[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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aerick911
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Post by aerick911 »

Does everyone have a favorite personal ship they like to fly in XRM?

Please don't say vidar, springblossom, or hyperion. :)
Halconnen
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Post by Halconnen »

@ Emerentius: Doesn't that complete ALL plots, rather than letting you pick individual ones? :o

@aerick911: Didn't really use enough of the new ships yet to really give a qualified opinion. I just started the new Yaki start and am liking the Appallox already, though!

@paul/Mizuchi: I paid Deep Space Cluster (Or whatever the very northwesternmost Terran sector is called?) a visit earlier, and it seems like the Xenon Wreckage strewn about does not actually have any models, it's just empty floating target brackets everywhere around the gate. >:
Last edited by Halconnen on Tue, 19. Jul 11, 21:54, edited 1 time in total.
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Yacek
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Post by Yacek »

aerick911 wrote:Please don't say vidar, springblossom, or hyperion. :)
Apallox :)
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.
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FalconGrey
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Re: [ XRM Gamestart Hotfix ]

Post by FalconGrey »

Mizuchi wrote:This is an honest-to-dog tested and working hotfix for XRM v1.02.

This hotfix fixes the "ATF Veteran" start so that the race relations values make sense, prevents the "no equipment" problem from arising, and correctly allows Lt. Pinter to contact you after a few minutes of gameplay.

It also fixes the "ATF Veteran" and "USC Commander" starts to prevent the USC Fleet from jumping in and murdering you.

Enjoy!
Thanks, Mizuchi! I'll update the Humble Salvager Mod shortly :)
garrry34 wrote:I managed to salvage that unknown prototype m6 (reunion m3), in the name of holy good god, that ship should be renamed satan's sword lol or the wrath of god...
Ok, I need to check out this spawn of satan or hand of God ship! :thumb_up:
aerick911 wrote:Does everyone have a favorite personal ship they like to fly in XRM?

Please don't say vidar, springblossom, or hyperion. :)
Magnatar! :D

EDIT: Actually a Magnatar SaR variant. (SaR=Search and Rescue)
It's not if we win or lose that matters, it's that we stood and faced it.
malanthor
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Post by malanthor »

Well hmm, the hyperion you get from dooing the mission, with max overcharged speed is pretty nifty, if you just take a normal hyperion its like oh well, nothing really special imo. I like the one i get from the mission because that means i have worked hard for it, and then its kinda cool reaping the reward. I would like to play Boron but i MUST have cockpits and the boron ones are so moodbreaking. The Vali and Skirnir is pretty cool aswell. :)
All pirates must burn just so it is said! So no appolox.
I really wish someone would make a m2+ for the factions that dont have it, or that Xtended would let people use theirs, hehe.
Halconnen
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Post by Halconnen »

On the topic of M2+s, built-in compatibility with Lucike's KOL Triton would be aaaawesome. :o
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surferx
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Re: [ XRM Gamestart Hotfix ]

Post by surferx »

Mizuchi wrote:
In addition (bonus!) this hotfix upgrades all of the starting ships to give them full tunings and adds additional starting wares (depending on the start) to help you get started (to balance out the fact that SSRP is now an integrated part of XRM, and that we removed all the "abandoned" ships).
That will make it easier to get it going. Although I'm sticking with my anon argon start. (I have weapons now.) :D
Like the mod.
If you want to go fast, go alone.
If you want to go far, go together.

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hlking
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Post by hlking »

Not sure if this is intended or not, but I tried to to make my hired mamoth dock at a Dark Space showroom but he won't do it, he just sits there idling. Tried it with all the other Terran stations as well and didn't work either, works just fine at a argon dock though.
Last edited by hlking on Wed, 20. Jul 11, 01:50, edited 1 time in total.
malanthor
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Post by malanthor »

Haha, its the KOl from sins of a solar empire, looks quite nice really, would make a nice argon m2-m2+ i reckon. Maybe put it in if its up for grabs?
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
maffspice
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Post by maffspice »

Just wondering if anyone else are having crashing issues? I'm getting a c0000005 APPCRASH at random, but repeatable times. Seems to take a couple of hours to show up. Nothing special seems to be happening, but it does seem to do it more often in the Final Fury missions, especially the escort ones. Also, if I am outside of the sector where the crash would normally occur, there is no crash. Are there any mods/scripts that are known to conflict? I'm running:

- CODEA 3.303
- MARS (with XRM t file)
- Auto Prep Ships
- NPC Bailing Addon
- Salvage Command Suite
- MarCon Main Menu (requires the JSON parser library)
- 500km comm range fake patch (lower cat number than XRM)
- Cockpit mod 1.30 (linked on main page of mod)

I've run a memory test, no issues, and no other games are crashing. I've done a lot of research, but have come up empty handed. Any help would be greatly appreciated.
garrry34
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Post by garrry34 »

is that the trading plugin if so, its not compatable with any mod that changes the maps apparently...
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maffspice
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Post by maffspice »

Which mod do you mean? I don't think any of them change how trading works, though I could be wrong.
garrry34
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Post by garrry34 »

sorry half asleep here, the marcon one...
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maffspice
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Post by maffspice »

Haha, I know how you feel, I'll remove it and see what happens, I have a save just before a crash too, so I'll know really soon.

