I've got to get to bed but go ahead and post your results and I'll have a look tomorrow. Thanks for your help.morikaane wrote: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.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.
M.
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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"Science without religion is lame, religion without science is blind." - Albert Einstein
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No idea. You'll have to wait for an answer from Paul.mkrco wrote: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?
Sorry

But... actually, now that I think about it... Paul said he turned the Gates in the advanced universe into TOAs - that's probably why it isn't working.
M.
Last edited by morikaane on Tue, 24. Jan 12, 08:31, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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If things are remotely similar to vanilla, then Ore belt is golden prize. I had three of trainee traders there at once, all working. Look for sector with lot of primary raw industry, mines, raw food, minerals ...etc.nap_rz wrote:anyone has any suggestion where to train my 1st sector trader ever in XRM AP? :mrgreen: :mrgreen: :mrgreen:
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Paul,
I'm having trouble running the current XRM with X3:TC. It kept crashing on start up and after a little investigating I found that it seemed to be loading the type files from the addon folder.
Once I deleted the addon folders from the part2 cat/dat and hull pack cat/dat X3:TC worked fine with XRM installed. I'm pretty sure I installed it properly too.
I'm not sure what the heck is going on with it... can some other players test this and see if they're having the same problem...?
M.
I'm having trouble running the current XRM with X3:TC. It kept crashing on start up and after a little investigating I found that it seemed to be loading the type files from the addon folder.
Once I deleted the addon folders from the part2 cat/dat and hull pack cat/dat X3:TC worked fine with XRM installed. I'm pretty sure I installed it properly too.
I'm not sure what the heck is going on with it... can some other players test this and see if they're having the same problem...?
M.
Last edited by morikaane on Tue, 24. Jan 12, 08:57, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Paul after my little test against your terran fleet a few pages back i left the game on seta for 20 - 30 mins OOS an i noticed your whole terran war fleet had respawned already. Do you think the respawn time could be extended as rebuilding a whole terran fleet in 20mins of seta time seems a bit quick.
I should add that it was destroyed in circle of labour and respawned there too, is that correct that it spawns there or should it travel from one of the terran command bases?
I should add that it was destroyed in circle of labour and respawned there too, is that correct that it spawns there or should it travel from one of the terran command bases?
Last edited by dougeye on Tue, 24. Jan 12, 08:58, edited 1 time in total.
I used to list PC parts here, but "the best" will suffice!
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What is the problem exactly? My game runs fine, with occasional totally random CTD but that's "normal" (it's probably caused by litcube missile boat script or latest MBRR, nobody knows exactly, but it doesn't happen very often)morikaane wrote: I'm not sure what the heck is going on with it... anyone else having this problem trying to run the current XRM with X3:TC?
And I'm not sure what do you mean with "retail" - common procedure is to copy whole game folder (steam) and then apply official patches so games become "half retail"
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I was trying a few starts in X3:TC with XRM... and the game kept crashing at start up. It wouldn't even start the game (it'd crash) until I deleted the addon folder (inside the cat/dat files) before it would work.deca.death wrote:What is the problem exactly?
This was happening on a retail installation of X3:TC, so installed from a DVD in other words, so there was no Albion Prelude or Steam involved. FYI it was patched to 3.2.
I'm reasonably sure I didn't mess up installing XRM, installed it more times than I could count, so... I'm not sure what's up with it and the crashing - only what solved it (in my case).
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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You've probably messed up anyway :) That's only explanation I can find, problem would be well known long ago otherwise; retail TC is fairly common. Maybe Paul knows more what was in the "incriminating" folders and why they interacted in the mentioned way.morikaane wrote: I'm reasonably sure I didn't mess up installing XRM, installed it more times than I could count, so...
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ok another question lol trying to edit tbullets to modify the effects of the ion pulse generator to make it less of a damage based weapon and more of a disabler. ive tried editing the normal IPG version and the IPG flak version and nothing seems to have changed ingame, im editing the tbullets in xrm part 2 cat. i know this works as ive edited tships already, apart from i did edit tships in the hull pack which loads after xrm part 2.
I used to list PC parts here, but "the best" will suffice!
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I love all this talk of "realism".
As a race, we can just about manage to put a basic space-station into orbit and hope something (else we put up there) doesn't smash into it.
And yet, somehow, we're calling fantasy weapons in a fantasy universe - in a video-game that lacks Newtonian physics but has talking Squids that all speak English but write in (bad) Kanji instead (and all sound like Germans for some reason) - unrealistic.
What the heck, people. What the heck.
Raw recruits to the XRM cause should also note that saying the word "Paul" in a post when you have an idea does not automatically invalidate the opinions and rebuttals of other users of XRM.
As a race, we can just about manage to put a basic space-station into orbit and hope something (else we put up there) doesn't smash into it.
And yet, somehow, we're calling fantasy weapons in a fantasy universe - in a video-game that lacks Newtonian physics but has talking Squids that all speak English but write in (bad) Kanji instead (and all sound like Germans for some reason) - unrealistic.
What the heck, people. What the heck.

