[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

garrry34
Posts: 911
Joined: Sun, 17. Jul 05, 14:43
x3tc

Post by garrry34 »

Is the 100k draw distance ok with this mod, it modifies the tbackground file?
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

garrry34 wrote:Is the 100k draw distance ok with this mod, it modifies the tbackground file?
Yes its fine.
_Belgarion_
Posts: 2062
Joined: Thu, 18. Aug 05, 13:04
x3tc

Post by _Belgarion_ »

Yeah. Vers. II of the Phanon Corp.

That sounds very good, cause vers. 1 brings already more life into the x-universe. What will then only do vers. 2? :D
Eine Blase voll Luft fürchtet spitze Nadeln.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

UPDATE RELEASED v1.02
--------------------------------


---IMPORTANT---GAME RESTART REQUIRED---

Due to a bug that required a change to a fundamental game file, you will have to restart your game with this update. If you do not restart you will have factories and docks with incorrect wares.

However, I am extremely hopeful that this will not be required again.

Apologies from myself and the team (does two people count as a team?).



-------------------------------------------------
COMPONENTS THAT REQUIRE UPDATING:


XRM PART 2

HULL PACKS

MARS DATA

-------------------------------------------------



Please remember to overwrite existing files when copying scripts, director and t folders.

Please ignore the cosmetic error where the initial pop-up message on the start of a game still says XRM v1.00 installed. Its just a typo and it wont affect things in any way and I'll try and fix it tomorrow.




Changelog:

Fixed - various universe errors
Fixed - Pirate Elite main guns
Fixed - Keris not equiping with the right weapon - it now equips with the EMR.
Fixed - Research Station description ID mismatch
Fixed - Various jobs fixes
Fixed - Megalodon weapons loadout
Fixed - spawning of Khaak weapons
Fixed - game starts

Added - two new game starts
Last edited by paulwheeler on Mon, 18. Jul 11, 17:44, edited 6 times in total.
User avatar
FalconGrey
Posts: 440
Joined: Thu, 22. Apr 04, 01:53
x4

Post by FalconGrey »

paulwheeler wrote:Update is coming in a few hours.
A few hours!?!? :o

*Starts pacing back in forth in anticipation*

Esgaro wrote:XRM is really a good step forward, and the work you and Mizuchi have put into it deserves to be commended.
Commended, I think a reward is due! The step is more of a leap and an awesome one!


Take your time Paul, the more time you put into it the better quality the results! Always best to do the right job the first time than a fast job and come back to patch it later... (Microsoft)

EDIT: HAHA! You released while I was typing this!
It's not if we win or lose that matters, it's that we stood and faced it.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

FalconGrey wrote:
EDIT: HAHA! You released while I was typing this!
Gotcha! :D
User avatar
FalconGrey
Posts: 440
Joined: Thu, 22. Apr 04, 01:53
x4

Post by FalconGrey »

Just a thought, if you zip the spk version it should compress it further to allow for you to upload it faster and us using the spk files download it faster. (comparing the 134mb zip file to the 312mb spk file)
It's not if we win or lose that matters, it's that we stood and faced it.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

FalconGrey wrote:Just a thought, if you zip the spk version it should compress it further to allow for you to upload it faster and us using the spk files download it faster. (comparing the 134mb zip file to the 312mb spk file)
I'll try that for next time, thanks.
malanthor
Posts: 67
Joined: Fri, 24. Jun 11, 01:43
x3tc

Post by malanthor »

Nice fast fixes, thanks!
User avatar
FalconGrey
Posts: 440
Joined: Thu, 22. Apr 04, 01:53
x4

Post by FalconGrey »

malanthor wrote:Nice fast fixes, thanks!
I know, right? :lol:
It's not if we win or lose that matters, it's that we stood and faced it.
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Ohhhh, that new Yaki start is sweeet :D
User avatar
FalconGrey
Posts: 440
Joined: Thu, 22. Apr 04, 01:53
x4

Post by FalconGrey »

