[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

User avatar
Idea
Posts: 516
Joined: Fri, 24. Oct 08, 12:14
x4

Post by Idea »

paulwheeler wrote:
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.
I did start a new game and there is no civilians in any of sectors(used Cycrow's cheat pack to put satelites in every sector in universe) but the number of scripts runing diden't reduce.XRM is the only mod instaled( for now :twisted: ). Why is that?
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

Hi Paul,

Excellent work on 1.15 :D

Only bug i have found to date ( i am still playing TC, ill move to AP when the box version comes out i think) is that the Bragi bottom quad turret is out slightly, just needs moving forward a tad, all the other turrets are now bang on!

On another positive the Daedalus is now 100% solid, there are now no transparant textures :D

Really like the 2 new Boron M3B and M4+...cant wait to see those Paranid M3B and M3+ get into the game with the new Terran cap ship's.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

No idea. Probably because the script engine only lists the number of different scripts running. If there are multiple instances of the same script it probably just lists 1. There are many non-civilian jobs in XRM that use the same job scripts that the civilians use.
Teladidrone
Posts: 644
Joined: Tue, 24. Aug 04, 11:41
x3tc

Post by Teladidrone »

paulwheeler wrote:
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.
So the general idea is to sacrifice/leave behind the now driveless freighter/corvette for the new capped ship then... oh my!
That's no way to make profffitttss!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

I have an idea....

I'll put Jumpdrive Kits into the game. You can buy them in bulk, transfer them to a ship, hit a hotkey and they convert into a jumpdrive.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Methexis wrote:
ENHANCED EQUIPMENT DOCKS: THIS WILL ONLY WORK WITH THE LATEST EED RELEASE V2.7-2.2. Install base EED mod to the lowest cat/dat number then XRM. You must install the scripts from EED, but DO NOT install the text file for the "t" folder. I have included an edited text file for EED in the main SRM mod.
You mean the 2 files named "9400-L044" and "9400-L049" ?
I searched but couldn't find a detailed answer for this.
Yes - don't install those two files.
User avatar
Idea
Posts: 516
Joined: Fri, 24. Oct 08, 12:14
x4

Post by Idea »

paulwheeler wrote:No idea. Probably because the script engine only lists the number of different scripts running. If there are multiple instances of the same script it probably just lists 1. There are many non-civilian jobs in XRM that use the same job scripts that the civilians use.
I diden't know that. Thanks for the info paul :)

Cheers
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

@idea

I noticed that my new game ran significantly better after my next reload. In fact een with 13,000 processes running the game runs better than XRM in TC.
Seraph Kaoru
Posts: 48
Joined: Sun, 11. Dec 11, 05:11
x3tc

Post by Seraph Kaoru »

Teladidrone wrote:
paulwheeler wrote:
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.
So the general idea is to sacrifice/leave behind the now driveless freighter/corvette for the new capped ship then... oh my!
That's no way to make profffitttss!
I believe XRM has added TP/TS/TM/M6/possiblyothercrazyletternumbercombinations external docking-clamps to most capital-class (TL, M1, some M7s and M2s) ships. I know that the Polacca, for instance, can accommodate at least 4 Super Freighter XLs in external docking clamps, possibly more - so you can still 'bank' jump-drives in carried ships, you just can't get as many of them in one run, and you need a bigger ship to carry them all in.

An alternative solution is to install the Advanced Jumpdrive script, which adds a ware-based jumpdrive to the game - albeit at ten million credits a pop. On the other hand, it runs without Energy Cells, so...!

There are still options and ways to rapidly pick up large numbers of jumpdrives. Not to mention - Jumpdrives are everywhere in XRM. You can get them in ATF Forseti, PTNI Headquarters, Legend's Home, Home of Light, Lightkeeper, Elysium of Light post-Goner plot, and from any one of the relatively-numerous Goner Trading Posts throughout the universe - so even if you have to bulk-buy ten freighters and set them on their rambling way to the nearest jumpdrive-location, it's nowhere near the trek it was in vanilla.

Good luck!
~K

EDIT:
paulwheeler wrote:I have an idea....

I'll put Jumpdrive Kits into the game. You can buy them in bulk, transfer them to a ship, hit a hotkey and they convert into a jumpdrive.
Or wait for this. That works, too.
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

Idea wrote:
paulwheeler wrote:No idea. Probably because the script engine only lists the number of different scripts running. If there are multiple instances of the same script it probably just lists 1. There are many non-civilian jobs in XRM that use the same job scripts that the civilians use.
I diden't know that. Thanks for the info paul :)

Cheers
The script editor does show the exact number of instances that each script has running, as well as a global count of all script instances. Its the "Script Task Statistics" before you select the "Script Editor" button

"As Task" means that script instance is currently executing on a task
"On Stack" means that its instance is currently paused, interupted or is calling another script - waiting to resume execution. (edit: not sure if this is correct)

edit: Note that 1 instance can appear in both "As Task" and "On Stack"

"Totally Called" is the absolute number of times that script has been called. (I wonder what would happen if this number ever reached the intiger limit :D?)
joelR wrote:@idea

I noticed that my new game ran significantly better after my next reload. In fact een with 13,000 processes running the game runs better than XRM in TC.
Number of scripts running is not an accurate indication of performence use, It depends heavily on what the scripts are doing - eg: Litcubes Vanilla Rewrite adds a good 2-3k tasks depending on how many ships there are in the universe, however the rewrite actually improves performence rather then degrading it :)
Last edited by Jack08 on Sat, 21. Jan 12, 23:52, edited 3 times in total.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

Has the Terran Atmospheric Lifter been removed from XRM:TC? :O
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

Teladidrone wrote: 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?
There are two ways, get yourself split drake, it's very fast M6 /something like CW springblossom, gate it in, take JD and send it flying to nearest better stocked EqD. He'll land in no time there. It's the cheaper way.

