[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

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 31827
Joined: Fri, 16. Apr 04, 19:21
x4

Post by Alan Phipps »

Hearing continuous annoying docked ship noise is a vanilla issue too; it was even in X3R: http://forum.egosoft.com/viewtopic.php?p=2787176
A dog has a master; a cat has domestic staff.
Esgaro
Posts: 91
Joined: Tue, 25. Nov 08, 06:42
x3tc

Post by Esgaro »

Kadatherion wrote: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).
I am not using Litcube's follow script, to the best of my knowledge. I just had that same problem you mentioned with the springblossom though. It took a few restarts before it seemed to work. I do have Litcube's bounce installed though. Maybe that installs his follow script as well?
Kadatherion wrote: 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.
The bailed split TS too, if that counts.
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Those follow scripts are now bundled with XRM, that's the point :P
Esgaro
Posts: 91
Joined: Tue, 25. Nov 08, 06:42
x3tc

Post by Esgaro »

Ahh, that would explain it then. I have noticed that the follow ship operation has changed. If I tell my ship to follow a stationary ship, with the intent of closing in on it, my ship will simply stop moving without getting any closer. Seems likely that is what is happening with those plot missions. The baldrics are trying to follow the stationary TL, and the springblossom is trying to follow the stationary Tyr.

Just finished the Terran campaign from the ATF start, anyway. I only did a scant few random missions for some Terran rep. Assets currently consist of a well equipped Vidar and 29 million credits. Seems like a good launching point for the game.
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Yeah, probably something like that, I noticed something similar too when issuing follow commands to my own ships once in a while. Outside of plot missions occasions, though, it rarely is a problem. However, funny thing: I had the impression that broke also another script by the very Litcube, his missile supply script (didn't report though, as I didn't really test it enough to be sure that was the culprit); the transports meant to bring the missiles to the cap ships must have been using a follow command that didn't work anymore, stopping dead in the middle of space. As that script isn't supported (yet) by XRM jobs AFAIK, I didn't care and I'm still keeping the new follow command hoping the perfomance increase will really be worthwhile.

Overwriting the script .xml with the vanilla one should fix the plot missions, and when I did it mid game I didn't notice any issue. The already existing ships in the universe, though, will keep using Litcube's script until they get blown up and respawn, I believe, but as plot (and generic) mission ships are created on the spot, they should immediatly adapt.
User avatar
FalconGrey
Posts: 440
Joined: Thu, 22. Apr 04, 01:53
x4

Post by FalconGrey »

Mizuchi wrote:
surferx wrote:Paul are the various abandoned ships removed before I go off looking for one?
We removed all the "free ships" from the Universe, yeah.

It was way too easy to collect 30,000,000 within the first hour if you knew where to look. :)
AAAAhhhhhh!!!!!!! That's why my BEAUTIFUL Mobile Repair Ship wasn't in the next sector over after it was suppose to spawn from Salvage Command Suite! :cry:
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 »

With the next update I'll include the vanilla scripts in a separate folder so you can put them back if you have problems.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

(see below)
Last edited by Mizuchi on Tue, 19. Jul 11, 14:51, edited 1 time in total.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

FalconGrey wrote:
Mizuchi wrote:
surferx wrote:Paul are the various abandoned ships removed before I go off looking for one?
We removed all the "free ships" from the Universe, yeah.

It was way too easy to collect 30,000,000 within the first hour if you knew where to look. :)
AAAAhhhhhh!!!!!!! That's why my BEAUTIFUL Mobile Repair Ship wasn't in the next sector over after it was suppose to spawn from Salvage Command Suite! :cry:
We only took away the vanilla free ships. Anything spawned by a script should be unaffected.
User avatar
FalconGrey
Posts: 440
Joined: Thu, 22. Apr 04, 01:53
x4

Post by FalconGrey »

Mizuchi wrote:
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.
Side note, if you are playing Windows Vista or Windows 7 AND have EAX turned on, turn it off. It will cause problems with the sound from extra loud rumbles, voice cracking, voice going soft and loud, and sometimes plain silence. It's a driver issue with EAX and the way Vista and 7 use the direct hardware calls. No work around due to Creative Labs openly said they won't fix this issue. (not an actual Windows issue this time folks)

EDIT: This is mostly with Creative Labs Sound Blaster cards. Even the newer ones.
Last edited by FalconGrey on Tue, 19. Jul 11, 15:04, edited 1 time in total.
It's not if we win or lose that matters, it's that we stood and faced it.
User avatar
FalconGrey
Posts: 440
Joined: Thu, 22. Apr 04, 01:53
x4

Post by FalconGrey »

paulwheeler wrote:
FalconGrey wrote:
Mizuchi wrote:
surferx wrote:Paul are the various abandoned ships removed before I go off looking for one?
We removed all the "free ships" from the Universe, yeah.

