Hi Roguey,
thanks alot about this mod! UFJD are so useless without it. (not true, I know, just boaring)
I wanted learn about the chance factors and know how it worked, so I tried to learn using X3 Editor 2 and compared X3AP Vanilla 3.1 with and without your mod.
It seems that they introduced new things in this XML in 3.1 that may lack in yours:
------
- Things about a Terran Miner I can't understand
cue name="IceMinerPatch" check="cancel"
condition
check_age value="{player.age}" min="40s"/
/condition
action
do_all
find_ship group="this.miner" multiple="1" includedocked="1" race="terran" typename="SS_SH_USC_TL_MINING"
sector x="10" y="1"/
jumps min="0" max="50"/
/find_ship
do_all exact="{group.object.count@this.miner}" counter="miner"
do_if value="{object.job@{group.object.{counter@miner}@this.miner}}" exact="300"
set_object name="this.Iceminer{counter@miner}" group="this.IceminerGroup" value="{group.object.{counter@miner}@this.miner}"/
/do_if
/do_all
destroy_group group="this.IceminerGroup" warp="1"/
remove_group group="this.miner"/
/do_all
/action
/cue
------
- More important (I think), something about Shady Business plot
cue name="Shady Business UFJD" instantiate="static"
condition
check_all
object_changed_sector/
check_value value="{player.sector}" exact="{sector@UFJD Sector}"/
check_value value="{value@Shady Business Enabled}" exact="1"/
/check_all
/condition
timing
time exact="100"/
/timing
action
do_all
load_map file="APCP_ufjd"/
alter_sector background="SS_BG_81"/
/do_all
/action
/cue
and other pieces scattered, this one:
cue name="UFJD Generation" instantiate="static"
condition
check_all
object_changed_sector/
check_value value="{player.sector}" exact="{sector@UFJD Sector}"/
check_value value="{value@Shady Business Enabled}" exact="1" negate="1"/
/check_all
makes me think that your mod may prevent us from finishing this plot?
------
Ayyway, I did merge your file with Vanilla 3.1 one, only keeping the removal of random piece of equipement destroyed in player ship when using UFJD and the new do_any children in UFJD UFJD Generation (the ones with crates, xenon, khaaks and free ships).
I looked for awhile to it and ended splitting the chances of more enemies spawn and *gifts* spawns (crates, free ships) in two different do_any tags and highered chances of interesting loots: now I am more likely to see tunnings floating in space, but they may as well be defended by heavy fleets ;-).
I've found it funnier that way, if you'd like to see my XML I'll provide it with pleasure.
Also, I've found a cargo optimisation, picked it up with an M6+ and it did not overtunned cargo space (which was maxed), can't cargo be overtuned ?