Paul / Anyone else who knows!
First of all Im so glad to come back to X3 forums to find that this mod is still being cared for! I was a big fan of SRM and XRM a long time ago and its great to find I can still play the old mods I loved so much!
Which brings me to my point. I really like 99% of the changes XRM makes except one. The old jobs file for SRM i used to use (
http://forum.egosoft.com/viewtopic.php?t=294532) added a one thing I really miss. Wilst XRM covers alot of the things that the job file had, one of the things XRM changed was to remove / limit the amount of M3-M4 traders there were in the universe.
If I remember correctly this was a balance decision you made paul as M3-M4 should be the sorta F16s of the Universe and it made little sense they were used as trade ships. I just dont like it personally and its just one of those things I cant get over and I really miss so I was hoping to make a custom jobs file for myself (and anyone else who is interested... if i succeed)... Also I was hoping to add back some of the civilian named ships the old SRM jobs file had and in general boost the numbers of ships in the universe.
Soo... to anyone out there who has time to help I have a few questions.
-1. Do we have permission to make our own versions of your script for private use? (Ill check your front page to see if you posted a terms of use there after i post)
0. Does something like this already exist for XRM? If so, goodie goodie! Im out of here to spend the next 300 hours or so making life for the borons traders very unplesant...
1. Where is the XRM jobs file found in the XRM setup? Is there a txt copy somewhere readily available? Im guessing its in one of the cat or dat files as its no longer just in a types folder. I was hoping to use the original XRM file as a base then add my few changes in the things I want on top of that.
2. Once ive added my changes, if I add a folder called types to my directory and put the consolidated jobs file in it´will it overwrite the default xrm one so that the consolidated one is used?
3. I noticed that the jobs are numbered in the file for SRM ive found and I assume that modifying an already numbered job tasks will work directly (ie changing what ships an existing task can use?).
4. If I want to create a completely new task like adding in a SRM jobs file task that doesnt have a counter part in XRM is it as simple as just adding it into the list under a new number or would I need to call the task somewhere else to make sure it gets used?
Thanks so much for the help. If this is posted in the wrong location so sorry!
NOValdemar
PS...
5. If anyone else likes this idea and actually knows what they are doing please contact me if you want to help, give advice or you know... do everything while i sit back with a margarita and thank my lucky stars
EDIT:
PPS.
Just if anyone is wondering what Im trying to achieve the difference between the old SRM jobs file (as I remember it) and the current jobs file is very apparent in sectors like hatikvah's which in my current vanilla XRM game contains 18 SFs and 2 M4 traders dodging a sizable pirate m3-m4 spamm. The old SRM jobs made this sector really feel like a bottleneck sector with probably 4x as many traders, a lot of them m3 m4 on high risk, high speed tech deliveries. Im hoping thatll be what is possible to tune back into game.