Suggestion(s): Couple of sensible ideas.
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Suggestion(s): Couple of sensible ideas.
After chatting with Stonka for a bit, I've got a couple issues/suggestions I thought I could raise, maybe someone better a scripting could come up with something.
Supply/Demand fix:
First up to bat, the equipment dock's arn't unloading like they did in X2. A single mosquito factory will quickly overload all nearby equipment docks and be rendered unprofttable. Same presumably goes for other weapon classes.
The best solution would simply be to have a script that every now and then deletes part the inventory of the equipment dock.
Civilian Ships:
Is there any way we can remove the blueprints to the civilian ships, stop them spawning, or delete them easily? - It doesn't take a rocket scientist to figure all those M5's buzzing about are a needless distraction/waste of CPU. Cutting them out would make lfie that bit more bearable on the memory front.
Sector "repairs":
Quite a few people've complained about sector's like Akeela's beacon. Maybe once the Galaxy editor is working with X3, we should get people to pip in their thoughts about sectors that got changed for the worse, and then make a custom universe fix that changes those sectors?
Anyway, that's my contructive 2 cents. Not saying anyone has to take 'em but, but those ideas mgiht be worth expanding on.
Supply/Demand fix:
First up to bat, the equipment dock's arn't unloading like they did in X2. A single mosquito factory will quickly overload all nearby equipment docks and be rendered unprofttable. Same presumably goes for other weapon classes.
The best solution would simply be to have a script that every now and then deletes part the inventory of the equipment dock.
Civilian Ships:
Is there any way we can remove the blueprints to the civilian ships, stop them spawning, or delete them easily? - It doesn't take a rocket scientist to figure all those M5's buzzing about are a needless distraction/waste of CPU. Cutting them out would make lfie that bit more bearable on the memory front.
Sector "repairs":
Quite a few people've complained about sector's like Akeela's beacon. Maybe once the Galaxy editor is working with X3, we should get people to pip in their thoughts about sectors that got changed for the worse, and then make a custom universe fix that changes those sectors?
Anyway, that's my contructive 2 cents. Not saying anyone has to take 'em but, but those ideas mgiht be worth expanding on.
The fix to number 2 is easy.
X3 has a listing of the 'genetic makeup' of the ships in the universe.
It's called jobs.pck. (listing of how many ships and behavior for each type of ship job)
unpack this file and search for the lines with the comments 'civillian ships'
The number just after this comment is a measure of how many of these ships will exist in the universe. (at game creation, and whther or not to respawn them if they get destroyed)
Lower that number and pack the new file up into a mod.
Then, either start a new game, or fly around and kill all the civ ships
You can alter the numbers and behaviors of almost every type of ship in X2 very easily with this new file.
(Who said modding X3 wsan't light years ahead of X2?)
Cheers.
X3 has a listing of the 'genetic makeup' of the ships in the universe.
It's called jobs.pck. (listing of how many ships and behavior for each type of ship job)
unpack this file and search for the lines with the comments 'civillian ships'
The number just after this comment is a measure of how many of these ships will exist in the universe. (at game creation, and whther or not to respawn them if they get destroyed)
Lower that number and pack the new file up into a mod.
Then, either start a new game, or fly around and kill all the civ ships
You can alter the numbers and behaviors of almost every type of ship in X2 very easily with this new file.
(Who said modding X3 wsan't light years ahead of X2?)
Cheers.
"Nature's first green is gold" . . . stay golden.
Here's a listing of the types of things that can be controlled with the jobs.txt file:
Cheers.
- JobID
Comment
Quota
Max. Quota per Sector
Function
Configscript
Job Text ID
Unique Shipname
Overriden NameID (Voice)
Show Race Name
Show Corpsname
Show Shiptypename
Show Variationname
GroupID (Sheet)
Shopping Basket (sheet)
Jump Range
Idle Rate
Spawn Time
Ship subtype
M1
M2
M3
M4
M5
M6
TP
TS
TL
Argon
Boron
Split
Paranid
Teladi
Xenon
Pirate
Khaak
Goner
VAR 0 Basic
VAR 1 Vanguard
VAR 2 Sentinel
VAR 3 Raider
VAR 4 Hauler
VAR 5 Miner
VAR 6 Super Freighter
VAR 7 Tanker
VAR 8 Tug
VAR 9 Luxury Cruiser
VAR 10 Slave Transport
VAR 11 Military Transport
VAR 12 XL
VAR 13 Extended
VAR 14 Tanker2
VAR 15 Superfreighter2
Hue Modifier
Saturation Modifier
Chance Shiptyperace is Rand
Is Owner sector
Is Core
Has Yard
Has owner stations
Is not enemy sector
Is Border
invers
Sector X
Sector Y
Create in Shipyard
Create in Gate
Create Inside Sector
Create outside Sector
Create NULL
Chance Ship is Docked
Freight ext.