Edit: Nope still broken, I'll try removing anything that doesn't cause me to crash on loading a save game.
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surferx
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Post by surferx »

maffspice wrote:Just wondering if anyone else are having crashing issues? I'm getting a c0000005 APPCRASH at random, but repeatable times. Seems to take a couple of hours to show up. Nothing special seems to be happening, but it does seem to do it more often in the Final Fury missions, especially the escort ones. Also, if I am outside of the sector where the crash would normally occur, there is no crash. Are there any mods/scripts that are known to conflict? I'm running:

- CODEA 3.303
- MARS (with XRM t file)
- Auto Prep Ships
- NPC Bailing Addon
- Salvage Command Suite
- MarCon Main Menu (requires the JSON parser library)
- 500km comm range fake patch (lower cat number than XRM)
- Cockpit mod 1.30 (linked on main page of mod)

I've run a memory test, no issues, and no other games are crashing. I've done a lot of research, but have come up empty handed. Any help would be greatly appreciated.
The exception "Access violation" (0xc0000005) was caused at address 0023:7760dfe4
Almost every time I've been playing for awhile, and try to exit to the main menu. But..this was happening playing XTC also.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
maffspice
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Post by maffspice »

Hrm, I think I've had that before, long ago, I think that issue was fixed in a patch for me, memory isn't brilliant though. Any crashes in normal gameplay surferx?
I'm going to have to find a new spot to test my crashing in garrry, I needed the Salvage Command Suite to jump to the sector to replicate the crash, so removing that and doing the same thing is impossible.
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surferx
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Post by surferx »

maffspice wrote:Hrm, I think I've had that before, long ago, I think that issue was fixed in a patch for me, memory isn't brilliant though. Any crashes in normal gameplay surferx?
Not since playing XRM this week. I had some while playing XTC.
[edit] Honestly it doesn't bother me that much, as it happens when exiting anyway. Just wish I knew what was causing it .
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
maffspice
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Post by maffspice »

Yeah, doesn't impact your gaming at all, thankfully. Hopefully I can track down my in-game crashes as they ARE annoying.
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FalconGrey
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Post by FalconGrey »

malanthor wrote:Haha, its the KOl from sins of a solar empire, looks quite nice really, would make a nice argon m2-m2+ i reckon. Maybe put it in if its up for grabs?
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
Oh wow! That looks AWESOME! It WOULD be a cool Argon Super M2+ and using some heavy beam weapons (likely Terran) that are fixed to forward fire!
It's not if we win or lose that matters, it's that we stood and faced it.
Wintersdark
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Post by Wintersdark »

maffspice wrote: - 500km comm range fake patch (lower cat number than XRM)
Not an answer to your question, but just a heads-up: XRM edits Globals.txt (and, incidentally, increases comm range to 70k). If you install the comm range mod lower than XRM, it'll do nothing. If you install it higher, you'll overwrite any other globals.txt changes XRM makes (if any?)

-----

On another note, just wanted to thank Paul and Mizuchi for their awesome work. XRM is fantastic, and it's really wonderful to get the SRM/CMOD/Etc set up quick and easy without oodles of mods and very careful load-order setups.


I didn't think I'd like the SSRP jumpdrive change, but I'm finding it makes carriers much more relevant. I used to spend a huge portion of my gaming time in fighters and similar craft, never really progressed past there because I loved the speed tooling about - and it was easy enough to have full wings of fighters simply jump in from wherever they happened to be to deal with random issues.

Now, there's actually a reason to have fighters based in carriers (or TM's, earlier on) - it becomes a convenient delivery vehicle, exactly what it should be.

So, the jumpdrive size change actually has a significant impact on gameplay, on the utility of carriers and such. It materially impacts normal play.

That said... I'm manually changing the docking computer as well. I understand how it *could* be used as a "cheat" if you dogfight around stations to pop into docking (though I've never done that) but the convenience and more importantly integration with fighter docking scripts faaaar outweighs that potential abuse. AI docking is *terrible* normally, anything that can just have them instadock is near mandatory imho.

The docking computer size change, then, doesn't affect normal play (there's virtually no benefit from instadocking and saving ~15 seconds) outside of preventing a rather odd-ball quasi-exploity cheat... Meh. I'm not seeing the value in breaking compatibility with very useful Vanilla-AI-AutoPillok-Mitigation-Scripts as worth preventing such a minor potential exploit.

But, it's not my mod, and I'm fine with manually changing the size back.

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