[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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clgseed
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Post by clgseed »

thanks for the reply, might be my installation then. btw is it normal to have a Argon Shipyard on terran space? I saw one on neptune. Wow this mod is so awesome thanks alot!
Mizuchi
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Post by Mizuchi »

joelR wrote: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?
Honestly? I think it's due more to there being fewer ships IS, and thus fewer models and polygons to draw and render, etc.

Less ships (IS) is more FPS... but at the cost of immersion and a crippled economy. :|

I'd also imagine fewer ships in the universe as a whole is less load on the CPU in terms of all those trading scripts going on everywhere.

But at the same time, I don't think those scripts are anything a modern CPU can't handle IF it can handle X3TC to begin with, you know? I'm also of the belief that the extra load is totally worth it in terms of the benefit you get from the extra life in the Universe.

(Believe it or not, I am a recent convert back to the "Civilians" fold. I was using the Unleashed-NoCivs Jobs file so much that I'd totally forgot what I was missing out on.)

I also need to double check on something with Paul before I say anything else...
paulwheeler
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Post by paulwheeler »

Having less ships in sector definately helps with frames and this is much more important than less scripts. But as most civilians in XRM are using low poly x2 models this hit is reduced anyway.

I do also believe there is a slight placebo effect going on. With the sheer amount going on in the game and not knowing what battles/trading etc. are going on at any one time, you can't possibly accurately measure any performance changes by removing traders or civilians. It could just be that there are less OOS battles going on when you measure it.

Its combat routines that cause fps hit as far as jobs go. So if you're running, say pirateguild or IR, you might see a performance increase with a less traders jobs as the pirates/xenon/khaak simply have less to shoot at. But the implications for the economy with using less traders can be severe and are often unnoticable until several game days have passed.

Personally, I like seeing the civilians. It adds life to the universe. And our changes with putting low poly models in for them makes any hit from having them minimal.
paulwheeler
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Post by paulwheeler »

clgseed wrote:thanks for the reply, might be my installation then. btw is it normal to have a Argon Shipyard on terran space? I saw one on neptune. Wow this mod is so awesome thanks alot!
No... where exactly?
freelancer91
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Post by freelancer91 »

We need an excel spreadsheet of the ships as they are in XRM. Also a map of the updated sectors would be nice...
Chaplain88
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Joined: Sat, 16. Jul 11, 19:04

Post by Chaplain88 »

So are there current plans in motion to make MARS compatible with the XRM or is that some guys problem at this point? I would have been content to wait if MARS still worked with stock weapons but for some reason it just refuses to acknowledge the existence of PPC's on my capital ships.
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robalexhall
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Post by robalexhall »

Just a quick question: is there meant to be a config menu for XRM assets like there is with SRM?

I'm guessing there isn't (which is fine with me) but I want to double check in case I'm missing something.
Mizuchi
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Post by Mizuchi »

freelancer91 wrote:We need an excel spreadsheet of the ships as they are in XRM. Also a map of the updated sectors would be nice...
Excel Spreadsheet: refer to the SRM one. There are no substantial differences between how they were in SRM, and how they are in XRM.

Updated Map: I'd rather it be a surprise for people to discover on their own and put some of the magic of exploration back into X3TC, so I won't be making one of those. :3

Chaplain88 wrote:So are there current plans in motion to make MARS compatible with the XRM?
You'll have to ask Gazz about that one. He's really, really good about making MARS compatible with just about everything, however, so I doubt you'll be waiting long.

I couldn't make a hotfix this time because the way MARS detects mods has changed, and I don't know how to deal with it. 8)

Mizuchi wrote:I also need to double check on something with Paul before I say anything else...
That "something" is this: we took a risk and Litcube's "Expensive Vanilla Scripts" replacement files are included with the XRM (v0.33b).

That should result in some additional FPS across the board, and I'm 99.9% sure Litcube said it was okay for us to use them (I hope I'm remembering that correctly, Lit!).

Paul forgot to mention it, and I forgot we'd even included them. Bad authors. :oops:

You'll probably need to update them manually if or when the version increases, but they're in there. It's a gamble, but I think it's one that will pay off. I pretty much full trust in Lit's ability. :D

(Also, so much free testing for Lit via unscrupulous methods!)
freelancer91
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Post by freelancer91 »

In the next update, can you include the option to turn off certain parts of the xrm mod. I'm not a big fan of the higher prices and increased cargo sizes of the scanners and jump drive that are brought about in the SSRM...
Halconnen
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Post by Halconnen »

As far as litcubes scripts go, be aware they seem to be causing problems with some plot missions.

