[MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy (23/04/2023)

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Fri, 30. Jul 21, 18:38

-XeNoN- wrote:
Fri, 30. Jul 21, 17:51
alexalsp wrote:
Fri, 30. Jul 21, 00:19
I don't know about others, but when I look at docked ships at a station or in space, the game crashes.

Plugin Menedger works strangely for me. If, as described in the description, the player needs to run it, then it is better to provide the necessary scripts from Plag Men with the mod.

If it works for you, give the scrips folder to check.

Thanks
Do you use 1.1 FL or 1.2?

If you use 1.2 FL the FLXRM wont work properly its scheduled for mid August since im fairly busy in RL and on other projects
FL 1.1

I cannot guarantee that the 1.1 version is really full 1.1. I collected this from past archives.
Unfortunately, there is no version 1.1 of the incentive. If you have version 1.1 and could provide it, I could check again.
Perhaps, if you do not have such an error, then somewhere I have an error with the version or scripts, since the plugin manager works for me every other time, and the game is compiled from different old backups.

Therefore, I say, if possible, if necessary, add the necessary scripts from the plugin manager or other necessary scripts to the mod, so as not to struggle with the plugin manager all the time.

Thanks.

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Fri, 30. Jul 21, 21:48

I found version 1.1, checked. The error is present. Do you have such a bug?

https://youtu.be/jtykCkBjZs0

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Fri, 30. Jul 21, 22:55

Nope i dont ive done full playthrough b3fore release and i havent done any scripts do you have any other mods or scripts ins5allled

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Fri, 30. Jul 21, 23:38

-XeNoN- wrote:
Fri, 30. Jul 21, 22:55
Nope i dont ive done full playthrough b3fore release and i havent done any scripts do you have any other mods or scripts ins5allled
Start a new storyline - Extended Sandbox - 3 start. There will be a station nearby, you don't need to fly far. At the station, Headquarters Apartment, you can check the error.

Here is one pilot sent these files, the problem is being fixed with them.

https://youtu.be/9ld0ybF6WFk

look at them, maybe they can help you fix the problem.

https://disk.yandex.ru/d/lF78IQMaptj3dA

The archive contains two modified tables Materials and Particles3.

Here's what he wrote.
Regarding the FLXRM crashes. Error in the Materials table. The author transferred the table from XRM AP, and did not check that two more materials were added to FL, one of which is precisely responsible for drawing the menu of docked ships to carriers and stations.
I hope the information was helpful.

:lol: :x3: :wink:

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Sat, 31. Jul 21, 13:30

alexalsp wrote:
Fri, 30. Jul 21, 23:38
-XeNoN- wrote:
Fri, 30. Jul 21, 22:55
Nope i dont ive done full playthrough b3fore release and i havent done any scripts do you have any other mods or scripts ins5allled
Start a new storyline - Extended Sandbox - 3 start. There will be a station nearby, you don't need to fly far. At the station, Headquarters Apartment, you can check the error.

Here is one pilot sent these files, the problem is being fixed with them.

https://youtu.be/9ld0ybF6WFk

look at them, maybe they can help you fix the problem.

https://disk.yandex.ru/d/lF78IQMaptj3dA

The archive contains two modified tables Materials and Particles3.

Here's what he wrote.
Regarding the FLXRM crashes. Error in the Materials table. The author transferred the table from XRM AP, and did not check that two more materials were added to FL, one of which is precisely responsible for drawing the menu of docked ships to carriers and stations.
I hope the information was helpful.

:lol: :x3: :wink:
Says video is unavailable as i said i havent touched yet any scripts with this mod yet, after i release 1.2 FL version of FLXRM ill add then scripts, this mod only adds effects/lasers/ships currently

Oh yea if you want i can send you updated Materials file i forgot to upload a newer version since i on the first version transfered new instances and havent rechecked the values for FL

Here's an updated Materials file:

FLXRM1.1a Updated Materials

Also to add the archive you sent seems to be the same as an updated Particles3 and Materials so doesnt matter which you download :) sorry for inconvenience

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Sat, 31. Jul 21, 13:57

Here's an updated Materials file:

FLXRM1.1a Updated Materials
Thanks for the fix.