Buy or steal M7, and put M6 in it's dock bay. It's the more expensive way. Best way of really hoarding JDs is certainly goner Ozias, can hold ... 16 iirc TS ships. Aran works too /but it's slow, more like mobile EqD. And both ships are easy boarding targets, since they have no armament.

And one more question:
Why are the M6 all so damn fast?
Not too sure I am comfortable with this either...
It's the best thing about them. Or you prefer 120m/s slower then TS or snail, vanilla centaur? All ships are faster, deadlier and more useful here. Give it a chance, you'll get used to it. Try to forget vanilla, this is new game, with it's own rules and logic. And if you find something impractical or annoying, it's usually not hard to change it yourself later. For example, I made normal Adv.Scanner S type cargo, because it somehow feel stupid that only ships that cannot mount decent scanner are smallest M5. It somehow defies essence of the class. I also made docking comp XL, because I'm vette jock, and playing whole game without docking comp. is terribly impractical, although I understand logic behind such decision, I choose practicality over the setting consistency. But at least give it a try. There is lot of original and interesting things in XRM and it's universe and they deserve a chance.
Teladidrone
Posts: 644
Joined: Tue, 24. Aug 04, 11:41
x3tc

Post by Teladidrone »

paulwheeler wrote:I have an idea....

I'll put Jumpdrive Kits into the game. You can buy them in bulk, transfer them to a ship, hit a hotkey and they convert into a jumpdrive.
This is a solid solution!

I mean maintaining a throw away fleet of some cheap TS ready somewhere only for a one time jump drive transportation job - totally pointless logistical nightmare.

Kits are way better.
But balanced of course.
At least double the price of the normal drive - after all you would need all the robot worker drones and tools to properly install it in the field packed with it anyways ;)
And maybe you should make it take some time to complete the installation... like beam over the jumpdrive kit, then activate a script on the new ship that takes some time to finish the installation job.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Erenar wrote:Has the Terran Atmospheric Lifter been removed from XRM:TC? :O
No.
User avatar
Idea
Posts: 516
Joined: Fri, 24. Oct 08, 12:14
x4

Post by Idea »

Jack08 wrote: It depends heavily on what the scripts are doing - eg: Litcubes Vanilla Rewrite adds a good 2-3k tasks depending on how many ships there are in the universe, however the rewrite actually improves performence rather then degrading it :)
I have to try that with XRM. Do you know where is it?

When you are allready here can you explain then why is the overall number of curently runing scripts tasks the same even after when I delete them in job file and start a new game.
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

Hmm I see it listed in TShips but no SY sells it and it's not listed in encyclopaedia :S

Which file dictates the stations and their products?
Last edited by Erenar on Sun, 22. Jan 12, 00:09, edited 1 time in total.
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

@Jack08

Youre correct. 13k processes on my machine is not the same as 13k on someone elses machine. What is true for me though is that 13k in my old TC game was much harder on my machine than in AP which was the point I was trying to make (and didnt do so well). Its the same as saying "trails kill FPS" which is clearly not the case with everyone.
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

Idea wrote:
Jack08 wrote: It depends heavily on what the scripts are doing - eg: Litcubes Vanilla Rewrite adds a good 2-3k tasks depending on how many ships there are in the universe, however the rewrite actually improves performence rather then degrading it :)
I have to try that with XRM. Do you know where is it?

When you are allready here can you explain then why is the overall number of curently runing scripts tasks the same even after when I delete them in job file and start a new game.
The vanilla rewrite is built into XRM no?

As to the number not changing, are your modifications actually taking effect in game? - there are a number of diffrent reasons why this could happen, the universe isnt spawned identically every time you start a new game, scripts could be sleeping or not started yet, the changes made were too small to notice, ect ect
Youre correct. 13k processes on my machine is not the same as 13k on someone elses machine. What is true for me though is that 13k in my old TC game was much harder on my machine than in AP which was the point I was trying to make (and didnt do so well). Its the same as saying "trails kill FPS" which is clearly not the case with everyone.
I wasent actually meaning diffrent machines, infact i was agreeing with you - it all depends on what the scripts are doing ;)
Last edited by Jack08 on Sun, 22. Jan 12, 00:15, edited 3 times in total.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Erenar wrote:Hmm I see it listed in TShips but no SY sells it and it's not listed in encyclopaedia :S

Which file dictates the stations and their products?
I'm not certain if its for sale anywhere - I'll have to check if its in the Dark Space Research Station.

It still flies the planetary supply job in most Terran sectors, just like it does in vanilla.
User avatar
Idea
Posts: 516
Joined: Fri, 24. Oct 08, 12:14
x4

Post by Idea »

Jack08 wrote: As to the number not changing, are your modifications actually taking effect in game? - there are a number of diffrent reasons why this could happen, the universe isnt spawned identically every time you start a new game
Yes, there is no civilians of any kind in the new start.I check many sectors using satelites but still the number of the curently runing script task is above 12k. How is that possible? Before I alter the job file there was at least 20 civilian ships in starting sector( Argon Prime) and average 10 in every other excluding enemy sectors.

Edit: It's start to reduce after 1 hour of gameplay. False alarm :oops:

Edit2:
joelR wrote:@jack08

Dont you just love the internet?

Anyhow, I totally understand you. Whats curious though is how the game runs smoother after a reload. God only knows whats running in the background. Still its way better than TC in terms of performance.

You shouldnt be responding to me anyways!! Even some of us hardcore XRMers are eagerly waiting for Timelines!!
Sorry, I misunderstood what Jack08 was trying to tell me. English is not my native language.
Last edited by Idea on Sun, 22. Jan 12, 01:14, edited 4 times in total.

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