[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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hlking
Posts: 106
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Post by hlking »

hlking wrote:
paulwheeler wrote:
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.
Aye Terran rep is at +5 at the moment. I used the cheat pack to spawn a Mamoth belonging to me and he was able to dock without problem. I Then tried to hire another TL in case the first one was bugged, and it was the same as the other one, just idling. Only having this problem on Terran stations, its really weird and annoying.

Oh and i'm also using 3 of Lucikes scripts if that has anything to do with it?

Scripts are: Prospector, CAG and CLS.

Edit: Can't get the hired mamoth to dock at paranid docks either, split teladi, argon and boron works allright though.

Edit2: It only seems to be certain races that can't dock with eachother, e.g argon can't dock at paranid/terran stations, boron can't dock at split. I tried to spawn a goner TL and he was able to dock at a Terran station.

Any idea why this is happening? Does XRM alter race relations? Because I'm not using any mods except XRM and and those Lucike scrips.
Just did a clean install with only XRM installed and there is definitely something fishy going on with race reputation. Tried to spawn a m2 in Terran space and its going beserk at everything currently moving ;) I guess thats why the Argon mamoth refused to dock at terran shipyards.
Alan Phipps
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Post by Alan Phipps »

Woudn't that spawned ship's attitudes depend on your selected gamestart's reputations and your Global friend/foe settings?
A dog has a master; a cat has domestic staff.
hlking
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Post by hlking »

Alan Phipps wrote:Woudn't that spawned ship's attitudes depend on your selected gamestart's reputations and your Global friend/foe settings?
Sorry I was a bit unclear, what I meant is:

I spawned a m2 belonging to the Argons in Terran space and as soon as he spawned he started to attack all of the Terran ships. So it would seem that the Argons are set to be at war with the Terrans, and my guess Argon vs Paranid as well.
Alan Phipps
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Post by Alan Phipps »

Yes but again that would surely depend on the selected gamestart (and your global settings). In my XRM Yaki Ronin start, the Paranid shoot the Terran Dark Star ships on sight (but tolerate Paranid Dark Star ships).
Last edited by Alan Phipps on Wed, 20. Jul 11, 18:48, edited 1 time in total.
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paulwheeler
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Post by paulwheeler »

We haven't made any changes regarding race relations. As far as I am aware they can only be changed via scripting.

Are you using any scripts that alter it like IR or MBRR?

Also, are you sure that what you are seeing doesn't happen with vanilla as well? I have a feeling argon and terran are set to be at war in vanilla...

The global settings only apply to player owned property.
hlking
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Post by hlking »

paulwheeler wrote:We haven't made any changes regarding race relations. As far as I am aware they can only be changed via scripting.

Are you using any scripts that alter it like IR or MBRR?

Also, are you sure that what you are seeing doesn't happen with vanilla as well? I have a feeling argon and terran are set to be at war in vanilla...

The global settings only apply to player owned property.
I'm only using XRM at the moment.

Not sure if its the same in vanilla, haven't played vanilla in ages ;) But I can't recall this ever happening before, then again most of the time i've been playing with either IR or MBRR and probably set them to be neutral to each other.

Normally I wouldn't mind them shooting each other to space dust, but it makes it quite hard to build stations early in game as I can't hire any Terran TL to transport them. Do you know of a way to change it so they don't attack each other on sight?

Cheers.
omega1953
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Post by omega1953 »

Hello I don't know if this is a bug or if the file is missing, I think its missing but I could have easily missed it but the owp activation hot key isn't installing when I install this mod.

edit: grammar error
Alan Phipps
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Post by Alan Phipps »

@ omega1953: The mod does not install or assign the OWP hotkey, you choose one and do it yourself in Options, Controls, Interface and scroll right to the bottom of the hotkey list.
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malanthor
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Post by malanthor »

Well, You always have Otas which are connected to Argon, but i must say i think its shape fits in well with the other Argon cap ships, its texure -not so much. But then who heard of ships who all look exactly the same, hell look at tanks and different planes today, you can sure find alot of different models belonging to just one nation. And i do believe that they should all confirm somewhat to eachother for one race -but with some room to maneuver.
In any case Sorkvild who said "I find no 'X' in this ship :/ Ugly chunk."
Could maybe practice a little politeness, the model is not some amateurish crap put together in 1 hour. And even if it were a little politeness goes a long way.

However if Paul dont think it fit with Argon or any of the other factions i am fine with that, i am just trying to come up with some suggestions for m2+ for the factions that dont have them.
omega1953
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Post by omega1953 »

Sorry that is what i ment there is no option in the list of hot keys avalible
qwizzie
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Post by qwizzie »

[quote="omega1953"]Sorry that is what i ment there is no option in the list of hot keys avalible[/quote]

i have the same problem, first hotkey was there .. then after installing some scritps (Mars and ADS which added own hotkeys) the OWP hotkey vanished.

I'm using the last beta pluginmanager which has a hotkey manager in it if i'm not mistaken.. but still it vanished

Great mod btw .. good job !
paulwheeler
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Post by paulwheeler »

hlking wrote:
paulwheeler wrote:We haven't made any changes regarding race relations. As far as I am aware they can only be changed via scripting.

Are you using any scripts that alter it like IR or MBRR?

