[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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Teladidrone
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Post by Teladidrone »

And on another matter... I noticed two sectors with the same name:
Spoiler
Show
12-0 Ceo's Wellspring
20-2 Ceo's Wellspring
Is this intentional or did I mess up my install?

Also, you did not rename some Unknown sectors to include their coordinates:
Spoiler
Show
13-8
17-11
8-16
and the Hub sector.
dougeye
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Post by dougeye »

All combat mission types spawn in terran space. i did hwowever up the global settigns for missions from 4 spawning of each type to 10 so there are more missions available more of the time, but i have pritty much done one of each of the combat missions in terran space already. they do tend to give more assasination and guard missions though.
I used to list PC parts here, but "the best" will suffice!
dougeye
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Post by dougeye »

Teladidrone - did you redownload part 2 yesterday. so its v1.15b? the original v1.15 had completly the wrong universe map in it. it will require a restart.
I used to list PC parts here, but "the best" will suffice!
Teladidrone
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Post by Teladidrone »

Yes, I did re-download part 2 only about 5 hours ago... and I started to install everything into a complete fresh addon folder, too.

EDIT:
This is what mine universe looks like - is this correct or messed up?

[ external image ]

Uploaded with ImageShack.us
incarnyte
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Post by incarnyte »

Been looking for a mod to spice up AP and this one sounds awesome. There is one problem/question I have though. Do I have to use the part that changes the size of the jump drive to XL? I enjoy flying the fighters and would hate it if I didn't have jump ability in them.

If there is no way to not install that portion is there a way for me to change that one aspect myself?
Jonas801
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Post by Jonas801 »

Btw is there already something like Bounce included into XRM/AP?
Mu
dougeye
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Post by dougeye »

Teladidrone wrote:Yes, I did re-download part 2 only about 5 hours ago... and I started to install everything into a complete fresh addon folder, too.

EDIT:
This is what mine universe looks like - is this correct or messed up?

[ external image ]

Uploaded with ImageShack.us
apart from a few terran sectors positioned wrongly on the jpeg it looks fine. defo not the issue that the original version had.
I used to list PC parts here, but "the best" will suffice!
Coruskane
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Post by Coruskane »

I've just been playing for a few hours (Terran Defender start), and I just had to say thanks! A much more interesting and dangerous universe.

It will take me a while to get over the cost of software though!! (unfortunately, the costs render M5s useless)
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:And on another matter... I noticed two sectors with the same name:
Spoiler
Show
12-0 Ceo's Wellspring
20-2 Ceo's Wellspring
Is this intentional or did I mess up my install?

Also, you did not rename some Unknown sectors to include their coordinates:
Spoiler
Show
13-8
17-11
8-16
and the Hub sector.
Well spotted. I'll rename one of the duplicate sectors and sort the unknown sector names too. Don't worry, it won't require a restart to fix.

Thanks.
Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Unless AP changed something, ALL (TPC) starts should have the maximum ATF rank set at startup, regardless of the Terran rank.

I can't remember if Hunted Hero is (TPC) or not, though. If it isn't, then you earn ATF reputation via Terran Plot 1.0.

As for new starts, that's totally not going to happen - at least not from me.
paulwheeler
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Post by paulwheeler »

ShadowGod56 wrote:
nap_rz wrote:
the USC need these capitals badly

http://bbs.deeptimes.org/data/attachmen ... sp3b91.jpg ------> replace the vanilla Kyoto

http://bbs.deeptimes.org/data/attachmen ... vrznwk.jpg ------> replace that ship from Nexus Jupiter Incident

i hope that paul keeps the original Kyoto or releases the other model as an optional downlode tbh, i think it still stays true to the terren style but is different and adds a new flavor on terren design
I will probably be keeping the vanilla Kyoto as I quite like it now it has decent engine effects.

I'll squeeze Expnobody's ships elsewhere.
paulwheeler
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Post by paulwheeler »

MutantDwarf wrote:Why is it that Terran space has jump gates in it in AP, anyways? I know they were added in TC because otherwise you couldn't jump into Terran space and that's really annoying, but in AP there are jump beacons, and keeping the TOAs would preserve the game's lore a bit.
The problem with jump beacons is that you have to have a ship or satellite in sector to be able to see them.

There is still one TOA between the Moon and Earth.
paulwheeler
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Post by paulwheeler »

Mizuchi wrote:Unless AP changed something, ALL (TPC) starts should have the maximum ATF rank set at startup, regardless of the Terran rank.

I can't remember if Hunted Hero is (TPC) or not, though. If it isn't, then you earn ATF reputation via Terran Plot 1.0.