Raw recruits to the XRM cause should also note that saying the word "Paul" in a post when you have an idea does not automatically invalidate the opinions and rebuttals of other users of XRM.
Last edited by Mizuchi on Tue, 24. Jan 12, 09:44, edited 2 times in total.
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Three times in a row, clean install... non-steam retail version... same result. Doubtful.deca.death wrote:You've probably messed up anyway
XRM Part 1 -> 14.cat/dat
XRM Part 2 -> 15.cat/dat copy and replace all additional files
XRM Hull Med -> 16.cat/dat
Start X3:TC - crash on load.
(however, if I did stuff up -- however unlikely -- so be it, but at the same time this should be checked and confirmed / denied).
*hands Muzuchi a Double Chocolate Chip Cookie*Mizuchi wrote:I love all this talk of "realism".
As a race, we can just about manage to put a basic space-station into orbit and hope something (else we put up there) doesn't smash into it.
And yet, somehow, we're calling fantasy weapons in a fantasy universe with talking Squids that all speak English and write in (bad) Kanji unrealistic.
What the heck, people. What the heck.
M.
Last edited by morikaane on Tue, 24. Jan 12, 09:46, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Wise words as usual!Mizuchi wrote:I love all this talk of "realism".
As a race, we can just about manage to put a basic space-station into orbit and hope something (else we put up there) doesn't smash into it.
And yet, somehow, we're calling fantasy weapons in a fantasy universe - in a video-game that lacks Newtonian physics but has talking Squids that all speak English but write in (bad) Kanji instead (and all sound like Germans for some reason) - unrealistic.
What the heck, people. What the heck.
Raw recruits to the XRM cause should also note that saying the word "Paul" in a post when you have an idea does not automatically invalidate the opinions and rebuttals of other users of XRM.

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Yep.dougeye wrote:you are up to date with the retail version? should be v3.2 now.
It's no biggie. I fixed the problem, just wanted to know if anyone else had the problem. It was -- strangely -- loading the \addon\types files and trying to use those -- even when it was X3:TC in a non-steam standalone installation.
XModelViewer was doing the same thing... oddly enough. That's how I figured out what was happening.
Anyway, I'm going back to XRM:AP.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Respawn is set to an hour in-game (non-seta) time.dougeye wrote:Paul after my little test against your terran fleet a few pages back i left the game on seta for 20 - 30 mins OOS an i noticed your whole terran war fleet had respawned already. Do you think the respawn time could be extended as rebuilding a whole terran fleet in 20mins of seta time seems a bit quick.
I should add that it was destroyed in circle of labour and respawned there too, is that correct that it spawns there or should it travel from one of the terran command bases?
The key ship is:
Spoiler
Show
The command ship. If that gets destroyed, the whole fleet will retreat to the nearest shipyard and the fleet will respawn in McCallum Relay.
If the command ship stays alive, other ships will respawn as well, but in situ as they are escorts of the command ship. Think of them as reinforcements. I'd like them to spawn in McCallum relay, but jobs doesn't seem to allow this - and if I'd scripted the whole war, it would still be on the drawing board! I may increase the respawn times of the escorts though.
If the command ship stays alive, other ships will respawn as well, but in situ as they are escorts of the command ship. Think of them as reinforcements. I'd like them to spawn in McCallum relay, but jobs doesn't seem to allow this - and if I'd scripted the whole war, it would still be on the drawing board! I may increase the respawn times of the escorts though.
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[ external image ]morikaane wrote:*hands Muzuchi a Double Chocolate Chip Cookie*
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If thats the case, then only Egosoft can fix it. As far as I was aware, if you run TC it ignores the addon folder. If you run AP it loads TC cat/dats first and then AP on top.morikaane wrote:Paul,
I'm having trouble running the current XRM with X3:TC. It kept crashing on start up and after a little investigating I found that it seemed to be loading the type files from the addon folder.
Once I deleted the addon folders from the part2 cat/dat and hull pack cat/dat X3:TC worked fine with XRM installed. I'm pretty sure I installed it properly too.
I'm not sure what the heck is going on with it... can some other players test this and see if they're having the same problem...?
M.
I'm pretty sure I ran TC the other day by mistake when AP-XRM was installed and it loaded just fine.
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BTW - have you noticed that I have included the AP hull points for boarding pods?deca.death wrote:Hmm, yes I thought the same way myself /pods being prioritized but supposedly, I was wrong. Here is my conversation with script authors, both of them, smart turrets and MD mk2:NeverSnake wrote: On another subject, I've isolated a Xenon Z so I can board it but boarding pods seem to have ridiculously high priority for the anti-missile script (MDMK2). I jumped in a Pteranodon and fired the boarding pods from the same axis and the Xenon Z decided the pods were a bigger threat to it that the 24 gauss cannons shredding it's shields.
On XRM Boarding: Pods been shot .?
Let me know if it needs adjusting up or down.
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AP-XRM Ore belt is in its TC form, not its depleted AP form - so its still a prize.deca.death wrote:If things are remotely similar to vanilla, then Ore belt is golden prize. I had three of trainee traders there at once, all working. Look for sector with lot of primary raw industry, mines, raw food, minerals ...etc.nap_rz wrote:anyone has any suggestion where to train my 1st sector trader ever in XRM AP?![]()
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