[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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Kadatherion
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Post by Kadatherion »

I noticed the Boron cap ships (M7/2/1) have a tendency to spawn with pretty useless loadouts in my game. They especially seem to ignore Ion Cannons (I've yet to see even one mounting 'em), and often prefer cluster flaks to heavier weapons like the PPC (I've seen several job threshers mounting flaks as main weapons... :roll:).

And, while the jobs created ones are at least somewhat equipped, I noticed that when they are spawned by a script which uses the install default equipment command, they often end up with very few weapons onboard, often just a small bunch of - again - cluster flaks, and hardly anything from the "ion" weapon tree.

I'm not using IR or any complex war script of the sort (just Race Invasions, which creates some simple engangements once in a while), so it seems at least in my game there's something quirky in their weapon spawning priorities.
If this happens to those who are playing with IR too, I'd guess the Boron should be getting steamrolled by the split. Has anyone else noticed something similar in their games?
urdestny
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Post by urdestny »

I found Johnferco's research station alpha in PSY ETA. However, it won't allow me to dock. In fact, none of the ships can dock. I used cheat to change ownership and still nobody is able to dock. Is this normal?
Maxces C Covert
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Post by Maxces C Covert »

The docking computer has been changed to XXL wear. So it's not installed automatically on ships smaller then M7's. I had the same problem on page 36 and got it all corrected.
Chaplain88
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Post by Chaplain88 »

joelR wrote:Check something for me. Open up the config menu and scroll down to the bottom and tell me what number the config file its using is. It should be 7054.
It isn't using 7054. I do have it installed but I can look into it again while I wait for someone smarter than myself to come up with a workable solution to the problem.
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joelR
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Post by joelR »

Chaplain88 wrote:
joelR wrote:Check something for me. Open up the config menu and scroll down to the bottom and tell me what number the config file its using is. It should be 7054.
It isn't using 7054. I do have it installed but I can look into it again while I wait for someone smarter than myself to come up with a workable solution to the problem.
Did you install this?

http://www.thexuniverse.us/downloads/cm ... RSDATA.zip
Chaplain88
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Post by Chaplain88 »

yeah. its in the "t" folder but appears to not be working. There is one small thing I might check. I began the game before the Mars file came out so I might start a new game just to check.

Edit: New game didn't help
Last edited by Chaplain88 on Thu, 21. Jul 11, 04:46, edited 1 time in total.
Without the Dark, there can be no Light,
We have purpose
Without the Lie, there can be no Truth,
We have purpose
Without the War, there can be no Victory,
We have purpose
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Without the Hope there can be no Future,
We have purpose
Without the Loyalty there can be no one chapter,
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joelR
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Post by joelR »

Chaplain88 wrote:yeah. its in the "t" folder but appears to not be working. There is one small thing I might check. I began the game before the Mars file came out so I might start a new game just to check.
Try one more thing after you try that. Unzip MARS into the TC folder again even though you have already done that.
Chaplain88
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Post by Chaplain88 »

joelR wrote:Try one more thing after you try that. Unzip MARS into the TC folder again even though you have already done that.
That did it. Not sure if the stuff actually works but it is loading the correct file so it should be working now.
Without the Dark, there can be no Light,
We have purpose
Without the Lie, there can be no Truth,
We have purpose
Without the War, there can be no Victory,
We have purpose
Without the Death, there can be no sacrifice,
We have purpose
Without the Hope there can be no Future,
We have purpose
Without the Loyalty there can be no one chapter,
We have purpose
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And we would have no purpose
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joelR
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Post by joelR »

Chaplain88 wrote:
joelR wrote:Try one more thing after you try that. Unzip MARS into the TC folder again even though you have already done that.
That did it. Not sure if the stuff actually works but it is loading the correct file so it should be working now.
Ok good to hear it. Have fun!
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surferx
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Post by surferx »

dougeye wrote:
soulmonarch wrote:
dougeye wrote:lol i think its funny how many people are against the jumpdrive and docking comp being xxl. Its only cuz they wana instant dock to there carrier when there fighter sheilds go down! lol :P
Completely untrue. I just don't like losing fighters when they try to dock, due to a horrendous game bug.

I am more than happy to let them die glorious deaths in combat. But having them line up to dock after a huge fight and immediately plaster themselves on the docking bay door is depressing.

All the rest of the SSRP changes are okay with me, although I do think a few of the price changes went a little overboard. :roll:
na i think most stuff is 2 cheap in x games! specially ships! if i can buy a space fighter for a couple of million how much is a loaf of bread .00001 of a credit lol
Yes the prices are a lot more in line with the economy now. The only part of the game that seems too easy is the repair laser. I bought a 60% hull mako for 90,000 (a steal) but then restored it in a few seconds to 100% at no cost. That's one of the things I liked about X-tended; no repair laser, unless your playing in easy mode.
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joelR
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Post by joelR »

surferx wrote:
dougeye wrote:
soulmonarch wrote:
dougeye wrote:lol i think its funny how many people are against the jumpdrive and docking comp being xxl. Its only cuz they wana instant dock to there carrier when there fighter sheilds go down! lol :P
Completely untrue. I just don't like losing fighters when they try to dock, due to a horrendous game bug.

I am more than happy to let them die glorious deaths in combat. But having them line up to dock after a huge fight and immediately plaster themselves on the docking bay door is depressing.

