[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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A5PECT
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Post by A5PECT »

No, that's normal.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Tiek
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Post by Tiek »

paulwheeler wrote:
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.

It should be automatic when you start a new game.
Hi Paul,

Regarding the problem of missing text I did some checking.

First, I reinstalled all the scripts in the directory \addon\scripts and files cat/dat in the directory \addon; however, the problem when start a new game yet occurred in these terms:

Chosen start: ATF Veteran, Sector 10,3

During the waiting phase for configuration of XRM on map the missing texts were as follows: 75002, 75022, 75032, 75034, 75538

Over the configuration phase all missing texts were renamed properly with the exception of 75002, which I have found corresponds to the shipyard SS_FAC_TR_SHIP (that normally is associated with ID 80108 but in this sector is renamed for use by ATF I suppose); I assume this should be renamed as the others by the script plugin.xrm.setnames.xml, but I think this option is missing in script;

Can you please check?

Thanks.
Last edited by Tiek on Mon, 19. Mar 12, 00:35, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Tiek wrote:
paulwheeler wrote:
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.

It should be automatic when you start a new game.
Hi Paul,

Regarding the problem of missing text I did some checking.

First, I reinstalled all the scripts in the directory \addon\scripts and files cat/dat in the directory \addon; however, the problem when start a new game yet occurred in these terms:

Chosen start: ATF Veteran, Sector 10,3

During the waiting phase for configuration of XRM on map the missing texts were as follows: 75002, 75022, 75032, 75034, 75538

Over the configuration phase all missing texts were renamed properly with the exception of 75002, which I have found corresponds to the shipyard SS_FAC_TR_SHIP; I assume this should be renamed as the others by the script plugin.xrm.setnames.xml, but I think this option is missing in script;

Can you please check?

Thanks.
That script has been unchanged for a very long time and I am 99.99999% sure it's fine. If there was a problem, lots of people would have complained. Please bare in mind that the xrm is quite a mature mod with lots of users. If there was a problem this obvious someone would have spotted it a long time ago.

The only other explanation is that the script can't find the station to rename it, which means the universe map is calling the wrong station, which means you likely have a mod conflict.

Check other mods you have installed for a TFactories file. Also try manually running the renaming script.
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joelR
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Post by joelR »

Tiek wrote:
paulwheeler wrote:
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.

It should be automatic when you start a new game.
Hi Paul,

Regarding the problem of missing text I did some checking.

First, I reinstalled all the scripts in the directory \addon\scripts and files cat/dat in the directory \addon; however, the problem when start a new game yet occurred in these terms:

Chosen start: ATF Veteran, Sector 10,3

During the waiting phase for configuration of XRM on map the missing texts were as follows: 75002, 75022, 75032, 75034, 75538

Over the configuration phase all missing texts were renamed properly with the exception of 75002, which I have found corresponds to the shipyard SS_FAC_TR_SHIP (that normally is associated with ID 80108 but in this sector is renamed for use by ATF I suppose); I assume this should be renamed as the others by the script plugin.xrm.setnames.xml, but I think this option is missing in script;

Can you please check?

Thanks.
Out of curiosity, do you use Bounce?
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Tiek
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Post by Tiek »

paulwheeler wrote: That script has been unchanged for a very long time and I am 99.99999% sure it's fine. If there was a problem, lots of people would have complained. Please bare in mind that the xrm is quite a mature mod with lots of users. If there was a problem this obvious someone would have spotted it a long time ago.

The only other explanation is that the script can't find the station to rename it, which means the universe map is calling the wrong station, which means you likely have a mod conflict.

Check other mods you have installed for a TFactories file. Also try manually running the renaming script.
No mod installed that touch the TFactories and no changes made ​​to the map; I have already tried to manually run the script.
I can not understand the source of the problem because otherwise works normally!
This is really a mystery to me :?
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Tiek
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Post by Tiek »

joelR wrote: Out of curiosity, do you use Bounce?
Hi JoelR,

No, never used!
paulwheeler
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Post by paulwheeler »

Ok - I will have a look at things tomorrow and see if I can think of an explanation of what might be causing your issue. Its certainly some kind of conflict.
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Tiek
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Post by Tiek »

paulwheeler wrote:Ok - I will have a look at things tomorrow and see if I can think of an explanation of what might be causing your issue. Its certainly some kind of conflict.
Thanks very much Paul!

Anyway could you tell me what name should appear on the map associated with this station?
pgfujg
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Post by pgfujg »

Are there any known issues with XRM and Lucike's script pack? I can't seem to find any mentions by searching, which either means there are no known problems or that my searching is ineffectual.
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joelR
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Post by joelR »

pgfujg wrote:Are there any known issues with XRM and Lucike's script pack? I can't seem to find any mentions by searching, which either means there are no known problems or that my searching is ineffectual.
Its fine. I wouldnt use his jump beacon script though. XRM already has something similar.
A5PECT
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Post by A5PECT »

I think most of Lucike's scripts should be fully compatible with XRM.

