[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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paulwheeler
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Post by paulwheeler »

manole wrote:Why not go the other route and remove jumping from the commonwealth sectors? Not having a jumpdrive makes the game very interesting.
That is precisely what I have done with the Advanced Universe addon for TC.

I just haven't had time yet to do this for AP.



EDIT - in reply to your next post - the jumpdrive is already XL so can't be mounted on fighters (no need to make capitals ST in XRM as I've added an XXL ware size between XL and ST). Its also very expensive (have you actually played XRM...???). The other things you mention are hard coded and can't be changed.
expnobody
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Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

paulwheeler wrote:
expnobody wrote:someone spotted in chinese forums that Bragi has unsymmetrical left/right turret placement, could anyone check if it is model problem again or it is scene problem?
Its the model. If I make the turrets symmetrical they don't quite line up.

But seriously - the only way you would notice is if you open the scene file up and look at the numbers. I think people are being a little bit picky... :headbang:
uh..didnt i fix the model already?
summer time..
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:Their HQ and asteroids should not be back there in AP:XRM
I meant to remove their HQ from there... did I forget? Damn...
paulwheeler
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Post by paulwheeler »

expnobody wrote:
paulwheeler wrote:
expnobody wrote:someone spotted in chinese forums that Bragi has unsymmetrical left/right turret placement, could anyone check if it is model problem again or it is scene problem?
Its the model. If I make the turrets symmetrical they don't quite line up.

But seriously - the only way you would notice is if you open the scene file up and look at the numbers. I think people are being a little bit picky... :headbang:
uh..didnt i fix the model already?

Seriously - its out by a minuscule amount. You can't visually see it. Don't worry about it.
morikaane
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Post by morikaane »

manole wrote:Not to start a derail in a 500 page thread, but while the jumpdrive is extremely useful to the player, it's also game breaking.
You aren't derailing anything. Just remember that not everyone will agree with your opinion, whether or not it is valid.

Anyway, that aside, the Advanced Universe, like Paul said, will probably be a fair compromise for your particular taste in gameplay. I just hope, in terms of equal footing, that RRF will abide by the jump restrictions.
paulwheeler wrote:I meant to remove their HQ from there... did I forget? Damn...
Oops... :P

Are the asteroids going to stay?

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

Sdloner wrote: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?
Are you using the terran complex construction kits in AP? I believe they are/were bugged (egosoft bug rather than XRM one, although if they were fixed in 1.1 XRM may need updating).
paulwheeler wrote:BTW - have you noticed that I have included the AP hull points for boarding pods?
I'm playing the TC version, I don't suppose that one was of the AP features added in 3.2?
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
I don't see the answers from Gazz about MDMK2 there. It's not smart because I'm not using it for AI ships.
deca.death wrote: Brigantine is awesome ship, lean, mean and maneuverable + gauss cannons = epic win (I've stolen one from hostile territory without loosing rep recently, it was a hell of a venture) but for boarding? I wasn't aware that it could launch boarding pods, same goes for Pteranodon. You probably using some kind of mod, right?
I only discovered it a few days ago myself by accident while checking the encyclopedia entry on boarding pods, but all three pirate-built capitals (Galleon, Brigantine and Carrack) can fire boarding pods. They make nice flexible boarding ships with a large choice of missiles and long range gauss cannons even if they are bigger targets.

Petranodon can't, I was just ambiguous there. I was in the Brigantine, I jumped in the Petranodon and had it firing the gauss cannons while I hid behind it and fired the pods from the brig, accompanied by swarms of wasps. As soon as I launched them the Z's turrets stopped firing, swung round and spammed the pods with quantum shockwaves.

And of course, once I get the pods through my marines still have to capture the ship, which is far from a certainty on a Xenon Z.
"There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup
morikaane
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Post by morikaane »

NeverSnake wrote:I only discovered it a few days ago myself by accident while checking the encyclopedia entry on boarding pods, but all three pirate-built capitals (Galleon, Brigantine and Carrack) can fire boarding pods.
Big fan of the Galleon myself, for all my pirating needs, should I be playing a pirate.

Very appropriate that all the pirate-built capital ships can fire boarding pods - it makes perfect sense they'd rig their ships to shoot them (they are pirates afterall :)).

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

morikaane wrote:
Are the asteroids going to stay?
Of course.
Scoob
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Post by Scoob »

Hi Paul,

Not been able to play for quite some time but literally just installed XRM 1.16, High Hulls & cockpits to my v1.1 AP game.

