[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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Nemesis_87
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Post by Nemesis_87 »

was just wondering if anyone has a wall file for bounce? some reason i aint been able to generate 1 in Ap yet :P
Sdloner
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Post by Sdloner »

So I'm at the point of pulling my hair out here.
I just built a massive station complex, and I can not for the life of me get the complex construction kits to work at all. It starts like normal, select 2 stations and then place the Hub. After I hit enter nothing happens and the complex construction kit is missing from my freight. It does not even do that annoying slow motion view of the ship then the new station. Everything is green, I'm positive I'm not screwing up and simple steps here. Anyone able to help?

Ive also tried 4 different clean installs, tried fake patch installation, plugin manager installation, install with only XRM, the works.

This is driving me insane, and to boot this is the cleanest complex I have ever built. Took me quite a long time. Someone please wave a magic wand or something and let me get back to this wonderfully addictive mod =P
NOValdemar
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Post by NOValdemar »

joelR wrote:
NOValdemar wrote:Paul,

I dont want to put ideas up on your plate to extend your work but wouldnt it be rather simple in theory to add missions to supply weapons or shields to an NCP in the same way that there are missions currently to supply energy cells or bofu? That way the player could technically pay as a profiteer and it would give pirates who cant sell wares a nice place to off load items!
This is actually a brilliant idea. It makes perfect sense in the XRM universe as well.
It doesnt even need to be pirates. Just a random mission asking for 25 200mj shields or something. You get rep and credits.

Its this sort of gameplay idea that makes the hub plot so enjoyable for me. It gives one another reason to build up an empire.
Yea, thats exactly what I mean. It can operate from each race with NCPs asking for 10 PPC for a military contract or 5 2Gj shields for a teladi who recently 'acquired' argon Titan with some holes in it...

If editing these missions is easy adding fight missions to terran space seems like a good idea, and if someone was really ambitious they could write new ones like combining transport missions with fight missions in a like passenger run.

If paul doesn't have the energy for it maybe some other willing sole could do the gurnt work and paul could maybe just test and integrate if he thinks it works with his mod...
Drockt1
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Post by Drockt1 »

Erenar wrote:Do you have improved boarding installed Drockt? I noticed that with that script running... always very well trained marines so I switched it off :)
I uninstalled Improved boarding, went and killed the ozias that always spawns in the goner sector.. waited for it to respawn, and it re spawned with 18 high star marines.. this makes the ship almost un-cappable with the limit of 20 marines boarding per Large ship. So it must be either AP, or XTC or another mod i have adding the marines.

To clarify, i don't mind a bit of a challenge in boarding. Having a few marines per ship is fine, but when its near the maximum a ship can carry, and you then are boarding with even numbers(add on internal sentry lasers), it can get kinda silly.
incarnyte
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Post by incarnyte »

Just wanted to say this mod is AWESOME!! Spent the first few hours of my first AP Argon game running for my life and trying to contribute to halting the Terran threat in Circle of Labor. Had to sit on the out skirts of the battle and wait for periodic Argon support (as they got destroyed fairly quickly by the massive Terran assault force that was present). Found out the little M3's are not the corvette killers they used to be here lol. Got blown up a bunch before realizing I probably can't take a Vidar that is just as fast as my Eclipse. Most fun I've had in a while. Walked away with about 5 terran bailed M3's, 1 bailed M5 and a bailed Baldric Super Freighter.....and what ever money I got for blowing up as many Terran fighters as I could.
morikaane
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Post by morikaane »

Drockt1 wrote:To clarify, i don't mind a bit of a challenge in boarding. Having a few marines per ship is fine, but when its near the maximum a ship can carry, and you then are boarding with even numbers(add on internal sentry lasers), it can get kinda silly.
I'm not 100% sure, but I think it could be the equipment spawner that XRM uses (which is integrated into it).
incarnyte wrote:AP Argon game running for my life and trying to contribute to halting the Terran threat in Circle of Labor.
Speaking of Argon, I wiped out Omicron Lyrae last night. The one thing that annoyed me though was how some of the argon ships vanished (jumpdrive) and then returned two minutes later with full shields (I finished them off with Mass Drivers though, and did the trick... but it was annoying).

And... no matter how much I hammered them with weapons fire... I couldn't knock out their Jumpdrives (I should scan them to see if they're jumping without one... it wouldn't surprise me... and I only say that because when my ships are around <25% they've almost always lost their Jumpdrive).

Did you have the same problem on your side? (the annoying ship jumping I mean - is it RRF jumping them?)

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Nick 031287
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Post by Nick 031287 »

i see all the trans orbital accelirators been replaced with terrans own jump gates but, hmm i say its good but i woulda kept trans orbital accelirators for areas like jupitor 2 and 3 for example
incarnyte
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Post by incarnyte »

morikaane wrote: Did you have the same problem on your side? (the annoying ship jumping I mean) It's RRF doing that isn't it?

