast that devours
impatient people.
(And all the rest)
Mizuchi
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Post by Mizuchi »

vkerinav wrote:You see, the problem is that there really isn't much left to do. The problem is with carriers.
I pretty much share the sentiment (at least, I think I do). I personally think that carriers carry far too many fighters, even with the reductions that Paul made to them in SRM after I brought this up with him.

Personally, I'm of the opinion that an M1 should have maybe 20 fighters at most (+/- 5 with racial variations), and an M7 should have half that.

Then we'd have TLs and TMs bringing up the rear with 5, 4, and 3, which in my head balances everything out and would make for a smoother universe.

But it is not a sentiment shared by the majority, it seems. :cry:

vkerinav wrote:Finally?
Oh, no: it's just that I won't touch any SRM revision until there's a Vkerinav stamped and sealed Jobs file to go with it... and I've been holding off on getting back into X3TC until that last revision hit, so...

I can't have one without the other. :D
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TrixX
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Post by TrixX »

Mizuchi with stock vanilla and CMOD weapons I'd agree as currently fighter are way overpowered. When you balance them on barrage fire instead of single weapon fire you actually need larger numbers of fighters and things get far more interesting again :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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vkerinav
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Post by vkerinav »

Mizuchi wrote:Personally, I'm of the opinion that an M1 should have maybe 20 fighters at most (+/- 5 with racial variations), and an M7 should have half that.

Then we'd have TLs and TMs bringing up the rear with 5, 4, and 3, which in my head balances everything out and would make for a smoother universe.

But it is not a sentiment shared by the majority, it seems. :cry:
It all depends on how many fighters it takes to threaten a destroyer. A fully loaded M1 should by a match for an M2.
Oh, no: it's just that I won't touch any SRM revision until there's a Vkerinav stamped and sealed Jobs file to go with it... and I've been holding off on getting back into X3TC until that last revision hit, so...

I can't have one without the other. :D
Yes. And I'm just saying that if I feel too pressured, I might snap. Imagine; you start up a game with hundreds of hours invested in it, only to realized too late that every NPC ship in the game has one overriding objective: the complete and total annihilation of every piece of player property in existence.

(Before anyone panics, it's a joke. I'm serious. It's a joke.)
Mizuchi
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Post by Mizuchi »

vkerinav wrote:It all depends on how many fighters it takes to threaten a destroyer. A fully loaded M1 should by a match for an M2.
This is what I was about to write in reply to TrixX, oddly enough.

That's one of my favorite "balancing act" moments in X3:TC: when your mighty M2 suddenly finds itself being torn apart by a swarm of angry fighters, and all the guns and turrets in the world can't keep up with the pressure.

So I can understand how it must be a pain for you to factor that in as well (as well as Paul. That's more balancing and testing and balancing with numerous factors than anyone would want.)

I should also probably default back to the old "and if you spent all that money equipping your M1 with a wing of fully-loaded M3s, you DESERVE to be able to clear out a sector.
Yes. And I'm just saying that if I feel too pressured, I might snap. Imagine; you start up a game with hundreds of hours invested in it, only to realized too late that every NPC ship in the game has one overriding objective: the complete and total annihilation of every piece of player property in existence.
You know? For Science.

(You should just not add the disclaimer in future. :3 )
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TrixX
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Post by TrixX »

Well if you wouldn't mind trying a different flavour of combat, we are releasing the XTL Phase 1 final rebalance in a couple of weeks. It has barrage weapon balancing for all ships, rebalanced weaponry to adjust to the rebalanced shields and ship stats, which are in turn rebalanced for a faster and more intense gameplay style. If you are a fighter you DON'T want to get caught in cap ship crossfire ;)

Fighters are now more swarm based too so 10 fighters won't take on an M2 and win or any silly stuff like that. Fighters are now in their proper role as fast interceptors and harassment, with the Bombers bringing the support guns.

Should make for some interesting fleet actions :D
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
vkerinav
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Post by vkerinav »

From the SRM thread:
vkerinav wrote:Here's my question about scripting fighters in; is there some way to detect M6 docking slots, and fill them out?
This discussion would probably be better continued in the Jobs thread, but... in a round about sense... possibly, it would be a bit of a hack to do so though.

A better option would be to do something along the lines of EES where you can specify a carrier's ship compliment via a text file. The jobs file would call the script on the carrier, then the script would detect the carrier ship type, and then spawn appropriate fighter compliments as per the configuration.[/quote]

You're thinking a !Job script, not config, right? Something that could check the state of the hangers after combat, and respawn/buy the lost ships? The alternative would be to use a TM or M7 carrier to restock depleted carriers, similar to Litcube's Missile Suppliers.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

vkerinav wrote:You're thinking a !Job script, not config, right? Something that could check the state of the hangers after combat, and respawn/buy the lost ships? The alternative would be to use a TM or M7 carrier to restock depleted carriers, similar to Litcube's Missile Suppliers.
Not sure exactly what you mean by a !Job script, but this is the idea a little more explicitly
  • When jobs spawns a ship it will also call a "jobs.eccs" script (ECCS = Enhanced Carrier Compliment Spawner)
  • This script will then determine the ships and quantities to add to carrier based on race and carrier type (c/f EES)
  • The ship loadouts will be defined in a text file (c/f EES)
  • If necessary, I can add the modification of the ECCS configuration to Changling
  • ECCS will require EES
  • (option)AI Life addon to replenish fighter compliments based on ECCS configuration
EDIT: See this thread for development and discussion of this script.
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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