I've started a new game and all is well so far, however, have you removed the rather nice ship trails of prior TC XRM versions? I did rather like them, but if they're gone they're gone, just wanted to check my install wasn't obviously broken before I invest some play time.

Cheers,

Scoob.

P.S. Thanks for all you and your teams efforts with this - I've sorta been uninclined to play AP prior to XRM being available :)
morikaane
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Post by morikaane »

Hmm... just been zipping around a little, is it just me, or is the Pirate Brigantine a little too cheap being 91mil creditsss?

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

What cockpit mods are compatible with this?
morikaane
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Post by morikaane »

DaMuncha wrote:What cockpit mods are compatible with this?
The ones available for download in the first post (only).

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

DaMuncha wrote:What cockpit mods are compatible with this?
I just use the one listed in the first post - there are various options for what overlays display etc. so read up on them.

Scoob.
morikaane
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Post by morikaane »

Scoob wrote:I just use the one listed in the first post - there are various options for what overlays display etc. so read up on them.
Scoob, are there more than just the four listed in the first post? (curious)

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

Hi,

Sorry, on another note, didn't the Titan previously get a slight speed increase in one of the prior XRM C versions? I just noticed a Titan listed with a max speed of 49.0 m/s once more...has that particular change been lost in AP?

Cheers,

Scoob.
Scoob
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Post by Scoob »

morikaane wrote:
Scoob wrote:I just use the one listed in the first post - there are various options for what overlays display etc. so read up on them.
Scoob, are there more than just the four listed in the first post? (curious)

M.
Erm, they're the only ones I've ever played with :)

Scoob.
Last edited by Scoob on Tue, 24. Jan 12, 16:22, edited 1 time in total.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Scoob wrote:Hi Paul,

Not been able to play for quite some time but literally just installed XRM 1.16, High Hulls & cockpits to my v1.1 AP game.

I've started a new game and all is well so far, however, have you removed the rather nice ship trails of prior TC XRM versions? I did rather like them, but if they're gone they're gone, just wanted to check my install wasn't obviously broken before I invest some play time.

Cheers,

Scoob.

P.S. Thanks for all you and your teams efforts with this - I've sorta been uninclined to play AP prior to XRM being available :)
Ship trails are all still there. If you're not seeing them something is wrong... possibly a TShips conflict.
DaMuncha
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Post by DaMuncha »

I've been using PSCO1 1.32 but thats a bit dated. I want a better looking cockpit mod that uses more ships/cockpits and works with XRM.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Scoob wrote:Hi,

Sorry, on another note, didn't the Titan previously get a slight speed increase in one of the prior XRM C versions? I just noticed a Titan listed with a max speed of 49.0 m/s once more...has that particular change been lost in AP?

Cheers,

Scoob.
Definitely a tships conflict. Titan should have a speed of 66.9.
Scoob
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Post by Scoob »

paulwheeler wrote:
Scoob wrote:Hi Paul,

Not been able to play for quite some time but literally just installed XRM 1.16, High Hulls & cockpits to my v1.1 AP game.

I've started a new game and all is well so far, however, have you removed the rather nice ship trails of prior TC XRM versions? I did rather like them, but if they're gone they're gone, just wanted to check my install wasn't obviously broken before I invest some play time.

Cheers,

Scoob.

P.S. Thanks for all you and your teams efforts with this - I've sorta been uninclined to play AP prior to XRM being available :)
Ship trails are all still there. If you're not seeing them something is wrong... possibly a TShips conflict.
Ooo, that's worrying. Hmm, it's a fresh XRM install too - let me check.

One thing I have noticed with the X3:AP Steam install vs. the Skyrim Steam install (my only other Steam experience bar demos) is that I cannot use the folder duplication trick with AP.

I.e. I'd tried to do the following:

1. Copy my vanilla X3:AP install to a NEW folder for the XRM mod.
2. Mod said folder.
3. Create shortcut to .exe

Now following these steps for Skyrim would launch the content from the copied folder, leaving the vanilla folder alone. However, with AP's Steam wrapper it still insists on reading ALL content from the vanilla folder. This is different to Skyrims Steam wrapper.

This is a pain as it means I cannot maintain a clean vanilla folder. Anyone else notice this? Sorry, not an XRM issue as such, but still valid to all who try to use mods potentially.

Scoob.

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