M.
Yes. The same thing was happening on my side.....but for me it was an absolute blessing!! The Terran force was huge compared to my Argon resistance so when the completely overwhelmed Argon M1 or M2 got in trouble it would jump out and regroup. At first I thought they just got decimated with missles or torps (still could be, but I don't think so) but a few minutes later they came back in to reinitiate the battle. Think this is a huge step in the right direction for the AI. Doesn't make sense to constantly sacrifice a ship when it will accomplish nothing.

-SIDE NOTE- What software do I need installed to have an M5 map out a sector? Trying to outfit one my the claimed Terran M5s to be my sector mapping dude.
Drockt1
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Post by Drockt1 »

morikaane wrote:
Drockt1 wrote:To clarify, i don't mind a bit of a challenge in boarding. Having a few marines per ship is fine, but when its near the maximum a ship can carry, and you then are boarding with even numbers(add on internal sentry lasers), it can get kinda silly.
I'm not 100% sure, but I think it could be the equipment spawner that XRM uses (which is integrated into it).
incarnyte wrote:AP Argon game running for my life and trying to contribute to halting the Terran threat in Circle of Labor.
Speaking of Argon, I wiped out Omicron Lyrae last night. The one thing that annoyed me though was how some of the argon ships vanished (jumpdrive) and then returned two minutes later with full shields (I finished them off with Mass Drivers though, and did the trick... but it was annoying).

And... no matter how much I hammered them with weapons fire... I couldn't knock out their Jumpdrives (I should scan them to see if they're jumping without one... it wouldn't surprise me... and I only say that because when my ships are around <25% they've almost always lost their Jumpdrive).

Did you have the same problem on your side? (the annoying ship jumping I mean - is it RRF jumping them?)

M.
The ship jumping is RRF from AP, not really XTC.. but ya they try to jump away, then come back, and will always be fixed up when they do. Sadly i found the cheapest way to clear out the war sector for cheap.. get about 20 laser towers(they are buffed up soooooo much in AP). total cost.. around 3million.... enemies destroyed? In the billions without a single loss, and then i just move the turrets up or to another sector if needed... i LOVE laser towers, but they could prob use a price increase.
morikaane
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Post by morikaane »

incarnyte wrote:Yes. The same thing was happening on my side.....but for me it was an absolute blessing!! The Terran force was huge compared to my Argon resistance so when the completely overwhelmed Argon M1 or M2 got in trouble it would jump out and regroup... ...Think this is a huge step in the right direction for the AI. Doesn't make sense to constantly sacrifice a ship when it will accomplish nothing.
Hmm... maybe I just have to get use to it; or mine the Jump Gates with LTs or M/AM Mines. Say, that sounds like a good idea... *grins wryly*
incarnyte wrote:-SIDE NOTE- What software do I need installed to have an M5 map out a sector? Trying to outfit one my the claimed Terran M5s to be my sector mapping dude.
Explorer Software, or get yourself an M5 with Explorer in its name (better to get one of those, as it has a Military Scanner built-in and the Explorer Software too). You can access the mapping features from the Navigation commands.
Drockt1 wrote:Sadly i found the cheapest way to clear out the war sector for cheap.. get about 20 laser towers(they are buffed up soooooo much in AP). total cost.. around 3million.... enemies destroyed? In the billions without a single loss, and then i just move the turrets up or to another sector if needed... i LOVE laser towers, but they could prob use a price increase.
I second the notion for LaserTowers to be more expensive. The weapon it uses alone (PBC) is at least a million creditsss.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
incarnyte
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Post by incarnyte »

Is there a cheat sheet anywhere to find out what all these software packages do? and/or what combinations are needed to perform certain tasks? In vanilla I would just buy everything cause it was cheap. Now the huge price increases in software (which I like because it makes money more valuable) I don't want to blow too much loot on unnecessary items.
morikaane
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Post by morikaane »

incarnyte wrote:Is there a cheat sheet anywhere to find out what all these software packages do? and/or what combinations are needed to perform certain tasks? In vanilla I would just buy everything cause it was cheap. Now the huge price increases in software (which I like because it makes money more valuable) I don't want to blow too much loot on unnecessary items.
The in-game Encyclopedia should do the trick. You can access it via Personal -> Advanced -> Encyclopedia and then choose what you want to look at. Ship Equipment under wares is probably what you're looking for.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Maskelyne
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Post by Maskelyne »

