[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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Jumee
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Post by Jumee »

swatti wrote:Question:
Are all Ryus supposed to be empty and on "border patrol" ? Never seen any with factories as cargo.
they do from time to time replace lost factories but are also spawned just like regular military ships - that was the case in vanilla too, so Ryu is not just a TL it's like a small patrol warship
BGrey
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Post by BGrey »

I have started making an effort to scour the galaxy for a nice system to put my HQ in and I noticed that some of the unknown type sectors did have their own music (eta psi specifically). Is there a list somewhere of which sectors have unique music?
deca.death
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Post by deca.death »

BGrey wrote:I have started making an effort to scour the galaxy for a nice system to put my HQ in and I noticed that some of the unknown type sectors did have their own music (eta psi specifically). Is there a list somewhere of which sectors have unique music?
Hardly, but if you need a new home there are lot of things to consider, not just the music, besides, best music of all sectors in game is in getsu fune, and it's hardly suited for any base. Too many red dots :) . I was in same dilemma recently, here are my experiences:

Guiding Star - Home base guide
http://forum.egosoft.com/viewtopic.php? ... 52#3786352
BGrey
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Post by BGrey »

Thanks for the info, im not planning on building it yet as i still have quite a bit more exploring to do but i have been keeping my eyes out. I still havent seen most of the sectors you listed but ill go check them out.

Another thing I was wondering was if there is a list of stations and their product/resource use as I believe the mod has changed this (particularly with the terran stations which are the ones I'm interested in). Shipyards only give product amounts.
swatti
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Post by swatti »

A way to change sector-music would be pretty awasome, maybe for a modest fee or so. Any mod around for that?

Somehow i found Presidents End a winner for PHQ-spot but i do hate the background "music", my frigate-fleet keeps Elenas Fortune clean of pirate Brigantines so only few fighters ever make it to PE.

1.19 questions:
- way to track down XL-weapon dealer comin?
- Valhalla "clone" comin? Cant gate-jump now
- what weapons get the hit-rate fix?
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joelR
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Post by joelR »

swatti wrote: - way to track down XL-weapon dealer comin?
Paul doesnt need to make something like that. It already exists.

http://forum.egosoft.com/viewtopic.php?t=223503
Jumee
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Post by Jumee »

Am I right to assume that under no conditions can there be more than one XL weapons dealer in the galaxy? If yes than it looks like even though IR 2.0's EcoBooster is adaptive it should be switched off, as it builds them :/ noticed two XL dealers in Split space :/ (which also shouldn't happen cause they only appear in unknown space right?)

I guess I'll just use the cheat script to delete them, to find out which ones to delete - is the correct one designated as weapons dealer alpha? (saw it ages ago cant remember now, if yes I would just delete all except alpha)

EDIT: ignore this post it is probably IR because I just entered split sector and it had all 3 weapons dealers in it :/
Iceciro
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Post by Iceciro »

EcoBooster is recommended to be turned off when you use XRM and IR together.
nap_rz
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Post by nap_rz »

what's this CWP script that controls weapon configuration on AI ships? and how do I configure it?
Jumee
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Post by Jumee »

Iceciro wrote:EcoBooster is recommended to be turned off when you use XRM and IR together.
yeah I know but new IR's (2.0) EcoBooster is said to adapt and be compatible with pretty much any mod, but I guess it is still not perfectly (btw building Weapon Dealers is the only problem with it that I have found)
A5PECT
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Post by A5PECT »

swatti wrote:A way to change sector-music would be pretty awasome, maybe for a modest fee or so. Any mod around for that?
You can do it yourself. All of the game's music is stored in the x3 terran conflict/soundtrack folder. The only hard part is figuring out which files correspond to which sectors, but there's probably a guide to that floating around the forums somewhere. Search for it.
Jumee wrote:yeah I know but new IR's (2.0) EcoBooster is said to adapt and be compatible with pretty much any mod, but I guess it is still not perfectly (btw building Weapon Dealers is the only problem with it that I have found)
Bring it up in the IR thread. Jack can probably work with Paul to get some kind of station blacklist set up within the IR scripts to stop specific stations from being built by the economic booster.
Admitting you have a problem is the first step in figuring out how to make it worse.
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joelR
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Post by joelR »

KloHunt3r wrote:
swatti wrote:A way to change sector-music would be pretty awasome, maybe for a modest fee or so. Any mod around for that?
You can do it yourself. All of the game's music is stored in the x3 terran conflict/soundtrack folder. The only hard part is figuring out which files correspond to which sectors, but there's probably a guide to that floating around the forums somewhere.
Here you go. This should cover most of it.

http://forum.egosoft.com/viewtopic.php?t=257804

edit: XRM changes some of the sectors music. The list I show is the vanilla list.
paulwheeler
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Post by paulwheeler »

I believe sector music can be changed via the mission director as well - just about all universe map properties can be changed in the MD.

