[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
robalexhall
Posts: 566
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by robalexhall »

!!!
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

nap_rz wrote:whose ship is that? can I attack/board/force it to eject without reputation hit?
Reputation hits do something serious now? :o
paulwheeler wrote:People who have spotted Mammoths in Terran space - I'm 99.99% sure its not the XRM spawning these. Mammoths are spawned when a script or job cannot find the ship it is trying to spawn.
Does that mean that there's something wrong with the vanilla AP generic mission scripts?

(and goes without saying, thanks for the new update Paul :))

Cheers,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

I mentioned I started an AP game last night... noticing an issue and I think it's IE but just posting to see if anyone can help. (Not used IE before for TC and this is the only difference between TC and AP script/mod list for me).

Cat order is:

1 & 2 AP
3 Complex Cleaner
4 LI_Mod for FDN
5 IE 1.1
6 & 7 XRM
8 Military Hud

The problem: All showrooms are showing as Federal Argon Shipyards. Just entered Company Pride and there's a Federal Argon Shipyard... I had noticed it before but thought it was a missed station or something but the pattern is now clear... showrooms are not appearing as they should.

Any idea as to the cause/solution?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

morikaane wrote:
Does that mean that there's something wrong with the vanilla AP generic mission scripts?
I don't know - it might be. I've not seen one myself so I kind of suspect some other script, but it could be a mission thing. I know some Terran mission ships, such as the escort mission will spawn as non-terran ships. I'm going to try and fix these at some stage.

If someone can spot one when they are OOS on a satellite that would help as the mission ships only spawn when the player is in sector I think.

Its certainly not jobs anyway, and no XRM scripts spawn ships.
Malaras
Posts: 60
Joined: Tue, 17. Jan 12, 06:55
x4

Post by Malaras »

Thanks for the awsers.

Wasnt asking a question about "I Win ships".
Last edited by Malaras on Mon, 23. Jan 12, 14:53, edited 1 time in total.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Erenar wrote:I mentioned I started an AP game last night... noticing an issue and I think it's IE but just posting to see if anyone can help. (Not used IE before for TC and this is the only difference between TC and AP script/mod list for me).

Cat order is:

1 & 2 AP
3 Complex Cleaner
4 LI_Mod for FDN
5 IE 1.1
6 & 7 XRM
8 Military Hud

The problem: All showrooms are showing as Federal Argon Shipyards. Just entered Company Pride and there's a Federal Argon Shipyard... I had noticed it before but thought it was a missed station or something but the pattern is now clear... showrooms are not appearing as they should.

Any idea as to the cause/solution?
Something is blocking the XRM TFactories. Its not IE. Double check your cat/dat order. Make sure CC and LI_Mod are lower numbers than XRM.
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

nap_rz wrote: :lol: whose ship is that? can I attack/board/force it to eject without reputation hit?
It's the goner ship. Rep is irrelevant /easy to win back, but two things you must know; boarding in XRM is thoroughly difficult for a number of reasons but most prominent would be improved turret logic /weapon usage (mandatory for XRM, because, again, of very fast and deadly missiles and missile boats) and high speed weaponry /beam weapons that will kill your pods 5km away. Other thing would be that this thing is absolutely deadly, it will kill anything including biggest capital warships in shortest time possible. So once when you have money, marines, ships and resources and plenty of experience in boarding ships you might give it a try.
garrry34
Posts: 911
Joined: Sun, 17. Jul 05, 14:43
x3tc

Post by garrry34 »

Paul would you consider making that double named sector the one at the top of the map into a terran sector, I'm thinking the sun...
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

The cat numbers are the ones i posted :) so cc is 03, li is 04, ie is 05, xrm is 06 and 07 and military hud is 08.
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

Malaras wrote:Hello, I'm new to the game been playing for 4-5 days or so. Was wondering does this have sector take overs n such? Also possible to wipe out every race ect?
Also is the any type of alliance type stuff mod/script.