I'm having some technical difficulties. I've been running XRM 1.12 for a while and decided to upgrade after reinstalling TC, and now wierd things are happening. For example, I chose the Advanced Start and instead of having a Vidar and assorted other ships I was in a Buster and the flight school ship was a mammoth. Mcallum Relay registered as an unknown sector, and the sectors that were supposed to be revealed in the universe map were all wrong. There's also a strange green bar in the center of the main menu. I assumed at first that version 1.16 was to blame(the readme says it's for AP only) but the OP states that it's compatible with TC as well. Now I'm thinking that perhaps the 3.2 patch is the culprit. I patched my previous install and all was well but XRM was already present(albeit an earlier version), so perhaps the order in which the two are installed makes a difference? I don't believe it could be any of the other mods/scripts I'm running because I haven't added any new ones other than the updated version of XRM. I'm at a loss and would really appreciate any help I can get.
"Science without religion is lame, religion without science is blind." - Albert Einstein
morikaane
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Post by morikaane »

Maskelyne wrote:I'm having some technical difficulties. I've been running XRM 1.12 for a while and decided to upgrade after reinstalling TC, and now wierd things are happening.
Are you certain that you've installed the mod correctly?

Did you run the update scripts?

Also, have you tried starting a new game to see if these problems are there too? (just in case it is the save)

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
mkrco
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Does the hub plot work in XRM?

Post by mkrco »

Hi,

I've been playing with XRM for a bit now, and I started a game as Alderan Adventurer (with Terran plot complete). I started the HUB plot, and I'm at the point where I need to enter xenon core 023 and appear inside the hub..However, all that happens is I just wind up in Xenon Core 023.

Is this due to XRM? Or the alternate start with the terran plot complete? Or something else?

I have a feeling if I can just somehow warp myself into the hub, the plot would continue..any way to do that?


EDIT: I'm running TC with XRM + Advanced Universe
thanks,
Marko
Maskelyne
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Post by Maskelyne »

morikaane wrote:
Maskelyne wrote:I'm having some technical difficulties. I've been running XRM 1.12 for a while and decided to upgrade after reinstalling TC, and now wierd things are happening.
Are you certain that you've installed the mod correctly?

Did you run the update scripts?

Also, have you tried starting a new game to see if these problems are there too? (just in case it is the save)

M.
I didn't think the update scripts were necessary since I completely reinstalled TC from scratch. I wiped out the entire directory plus saves and everything, so it's a fresh start.

And I'm fairly certain I've installed everything correctly. I reinstalled the game, patched it up to 3.2, installed the bonus pack, then my scripts/mods in with plugin manager, and XRM. I waited until after I installed XRM to install the bonus material(hull pack, adv. universe, all plots complete) so all should be well. All I can think of is that perhaps I should have installed XRM before the rest of the scripts/mods.
"Science without religion is lame, religion without science is blind." - Albert Einstein
morikaane
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Post by morikaane »

mkrco wrote:Is this due to XRM? Or the alternate start with the terran plot complete? Or something else? I have a feeling if I can just somehow warp myself into the hub, the plot would continue..any way to do that?
Odd. There have been no reports of any issues with the HUB plot using XRM, not for a very long time at least, probably back when XRM was <1.04 or so maybe. However, if you need to get there (and can't) use Cycrow's Cheat Package to reveal all sectors and cheat jump to it.

Not sure what else to do.
Maskelyne wrote:I didn't think the update scripts were necessary since I completely reinstalled TC from scratch. I wiped out the entire directory plus saves and everything, so it's a fresh start.
Okay... so you've started a new game.

You mightn't have installed the mod correctly then. The other thing you could try is a different start and see if you're getting similar problems. Beyond that, I'm not sure.

M.
Last edited by morikaane on Tue, 24. Jan 12, 07:49, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Maskelyne
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Post by Maskelyne »

I'll reinstall everything again, with XRM directly after the patches and bonus pack this time, and try it once more. If that doesn't do it then I'm clueless as to what to try next.
"Science without religion is lame, religion without science is blind." - Albert Einstein
morikaane
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Post by morikaane »

Maskelyne wrote:I'll reinstall everything again, with XRM directly after the patches and bonus pack this time, and try it once more. If that doesn't do it then I'm clueless as to what to try next.
I just tried the Advanced Start in Albion Prelude and it seems to work fine. I'll try it in my retail TC install... give me a few minutes.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
mkrco
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Post by mkrco »

morikaane wrote:
mkrco wrote:Is this due to XRM? Or the alternate start with the terran plot complete? Or something else? I have a feeling if I can just somehow warp myself into the hub, the plot would continue..any way to do that?
Odd. There have been no reports of any issues with the HUB plot using XRM, not for a very long time at least, probably back when XRM was <1.04 or so maybe. However, if you need to get there (and can't) use Cycrow's Cheat Package to reveal all sectors and cheat jump to it.

Not sure what else to do.

M.
Hmm..Ok I did that, and found the hub..But it looks different, none of the gates are active at all (they're all Xs on the sector map)..The plot did continue though..And I got up all the way to the realignment of the first set of gates, but when I go to realign them no available gate pairs are listed..Also, the hub looks different, it doesn't have that reddish tint that I remember from my vanilla playthrough. I wonder what could be causing this. I've got advanced universe add-on installed, does that do something to the gates?

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