[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 »

joelR wrote:So basically you did everything correctly accordin to your old post with the exception of the bounce cat/dat. Dont use those and your game will be fine. You understand? Im trying to be clear but I understand the language can be a bit confusing when youre not familiar with installing scripts and mods.

Try my directions and let me know if it worked or not
Yes and thanks everything was working great until I installed alot of scripts. Now I'm on my 7th reinstallation. You see I installed alot of other mods after looking at what mods Mizuchi uses, he posted a mod list way back and hehe I tried them all but every time I start a game I don't have any weapons and the terrans in the sector I spawn in warns me to leave their border then attacks me after a minute. Your right i'm not familiar with installing scripts but I wont give up until I get it right, hopefully I'll get the hang of it and start my space adventure hehe. The scripts I install overwrites a lot of stuff and I always choose the newer/bigger ones. Thank you for the patience of helping me out. :D I'll let you know when I get it to work this time. X3 is a complex game haha even the mods are too! :roll: /bows at paulwheeler & Mizuchi thanks for the wonderful mod! 8)
garrry34
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Post by garrry34 »

just letting you's know that there's a freight drone factory in ocean of fantasy showing as <invalid> alpha...same in hilas joy...

...on a seperate for other users, is anyone else having a problem where the playership if ordered to attack target or attack nearest target just stops dead in the water and doesn't move, the turrets work ok the ship just doesn't move, other ship i own are fine its just if I'm aboard, if anybody has any clue which script is causing this would me know...
PhenomII X4 940 black edition
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joelR
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Post by joelR »

clgseed wrote:
joelR wrote:So basically you did everything correctly accordin to your old post with the exception of the bounce cat/dat. Dont use those and your game will be fine. You understand? Im trying to be clear but I understand the language can be a bit confusing when youre not familiar with installing scripts and mods.

Try my directions and let me know if it worked or not
Yes and thanks everything was working great until I installed alot of scripts. Now I'm on my 7th reinstallation. You see I installed alot of other mods after looking at what mods Mizuchi uses, he posted a mod list way back and hehe I tried them all but every time I start a game I don't have any weapons and the terrans in the sector I spawn in warns me to leave their border then attacks me after a minute. Your right i'm not familiar with installing scripts but I wont give up until I get it right, hopefully I'll get the hang of it and start my space adventure hehe. The scripts I install overwrites a lot of stuff and I always choose the newer/bigger ones. Thank you for the patience of helping me out. :D I'll let you know when I get it to work this time. X3 is a complex game haha even the mods are too! :roll: /bows at paulwheeler & Mizuchi thanks for the wonderful mod! 8)
Well, dont give up yet! We can walk through this step by step if you need it. Just ask here or in a PM.

Its usually something pretty obvious we miss. Just remember a few basic things:

*If you have a file named 24.cat and another named 25.cat and both contain a file named awesomeshiplazorslolol.xml, then the version in 25.cat overwrites the version in 24.cat.

24 is LOWER than 25. When you are given a direction to number a cat/dat lower than another that doesn't mean below it as its seen on your computer screen!

*cat/dat pairs are mods

*numbered files ending in .xml or .pck, i.e, 8999-L044.xml belong in the folder named "t"

*files named something like !move.follow.smashbroadsideintoship.pck or a.b.c.blah.blah.setup.xml are scripts and belong in the "scripts" folder.

*Thereshallbewings...did you rename your character or your ship that???? Rename your character to that!!!!

-joelR
soulmonarch
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Joined: Wed, 20. Apr 11, 17:54
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Post by soulmonarch »

Don't think I saw anyone mention this one yet:

[ external image ]

The South TOA in Uranus 2 is aimed backwards into the sector for some reason. Luckily, it's rotated just far enough that it isn't quite hitting that EMP Rifle factory, but it's a close thing. :P
"I pledge to punch all switches, to never shoot where I could use grenades, to admit the existence of no level except Total Carnage, to never use Caps Lock as my 'run' key, and to never, ever, leave a single Bob alive."
- The Oath of the Vidmaster
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joelR
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Post by joelR »

soulmonarch wrote:Don't think I saw anyone mention this one yet:

*SNIP*

The South TOA in Uranus 2 is aimed backwards into the sector for some reason. Luckily, it's rotated just far enough that it isn't quite hitting that EMP Rifle factory, but it's a close thing. :P

What HUD are you using? Thats pretty slick.
soulmonarch
Posts: 69
Joined: Wed, 20. Apr 11, 17:54
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Post by soulmonarch »

joelR wrote:
soulmonarch wrote:Don't think I saw anyone mention this one yet:

*SNIP*

The South TOA in Uranus 2 is aimed backwards into the sector for some reason. Luckily, it's rotated just far enough that it isn't quite hitting that EMP Rifle factory, but it's a close thing. :P

What HUD are you using? Thats pretty slick.
I'm using the X-Universe Gold UI.