It was way too easy to collect 30,000,000 within the first hour if you knew where to look. :)
AAAAhhhhhh!!!!!!! That's why my BEAUTIFUL Mobile Repair Ship wasn't in the next sector over after it was suppose to spawn from Salvage Command Suite! :cry:
We only took away the vanilla free ships. Anything spawned by a script should be unaffected.
Hmmm looks like I'll need to bring this up with TECSG and see what he thinks. I'm wondering if it is spawning before XRM fully initializes and something in XRM is removing the TL class free ships (perhaps not even by design).
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 »

FalconGrey wrote:
Side note, if you are playing Windows Vista or Windows 7 AND have EAX turned on, turn it off. It will cause problems with the sound from extra loud rumbles, voice cracking, voice going soft and loud, and sometimes plain silence. It's a driver issue with EAX and the way Vista and 7 use the direct hardware calls. No work around due to Creative Labs openly said they won't fix this issue. (not an actual Windows issue this time folks)
Oh, damn, and I took the bother to put back in my old Audigy instead of reliying on the onboard realtek just to make EAX work =_="
I didn't notice such issues, but I might just have not been paying attention. What about Creative Lab's Alchemy? Do you know if using it as you'd do for older games not EAX compliant would do anything good?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

FalconGrey wrote: Hmmm looks like I'll need to bring this up with TECSG and see what he thinks. I'm wondering if it is spawning before XRM fully initializes and something in XRM is removing the TL class free ships (perhaps not even by design).
It won't be that. All we did was delete the vanilla free ships from the universe map. We do not remove anything once the game is running.
User avatar
FalconGrey
Posts: 440
Joined: Thu, 22. Apr 04, 01:53
x4

Post by FalconGrey »

paulwheeler wrote:
FalconGrey wrote: Hmmm looks like I'll need to bring this up with TECSG and see what he thinks. I'm wondering if it is spawning before XRM fully initializes and something in XRM is removing the TL class free ships (perhaps not even by design).
It won't be that. All we did was delete the vanilla free ships from the universe map. We do not remove anything once the game is running.
Hmmm :o

Now I'm really stumped. One start it was a Mammoth, another start it was a Mobile Mining Base, and the last start was the Mobile Repair ship (1 sector away! The odds of that one!)... If it was just 1 time I would blow it off as chance detonation or something but IDK. :?

I'll bring it up with him and see if between him and I we can brainstorm what may be causing it (some script no doubt)... And I just read you removed almost all scripts from XRM so hmm...


EDIT: Sorry for making the improbable leap after reading that the vanilla ships were removed.
It's not if we win or lose that matters, it's that we stood and faced it.
clgseed
Posts: 14
Joined: Thu, 13. Sep 07, 11:38

Post by clgseed »

Mizuchi wrote:
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?
Do you happen to use PhanonCorpXTCV1.21a? Cause I'm doing a trial and error to see what mod causes the terran to become aggressive to me and spawn with no weapons. And somehow everytime I Install PhanonCorpXTCV1.21a that bug occurs.

Anyhow here is the list of mods I use:
Advance Navigation Software, Overrides and Thruster Control.
Command Queueing, Equipment Research and Development, FDNL, Improved Boarding, Improved Races, & Logain Industries CSecG.
Memia Autoscan Asteroids & Freight.
Move to Coordinates, NPC Bailing Addon, Ship Notification, Station Camper & Wings Hotkeys.
Crew Chatter, JC UI Mod, No Floating Icons & Immersive Enviroments.
Bounce, Workshop, Universal Best Buy, Security Services, Salvage Command Suit, Missle Safety, Missle Defence MK2, MARS, ConvinientWares, Complex Cleaner, Gates no rep loss & Auto Renamer.

Pending mods to install: Refuel Fix, Automated Satellite Network, Auto Aim, CODEA, Follow Me, Landing Booster, Personal Transpo, Military Transpo, Safe Undocking and still looking for more.