Also, are you sure that what you are seeing doesn't happen with vanilla as well? I have a feeling argon and terran are set to be at war in vanilla...

The global settings only apply to player owned property.
I'm only using XRM at the moment.

Not sure if its the same in vanilla, haven't played vanilla in ages ;) But I can't recall this ever happening before, then again most of the time i've been playing with either IR or MBRR and probably set them to be neutral to each other.

Normally I wouldn't mind them shooting each other to space dust, but it makes it quite hard to build stations early in game as I can't hire any Terran TL to transport them. Do you know of a way to change it so they don't attack each other on sight?

Cheers.
I believe its extremely hard to change race relations and get them to stick. Its all hard coded really. You probably didn't notice before because it wasn't so easy for the AI to get around.

I will see if we can add a terran hireable TL... you could always buy one...
morikaane
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Post by morikaane »

Hey,

Great job with the mod.

I noticed a minor weapon loadout oddity... not sure if it has been reported but the Pirate Elite can equipment a HEPT on its back turret --- back in SRM / CMOD4 it would've been a Fragmentation Bomb Launcher if I'm not mistaken.

i've also noticed that weapon dealer stations have ridiculous shields (like 100,000MJ plus) - is that a strange little bug or deliberate?

i have a bit of a question too, more curious than anything else, but will you guys ever put in things like Military Grade Shields like they've done for Xtended now that you're adding new weaponry? i've always liked the idea of having budget versions, standard versions and military versions of shields.

but this is just me thinking out aloud. thought it might upset the game balancing perhaps, unless the entire shielding thing is overhauled.

anyway, keep up the good work.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
paulwheeler
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Post by paulwheeler »

omega1953 wrote:Hello I don't know if this is a bug or if the file is missing, I think its missing but I could have easily missed it but the owp activation hot key isn't installing when I install this mod.

edit: grammar error
Ill check. Maybe I forgot to include the hotkey setup script.

Double check that you copied all scripts from the scripts folder into your TC install.
Blancho
Posts: 99
Joined: Sat, 18. Oct 08, 01:51

Hello

Post by Blancho »

Great mod .... and good job.. juste few things:

-How work the new coporations....?? I don't know how to initialise contact for mission (bug ??) ?
-How work the maintenance Pod (Otas repaire ship) ?
-Sometime when I enter in a new sector le race is red...I don't know why..( yaki..paradid...etc) in all other sector of the race it is good ?

Sorry for my poor english.

Ps: I love the news links between sectors.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Re: Hello

Post by paulwheeler »

Blancho wrote:Great mod .... and good job.. juste few things:

-How work the new coporations....?? I don't know how to initialise contact for mission (bug ??) ?
-How work the maintenance Pod (Otas repaire ship) ?
-Sometime when I enter in a new sector le race is red...I don't know why..( yaki..paradid...etc) in all other sector of the race it is good ?

Sorry for my poor english.

Ps: I love the news links between sectors.
The new corporations do not have missions attached - that is several months worth of work! They do sell an array of useful and not so useful wares.

The maintenance pods are player pilotable. The come presinstalled with four quantum pulse repair lasers. They require Quantum Tubes for ammo. Simply buy the pod, get some tubes, equip the lasers into the bays and fire at your damaged ship.

The player rep with each race is set by which ever start you choose. If a race is red to you then you'll need to gain rep with them. Go looking for pirates to swat in their sectors and soon you'll be friends with them.
hlking
Posts: 106
Joined: Sat, 19. Feb 11, 12:24
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Post by hlking »


I believe its extremely hard to change race relations and get them to stick. Its all hard coded really. You probably didn't notice before because it wasn't so easy for the AI to get around.
Allright thanks for clearing that up, I guess I'll stick to MK3 traders until I've enough money to buy a TL.
I will see if we can add a terran hireable TL... you could always buy one...
Aye that would be ace, its the only thing Terrans are missing at the moment.

Anyway, love your mod and keep up the good work :)
Blancho
Posts: 99
Joined: Sat, 18. Oct 08, 01:51

Post by Blancho »

The player rep with each race is set by which ever start you choose. If a race is red to you then you'll need to gain rep with them. Go looking for pirates to swat in their sectors and soon you'll be friends with them.


thank for your quick reponce but ...I am in good relation with the race .... its the same for the pirate ...sometime they are red sometime green...ok but this time is for the other race like paranid and yaki. in all sector they are green but sometime sector are red when I come for the first time ( I don't hurt anybody in the sector) but they are red.

and the last things one of the 4 repair laser for the maintenace pod are grey in the selection of weapon (not the same color of other)

An other time great work
NOValdemar
Posts: 238
Joined: Mon, 20. Dec 10, 22:39
xr

Post by NOValdemar »

Unknown Sector 4-15 has sun levels at 150% but is probably one of the darkest in the game... If you are doing an update any time soon maybe its worth a change...

Btw if i havnt said it yet, awesome mod.
Maxces C Covert
Posts: 57
Joined: Tue, 5. Jun 07, 02:02
x3

Docking computer

Post by Maxces C Covert »

I love this mod. I have a great set up that's so close to stable I can smell the dust passing my face. I have one problem. My auto docking or docking computer no longer works for any ship smaller then a M6. Is that built into the mod, or did I over write something :?: [/img]

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