[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Kadatherion
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Post by Kadatherion »

Yeah, honestly, most of the SSRM changes make a lot of sense, and can offer some interesting gameplay scenarios. Too bad there are several scripts that can be limited by that. As such, I just roughly edited the twareT file back to somewhat vanilla values for ships extensions. No way in Hell I'm gonna give up on my fighters safely docking to their carrier with ADS + docking computers :P


On another note: may I ask if in XRM there's now anything else using Race 1 apart that independent weapons dealer, if you remember it? Research stations, or maybe corp. stations and the like. Should I still decide to play without IR (no offense Djrygar, IR is awesome, it's just a bit too much mayhem going around for my tastes ;) ) I'd like to switch any reference of the sort from Race1 to the free Race2, so that I can use Litcube's Phanon Corp without issues.
creidiki wrote: P.S. Italians tend to be superstitious. As far as I'm concerned the fact that you called it jinxed it. In some areas we do not wish someone good luck unless we wish for bad things to happen to them.


Oppure portiamo proprio sfiga! :P
paulwheeler
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Post by paulwheeler »

The only use for Race 1 is the Strong Arms XL Weapons Dealer and all XRM does is change its name and set player rep to maximum.

Mizuchi investigated and he was able to use Phanon corp with no problems, so its possible there is another issue causing your problems...
Kadatherion
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Post by Kadatherion »

In SRM changing that to Race2 fixed it for me. At the very least it fixed it becoming red since Phanon corp. makes you hostile to Race1.
Hard to say if that dealer could have been responsible for other quirks in assets Phanon sometimes has (what's sure is that the system rebalance mod severely cripples the Phanon subsidiaries, as they have to pay much more than expected for the ships they "buy": another reason why I'm keeping my TwareT file with old prices. Easier to do than trial and error at multiplying the money Phanon gets until a new acceptable balance is found :wink: ).
paulwheeler
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Post by paulwheeler »

SPKs for v1.01c are up.
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joelR
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Post by joelR »

For those of you that cant live with the new ware size changes, there is a fairly simple way to edit the ware sizes. Personally I love them (except docking computer) so here is a quick guide to editing them:

1. Using X3 editor 2, open the part 2 .cat (in my case its 24)
2. Double click the "types" folder you see.
3. Double click TwareT.pck. It will ask you if you want to open it with the "TDebugger" or the "T file editor". Select the T file editor.
4.Find the ware you're looking for on the left and select it.
5. Now you'll see a lot of information to the right. Look for the word "size." To the right of that you will see (as you might expect) the current size of said ware. Double click the ware size and change it using the fancy little box that opens up.
6. Be sure and press save then overwrite the existing TwareT file.
7. Open up and close the Plugin Manager to see the changes, then launch your game!

Oh and Paul and Mizuchi if I crossed some sacred line posting this please tell me and I will zoink it off to the nether regions.....

-joelR
Last edited by joelR on Sat, 16. Jul 11, 17:11, edited 1 time in total.
NOValdemar
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Post by NOValdemar »

Awesome thanks for the info! The only thing I want to change is the docking computer as that ruins CODEA. To everyone else I really suggest playing with the JD at XL as it gives a whole new appreciation for TM and M6 ships early on. No ship purchases + trade and an M5 to start now becomes a bit more of a challenge.
paulwheeler
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Post by paulwheeler »

joelR wrote:For those of you that cant live with the new ware size changes, there is a fairly simple way to edit the ware sizes. Personally I love them (except docking computer) so here is a quick guide to editing them:

1. Using X3 editor 2, open the part 2 .cat (in my case its 24)
2. Double click the "types" folder you see.
3. Double click TwareT.pck. It will ask you if you want to open it with the "TDebugger" or the "T file editor". Select the T file editor.
4.Find the ware you're looking for on the left and select it.
5. Now you'll see a lot of information to the right. Look for the word "size." To the right of that you will see (as you might expect) the current size of said ware. Double click the ware size and change it using the fancy little box that opens up.
6. Be sure and press save then overwrite the existing TwareT file.
7. Open up your game and they will be changed!