As for new starts, that's totally not going to happen - at least not from me.
I altered the starts and removed the TPC thing as there is no Terran Plot in AP.

I set the ATF ranks to the same as the Terran rank for each start.

I'm going to find some way of enabling the player to gain ATF rank - even if its just a script that runs from time to time setting the ATF rank to the same as Terran.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:

report, right now the terran wipe the floor against argon... it's not fair btw that terrans can have 2 fleet (USC and ATF) attacking argon while argon only have, well... argon fleet...

according to the official story, terran space should be attacked by massive AGI fleet, thus the ATF are busy with them... but I haven't seen any massive Xenon attack on sol... instead they aggressively attacked sectors neighbouring their sectors...
The Terrans tend to take the initiative initially, but they don't get reinforcements like the Argon fleet does, so the Argons grind the Terrans down eventually.

Also the Xenon invade via the sectors to the right of Aldrin. There is an ATF fleet there but it frequently gets overwhelmed, especially as that Xenon sector now links to the core Xenon sector.
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:Civilian ships/taxis - safe to remove?

I usually remove these completely from my game because the only thing they add is... well... lag.
But here you mention in the first post that even civilians have improved jobs - so before I nuke them all: they are not really needed for anything special in XRM now?
You can get rid of them, but they often use the low-poly X2 models so aren't such a hit on frames - plus they add "life".
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Idea
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Post by Idea »

Hi Paul

Allow me first to say this is a great mod and I am completely impressed how you manage to keep this project up and runing by only yourself at this time.Great job :)

I am starting a new game now in TC and I am trying to set up one thing that is related to jobs file of XRM..Because I want a smooth game I am trying to improve performance of the game by removing the civilians but with no luck.I have tried to remove civilians from the job file using Observer's Jobs editor.I manage to remove them from the game but the number of script tasks remain the same, about 12200-11800 scripts runing.Vanila game has about 8500 scripts.I will instal PG,YA and Phantom corporation and they add more script task to overall number
I am not good with Job editor so my question is: Is deleting job entries in Job file enough to reduce the number of script tasks and for how much does that action reduce the number of scripts runing?

Thanks
ShadowGod56
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Post by ShadowGod56 »

does anyones else's turbo booster crash there game when they use it?
Teladidrone
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Post by Teladidrone »

incarnyte wrote:Been looking for a mod to spice up AP and this one sounds awesome. There is one problem/question I have though. Do I have to use the part that changes the size of the jump drive to XL? I enjoy flying the fighters and would hate it if I didn't have jump ability in them.

If there is no way to not install that portion is there a way for me to change that one aspect myself?

Yeah its easy to change it back. Need to mod it in TWareT.txt
Presently I am considering to do exactly the same. Or maybe at least change it to L.

Unless... someone answers me this question:
How am I supposed to transport a new jumpdrive to a freshly capped Bigship?
Clearly the "vanilla way" of having spare drives ready in docked fighters wont work anymore - so what's the intended XRM way here?

And one more question:
Why are the M6 all so damn fast?
Not too sure I am comfortable with this either...
paulwheeler
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Post by paulwheeler »

Idea wrote:Hi Paul

Allow me first to say this is a great mod and I am completely impressed how you manage to keep this project up and runing by only yourself at this time.Great job :)

I am starting a new game now in TC and I am trying to set up one thing that is related to jobs file of XRM..Because I want a smooth game I am trying to improve performance of the game by removing the civilians but with no luck.I have tried to remove civilians from the job file using Observer's Jobs editor.I manage to remove them from the game but the number of script tasks remain the same, about 12200-11800 scripts runing.Vanila game has about 8500 scripts.I will instal PG,YA and Phantom corporation and they add more script task to overall number
I am not good with Job editor so my question is: Is deleting job entries in Job file enough to reduce the number of script tasks and for how much does that action reduce the number of scripts runing?

Thanks
Deleting entries will work if you restart your game. Deleting them in an existing game, just leaves you with some blank named ships flying around. Eventually jobs will clean them up. Or you can run the temp.xrm.kill.nameless.xml script installed with XRM to get rid of them.
paulwheeler
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Post by paulwheeler »

Teladidrone wrote: Clearly the "vanilla way" of having spare drives ready in docked fighters wont work anymore - so what's the intended XRM way here?
Corvettes? Freighters? TPs? etc.
Teladidrone wrote: And one more question:
Why are the M6 all so damn fast?
Not too sure I am comfortable with this either...
To make them not useless. They can keep up with a fighter, but they can't turn like a fighter.

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