And yes, I forgot to open access via a link to YouTube - I opened it, although it doesn't matter anymore ...

Waiting for the version for FL1.2

And notice this. If you do not update the Editor, then it does not correctly save such files for FL, cutting off some lines. Your file has 1246 materials, but there should be 1248. Maybe I'm wrong ...

For information.

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Sat, 31. Jul 21, 16:17

I have everything updated already

BYarchitect
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by BYarchitect » Tue, 24. Aug 21, 16:55

Any news about update?

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Thu, 26. Aug 21, 13:54

Currently postponed got RL stuff that i need to take care of first sorry for the delay

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by grayx » Sat, 28. Aug 21, 19:14

-XeNoN- wrote:
Thu, 26. Aug 21, 13:54
Currently postponed got RL stuff that i need to take care of first sorry for the delay
Big respect and thanks for the effort. Frankly, without this mod, FL is... incomplete experience imo. There are so many good/actually working features in XRM that I find playing vanilla FL as if playing beta:)

I was wondering, I haven't played the unmodded FL that much, but I think NPC and our ships don't use a docking computer, jumpdrive (except emergency escape) nor any other equipment even if they have it (for some, probably, good reason). A definitely good feature like "station manager" is "somewhat lacking" and there is no way that I can think of Xenon's spawning in Xenon/Khaak sectors could be stopped (vanilla, regularly) or sector claimed, is it possible to enable those things in this mod?

As for the reasons I'm asking this, using a docking computer (If a ship is in a certain docking range it should automatically dock in the same manner as a player using a docking computer) and jumpdrive makes a ton of sense as it frees up CPU time (no endless docking procedures, pathfinding problems, accidental collisions, etc), adding more dynamic and life in the game, but also gives some kind of perception of AI to the NPC vessels.

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Sat, 28. Aug 21, 19:32

grayx wrote:
Sat, 28. Aug 21, 19:14
-XeNoN- wrote:
Thu, 26. Aug 21, 13:54
Currently postponed got RL stuff that i need to take care of first sorry for the delay
Big respect and thanks for the effort. Frankly, without this mod, FL is... incomplete experience imo. There are so many good/actually working features in XRM that I find playing vanilla FL as if playing beta:)

I was wondering, I haven't played the unmodded FL that much, but I think NPC and our ships don't use a docking computer, jumpdrive (except emergency escape) nor any other equipment even if they have it (for some, probably, good reason). A definitely good feature like "station manager" is "somewhat lacking" and there is no way that I can think of Xenon's spawning in Xenon/Khaak sectors could be stopped (vanilla, regularly) or sector claimed, is it possible to enable those things in this mod?

As for the reasons I'm asking this, using a docking computer (If a ship is in a certain docking range it should automatically dock in the same manner as a player using a docking computer) and jumpdrive makes a ton of sense as it frees up CPU time (no endless docking procedures, pathfinding problems, accidental collisions, etc), adding more dynamic and life in the game, but also gives some kind of perception of AI to the NPC vessels.
Currently FLXRM is without any scripts and most of the features in FL are advanced version of X3 AP XRM that are already present, next update will be just a bug fix when i catch the time and later on maybe ill do more features but for now it will stay as is because performance of the game in FL is much better than AP so yea ill wait abit for the more immersion stuff for now :)

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by Cycrow » Sat, 28. Aug 21, 22:07

grayx wrote:
Sat, 28. Aug 21, 19:14
As for the reasons I'm asking this, using a docking computer (If a ship is in a certain docking range it should automatically dock in the same manner as a player using a docking computer) and jumpdrive makes a ton of sense as it frees up CPU time (no endless docking procedures, pathfinding problems, accidental collisions, etc), adding more dynamic and life in the game, but also gives some kind of perception of AI to the NPC vessels.
some ships in FL do use the docking computer and many use the Jumpdrive. Carriers with Carrier Command Software and Managed ships will make use of the docking computer

however, allowing all ships to use jumpdrives comes with numerous issues
if all the traders to just jump everywhere, they will be able to move goods much more efficiently, this reduces the chance of the player to be able to trade, as there wont be any trade opportunities, also ships will less likely be killed, which acts as a resource sink. This will limit the ability for the player to sell large production from their factories.
This will also limit piracy for the player, as finding ships flying around, especially in border/pirate sectors will be very limited.
jumpdrives will actually increase the number of docking procedures, because ships will be trying to dock much more often, this will result in more CPU time being taken up.