Oh and Paul and Mizuchi if I crossed some sacred line posting this please tell me and I will zoink it off to the nether regions.....

-joelR
Its ok - no more information than people can fine in the tutorials.

You forgot to mention to open and close the plugin manager or you wont see the changes.
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joelR
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Post by joelR »

paulwheeler wrote:
joelR wrote:For those of you that cant live with the new ware size changes, there is a fairly simple way to edit the ware sizes. Personally I love them (except docking computer) so here is a quick guide to editing them:

1. Using X3 editor 2, open the part 2 .cat (in my case its 24)
2. Double click the "types" folder you see.
3. Double click TwareT.pck. It will ask you if you want to open it with the "TDebugger" or the "T file editor". Select the T file editor.
4.Find the ware you're looking for on the left and select it.
5. Now you'll see a lot of information to the right. Look for the word "size." To the right of that you will see (as you might expect) the current size of said ware. Double click the ware size and change it using the fancy little box that opens up.
6. Be sure and press save then overwrite the existing TwareT file.
7. Open up and close the Plugin Manager to see the changes, then launch your game!
Oh and Paul and Mizuchi if I crossed some sacred line posting this please tell me and I will zoink it off to the nether regions.....

-joelR
Its ok - no more information than people can fine in the tutorials.

You forgot to mention to open and close the plugin manager or you wont see the changes.
*Fixed

(7. Open up and close the Plugin Manager to see the changes, then launch your game! )

-joelR
Mizuchi
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Post by Mizuchi »

Kadatherion wrote:TwareT
I always read that as something else. :cry:

Kadatherion wrote:Also, still and consistently, always no equipment spawned on my starting ship.
The "No money and no equipment" thing is usually either down to an invalid entry in the GameStarts file (such as a bracket that hasn't been closed or a something that hasn't been spelled correctly), or some script causing problems somewhere.

I didn't get any problems when I was testing them all, but this might be relegated to one particular start. Which one are you using that causes the problem? (And if "all of them" is then answer, then D: ).

Try the Goner one as a test base. I'm 100% certain that that one works perfectly because that was my primary "new game" start for testing purposes (as Elysium of Light is usually pretty empty).

Also, I unlocked all the game starts by removing the (silly) pre-requisites. We forgot to mention that. :D

JoelR wrote:Oh and Paul and Mizuchi if I crossed some sacred line posting this please tell me and I will zoink it off to the nether regions.
I'll likely be doing the same with the Jump Drive, so it's not an issue with me. :3

LitCube wrote:Mizuchi, I don't see the station.idle.cmd thing we talked about in the XRM package to fix the above mentioned, FYI.
Yeah, I let Paul handle those in the end because he had more of an idea about what to do, and how to do it within the scope of what was already there in SRM doing the same thing.

Late to the party, Miz.
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mr.WHO
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Post by mr.WHO »

Is it working with no-civilians mods/jobs? Or is it included?
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joelR
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Post by joelR »

mr.WHO wrote:Is it working with no-civilians mods/jobs? Or is it included?
You will need to edit the Jobs.pck yourself if you dont want civs. The included jobs is pretty awesome though.
paulwheeler
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Post by paulwheeler »

The new jobs makes no civilians unnecessary as it gives civilian jobs mostly the low res x2 models, which practically removes any fps hit from having them.

If you try and use another jobs file it will cause issues with XRM including breaking the fixed terran economy and rendering the new sectors devoid of life.
NOValdemar
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Post by NOValdemar »

Does the Cat file have to be in the X3 folder installed for you to be able to find the docking computer file in the TWareT file thingy? Or does it have a special name? Ive been looking up and down the list like 4 times now and havnt found anything that sounds like a docking computer.... in short im sorta failing right now
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joelR
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Post by joelR »

NOValdemar wrote:Does the Cat file have to be in the X3 folder installed for you to be able to find the docking computer file in the TWareT file thingy? Or does it have a special name? Ive been looking up and down the list like 4 times now and havnt found anything that sounds like a docking computer.... in short im sorta failing right now
Have you opened the TwareT.pck in the part 2 XRM .cat? And yes you are editing the .cat in your game folder.
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joelR
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Post by joelR »

paulwheeler wrote:The new jobs makes no civilians unnecessary as it gives civilian jobs mostly the low res x2 models, which practically removes any fps hit from having them.

