[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

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

joelR wrote:
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?
Strange... Gazz assured me it was working OK. Did you update MARS data with the 1.02 release?
Viviox
Posts: 59
Joined: Thu, 10. Jun 10, 06:45
x3ap

Post by Viviox »

paulwheeler wrote:
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.
For some reason, i have a types folder within it has TwareN and TwareT.pck, I've checked all my mods and none of them come with types folder. I did open the Plugin Manager once after installing X3TC. So it should work as it suppose to to.

Perhaps I can delete my types folder (that only contains 2 TwareN and TwareT) and it won't cause problems because your part 2 has a types folder as well?

Cat order is
14 XRM 1
15 XRM 2
16 Hull High

That's all I have as CAT
Esgaro
Posts: 91
Joined: Tue, 25. Nov 08, 06:42
x3tc

Post by Esgaro »

paulwheeler wrote: Strange... Gazz assured me it was working OK. Did you update MARS data with the 1.02 release?
I can confirm that the new mars works just fine, and it properly picks up the 7054 data file.
[ external image ]

The problem I am having at the moment is with the Terran campaign. It is the mission where you get the Cutlass. I can make it to the sector east of Zyarth's Dominion, and everything seems to spawn just fine. I can take out the split ships, and watch the enemies pound on the TL. The baldrics just sit by the gate forever though, unmoving. I tried sitting around for half an hour with 10x SETA and nothing.

Granted, I know the mission is known to be buggy even unmodded, so I restarted from a save before the mission, and tried it again. The same thing happened. Maybe it has something to do with the sector name change? That or something else is bugging out. I have no idea. I've completed the mission before on other playthroughs.
karabAs
Posts: 98
Joined: Sun, 7. Dec 03, 01:58
x3tc

Post by karabAs »

paulwheeler wrote:
joelR wrote:
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?
Strange... Gazz assured me it was working OK. Did you update MARS data with the 1.02 release?
Yes, I just did a fresh install X3TC 3.1 + XRM 1.02 + MARS 5.08.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Viviox wrote:
paulwheeler wrote:
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.
For some reason, i have a types folder within it has TwareN and TwareT.pck, I've checked all my mods and none of them come with types folder. I did open the Plugin Manager once after installing X3TC. So it should work as it suppose to to.

Perhaps I can delete my types folder (that only contains 2 TwareN and TwareT) and it won't cause problems because your part 2 has a types folder as well?

Cat order is
14 XRM 1
15 XRM 2
16 Hull High

That's all I have as CAT
Thats fine. Those two TWare files are generated by the plugin manager. Just open the plugin manager and close it again, and the XRM changes to those files should be integrated.

If not, try deleting them, then open and close the plugin manager so it creates two fresh ones.

The plugin manager scans the cat/dats for TWareT and TWareN and if it finds one it integrates them into its own.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Esgaro wrote:
The problem I am having at the moment is with the Terran campaign. It is the mission where you get the Cutlass. I can make it to the sector east of Zyarth's Dominion, and everything seems to spawn just fine. I can take out the split ships, and watch the enemies pound on the TL. The baldrics just sit by the gate forever though, unmoving. I tried sitting around for half an hour with 10x SETA and nothing.

Granted, I know the mission is known to be buggy even unmodded, so I restarted from a save before the mission, and tried it again. The same thing happened. Maybe it has something to do with the sector name change? That or something else is bugging out. I have no idea. I've completed the mission before on other playthroughs.
I don't understand how XRM could have caused this really. I doubt a sector name change would have caused it and all vanilla ships are all in their vanilla locations in TShips.

In any case, its practically impossible for me to work out a fix without going through all the mission code to find out what is wrong which would take me until mid March 2012!

Is there any way of cheating your way through that one mission?
JrK
Posts: 218
Joined: Wed, 20. May 09, 17:01
x3tc

Post by JrK »

paulwheeler wrote: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.
Actually no. :P Vanilla factories require NO secondary resources to build their stuff, only primary. The reason secondary resources are there is to provide a sink for the economy. The economy would crash if products didn't disappear and be created from nothing. Secondary resources that are slowly used up and can be sold at those factories are a flavourful way of solving that problem.
God is in the rain.
Esgaro
Posts: 91
Joined: Tue, 25. Nov 08, 06:42
x3tc

Post by Esgaro »

Managed to cheat my way though the mission okay, thankfully. Like I said, I am not saying for sure it was XRM. I know the mission is notoriously buggy vanilla.

I had started a game on Saturday with Argon patriot, but restarted with the new release. Been powering through the Terran campaign using the new ATF start today. I figure the benefit of starting with a nice M3 can make up for the cash I lost through restarting. I didn't use the hotfix, but instead I used the cheat script to warp myself to Omicron Lyrae where I immediately picked up the Terran escort.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Esgaro wrote:I didn't use the hotfix, but instead I used the cheat script to warp myself to Omicron Lyrae where I immediately picked up the Terran escort.
Your pragmatic ingenuity and initiative earns you this:

[ external image ]
urdestny
Posts: 26
Joined: Tue, 19. Jul 11, 09:55
x3ap

Post by urdestny »

I just want to convey my thanks to you developers. I uninstalled my x3:tc an year ago. For some reason, I checked the forum and noticed your huge mod was available. I installed the game back just because of this mod.
Thank you again.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Can anyone remember what ships you have ownership of by the end of the Terran plot?