No one has ever reported any of his scripts causing problems with XRM, and I've personally used his CAG, CLS, and EST scripts alongside XRM without incident.
Admitting you have a problem is the first step in figuring out how to make it worse.
pgfujg
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Post by pgfujg »

joelR wrote:
pgfujg wrote:Are there any known issues with XRM and Lucike's script pack? I can't seem to find any mentions by searching, which either means there are no known problems or that my searching is ineffectual.
Its fine. I wouldnt use his jump beacon script though. XRM already has something similar.
How do jump beacons work in XRM? If it doesn't cause any problems I suppose it'll come down to comparing the features.
A5PECT
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Post by A5PECT »

You purchase them, drop them, then jump to them.

Oh, and they're only available through XRM if you're playing AP.

If you want jump beacons in TC you have to use another third-party script.
Admitting you have a problem is the first step in figuring out how to make it worse.
paulwheeler
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Post by paulwheeler »

Tiek wrote:
paulwheeler wrote:Ok - I will have a look at things tomorrow and see if I can think of an explanation of what might be causing your issue. Its certainly some kind of conflict.
Thanks very much Paul!

Anyway could you tell me what name should appear on the map associated with this station?

I've had a check and you are right to an extent, this station is not renamed by the renaming script.

However, it doesn't need to be as X3 picks up the rename from the universe map - in this case page 17, ID 75002, which is defined in the 7027 text file.

The reason the other stations are renamed via script is because X3 doesn't pick up name redirections properly for stations defined in TDocks and all you get is the redirection code. However, this station is defined in TFactories which the game usually picks up name redirections for just fine.

As I said, if this were a problem, more than one person would be complaining.

So, the question is, why is your game not picking up the name override for this station?

I've absolutely no idea. As I said, it seems to work just fine for everyone else...

As for a way around it - if you truly believe the rest of the XRM is working correctly, then you could simply rename it via a script like I have with the other docks in that sector. Its correct name is "AGI Task Force Flight School".

However, you may find that there are other stations around the universe that may have this problem if there is something in your installation which is blocking the game from picking up name overrides for TFactories stations. It would be better to actually work out what the problem is.

The only thing I can think of is that a script is somehow blocking the renaming process somehow. It sounds like its picking up the redirection code (in this case {17,75002}), but not the associated text.

The only other possibility is that you have another script or mod installed which uses the 7027 text file. But then you'd be seeing lots of blank names on sectors and other stations too.

Have a look in your "addon\t" folder for any text file named 7027 and in other cat/dats too.
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Tiek
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Post by Tiek »

paulwheeler wrote:
Tiek wrote:
paulwheeler wrote:Ok - I will have a look at things tomorrow and see if I can think of an explanation of what might be causing your issue. Its certainly some kind of conflict.
Thanks very much Paul!

Anyway could you tell me what name should appear on the map associated with this station?

I've had a check and you are right to an extent, this station is not renamed by the renaming script.

However, it doesn't need to be as X3 picks up the rename from the universe map - in this case page 17, ID 75002, which is defined in the 7027 text file.

The reason the other stations are renamed via script is because X3 doesn't pick up name redirections properly for stations defined in TDocks and all you get is the redirection code. However, this station is defined in TFactories which the game usually picks up name redirections for just fine.

As I said, if this were a problem, more than one person would be complaining.

So, the question is, why is your game not picking up the name override for this station?

I've absolutely no idea. As I said, it seems to work just fine for everyone else...

As for a way around it - if you truly believe the rest of the XRM is working correctly, then you could simply rename it via a script like I have with the other docks in that sector. Its correct name is "AGI Task Force Flight School".

However, you may find that there are other stations around the universe that may have this problem if there is something in your installation which is blocking the game from picking up name overrides for TFactories stations. It would be better to actually work out what the problem is.

The only thing I can think of is that a script is somehow blocking the renaming process somehow. It sounds like its picking up the redirection code (in this case {17,75002}), but not the associated text.

The only other possibility is that you have another script or mod installed which uses the 7027 text file. But then you'd be seeing lots of blank names on sectors and other stations too.

Have a look in your "addon\t" folder for any text file named 7027 and in other cat/dats too.

Hi Paul,

Thanks for your accurate analysis of the problem.

Due to your instructions I managed to solve the mystery.

The text file 7027-L039 for TC is correct but the one in the directory \addon\t for AP reports how language id 44 and then was ignored by my Italian version of AP; after correction everything works normally.

Indeed, previously, the other stations were renamed by the script plugin.xrm.setnames but their descriptions were absent.
Now, the descriptions are operational.

Moreover, the sector was generally called Sector 10,3 (now ATF Forseti) and soon, throughout the game, I think I would have noticed other anomalies related to the names of other sectors.

Thanks so much for the assistance :D .
feygan
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Post by feygan »

Just wondering if 1.19 will include the mentioned changes to ship construction times?
swatti
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Post by swatti »

feygan wrote:Just wondering if 1.19 will include the mentioned changes to ship construction times?
Hoping this too, 13 hours for M6 is just wrong.
paulwheeler
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Post by paulwheeler »

Yes - that will be in 1.19.
Iceciro
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Post by Iceciro »

Do you have a time/materials goal relative to the current ones that you're looking at?
swatti
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Post by swatti »

Mats seem somewhat decent, credit cost should be much lower tho.

Ocracokes Storm has Yaki Kariudo and a Ryu just waiting to be capped and recycled. Beats hunting mats.

Question:
Are all Ryus supposed to be empty and on "border patrol" ? Never seen any with factories as cargo.

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