Have a read of the message you get at the start of a new game. It answers all your questions.GameDrifter wrote:I've just installed this mod last week and have been playing as a Terran fighting a defensive battle against the evil argon's. It just seems like a endless round of fleets to fight.. Does my fights count on a galactic war score card? Is this a fancier version of vanilla AP where it don't matter if I fight in the war or not? Will there be a winning side in the mod?
[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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Hi Paul,
Sorry if the topic has already been discussed.
I just tried a fresh start as ATF Veteran, and in the starting system, there is a station without its entry in the text file.
Identifier for the text referred to is 75000; I have looked in TDocks and I found among the ATF stations the entry SS_DOCK_ATF_COMMAND that is associated with identifier 75000 (and 75001 for description).
In the txt file 9950 there is no such entry and I can not find it anywhere else either; it is actually missing or is there something wrong with my installation? Currently other identifying text function properly.
Thanks in advance.
Sorry if the topic has already been discussed.
I just tried a fresh start as ATF Veteran, and in the starting system, there is a station without its entry in the text file.
Identifier for the text referred to is 75000; I have looked in TDocks and I found among the ATF stations the entry SS_DOCK_ATF_COMMAND that is associated with identifier 75000 (and 75001 for description).
In the txt file 9950 there is no such entry and I can not find it anywhere else either; it is actually missing or is there something wrong with my installation? Currently other identifying text function properly.
Thanks in advance.
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Yes Goner sectors are marked as owned by the Goners on the universe map.Smart_Bomb wrote:
I meant I cant even find gonor space if I use my universe map will it show as being 'owned' by the gonor? Ive only found one goner temple a few jumps from argon prime that sells the jump drive![]()
I meant the factors to produce the illegal goods Im having trouble finding those they are in the normal places ie cloudbase southeast or ceos sprite.
All fabs for illegal goods are for sale from corporation Showrooms.
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If you're seeing that you have not installed the scripts from part 2 properly.Tiek wrote:Hi Paul,
Sorry if the topic has already been discussed.
I just tried a fresh start as ATF Veteran, and in the starting system, there is a station without its entry in the text file.
Identifier for the text referred to is 75000; I have looked in TDocks and I found among the ATF stations the entry SS_DOCK_ATF_COMMAND that is associated with identifier 75000 (and 75001 for description).
In the txt file 9950 there is no such entry and I can not find it anywhere else either; it is actually missing or is there something wrong with my installation? Currently other identifying text function properly.
Thanks in advance.
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- Joined: Sun, 15. Aug 04, 12:21
paulwheeler wrote:If you're seeing that you have not installed the scripts from part 2 properly.Tiek wrote:Hi Paul,
Sorry if the topic has already been discussed.
I just tried a fresh start as ATF Veteran, and in the starting system, there is a station without its entry in the text file.
Identifier for the text referred to is 75000; I have looked in TDocks and I found among the ATF stations the entry SS_DOCK_ATF_COMMAND that is associated with identifier 75000 (and 75001 for description).
In the txt file 9950 there is no such entry and I can not find it anywhere else either; it is actually missing or is there something wrong with my installation? Currently other identifying text function properly.
Thanks in advance.
I extracted the files in their respective subdirectories in \addon, including the new XRM1.18c_PART_2.cat/dat and renamed it in sequence to the previous.
The problem is that I do not find the identifier 75000/75001 anywhere.
I should find it in some file, right?
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As I said, you have not installed the scripts properly, or you have turned off the xrm core functions AL plugin.Tiek wrote:paulwheeler wrote:If you're seeing that you have not installed the scripts from part 2 properly.Tiek wrote:Hi Paul,
Sorry if the topic has already been discussed.
I just tried a fresh start as ATF Veteran, and in the starting system, there is a station without its entry in the text file.
Identifier for the text referred to is 75000; I have looked in TDocks and I found among the ATF stations the entry SS_DOCK_ATF_COMMAND that is associated with identifier 75000 (and 75001 for description).
In the txt file 9950 there is no such entry and I can not find it anywhere else either; it is actually missing or is there something wrong with my installation? Currently other identifying text function properly.
Thanks in advance.
I extracted the files in their respective subdirectories in \addon, including the new XRM1.18c_PART_2.cat/dat and renamed it in sequence to the previous.
The problem is that I do not find the identifier 75000/75001 anywhere.
I should find it in some file, right?
That station is renamed by a script on startup. If you're not seeing the right name, then you have incorrectly installed the scripts.
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Now I understand! Sorry I did not realize that the renaming depends on a scriptpaulwheeler wrote:
As I said, you have not installed the scripts properly, or you have turned off the xrm core functions AL plugin.
That station is renamed by a script on startup. If you're not seeing the right name, then you have incorrectly installed the scripts.

Can you tell me the name of the script so I check if there is?
Thanks.
EDIT:
One question.... the renaming via script is automatic at launch of a new game or need to save and reload; because I have not done saving and reloading. After noticing the missing text I left the game to search for the "cure"