So far, I've found that two of the terran plot missions (capturing the elephant, and jumping into aldrin) get stuck at some point with Litcube's script. Replacing the original before entering the respective sectors makes the missions run fine.

I'll be playing through all plots with Litcube's script on, to see if problems occur anywhere else.
paulwheeler
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Post by paulwheeler »

Re: MARS

I have a data file all ready to go so all we need is a MARS update to pick up the XRM TLasers. You'll have to petition Gazz for this.
Halconnen
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Post by Halconnen »

And I'll ask again, this time without spoilertags:

Is it intended that the OTAS research station in Eta Psi sells the unfocused jump drive, especially only for 101k?

It also sells a lot of other rare stuff for really really low prices.
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FalconGrey
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Post by FalconGrey »

Paul or Mizuchi (or both :P ),

Would it be ok for me to EDIT the game starts to include a compatible start for the Humble Scrapper Mod I have?

:?
It's not if we win or lose that matters, it's that we stood and faced it.
Chaplain88
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Joined: Sat, 16. Jul 11, 19:04

Post by Chaplain88 »

paulwheeler wrote:Re: MARS

I have a data file all ready to go so all we need is a MARS update to pick up the XRM TLasers. You'll have to petition Gazz for this.
Right. I guess until then I'll have to just pray really hard when I get a missile alert.
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Litcube
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Post by Litcube »

Mizuchi wrote: I'm 99.9% sure Litcube said it was okay for us to use them (I hope I'm remembering that correctly, Lit!).

Dude, of course.
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mr.WHO
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Post by mr.WHO »

Couple of possible bugs:
1) Megalodon can't mount Ion cannons, only Plasma Beam cannon - strange because destription say it's an Ion Frigate.

2) Teladi Raven is able to mount ISR, that supose to be split weapon.

3) Teladi Geocheon is unable to mount EBC that supose to be Teladi weapon.

4) The Terran heavy Frigate (former Cadius Hiroshima) has rudiculosly large side turrets, they looks kinda out of place and too big for that ship.




Anyway, what are the PAR ships? how do they work?
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FalconGrey
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Post by FalconGrey »

mr.WHO wrote:Couple of possible bugs:
1) Megalodon can't mount Ion cannons, only Plasma Beam cannon - strange because destription say it's an Ion Frigate.

2) Teladi Raven is able to mount ISR, that supose to be split weapon.

3) Teladi Geocheon is unable to mount EBC that supose to be Teladi weapon.

4) The Terran heavy Frigate (former Cadius Hiroshima) has rudiculosly large side turrets, they looks kinda out of place and too big for that ship.




Anyway, what are the PAR ships? how do they work?

Poor poor Paul and Mizuchi...

So much for few updates :roll:


EDIT: I had to say it! :lol:
It's not if we win or lose that matters, it's that we stood and faced it.
Chaplain88
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Post by Chaplain88 »

mr.WHO wrote:1) Megalodon can't mount Ion cannons, only Plasma Beam cannon - strange because destription say it's an Ion Frigate.
Ion Cannons appear to be beams now so you might be visually seeing a PBC but actually dealing with IC's. Scan and check although My money is on them being IC's since they were in the previous SRM's
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mr.WHO
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Post by mr.WHO »

I know the diffrence between PBC and IC and I'm 100% sure that's the PBC on Megalodon (no IC mount option). Tresher is able to mount IC perfectly fine.
Sn4kemaster
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Post by Sn4kemaster »

mr.WHO wrote:Couple of possible bugs:

4) The Terran heavy Frigate (former Cadius Hiroshima) has rudiculosly large side turrets, they looks kinda out of place and too big for that ship.

Anyway, what are the PAR ships? how do they work?
The Hyabusa (Cadius former Hiroshima) is fitted with the quadruple turret on the side rather than the dual turret as standard.......it was the same in the SRM, i personally prefer them to the standard dual cannons in Extra, i suppose from your view from Extra they just seem out of place.

And Mr Who, you will find a few differences between Cadius ships in Extra and the XRM version, for example the Nagoya in the XRM has additional front laser turrets but the vertical missile tubes have been removed, it was by popular demand by the players in the SRM a while ago.

PAR ships are pre equipped cheaper versions of the standard fighter, they are meant to be bought in large quantities so the player does not have to equip them with lasers, fighter commands etc etc......but they are not quite as good a the standard version in some minor areas, come in useful if you want to by them in hundreds for you carrier fleets etc., i personnlay buy the full fat version and add my own equipment.

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