All the rest of the SSRP changes are okay with me, although I do think a few of the price changes went a little overboard. :roll:
na i think most stuff is 2 cheap in x games! specially ships! if i can buy a space fighter for a couple of million how much is a loaf of bread .00001 of a credit lol
Yes the prices are a lot more in line with the economy now. The only part of the game that seems too easy is the repair laser. I bought a 60% hull mako for 90,000 (a steal) but then restored it in a few seconds to 100% at no cost. That's one of the things I liked about X-tended; no repair laser, unless your playing in easy mode.
Ive always felt that repair lasers should consume some sort of ammo. Like the quantum repair lasers do. The only script that I know that comes close to making repairs feel less cheatish is CODEA.
GlassShadow
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Post by GlassShadow »

I'm new to all of this, so a rather dumb question. Why do I need to restart the game once I put this mod on? It seems my savegame worked...(only just started the game, 12 ships and 72 sectors found before I found out about mods and have just put this on).
Viviox
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Post by Viviox »

Hi guys, there are some unrecognized ID names in my game. In argon EQ dock, there are 4 ZA_EMP_WARE that are quite expensive ( in several millions credit each), but I have no idea what is it. I haven't venture far into the game so I don't know if there are more unrecognizable names.

Does anyone know how to fix this?
paulwheeler
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Post by paulwheeler »

Viviox wrote:Hi guys, there are some unrecognized ID names in my game. In argon EQ dock, there are 4 ZA_EMP_WARE that are quite expensive ( in several millions credit each), but I have no idea what is it. I haven't venture far into the game so I don't know if there are more unrecognizable names.

Does anyone know how to fix this?
That is a ware from the EMP mod. These are added by scripts. My guess is a script you have installed is either missing its text file or is not updated to run with the latest version of EMP.
paulwheeler
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Post by paulwheeler »

GlassShadow wrote:I'm new to all of this, so a rather dumb question. Why do I need to restart the game once I put this mod on? It seems my savegame worked...(only just started the game, 12 ships and 72 sectors found before I found out about mods and have just put this on).
You must restart.

If you do not you will have lots of broken factories in your universe selling the wrong wares, ships will not spawn with correct weapons, you will not get any of the new sectors and lots of other game breaking problems.

That is why I put "XRM REQUIRES A NEW GAME" in the main post... Funnily enough, I didn't just put that in for a laugh... :wink:
paulwheeler
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Post by paulwheeler »

urdestny wrote:I found Johnferco's research station alpha in PSY ETA. However, it won't allow me to dock. In fact, none of the ships can dock. I used cheat to change ownership and still nobody is able to dock. Is this normal?
There should be no issues docking at Research Stations as long as you have sufficient rep with the race in question. It will be the same rep required to dock at their shipyards.
paulwheeler
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Post by paulwheeler »

Kadatherion wrote:I noticed the Boron cap ships (M7/2/1) have a tendency to spawn with pretty useless loadouts in my game. They especially seem to ignore Ion Cannons (I've yet to see even one mounting 'em), and often prefer cluster flaks to heavier weapons like the PPC (I've seen several job threshers mounting flaks as main weapons... :roll:).

And, while the jobs created ones are at least somewhat equipped, I noticed that when they are spawned by a script which uses the install default equipment command, they often end up with very few weapons onboard, often just a small bunch of - again - cluster flaks, and hardly anything from the "ion" weapon tree.

I'm not using IR or any complex war script of the sort (just Race Invasions, which creates some simple engangements once in a while), so it seems at least in my game there's something quirky in their weapon spawning priorities.
If this happens to those who are playing with IR too, I'd guess the Boron should be getting steamrolled by the split. Has anyone else noticed something similar in their games?

Ships spawned via jobs use CWP to equip lasers. There is a degree of randomness about it so you will see some ships with less than top loadouts. I will be pushing the priorities up a little in the next release so you should see the big guns a bit more often.

The "install default wares" command from the SE does not work correctly with XRM. This was necessary to get all the new weapons into the game and racialise loadouts. This is generally not the preferred method of spawning weapons in scripts anyway.

For a script to spawn a decent set of weapons, it should ideally call CWP. I believe IR already does this. It might be worth checking if running IR:CE, that you have not overwritten the XRM CWP, as I think IR:CE also comes with CWP, but it will be for vanilla not XRM. If in doubt, just copy all the files from the "t" and "scripts" folder in the XRM part 2 download into the correct folders in your TC install. This should overwrite any CWP stuff added by IR:CE.

I am using PG and MBRR in my current game and they seem to have no trouble spawning decent weapons in their ships.
karabAs
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Post by karabAs »

Help needed: Maintenance Pods - what they for and how to use them?

Thanks.
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mr.WHO
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Post by mr.WHO »

Does XRM have OOS combat reballance (required to make OWP not useless in OOS) and missile safety (required to make NPC missiles not suicidal) included? if not then do they work with XRM?
GlassShadow
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Post by GlassShadow »

paulwheeler wrote: You must restart.

If you do not you will have lots of broken factories in your universe selling the wrong wares, ships will not spawn with correct weapons, you will not get any of the new sectors and lots of other game breaking problems.

That is why I put "XRM REQUIRES A NEW GAME" in the main post... Funnily enough, I didn't just put that in for a laugh... :wink:
Thanks for the response and for the mod :) I was just expecting something more, uh, explosive.

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