[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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Grimshad
Posts: 102
Joined: Wed, 6. May 09, 06:31
x3ap

Post by Grimshad »

Grimshad wrote:
Grimshad wrote:Good news. I deleted the jobs.txt and wingjobs.txt from XRM, then I put the jobs.txt from the No Civs mod in its place. Started a new game and activated IR and no crash!

Bad news. While the Civs from AP are not in the game, all the Civs from XRM are still in the game and that's annoying :)
I spoke too soon. Game crashed. :(
haha... well I actually did get everything working the first time, the crash was my fault :)

So what I have now:
XRM working perfectly with IR and PG.
No Civilian ships except for the TL stuff u can board (like the casino).
starting defensive sector forces back to AP default.
No more constant random pointless raids in sectors (IR will make forces come instead, and they will be prepared for hostile takeover).
A lot less lag for some reason ( XRM FPS dropped on and off before).


Possible bad stuff:
I don't think the XRM corporations will be out and about anymore (although I could easily add them.. actually I think I will)
I don't think the new ships will be roaming around anywhere.

Success imo :)
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

morikaane wrote:
nap_rz wrote:so nobody here use capital ships ecells regenerator script?
I might try fixing mine when I purchase my Tupekei. My gut tells me that it has something to do with the setup script. It's probably the command slot its trying to use or something.

M.
do you see the ware? or it's completely missing? since I've never used it before, how is it if it's working? what am I supposed to see and use?
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

nap_rz wrote:do you see the ware? or it's completely missing? since I've never used it before, how is it if it's working? what am I supposed to see and use?
I know for a fact that it doesn't work in X3:AP.

But, if it was working you should see an ECell Generator Ware for sale in all EQ and Military Bases. Upon purchasing it you will have a new command in the ships orders that allow you to set the energy cell cap and whether or not the e-cell generator is on or not. Then during idle intervals, I think it goes on Shields being undamaged, the script creates a number of ecells in the ships hold every so often.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

joelR wrote:Mizuchi how long have you been here spying on us tonight?....I figured Paul was sleeping so we could totally screw up his thread while he was in la-la land. Now we have to watch it...
Well, I'm on Tokyo time, so... nine hours ahead of Paul. :3

But, to counter that, I'm on an Android phone nine times out of ten, which is why Seraph has pretty much replaced me in the long-post department. :D

Grimshad wrote:Good news. I deleted the jobs.txt and wingjobs.txt from XRM, then I put the jobs.txt from the No Civs mod in its place.
XRM Jobs is around 90% built from the ground up, with the last 10% being heavily modified. You really shouldn't run XRM without jobs, as you're going to cripple a lot of the additional stuff that depends on it (such as the new patrol scripts and weapon loadout configurations.)

If you send me a PM with your issue, I'll see if I can briefly guide you through what to tweak.

The "Android Phone" caveat from above applies, though.

(Although it might be too late now.)
angrysquirrel wrote:If that works you are a jukebox hero. I'll keep you posted!
It should do. That fix has worked for a bunch of other people who had/have that specific problem - myself included.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

Random question... does the Terran Tepukei auto-repair docked ships? (I've forgotten whether it does this or not).

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
PRiME2007
Posts: 32
Joined: Tue, 10. Jul 07, 01:50

Post by PRiME2007 »

You can get ships and other mods working in AP together, it just requires a bit of brains and investigation. If you have neither then you will need to wait for a big fix for the Plugin Manager.
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

I ahve the e-cell generator in the eq docks as normal. i have not yet tried it but it is there.
I used to list PC parts here, but "the best" will suffice!
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

dougeye wrote:I ahve the e-cell generator in the eq docks as normal. i have not yet tried it but it is there.
Really...? I tried it in X3AP Vanilla a while back and it wasn't working...

M.
Last edited by morikaane on Sun, 22. Jan 12, 09:42, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
karabAs
Posts: 98
Joined: Sun, 7. Dec 03, 01:58
x3tc

Post by karabAs »

morikaane wrote:
nap_rz wrote:do you see the ware? or it's completely missing? since I've never used it before, how is it if it's working? what am I supposed to see and use?
I know for a fact that it doesn't work in X3:AP.

M.
Works perfectly fine in AP for me...
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

karabAs wrote:Works perfectly fine in AP for me...
Must've fluffed it up somehow... thanks. I'll try it in a bit.

Cheers,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Just reiterate about jobs - without the xrm jobs file, ships will not use CWP to allocate their weapons. Since I have utilised weapon subtypes that don't automatically spawn, you'll find many jobs will spawn with no weapons. Also, you'll get a borked terran economy as vanilla jobs does not shift enough water.





Good morning btw!
morikaane
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Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

Mornin'

I reckon you're going to hit 500 today Paul... how does that make you feel? :lol:

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
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Post by dougeye »

Stressed! i bet lol

would adjusting the global storage of npc docks have any dodgy effects on xrm jobs etc?
I used to list PC parts here, but "the best" will suffice!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

morikaane wrote:Mornin'

I reckon you're going to hit 500 today Paul... how does that make you feel? :lol:

M.
Old? :D
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

dougeye wrote:Stressed! i bet lol

would adjusting the global storage of npc docks have any dodgy effects on xrm jobs etc?
I wouldn't have thought so.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

paulwheeler wrote:Old? :D
Haha... you know what I meant. :P

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
ShadowGod56
Posts: 50
Joined: Fri, 13. Jan 12, 01:54

Post by ShadowGod56 »

nap_rz wrote:so nobody here use capital ships ecells regenerator script?
i do, if you cant get it to work you need to download cycros salvage claim software and install that onto the ship you want to run it on. then the command should appear properly.
Methexis
Posts: 15
Joined: Sun, 1. Jan 12, 00:16

Post by Methexis »

Just a thought...

I think it would be better if there were 2 different threads for the two XRMs, both with updated instructions, ship and weapon stats and advices for more additional frequently used scripts.

That would solve many problems for the many I think users that don't necessarily participate in posting their questions. It is getting too difficult to find your answer in a 500 posts thread. My opinion is also that with better support more players will want to try this excellent mod. It is already frustrating to add the base XRM mod and the add-ons you want to accompany it ,with their individual settings etc. More technical support.... more clients :wink:

But that is just my opinion.... I'm already enjoying it :)
Last edited by Methexis on Sun, 22. Jan 12, 10:32, edited 1 time in total.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

ShadowGod56 wrote:i do, if you cant get it to work you need to download cycros salvage claim software and install that onto the ship you want to run it on. then the command should appear properly.
What the...? That's a bit odd.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Grimshad
Posts: 102
Joined: Wed, 6. May 09, 06:31
x3ap

Post by Grimshad »

Well, hopefully removing 50% of the jobs in XRM doesn't break anything later.

Till then I am completely happy running XRM and IR together <3

Thanks for this great mod guys.

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