You get the Vidar at the end, a Katana at some point, and... I totally can't remember the rest.

I am certain that this information is in no way relevant to XRM or anything.
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

The issue with the baldrics in that plot mission is most likely caused by Litcube's follow script (which is known to break several plot missions). When I used it back in SRM+CMOD it caused the baldrics to stand still, as well as another issue later in Aldrin (the springblossom stopping and never reaching the cap ship as intended, thus not triggering the next event). Solved both times by warping the ships where they were supposed to get, but I then reverted to the vanilla follow script as I did foresee further bothersome issues. Repeating those missions with the vanilla follow routine (and nothing else changed in the meanwhile) fixed it.

As I'm now playing with the all plots complete MD script I'm not bothering anymore, but a clear disclaimer about that in the release post and documentation might be in order.



BTW, I couldn't cap that awesome unknown object, of course, as I'm just at the beginning of the game. Had to watch it get to Earth and get blown to pieces by the lasertowers :cry:
Still, I cheated myself some marines just to give it a try before reloading and going on normally, and even if you manage to board it it will most likely be left without weapons; as the lasertower beam cannons aren't available in any way that I know of in the game without cheating, I guess there's hardly any risk of getting an uber I win ship.
I gave myself a full set of 'em through cheating though to see how powerful that ship could be... couple clicks on the fire button, and the Appallox went BOOM. 10 seconds of continuous fire (it doesn't even drain the generator!) to blow up a Kvasir (with the high hull pack! :D).

More or less, anyway, this is kinda how I felt flying that ship:

[ external image ]


Mizuchi wrote:Can anyone remember what ships you have ownership of by the end of the Terran plot?

You get the Vidar at the end, a Katana at some point, and... I totally can't remember the rest.

I am certain that this information is in no way relevant to XRM or anything.
Uhm, there's a Cutlass, the rapiers (4 in total), an advanced discoverer, a couple terran TPs, and the bailed enhanced jaguar in the unknown sector east of Zyarth's Dominion, if you want to count that too. Oh, and the M8 on the Torus at the very end.
Last edited by Kadatherion on Tue, 19. Jul 11, 13:35, edited 1 time in total.
plynak
Posts: 3010
Joined: Fri, 12. Dec 03, 08:53
x3tc

Post by plynak »

Will a savegame from vanilla game work or do I have to start a new game?
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

You'll have to start a new game because of all the changes and additions to the Universe, the extra weapons, and a few other things that I can't think of but I'm sure Paul will be able to list in detail.

The starts are getting a boost though - so if you can wait until the next update, it should be more worth it.
NOValdemar
Posts: 238
Joined: Mon, 20. Dec 10, 22:39
xr

Post by NOValdemar »

Ok maybe this just happens to me but there is something that has always bugged me about the hyperion and the appolox. After a while of driving around you find that the ship gets really annoying engine noise. Now maybe ive just been thick all along but I finally realized its caused by using the docking computer on a small fighter and docking it at speed to the ship. The game then keeps the engine noise of the small fighter going at what ever level it was right before you hit the docking computer to start. When the computer docks the ship the level of noise is much lower because of the very low speed.

So what Im wondering does anyone know of a fix for this that stops the engine noise of docked ships? Any idea of how I could fix it? Engine noise isnt part of the game sound effects lever in the sound option.
plynak
Posts: 3010
Joined: Fri, 12. Dec 03, 08:53
x3tc

Post by plynak »

Mizuchi wrote:You'll have to start a new game because of all the changes and additions to the Universe, the extra weapons, and a few other things that I can't think of but I'm sure Paul will be able to list in detail.

The starts are getting a boost though - so if you can wait until the next update, it should be more worth it.
Thanks, I will wait till the next update then.
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

NOValdemar wrote:So what Im wondering does anyone know of a fix for this that stops the engine noise of docked ships? Any idea of how I could fix it? Engine noise isnt part of the game sound effects lever in the sound option.
Are you sure it's not the station's ambiance? I've always associated that rumble with the noise(s) the stations themselves make.
User avatar
Drewgamer
Posts: 536
Joined: Fri, 27. Aug 10, 08:39
x4

Post by Drewgamer »

Not sure if it's been stated already (sorry, I admit I'm too lazy to read all the previous pages xD) but there is a problem with the USC commander start (which is a shame cause the ship you get looks amazing). About 10 seconds after you start USC forces warp in and obliterate you for "not leaving when told".
Check out my mod Crystal Rarities
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Hektos wrote:Not sure if it's been stated already (sorry, I admit I'm too lazy to read all the previous pages xD) but there is a problem with the USC commander start (which is a shame cause the ship you get looks amazing).
It hasn't been mentioned, but I found it myself an hour ago. I think this is the start that's causing a few other problems with other starts too, and I'm trying to narrow it down. :|

I'm likely going to have to re-write to be safe. (Kimatteru.)

Was this with or without the poorly named "Hotfix", or with the files that are included in 1.02?
NOValdemar
Posts: 238
Joined: Mon, 20. Dec 10, 22:39
xr

Post by NOValdemar »

Nope its definitely due to the docked ship. Done several tests now in an clear unknown sector. Docking at speed gets you a very loud sound, while docking while stationary using the docking computer gets you a dramatically lower sound.

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