If not could i get pointed in the right direction my head about to explode from all this reading lol.
Right direction would be post nr.1 in this thread. Everything is explained there in detail. You really need nothing else except this mod and mods it recommends /links to on mentioned page, because it already incorporates like hundreds of distinct modifications, script and standalone modules. Later when you get some experience you'll know better what to incorporate more /what do you lack especially, if anything. It's hard to give recommendation because most of players here run several additional (often minor, but sometimes larger like IR or MBRR or pirate guild) scripts and they often choose totally different stuff, because there are tons of them and they all are good in some way.


I'm wanting my game to be some what like space empires 5 was.
My very friendly advice to you would be to forget as quickly as possible every experience with "similar" games you've think you previously had and play X3 XRM with open mind, expecting nothing. This is far better and far more comprehensive game that anything you've might previously played, but sometimes wrong expectation might ruing game experience even before it started.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Erenar wrote:The cat numbers are the ones i posted :) so cc is 03, li is 04, ie is 05, xrm is 06 and 07 and military hud is 08.
Well as I said, something is blocking the game from seeing the XRM TFactories. It may have only been when you started the game. I suggest try starting a new game, if the showrooms have the wrong model, look for that conflicting mod.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

Malaras wrote:Wasnt asking a question about "I Win ships".
Sorry... my brain glazes over sometimes. My bad. :P

There is no 'definite end'. Just think of XRM:AP, in particular, as a massive endless sandbox. That doesn't prevent you from creating your own goals, like carving out an empire from a bunch of sectors, being a massive tech tycoon or something like that though.

There are also a whole bunch of mods that can add 'more purpose' to the game, but it all depends what you're after. Things like Pirate Guild and Improved Races and whatnot.

I hope that helps more than my last answer.

Cheers,
M.
Last edited by morikaane on Mon, 23. Jan 12, 15:35, edited 4 times in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

Restart worked.... only thing that i can imagine was that on my original start i had the bounce cat/dat at highest number to create the wall file.... and i know that blocks the complex cleaner so must have done the same for xrm.

Thanks for your help and the 1.16 update :)
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Erenar wrote:Restart worked.... only thing that i can imagine was that on my original start i had the bounce cat/dat at highest number to create the wall file.... and i know that blocks the complex cleaner so must have done the same for xrm.

Thanks for your help and the 1.16 update :)
You dont want save or play with the bounce cat/dat active.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

joelR wrote:You dont want save or play with the bounce cat/dat active.
Yeah... doesn't that just generate the wall file? :P

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

It was only enabled when i started the new AP game :) I removed it once the wall was created but the residual effects must have crept through into the save.

Just to clarify, i was tired, it was late, i was excited to get ap with xrm going... I made mistakes... namely starting the game, setting up AL and plugins, keybinds, dock for autosave, undock, run bounce, add wall to t, load up save.... when i should have just created wall file, restarted, then mess about with settings -.-

And today I have a headache from staying up too late :( I blame that Paulwheeler dude!
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

Erenar wrote:Just to clarify, i was tired, it was late, i was excited to get ap with xrm going... I made mistakes... namely starting the game, setting up AL and plugins, keybinds, dock for autosave, undock, run bounce, add wall to t, load up save.... when i should have just created wall file, restarted, then mess about with settings -.-
:lol:

Chillax, it's all good. :P

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 »

Erenar wrote: I blame that Paulwheeler dude!
So do I - he's ruined my life!!! :evil:
littleliliput
Posts: 11
Joined: Thu, 24. Nov 11, 17:51
x3ap

Post by littleliliput »

nap_rz wrote: (...)
1. all capital grade weapons should not be slower than fighter class weapons, so I'm talking about giving PPC something like 5x the speed of it is now, so a PPC will travel at 2500m/s or such that it is faster than, say...a PRG...

2. however, their rate of fire should be also significantly lower my guesstimate, the fastest capital weapon should not fire weapon faster than 1 shot every 10 seconds kinda like how the Teladi gauss cannon work now....
(...)
Nap_rz has a point. Capital weapons have high damage but lack feeling of this power.
Paul could it be possible to implement those two suggestions? Or could there be a different solution?
Capital weapons as they are now are ok, but I think it's worth trying to make them better and really fun to play with.
garrry34
Posts: 911
Joined: Sun, 17. Jul 05, 14:43
x3tc

Post by garrry34 »

paul why are the terran freight drone in darkspace under commonwealth races, is it a jobs thingy...
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit

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