Just don't ask me what the code is coz I have no idea!
paulwheeler
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Post by paulwheeler »

Jumee wrote:
Iceciro wrote:EcoBooster is recommended to be turned off when you use XRM and IR together.
yeah I know but new IR's (2.0) EcoBooster is said to adapt and be compatible with pretty much any mod, but I guess it is still not perfectly (btw building Weapon Dealers is the only problem with it that I have found)
The XRM Strong Arms Weapons Dealer XL will only ever spawn in unknown sectors - so if you're seeing one in split space its been spawned by something else.

Adding more weapons dealers to the universe will cause problems. It will make weapons far too easy to come by, probably mess up the weapon manufacturing economy as the market will be flooded with weapons, and if an XL variant spawns it will break the XRM XL script as its only expecting one in the universe.

Its definitely worth mentioning in the IR thread. Ideally, the EcoBooster should only really spawn fabs that have warestemplate entries.
Last edited by paulwheeler on Tue, 20. Mar 12, 09:48, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

joelR wrote:
swatti wrote: - way to track down XL-weapon dealer comin?
Paul doesnt need to make something like that. It already exists.

http://forum.egosoft.com/viewtopic.php?t=223503
If that script instantly finds all stations in the universe that you haven't actually discovered on the map, then IMO its a bit if a cheat.

My way wont hand it to you on a plate quite so easily.
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Jack08
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Post by Jack08 »

paulwheeler wrote:Its definitely worth mentioning in the IR thread. Ideally, the EcoBooster should only really spawn fabs that have warestemplate entries.
That would be an ideal solution, however its not a possible one; theres no way to check if a ware template entry exists from within the SE.

Currently it works by only allowing spawning of stations that are the same "->get maker race" as the race spawning stations, and it also requires that the station exists within the universe... but i just thought of a workaround

The dealer station runs a script?.. Does it have a flag variable? something on it like 'xrm.wep.dealer' that IR could check and skip if it returns non-null?
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paulwheeler
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Post by paulwheeler »

Jack08 wrote:
Its definitely worth mentioning in the IR thread. Ideally, the EcoBooster should only really spawn fabs that have warestemplate entries.
That would be an ideal solution, however its not a possible one; theres no way to check if a ware template entry exists from within the SE.

Currently it works by only allowing spawning of stations that are the same "->get maker race" as the race spawning stations, and it also requires that the station exists within the universe... but i just thought of a workaround

The XL dealer station runs a script?.. Does it have a flag variable? something on it like 'xrm.xl.dealer' that IR could check and skip if it returns non-null?
There is no flag - the script is not actually run on the station. Its just an AL plugin which periodically runs (every 45mins or so), searches for the stations and does some maintenance jobs.

They have their subtype set to SG_FAC_STORAGE which I don't believe any other stations have. However, there will be other issues. For example, for compatibility with the KOG mod I've added Killerogs entries to the XRM TFactories. The KOG entries are also set to race owned and they just have a standard subtype.

I could probably switch them all to race "0" in the next update. I don't think that would cause any issues as far as the XRM is concerned. But I'd imagine other mod makers have done the same as I have and put added fabs in the race lists. e.g - all of Gazz's complex constructor entries are set to "Xenon" race.
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Jack08
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Post by Jack08 »

The stations current owner, and maker race must match to qualify for spawning; so Gazz's stations should be ignored; hopefully :D

Looking into a way to check the stations subtype but haven't found anything so far; looks like its going to be last resort time... Ill probably have to write a blacklist.
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paulwheeler
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Post by paulwheeler »

Well as I said, I can easily set the weapons dealer stations to race "0". I'm planning on the next release later this week so let me know if you want me to do that.

What about other added stations like shipyards which are in TFactories? There are probably even a few vanilla stations that you don't want spawning - Otas Shipyard for example.
Jumee
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Post by Jumee »

paulwheeler wrote:and if an XL variant spawns it will break the XRM XL script as its only expecting one in the universe
after I have manually deleted (cheat script) all the extra XL dealers do I need to manually restart the script for it? or will it start working again on its own after it sees there is only one station left? (sorry for r******* questions I obviously have 0 understanding of things like that :D)

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