Speed & Steering ext.
Other expansions
Rot Accel Limit
Argon
Boron
Split
Paranid
Teladi
Xenon
Khaak
Goner
Is Pirate
Shield
Laser
Use Drones
Not Use IRE
Not Use PAC
Not Use HEPT
Not Use PPC
Not Use KE
Use Mass driver
Use PSG (wide area)
Use Ion Disruptor
Use Flak
Use IH
Use Mining
Use Tug
Use Repairlaser
Select weapons
Trade skill
Agression
Morale
Fight skill
NPC ID
Is Invincible
IsHiddenPirat
DestoryOOS
Rebuild Select New Sector
Fly with AVRSPEED
Militär
Trader
Civilist
Cheers.
"Nature's first green is gold" . . . stay golden.
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- Posts: 28
- Joined: Mon, 7. Nov 05, 13:53
Buri, I don't suppose you can say which way I should edit two of the variables please?
I'm interested in the Idle Rate and Spawn Time - should they be lower or higher? As in, if I set the idle rate from say 10 to 5 will it halve the time the ship does nothing or will it increase the idle time? Similarly, does the 90 spawn time for most of the ships mean that they take 90 (seconds?) to respawn/spawn. So, if I want them to spawn sooner, should I decrease this or increase this figure?
Thanks in advance for the help.
I'm interested in the Idle Rate and Spawn Time - should they be lower or higher? As in, if I set the idle rate from say 10 to 5 will it halve the time the ship does nothing or will it increase the idle time? Similarly, does the 90 spawn time for most of the ships mean that they take 90 (seconds?) to respawn/spawn. So, if I want them to spawn sooner, should I decrease this or increase this figure?
Thanks in advance for the help.
- nuclear_eclipse
- Posts: 1129
- Joined: Thu, 2. Sep 04, 01:54
hey nuke, well I have never tried doing any modding before in x2 so I have no clue how to do anything. I was reading in the x2 scripting forum you need a tool called x2tool to extract files from the dat files in X2, but can I use the same tool to extract the jobs.pck file from x3 or do I need another tool? I briefly looked through your jobs.syndicate.txt file but most of it I dont really get, I just want to change the spawning of enemy vessels and their idle times.
- nuclear_eclipse
- Posts: 1129
- Joined: Thu, 2. Sep 04, 01:54
Yes, the x2tool should extract any .pck, .pbd, or such just fine. As for editing the jobs file, I can't really help you much, as I couldn't really figure out all too much on my own either. THhe most I figured out is that I could'nt really do what I wanted with it anyways, since the Jobs file will only allow the universe to create ships belonging to the main races (Argon, Boron, Split, Paranid, Teladi, Kha'ak, Xenon, and Goner) while I wanted to be able to make jobs for the custom races (Terran, Yaki, Syndicate, etc).BlackRain wrote:hey nuke, well I have never tried doing any modding before in x2 so I have no clue how to do anything. I was reading in the x2 scripting forum you need a tool called x2tool to extract files from the dat files in X2, but can I use the same tool to extract the jobs.pck file from x3 or do I need another tool? I briefly looked through your jobs.syndicate.txt file but most of it I dont really get, I just want to change the spawning of enemy vessels and their idle times.
So I just copied over the default Jobs file for use in my mod, then wrote my own basic 'jobs' script for my mod in order to handle basic sector patrols for the Syndicate and Terrans.
- nuclear_eclipse
- Posts: 1129
- Joined: Thu, 2. Sep 04, 01:54
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- Posts: 28
- Joined: Mon, 7. Nov 05, 13:53
I posted my edited Jobs file in another thread if anyone wants to use it. It increases the Khaak and pirates in the universe, by sector, jump rate and reduces some of the 'fluff (civilian, don't do much) ships'.
I would advise against increasing or decreasing the spawn time particularly if you increase the amount of ships and the jump level, otherwise you'll be sucking rocket sanwich every few minutes from a big invasion force.
Don't edit the special pirates tho, otherwise you'll have loads of pirates in the plot storyline missions.
I would advise against increasing or decreasing the spawn time particularly if you increase the amount of ships and the jump level, otherwise you'll be sucking rocket sanwich every few minutes from a big invasion force.
Don't edit the special pirates tho, otherwise you'll have loads of pirates in the plot storyline missions.
Hi ej: Where I can get your thread?ejsaunders wrote:I posted my edited Jobs file in another thread if anyone wants to use it. It increases the Khaak and pirates in the universe, by sector, jump rate and reduces some of the 'fluff (civilian, don't do much) ships'.
I would advise against increasing or decreasing the spawn time particularly if you increase the amount of ships and the jump level, otherwise you'll be sucking rocket sanwich every few minutes from a big invasion force.
Don't edit the special pirates tho, otherwise you'll have loads of pirates in the plot storyline missions.