If you try and use another jobs file it will cause issues with XRM including breaking the fixed terran economy and rendering the new sectors devoid of life.
I agree with the x2 models fps thing but doesnt having 2000+ civs in the game potentially (and unnecessarily) bog down the system with that many more script processes running?
clgseed
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Post by clgseed »

Well I don't know if its just me but the unknown message I was experiencing before was because of Complex Cleaner not installing, It always says station component not detected with null value or something. I deleted that mod for now. Has anyone got Complex Cleaner working properly?
paulwheeler
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Post by paulwheeler »

joelR wrote:
paulwheeler wrote:The new jobs makes no civilians unnecessary as it gives civilian jobs mostly the low res x2 models, which practically removes any fps hit from having them.

If you try and use another jobs file it will cause issues with XRM including breaking the fixed terran economy and rendering the new sectors devoid of life.
I agree with the x2 models fps thing but doesnt having 2000+ civs in the game potentially (and unnecessarily) bog down the system with that many more script processes running?
The civilian jobs scripts are extremely simple. You could have thousands and the hit from the scripts would be negligable.
Mizuchi
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Post by Mizuchi »

joelR wrote:I agree with the x2 models fps thing but doesnt having 2000+ civs in the game potentially (and unnecessarily) bog down the system with that many more script processes running?
Incidentally, while writing the XRM Jobs file I accidentally assigned one of my military jobs as its own wing.

This had the effect of cloning the ship; and then the ship cloned itself as its own wing; and then the ship cloned itself as its own wing; and then the ship cloned itself as its own wing; and then the ship cloned itself as its own wing...

All of this resulted in the creation of a capital ship with 657ish escort capital ships in a single sector. :cry:

However, it didn't seem to impact the performance of the game at all. :D

(That said, I don't think the performance impact would be quite so trivial if you were IS at the time; but as long as it's OOS, it doesn't seem to be too bad.)
Kadatherion
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Post by Kadatherion »

Mizuchi wrote: The "No money and no equipment" thing is usually either down to an invalid entry in the GameStarts file (such as a bracket that hasn't been closed or a something that hasn't been spelled correctly), or some script causing problems somewhere.

I didn't get any problems when I was testing them all, but this might be relegated to one particular start. Which one are you using that causes the problem? (And if "all of them" is then answer, then D: ).

Try the Goner one as a test base. I'm 100% certain that that one works perfectly because that was my primary "new game" start for testing purposes (as Elysium of Light is usually pretty empty).

Also, I unlocked all the game starts by removing the (silly) pre-requisites. We forgot to mention that. :D
Yeah, it seems it was all of 'em. During the various tests I started as Terran, several different Argons, Split Assassin, et cetera. Tried a Goner and it was still the same.
Notice the past tense? SOLVED! :D

On a sudden inspiration, still going by the idea there was too much happening at start, I tried a simple delay, aka at the beginning of the xml I changed

Code: Select all

<do_when value="{player.age}" min="20"> 
to

Code: Select all

<do_when value="{player.age}" min="2000">

Since doing that, I've done 4-5 successful starts in a row. Equipment loaded, notoriety set up correctly and all that. I feel like a genius. Or like the luckiest retard in the Xverse... :lol:



clgseed wrote:Well I don't know if its just me but the unknown message I was experiencing before was because of Complex Cleaner not installing, It always says station component not detected with null value or something. I deleted that mod for now. Has anyone got Complex Cleaner working properly?
The Complex Cleaner works absolutely fine for me.
Last edited by Kadatherion on Sat, 16. Jul 11, 19:04, edited 2 times in total.
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joelR
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Post by joelR »

Eeeeeeenterestink...

So then what causes the increase in FPS (or performance) when using edited jobs like Unleashed? I assumed it was the civilans being removed. Does it have more to do with the reduction in traders?

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