Just a cosmetic oops I noticed. Once it starts with a new game it says "XRM 1.00 now installed" instead of 1.02.
It's not if we win or lose that matters, it's that we stood and faced it.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

FalconGrey wrote:Just a cosmetic oops I noticed. Once it starts with a new game it says "XRM 1.00 now installed" instead of 1.02.
Dammit! It is purely a cosmetic thing. I'll sort it when I can - in the mean time ignore it. :wink:
clgseed
Posts: 14
Joined: Thu, 13. Sep 07, 11:38

Post by clgseed »

Hello again woot thanks for the update! I'm planning to add FDN,MPM,SSDN and CODEA. Do I need to install their .cat/.dat files or would that mess up my game? Sorry complete noob here, the reason I ask is because I followed the instruction on how to Install Complex Cleaner/Bounce. I installed the .cat/.dat files to a lower number than XRM. But unfortunately that caused my game to mess up, argon shipyard everywhere etc... then joelR told me to just delete the .cat/.dat files of complex cleaner/bounce and from then on I didn't experience any anomalies... so should i install the .cat/.dat files of the mods or shouldn't I? that is the question...

And if by chance those mods doesn't have .dat/.cat files on them (because i haven't downloaded them yet) juts ignore my question hehe. Thanks for the awesome mod!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

clgseed wrote:Hello again woot thanks for the update! I'm planning to add FDN,MPM,SSDN and CODEA. Do I need to install their .cat/.dat files or would that mess up my game? Sorry complete noob here, the reason I ask is because I followed the instruction on how to Install Complex Cleaner/Bounce. I installed the .cat/.dat files to a lower number than XRM. But unfortunately that caused my game to mess up, argon shipyard everywhere etc... then joelR told me to just delete the .cat/.dat files of complex cleaner/bounce and from then on I didn't experience any anomalies... so should i install the .cat/.dat files of the mods or shouldn't I? that is the question...

And if by chance those mods doesn't have .dat/.cat files on them (because i haven't downloaded them yet) juts ignore my question hehe. Thanks for the awesome mod!
There's full instructions in the first few posts in this thread. Its only FDN, MPM and SSDN you need to worry about I think. Their cat/dats are required but MUST be a lower number than the XRM.
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Strange thing(s) noticed: I go my merry way towards earth and I spot a ship called Unknown Object. An UFO I guess, but then I notice it's an M6. It's using the alien ship model that once was an M3...

[ external image ]

But piloted by a Teladi, and the ship has a most unusual loadout:

[ external image ]

Bug in the jobs file or the most powerful easter egg ever? :D


Also, in The Moon, I noticed this wing of ATF fighters without racial specification. They aren't unmanned (wrecked or bailed) ships though, they are correctly flown by terran pilots, and homebased to the Valhallha it seems.

[ external image ]

Not sure if intended, but should there be other non racial named jobs around, that could actually be a bit bothersome for those who use the npc bailing addon and would confuse 'em with bailed ships.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Kadatherion wrote:
Bug in the jobs file or the most powerful easter egg ever? :
Just try and capture it!
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

haha looking at that loadout it defo aint a jobs error! lol nice little easter egg that! :)
I used to list PC parts here, but "the best" will suffice!
Esgaro
Posts: 91
Joined: Tue, 25. Nov 08, 06:42
x3tc

Post by Esgaro »

The ATF start is definitely pretty neat looking. The ATF sector might not be the best starting location though. You don't start with asteroid belt access, so as soon as you fly to the east everything goes hostile.
User avatar
Yacek
Posts: 3157
Joined: Wed, 18. Jul 07, 11:44
x3tc

Post by Yacek »

The XRM rebalances nearly every single ship in the game with a view to making every ship unique and useful. We have tried to ensure there are no "I Win" ships and that all ships within a class are balanced across the races.
Appalox - 8xWMP, continuous fire weapons and energy drop to only 99%. This is just an example, and there are more. So how is the balance? :)
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”