Too many ships docking from a distance will end up beating the player to any trades that are available.
using both will eliminate the trading game completely

grayx
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by grayx » Sat, 28. Aug 21, 23:36

Cycrow wrote:
Sat, 28. Aug 21, 22:07
some ships in FL do use the docking computer and many use the Jumpdrive. Carriers with Carrier Command Software and Managed ships will make use of the docking computer
Ah, didn't know that. Thanks.
however, allowing all ships to use jumpdrives comes with numerous issues
if all the traders to just jump everywhere, they will be able to move goods much more efficiently, this reduces the chance of the player to be able to trade, as there wont be any trade opportunities, also ships will less likely be killed, which acts as a resource sink. This will limit the ability for the player to sell large production from their factories.
This will also limit piracy for the player, as finding ships flying around, especially in border/pirate sectors will be very limited.
jumpdrives will actually increase the number of docking procedures, because ships will be trying to dock much more often, this will result in more CPU time being taken up.

Too many ships docking from a distance will end up beating the player to any trades that are available.
using both will eliminate the trading game completely
No doubt you've thought about this way too many times that I have, and one of the reasons why this game is so close to my heart is your amazing work. Consider this as my ignorant opinion, and tip of the hat for that to you too, sir:)

That said, maybe it's not the right thread, but it always ends up with balancing or game mechanics issues. I liked an idea, way way back maybe a decade ago, that jumpdrives were XXL size in some of the major mods (like only M1/M2 ships could have used it and required a huge amount of energy) which limits its use and changed the dynamic of the gameplay. The whole gameplay tactics have to be changed as a result of this. Also, maybe jumdrives should be almost prohibitively expensive? But, if the ship has it, it should be able to use it. As for docking computers, I understood the issues that arise, but at least our ship should be able to use it. It's a long time since I've played it, but I think XRM enables the use of docking computers for our ships.

I'm fully aware that this "instantaneous travel" thingy (be that jumpgates, jump beacons, teleportation devices, docking computers) must be hell from a balancing standpoint (not to even mention "suspension of disbelief" issues), but those are the starting premises from the first X game iirc. But, then again, the whole idea of factories all around sectors has no rational sense also (maybe "Expanse" TV series is the latest example of what humans think is "real" in the future). But, we still like it:)

So sorry if I've maybe derailed the thread, just my 2c about all things X, eagerly waiting for this mod;)

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Sun, 29. Aug 21, 14:26

I mean mod is available as is now hehe

FL 1.1 is stable enough without too many issues though while 1.2 fixes some annoying bugs that were present for certain styles of playthrough though
As i remember 1.1 fixed critical stuff and 1.2 fixed remaining ones
Anyways ill update the thread when i catch time

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by BYarchitect » Thu, 2. Sep 21, 12:10

Will you planned add xrm terran m7 ships?

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by bounty_hunter66 » Fri, 22. Oct 21, 09:17

Hello. Do you still plan to update this to 1.2?

Thanks.

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Tue, 30. Nov 21, 17:03

Any progress in your not easy business?

When to expect a new version? This year or new year?

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by snarfies » Sun, 26. Dec 21, 02:38

alexalsp wrote:
Tue, 30. Nov 21, 17:03
Any progress in your not easy business?

When to expect a new version? This year or new year?
Nope, its dead.


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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Mon, 27. Dec 21, 15:31

Ok i would ask users to stop spreading false claims that either the mod is dead or abandoned, the update will arrive when it arrives

So i would ask for a patience cause it's not the only project im working on

Thanks

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