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The script is plugin.xrm.setnames.xml. All scripts sould be installed into "TC\scripts" if playing TC or "TC\addon\scripts" if playing AP.Tiek wrote:Now I understand! Sorry I did not realize that the renaming depends on a scriptpaulwheeler wrote:
As I said, you have not installed the scripts properly, or you have turned off the xrm core functions AL plugin.
That station is renamed by a script on startup. If you're not seeing the right name, then you have incorrectly installed the scripts.!
Can you tell me the name of the script so I check if there is?
Thanks.
EDIT:
One question.... the renaming via script is automatic at launch of a new game or need to save and reload; because I have not done saving and reloading. After noticing the missing text I left the game to search for the "cure"!
It should be automatic when you start a new game.
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Double check that you have installed part 1 and 2 into the addon folder and that you have no mods installed in the root TC folder.poopboypat wrote:I installed a fresh new game and applied the patch for AP 2.0, and I only installed part 1 and part 2 of the install. And each time it crashes when I try and run the game. Anyone have any tips?
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v1.19 coming soon? Someone asked, cant remember.
Ive been testing allmost all M6-class ships(apart from terran tho) and how they fair against fighters and i must say they get shafted, bigtime.
All weapons M6s can mount have insanely hard time hitting fighters at about 2km, while even the artificial-stupidity can hit any M6 at any range.
So, i hope the weapon fixes suggested make it into 1.19 or please, show me a anti-fighter setup M6.
Ive been testing allmost all M6-class ships(apart from terran tho) and how they fair against fighters and i must say they get shafted, bigtime.
All weapons M6s can mount have insanely hard time hitting fighters at about 2km, while even the artificial-stupidity can hit any M6 at any range.
So, i hope the weapon fixes suggested make it into 1.19 or please, show me a anti-fighter setup M6.
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1.19 is coming this week.
I think what may have been happening is that with the faster bullets the hitboxes were small enough that in one frame the bullet was just in front of the fighter and the next frame it had passed the fighter so occasionally it wasn't impacting at all. Obviously the lower the frame rate on the system, the more of an issue this becomes.
I have lengthened all fighter weapon hit boxes. So now an "on-target" bullet should always hit. This will be in 1.19.
I think what may have been happening is that with the faster bullets the hitboxes were small enough that in one frame the bullet was just in front of the fighter and the next frame it had passed the fighter so occasionally it wasn't impacting at all. Obviously the lower the frame rate on the system, the more of an issue this becomes.
I have lengthened all fighter weapon hit boxes. So now an "on-target" bullet should always hit. This will be in 1.19.
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I'm just not seeing issues with corvettes vs fighters, and am a little concerned if is going to be made significantly easier to hit them.
I've changed from a PRG Otas M6 to an Advanced Heavy Osprey with EBC, and am now in a Advanced Nemesis with ISR and HEPT, and all perform exceptionally well.
I get a nervous twitch whenever changes are discussed now, as it seems more or less perfect as it stands... Although the Tern's ability to carry six M6s makes it a seriously powerful opponent... And cheap too, as I remember.
I've changed from a PRG Otas M6 to an Advanced Heavy Osprey with EBC, and am now in a Advanced Nemesis with ISR and HEPT, and all perform exceptionally well.
I get a nervous twitch whenever changes are discussed now, as it seems more or less perfect as it stands... Although the Tern's ability to carry six M6s makes it a seriously powerful opponent... And cheap too, as I remember.
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Yup im an idiot. Thank you!!!!!paulwheeler wrote:Double check that you have installed part 1 and 2 into the addon folder and that you have no mods installed in the root TC folder.poopboypat wrote:I installed a fresh new game and applied the patch for AP 2.0, and I only installed part 1 and part 2 of the install. And each time it crashes when I try and run the game. Anyone have any tips?

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The hit boxes are getting longer (and only a little) not wider. It wont make it easier to hit fighters, but it will ensure that on-target shots actually impact every time on systems with lower frame rates.Gavrushka wrote:I'm just not seeing issues with corvettes vs fighters, and am a little concerned if is going to be made significantly easier to hit them.
I've changed from a PRG Otas M6 to an Advanced Heavy Osprey with EBC, and am now in a Advanced Nemesis with ISR and HEPT, and all perform exceptionally well.
I get a nervous twitch whenever changes are discussed now, as it seems more or less perfect as it stands... Although the Tern's ability to carry six M6s makes it a seriously powerful opponent... And cheap too, as I remember.
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Ecliptic Projector
On a fresh install of steam X3AP, I installed XRM 118c and then the AP bonus pack. I was able to buy an Ecliptic Projector from the OTAS research station (also seen several other places) but I have not been able to get it to work. I had it happen on another mod (XTC) where I screwed up the installation and the Ecliptic Projector appeared in the the place of the real ware, and I was wondering if I had done the same thing this time. Is the Ecliptic Projector even in XRM? and if so, how can I make it work?
Oh, great mod BTW. I didn't realize how lacking the economic balance was in vanilla until I tried out XRM, and I love the bounty system.
Oh, great mod BTW. I didn't realize how lacking the economic balance was in vanilla until I tried out XRM, and I love the bounty system.
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Re: Ecliptic Projector
The xrm does not alter the Ecliptic Projector. Its a left over from older incarnations of X games and although it semi-worked in TC, it's possible that it doesn't work in AP at all. There is a hotkey that needs assigning for it, but as I said, it may simply be broken in AP. It didn't ever do very much except give you an idea where the ecplitic plane was - useful in x2 where everything was very much on the plane, not so use in X3 where stations were moved off of the ecliptic plane.GryphonAscendant wrote:On a fresh install of steam X3AP, I installed XRM 118c and then the AP bonus pack. I was able to buy an Ecliptic Projector from the OTAS research station (also seen several other places) but I have not been able to get it to work. I had it happen on another mod (XTC) where I screwed up the installation and the Ecliptic Projector appeared in the the place of the real ware, and I was wondering if I had done the same thing this time. Is the Ecliptic Projector even in XRM? and if so, how can I make it work?
Oh, great mod BTW. I didn't realize how lacking the economic balance was in vanilla until I tried out XRM, and I love the bounty system.
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