Can't live without it. ^__^
"I pledge to punch all switches, to never shoot where I could use grenades, to admit the existence of no level except Total Carnage, to never use Caps Lock as my 'run' key, and to never, ever, leave a single Bob alive."
- The Oath of the Vidmaster
Mizuchi
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Post by Mizuchi »

soulmonarch wrote:The South TOA in Uranus 2 is aimed backwards into the sector for some reason.
Well that's weird.

I know I didn't touch that sector, and I'm pretty sure that Paul didn't either (although I'm not certain that he didn't).

One of us will look into it sometime, anyhow. Thanks for pointing it out.

I'd love to know if it's XRM specific, or something that's been in Vanilla that no one ever noticed. :D
karabAs
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Joined: Sun, 7. Dec 03, 01:58
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Post by karabAs »

After last ATF hotfix (start.xml), when starting a new game (ATF or Yaki start - did not check others) my ship has no shields, no weapons, no equipment, nothing...

Please, check it out. Thanks.

Oh, and MARS 5.08 can not recognize SRM TC yet, so it uses vanilla 7047 file. No big deal, I just rename your 7054 to 7047 and everything is OK.
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joelR
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Post by joelR »

karabAs wrote:After last ATF hotfix (start.xml), when starting a new game (ATF or Yaki start - did not check others) my ship has no shields, no weapons, no equipment, nothing...

Please, check it out. Thanks.

Oh, and MARS 5.08 can not recognize SRM TC yet, so it uses vanilla 7047 file. No big deal, I just rename your 7054 to 7047 and everything is OK.
Did you download the MARSDATA.zip from page 1?
karabAs
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Post by karabAs »

Yes, I did.
Viviox
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Post by Viviox »

Hi Paul, did you happen to change the Jump drive ware size? I remembered you mentioned that you going to change the docking computer size back to its original S size, but not the Jump drive. But I noticed that the Jump drive in my game is L size, rather than XL or XXL.

Also, this is my first time using X3 Editor 2, when i open the TwareT.pck mentioned on bottom of page 11, all I saw was a lot of unrecognizable ID name. Is that how its suppose to look like? I couldn't figure out which one is Jump drive or docking computer.

There are a lot of SS_WARE and ZA_EMP_WARE_CUSTOM and EMP_BLANK WARE.
Soulrift
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Joined: Tue, 4. Feb 03, 13:35

Post by Soulrift »

Hi, I've downloaded your mod but noticed something odd: solar power plants that are pre-placed in the galaxy now list Crystals as a secondary resource rather than a primary resource; furthermore, they seem to produce less energy than normal (XL plants produce 660 a tick). However, player-build solar stations still require crystal as a primary resource. I couldn't find anything listed about this change, but doesn't it unfairly unbalance the economy by making it impossible to sell crystals to neutral power plants (since secondary resources aren't consumed in the production)?
NOValdemar
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Post by NOValdemar »

Just so everyone who like me is new to the cat editor knows:

SS_WARE_TECH241 = Docking Computer

also under ware size you got to change it to the option that ends in 10 instead of 14 if i remember correctly (its the lowest one in the list)
Mizuchi
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Post by Mizuchi »

karabAs wrote:After last ATF hotfix (start.xml), when starting a new game (ATF or Yaki start - did not check others) my ship has no shields, no weapons, no equipment, nothing...
Indeed it does, which is a terrible, terrible thing because what I changed to fix it (which, ironiclly, broke everything) was exceptionally minor.

Don't use the hotfix - it is a LIE. :|

I know what's causing it (I think) because I've ran into this a dozen times before; I just don't know WHERE it's being caused. It's so trivial that I can't even relate to you how trivial.

