[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

soulmonarch
Posts: 69
Joined: Wed, 20. Apr 11, 17:54
x4

Post by soulmonarch »

Wintersdark wrote:
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?)
There are changes to sensor radius in there too. Duplex, Triplex, and Adv Sat all look bigger. There might be a few other changes, but I don't remember what.

That said, 70km comm range should be enough to stretch across almost any sector of the game, with a few minor exceptions. There really isn't much reason to change 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
plynak
Posts: 3010
Joined: Fri, 12. Dec 03, 08:53
x3tc

Re: [ XRM Gamestart Hotfix ]

Post by plynak »

Mizuchi wrote:[ external image ] XRM Gamestart Hotfix II


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.

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).

These were going to be held back until v1.03, but I thought I'd include them here as well. :wink:

Each start also gives you five units of "Salvage Insurance" right away, which users of Improved Races and MARS should hopefully appreciate as it will allow them to trigger and subsequently configure those scripts via saving and loading without having to dock at a station, save, load, undock, tweak, dock, save, load...

I should also point out that the Yaki Ronin game start begins with the Terran Plot set to Completed (like the Aldrin Adventurer one does), so you won't need to bother with it anymore and can jump right into doing other stuff.

(I'm not 100% certain it will work as hoped, but it seems to be okay.)

Installation instructions and other notes in the Readme.

Enjoy!
Is this already integrated in the MOD download at the first page? Or do I have to download it separately. If so, please post a link. All I can see here is a link to the Egosoft download picture :(
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
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Re: [ XRM Gamestart Hotfix ]

Post by paulwheeler »

plynak wrote:
Mizuchi wrote:[ external image ] XRM Gamestart Hotfix II
Is this already integrated in the MOD download at the first page? Or do I have to download it separately. If so, please post a link. All I can see here is a link to the Egosoft download picture :(
The link is right at the top...

Its not integrated into the main mod yet, but will be for the next update (probably tomorrow).
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

soulmonarch wrote:
Wintersdark wrote:
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?)
There are changes to sensor radius in there too. Duplex, Triplex, and Adv Sat all look bigger. There might be a few other changes, but I don't remember what.

That said, 70km comm range should be enough to stretch across almost any sector of the game, with a few minor exceptions. There really isn't much reason to change it.
I also increase docks storage too, so they are more useful when player owned.
plynak
Posts: 3010
Joined: Fri, 12. Dec 03, 08:53
x3tc

Re: [ XRM Gamestart Hotfix ]

Post by plynak »

paulwheeler wrote:
plynak wrote:
Mizuchi wrote:[ external image ] XRM Gamestart Hotfix II
Is this already integrated in the MOD download at the first page? Or do I have to download it separately. If so, please post a link. All I can see here is a link to the Egosoft download picture :(
The link is right at the top...

Its not integrated into the main mod yet, but will be for the next update (probably tomorrow).
No, there is no link, if I click I see a new page with a small picture of download button. It has been a bug of this forum ever since it was launched. Can you please post just the link to the file? Without that button?
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
NOValdemar
Posts: 238
Joined: Mon, 20. Dec 10, 22:39
xr

Post by NOValdemar »

Glitch: The West gate in Mandalay is not facing towards the center of the sector in 1.02.

Sorry if this was already mentioned above.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Re: [ XRM Gamestart Hotfix ]

Post by paulwheeler »

plynak
Posts: 3010
Joined: Fri, 12. Dec 03, 08:53
x3tc

Re: [ XRM Gamestart Hotfix ]

Post by plynak »

paulwheeler wrote: XRM Gamestart Hotfix II

Hows that?
Yup, this is fine. Thanks!
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
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

NOValdemar wrote:Glitch: The West gate in Mandalay is not facing towards the center of the sector in 1.02.

Sorry if this was already mentioned above.
Thanks for that. It'll be fixed for the next update.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

hlking wrote: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.
Are you sure you have sufficient Terran rep to dock at those stations?

I believe that you need sufficient rep even with a hired TL.
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Post by Requiemfang »

:o what's this? I've been away and you paul made a new thread? forgive me if I don't read through it but can someone give me a quick summerization of the break down of this new shiny mod?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

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.
I use the the NPC bailing with no issues, and plenty of people seem to be having no problems with MARS. Not sure about the others though. I'm 99% sure its related to a script you are running.

BTW - the 500km comm range will do nothing as a lower cat/dat and will break some elements as a higher cat/dat. I have increased comm range to 70km anyway in the XRM.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Requiemfang wrote::o what's this? I've been away and you paul made a new thread? forgive me if I don't read through it but can someone give me a quick summerization of the break down of this new shiny mod?
Basically its the SRM merged with CMOD4 with lots of nice additional goodies, like lots of new weapons, racial weapon loadouts, graphical enhancements, new sectors and fixes for the Terran economy.

Basically everything I said in the main post... :wink:
malanthor
Posts: 67
Joined: Fri, 24. Jun 11, 01:43
x3tc

Post by malanthor »

Paul and Mizushi, think you will put this into the mod? http://forum.egosoft.com/viewtopic.php? ... sc&start=0

Come on, i know you want too, everyone need a m2+ and this is Argons! :D
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

To be honest, it just doesn't look "Argon" at all to me... Maybe if it was rextextured with proper Argon textures, but I have a feeling that one has a full, one-texture skin rather than the tiling that X3 ships have, which makes it substantially harder to retexture with the proper Argon look.

I'll think about it...
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

have you guys been plying Auto pillock with alchohol? lol this may just be random coincidence but flying a thor on autopilot seems to be suicide. it will fly directly at a Tl and do nothing to avoid it. same goes for asteroids lol Auto pilot is getting so close to stationary objects before turning it has no chance lol just wondered if you guys have played with and safety net mods etc ??
I used to list PC parts here, but "the best" will suffice!
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

'a sunny place for non steam' was released, and my question is will this work with xrm ?

http://forum.egosoft.com/viewtopic.php?t=304358


malanthor wrote:Paul and Mizushi, think you will put this into the mod? http://forum.egosoft.com/viewtopic.php? ... sc&start=0
I find no 'X' in this ship :/ Ugly chunk.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

dougeye wrote:have you guys been plying Auto pillock with alchohol? lol this may just be random coincidence but flying a thor on autopilot seems to be suicide. it will fly directly at a Tl and do nothing to avoid it. same goes for asteroids lol Auto pilot is getting so close to stationary objects before turning it has no chance lol just wondered if you guys have played with and safety net mods etc ??
Haven't touched the auto pilot and there are no safety nets, save for the ones in some of Cadius' ships.

Are you trying it with SETA on x10? At these speeds the autopilot often messes up. I wouldn't take SETA past x6.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Sorkvild wrote:'a sunny place for non steam' was released, and my question is will this work with xrm ?

http://forum.egosoft.com/viewtopic.php?t=304358
Should be fine if the poster is right with it being directly above Elysium of Light.

You will need to delete their 00749 file from the cat/dat as it will mess up the XRM map, or put it to a lower cat/dat than the XRM.
malanthor
Posts: 67
Joined: Fri, 24. Jun 11, 01:43
x3tc

Post by malanthor »

Hehe ok. :)

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