[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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Ferenczy66
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Post by Ferenczy66 »

Is it possible to get an updated list of

a) type and number of external docking ports on each M1/M2/M7/TL

Thanks :)
Mizuchi
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Post by Mizuchi »

NOValdemar wrote:Is the argon Casino in Argon Prime supposed to be...
Yep, all of those. Well, maybe not armed, actually, but there isn't any way to get around that that I can think of.

We decided that the old X2 models would be PERFECT for Casinos and Arenas.

They're fortified enough to protect all the customers (and their money) inside them; they have a large hangar capacity (for customers to park in); they at least have some defenses (to keep pirates from raiding the customers); and they're fancy enough that casino owners would flock to them to show off how successful their enterprise has been.

The "M1" icon thing can't be helped, though. They ARE actually set as Civilians, but apparently the "dot" only replaces certain types of ship. :)
NOValdemar
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Post by NOValdemar »

Haha I dont mind, though it means I got to find a new source of unprotected slaves...

edit: just got to thinking. you know how you can find credits in boxes in the game.. would it be possible to add credits as a ware to Casinos loadouts. Im thinking wouldnt it be great to steal a casion with say 20 mill in credits on board. To collect them wouldnt it be just possible to eject the on board credits into space then drive over the box like it was any other hidden money box in the universe?
Mizuchi
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Post by Mizuchi »

NOValdemar wrote:edit: just got to thinking. you know how you can find credits in boxes in the game.. would it be possible to add credits as a ware to Casinos loadouts.
It would be possible via tweaking Jobs and the Wares loadout - but I'm not entirely sure how many credits would actually be aboard. It doesn't work in the same way that the "hidden" money boxes in space do, even though they're virtually identical.

It would likely always be a random value (if it worked at all), and even then would probably only number in the thousands of credits - if the "credits" cargo even "dropped" at all.

I'm not sure it'd be worth all the messing around to add for such a paltry return, however. :)
freelancer91
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Post by freelancer91 »

I found a few ships that I don't think were part of SRM but are part of XRM. The Eurus and Solano are Argon M4 ships but do not appear in the SRM stats excel spreadsheet. Could we please get an updated spreadsheet of the ships?
malanthor
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Post by malanthor »

Im sure it would be okay with them if you made one. :P
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FalconGrey
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Post by FalconGrey »

freelancer91 wrote:I found a few ships that I don't think were part of SRM but are part of XRM. The Eurus and Solano are Argon M4 ships but do not appear in the SRM stats excel spreadsheet. Could we please get an updated spreadsheet of the ships?
I say let them tweak and fix bugs and imbalances then do the pretty paint job on the box and manual. ;)
It's not if we win or lose that matters, it's that we stood and faced it.
Mizuchi
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Post by Mizuchi »

freelancer91 wrote:I found a few ships that I don't think were part of SRM but are part of XRM. The Eurus and Solano are Argon M4 ships but do not appear in the SRM stats excel spreadsheet. Could we please get an updated spreadsheet of the ships?
They're OTAS ships - not Argon.

If you want to view the stats, there are three other valid options open to you:

1. Use the in-game encyclopedia. (Seriously! It's accurate.)

2. Download X3 Editor 2 and open up the XRM Tships file and have a look around.

3. Download the 3D Model Viewer and have a look at the stats via that.

Paul might update the spreadsheet in time (maybe, maybe not), but right now it is exceptionally low priority, and far beneath "fixing and tweaking other stuff" and "actually playing the game ourselves". 8)

I still haven't had a chance to do that yet. >_<

(Incidentally, Red Faction: Armageddon is a poor sequel to RF: Guerilla, and it has a plot that may be dumber than 2012 did!)
lich83
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Post by lich83 »

Mizuchi wrote:
malanthor wrote:Paul and Mizushi, may i ask what kind of other mods/scripts you are using in addition to XRM yourself?
The XRM Expanded Universe was designed with IR in mind - but the XRM Jobs files were designed with RRF in mind (and also with better placement for Vanilla in mind, too). :3
I would like to ask about RRF - are the OWP problem? If the RRF use them as normal ships?
Kadatherion
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Post by Kadatherion »

If you happen to be keeping track and taking notes of the universe changes/fixes, would you mind writing 'em here when you release the updated version? ATM starting a new game would definitely be pretty much harmless of course, but I could already fix most of the little things between the cheat package and Gazz's super tractor beam, so unless something more troublesome than a misaligned gate came up, I could very well keep playing undisturbed :)



Also, found what I believe is a minor conflict with Immersive Environments:

[ external image ][ external image ]

These concentric seams appear in the background of the paranid fog sectors (Paranid Prime, Empire's Edge etc). I believe it is SS_BG_17 in IE's Tbackgrounds, but apart from messing with the view distances I'm not very familiar with it and I don't know what could be causing the issue (unless it's the very background texture?).