Gonna make sure if PhanonCorpXTCV1.21a is really causing the bugs though.
Scoob
Posts: 11204
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

Hi there,

I just started a new game using the "ATF Veteran" start. As soon as I headed East from the start sector into the Asteroid Belt I got attacked by a HUGE Red Terran fleet.

I have none of the "response" type scripts such as Improved Races, Military Bases Response Revamp or the classic Race Response Fleets installed.

My Terran rep is low, but friendly, however that fleet are really pi$$ed off with me. It was basically game over after a number of swarm missiles took me to 50% hull before the main fleet closed in...

I'm sure this isn't deliberate, I mean the start isn't called "ATF Veteran wot just robbed the Sol central bank" or anything...

Any ideas?

Edit: I think this start is based on a COMMONWEALTH start rather than a Terran start such as "USC Commander" - I get a prompt to do the "link mission" that would normally give me initial access to Terran space.

I did make it out of the Asteroid belt, but got the "get orf my laand!" message once I entered Heretics End, then another HUGE fleet spawned and chased me out of the sector.


Cheers,

Scoob.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Scoob wrote:Any ideas?
Yeah: "my bad" is the problem.

I forgot to set up the Veteran's race relations properly, and he doesn't have sufficient ATF access to actually be able to fly around in Terran space. :|

It'll be fixed next update (in a day or two, likely). I released a hotfix, but that just made things even worse, and now I'm having to re-write the whole thing likely due to an errant missing " or /. :cry:

Sorry for the inconvenience.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Scoob wrote:Hi there,

I just started a new game using the "ATF Veteran" start. As soon as I headed East from the start sector into the Asteroid Belt I got attacked by a HUGE Red Terran fleet.

I have none of the "response" type scripts such as Improved Races, Military Bases Response Revamp or the classic Race Response Fleets installed.

My Terran rep is low, but friendly, however that fleet are really pi$$ed off with me. It was basically game over after a number of swarm missiles took me to 50% hull before the main fleet closed in...

I'm sure this isn't deliberate, I mean the start isn't called "ATF Veteran wot just robbed the Sol central bank" or anything...

Any ideas?

Edit: I think this start is based on a COMMONWEALTH start rather than a Terran start such as "USC Commander" - I get a prompt to do the "link mission" that would normally give me initial access to Terran space.

I did make it out of the Asteroid belt, but got the "get orf my laand!" message once I entered Heretics End, then another HUGE fleet spawned and chased me out of the sector.


Cheers,

Scoob.
This has been discussed quite a bit over the last few pages and never fear, a Mizuchi guaranteed "fix" is on the way.




EDIT - Dammit Mizuchi, you beat me again! Its like the forum fight at the O.K. Corral!
Last edited by paulwheeler on Tue, 19. Jul 11, 15:42, edited 1 time in total.
clgseed
Posts: 14
Joined: Thu, 13. Sep 07, 11:38

Post by clgseed »

Brrr before installing PhanonCorpXTCV1.21a I forgot that I Installed a script about Safe Undockingt. So I tried the game without safe undocking mod and with PhanonCorpXTCV1.21a installed and no bugs so far. I did a step by step installation and put my stable script and text folder on archive and reverted to them when I encountered the bug. But don't take my word for it, Im just a noob but im still gonna do some more trial and errors juts to make sure. Thanks Mizuchi for the tip really saved me some time!

I've Installed every mod I downloaded minus the safe undocking script and now I can start USC Commander plot with full load-out, proper ship name and the terrans not firing at me! And can someone please confirm that the safe undocking is causing the bugs I reported? The mod contains the following: plugin.sart.misc.safeundocking.xml, plugin.sart.task.disablecollision.xml, plugin.sart.task.safeundocking.xml and setup.sart.safeundocking.xml. Whenever i put these to my script folder and start a new game as a USC Commander/Terran Defender/ and Goner plot start I have a ship with the wrong name "Excalibur Luxury Cruiser", no load-out what so ever and terrans "the first race i encounter" attacks me.
Scoob
Posts: 11204
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

Mizuchi, Paul,

Cool, no big deal - I guess trying to leave the ATF does have its consequences, I mean one can assume possibly I wasn't given that ship as part of my severance pay :) This is a great start though, similar to USC Commander but with a better ship.

Sorry I missed the earlier post on this subject.

Cheers,

Scoob.

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