One day, we will be able to play XRM like the rest of you. One day...
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joelR
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Post by joelR »

NOValdemar wrote:Just so everyone who like me is new to the cat editor knows:

SS_WARE_TECH241 = Docking Computer

also under ware size you got to change it to the option that ends in 10 instead of 14 if i remember correctly (its the lowest one in the list)
You can also change it to show the name instead of the ID. Theres a option for that in the upper left under the tab that says TwareT.pck

Then after selecting it you can make the changes.
Viviox
Posts: 59
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Post by Viviox »

joelR wrote:
NOValdemar wrote:Just so everyone who like me is new to the cat editor knows:

SS_WARE_TECH241 = Docking Computer

also under ware size you got to change it to the option that ends in 10 instead of 14 if i remember correctly (its the lowest one in the list)
You can also change it to show the name instead of the ID. Theres a option for that in the upper left under the tab that says TwareT.pck

Then after selecting it you can make the changes.
That is the problem, I switched between ID and Name, still shows the same SS_WARE unrecognized string. When in game, i used cheat to look at the ware and it has correct naming rather than SS_WARE or EMP_custom_ware. Its no big deal really, since all i wanted was changing the Jumpdrive and Docking computer ware size.
Esgaro
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Post by Esgaro »

Soulrift wrote:Hi, I've downloaded your mod but noticed something odd: solar power plants that are pre-placed in the galaxy now list Crystals as a secondary resource rather than a primary resource; furthermore, they seem to produce less energy than normal (XL plants produce 660 a tick). However, player-build solar stations still require crystal as a primary resource. I couldn't find anything listed about this change, but doesn't it unfairly unbalance the economy by making it impossible to sell crystals to neutral power plants (since secondary resources aren't consumed in the production)?
It wasn't listed as a change because it wasn't changed. NPC SPPs have always had crystals as a secondary resource. It is that way in the vanilla game.
paulwheeler
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Post by paulwheeler »

Viviox wrote:Hi Paul, did you happen to change the Jump drive ware size? I remembered you mentioned that you going to change the docking computer size back to its original S size, but not the Jump drive. But I noticed that the Jump drive in my game is L size, rather than XL or XXL.

Also, this is my first time using X3 Editor 2, when i open the TwareT.pck mentioned on bottom of page 11, all I saw was a lot of unrecognizable ID name. Is that how its suppose to look like? I couldn't figure out which one is Jump drive or docking computer.

There are a lot of SS_WARE and ZA_EMP_WARE_CUSTOM and EMP_BLANK WARE.

If you are seeing an "L" size jumpdrive, then something is blocking the XRM TWareT. My guess is that you haven't run the plugin manager after installing.

The plugin manager adds its own TWareT. It needs to run to combine the XRM entries into its own file.

Its that or you have another mod at a higher cat/dat with a TWareT in.
paulwheeler
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Post by paulwheeler »

Mizuchi wrote:
soulmonarch wrote:The South TOA in Uranus 2 is aimed backwards into the sector for some reason.
Well that's weird.

I know I didn't touch that sector, and I'm pretty sure that Paul didn't either (although I'm not certain that he didn't).

One of us will look into it sometime, anyhow. Thanks for pointing it out.

I'd love to know if it's XRM specific, or something that's been in Vanilla that no one ever noticed. :D
I didn't touch it either. So maybe its in vanilla.

Anyway, I don't want to force a restart again, so I'll see if I can write a little script which turns it round. Should be fairly simple.
paulwheeler
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Post by paulwheeler »

Esgaro wrote:
Soulrift wrote:Hi, I've downloaded your mod but noticed something odd: solar power plants that are pre-placed in the galaxy now list Crystals as a secondary resource rather than a primary resource; furthermore, they seem to produce less energy than normal (XL plants produce 660 a tick). However, player-build solar stations still require crystal as a primary resource. I couldn't find anything listed about this change, but doesn't it unfairly unbalance the economy by making it impossible to sell crystals to neutral power plants (since secondary resources aren't consumed in the production)?
It wasn't listed as a change because it wasn't changed. NPC SPPs have always had crystals as a secondary resource. It is that way in the vanilla game.
Also, they don't actually need crystals unlike other AI factories which need their secondary resources. The AI effectively gets energy for nothing.

This is how it is in vanilla.

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