EDIT: another 180° misaligned gate, east gate in Greater Profit pointing outwards instead of towards the center of the sector.
Mizuchi
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Post by Mizuchi »

Kadatherion wrote:If you happen to be keeping track and taking notes of the universe changes/fixes, would you mind writing 'em here when you release the updated version?
It's mostly just misaligned gates (which is weird because I KNOW we had them all aligned) and one of the sectors not actually having any background at all (which, again, was weird because it DID).

Gremlins. :|

If you can fix it yourself while a game is in progress, I think you'll be fine (sans the VERY DARK SECTOR).
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Cadius
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Post by Cadius »

Kadatherion I think that's an issue with the latest version of Immersive Background, I remember seeing it in some sectors before playing XRM
plynak
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Post by plynak »

Is there a list of ships and weapons? Possibly in an excel sheet?
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Kadatherion
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Post by Kadatherion »

Cadius wrote:Kadatherion I think that's an issue with the latest version of Immersive Background, I remember seeing it in some sectors before playing XRM
Oh, thanks Cadius, hadn't noticed 'em before, but I didn't play with Immersive that long before installing XRM so I probably must have missed 'em by chance. I'll just see then if reverting that entry in Tbackgrounds to vanilla values fixes it ^^


EDIT: yep, solved. It wasn't the tbackgrounds file, but the texture itself. For those who are experiencing it in paranid fog sectors, deleting (or renaming) nebula_fogparanid_background_part_02_diff.dds inside Immersive Environments cat/dat solves it reverting the texture to the working - if less detailed - vanilla one.


plynak wrote:Is there a list of ships and weapons? Possibly in an excel sheet?
There's a not so up to date excel sheet in the old SRM thread. Well, for ship data, it should still be pretty much accurate, but weapons changed quite a bit from the "old" CMOD.
paulwheeler
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Post by paulwheeler »

plynak wrote:Is there a list of ships and weapons? Possibly in an excel sheet?
Spreadsheets of ships and possibly weapons are coming soon. I just want to knock the current list of bugs out first.
paulwheeler
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Post by paulwheeler »

Kadatherion wrote:If you happen to be keeping track and taking notes of the universe changes/fixes, would you mind writing 'em here when you release the updated version?
Actually there is one bug which I need to fix which is going to force you to restart.

I need to move the EMPC in TLasers as the Keris fighterdrone isn't spawning with the right weapons. This will break EMPC factories and docks where its sold and any ship thats carrying one.



However, hand on heart, I can say that I am 99% sure this will be the only forced restart.

Update is coming in a few hours.
Esgaro
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Post by Esgaro »

Sounds great. I am looking forward to the new version, and am cleaning my old install in preparation. XRM is really a good step forward, and the work you and Mizuchi have put into it deserves to be commended.
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Gazz
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Post by Gazz »

paulwheeler wrote:Spreadsheets of ships and possibly weapons are coming soon. I just want to knock the current list of bugs out first.
Weapons would be easy if you'd check your email. =P
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There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Kadatherion
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Post by Kadatherion »

Paul, while I was extracting the text files I modified in XRM part 2 to quickly paste back in my own changes once the new version is up, a possible suggestion struck me: as the files that need updates for bugfixing are 99% of the times /scripts, /types, director or universe xmls and the like, wouldn't save you A LOT of time in the future to relocate heavy directories with files unlikely to need updates ever such as /dds (which makes by itself most of the weight) in part 1 cat/dat together with the /objects dir?

That way, everytime you have to upload a new version, it will be just a couple MBs zip instead of a 100+ one that takes ages to upload: also considering that thanks to the fearsome - yet so true - Murphy's Laws, the bigger and slower is an upload, the higher are the chances you suddenly realize you forgot to package a single tiny file only when the upload has reached at least 90% completion... :P
paulwheeler
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Post by paulwheeler »

Gazz wrote:
paulwheeler wrote:Spreadsheets of ships and possibly weapons are coming soon. I just want to knock the current list of bugs out first.
Weapons would be easy if you'd check your email. =P
I did.... No new mail..? :?

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