No it will sort itself out as long as there is only one XL dealer. The M and the L dealers should not cause any problems except for flooding the market with weapons if there are more of them.Jumee wrote: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 thatpaulwheeler wrote:and if an XL variant spawns it will break the XRM XL script as its only expecting one in the universe)
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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that's good, thanks, I did delete all the extra M and L's too (I already remember where the original ones were), thanks againpaulwheeler wrote:No it will sort itself out as long as there is only one XL dealer. The M and the L dealers should not cause any problems except for flooding the market with weapons if there are more of them.
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the TFactory file doesn't define the entity as a Factory directly. There are a few possible entity types the are generated from the file, {Shipyard} and {Factory} for example, so its possible to filter shipyards out via "->is of class {Shipyard}"paulwheeler wrote: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.
edit: ignore what i wrote in this post if you read it before i deleted it; it was me being silly thinking that the "7" that came up when i checked the otas shipyard was an actual SG_ type, it wassent it i was on XTL TFiles and otas shipyard was at index 7 ... lol
Ill try adding a string search for "ST" in the stations ID; should filter out SG_FAC_STORAGE subtypes
EDIT2:
Test scripts are now available in the IR thread, the they should hopefully solve the problem.
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Hi Paul,
Loving the XRM-AP, really like the new M7C's
But the Paranid Artimis ( wicked design) seems to have a few issues, 1st it seems to be able to fire any races weapons (including Terran) from it's guns and it's hull points are far too much for it compared to other Paranid frigates, its got more hull points than the Aggy heavy assult frigate
So maybe it needs a little love and attention, and a gentle tickle with the nerf stick?
Loving the XRM-AP, really like the new M7C's

But the Paranid Artimis ( wicked design) seems to have a few issues, 1st it seems to be able to fire any races weapons (including Terran) from it's guns and it's hull points are far too much for it compared to other Paranid frigates, its got more hull points than the Aggy heavy assult frigate

So maybe it needs a little love and attention, and a gentle tickle with the nerf stick?
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Yes that will all be sorted in 1.19.Sn4kemaster wrote:Hi Paul,
Loving the XRM-AP, really like the new M7C's![]()
But the Paranid Artimis ( wicked design) seems to have a few issues, 1st it seems to be able to fire any races weapons (including Terran) from it's guns and it's hull points are far too much for it compared to other Paranid frigates, its got more hull points than the Aggy heavy assult frigate![]()
So maybe it needs a little love and attention, and a gentle tickle with the nerf stick?
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No. Its fine to go ahead and install 2.0 and then update to the latest XRM version. Your saves will be fine as long as you follow the XRM 1.18 release notes.Benticus wrote:Just a quick question, do I have to delete everything and reinstall XRM after the 2.0 patch was released? Also, does this mean I lose my savegames? Thanks
You may want to install the RRF fix included in XRM Part 2 as the AP 2.0 patch broke the RRF scripts. See the readme included in the Part 2 zip.
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Hello,
I've been having a blast with this mod but I have a couple of questions.
A) Sometimes certain stations become invisible and intangible except for the docking clamps which function perfectly well. A game restart fixes this but should I worry about something not working well?
B) When I'm in a sector of a race whose license I don't own and I kill unmarked-clean enemy ships, another race (whose license I own) pays me a bounty (eg. Killing a pirate scout in a Split sector resulted in me getting 3000 credits from the Teladi.) Is this normal?
C) A freighter of mine has been pinned in a station Scale Plate Green for a couple of hours by the same 2-3 Xenon ships. Since I jumped straight into 2.0 and can't make a comparison with previous versions, is there a way to find out if the RRF are working properly? (I've replaced the scripts with the 1.1 ones)
Thanks in advance!
I've been having a blast with this mod but I have a couple of questions.
A) Sometimes certain stations become invisible and intangible except for the docking clamps which function perfectly well. A game restart fixes this but should I worry about something not working well?
B) When I'm in a sector of a race whose license I don't own and I kill unmarked-clean enemy ships, another race (whose license I own) pays me a bounty (eg. Killing a pirate scout in a Split sector resulted in me getting 3000 credits from the Teladi.) Is this normal?
C) A freighter of mine has been pinned in a station Scale Plate Green for a couple of hours by the same 2-3 Xenon ships. Since I jumped straight into 2.0 and can't make a comparison with previous versions, is there a way to find out if the RRF are working properly? (I've replaced the scripts with the 1.1 ones)
Thanks in advance!
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A - that sounds like a system issue. Its certainly not an issue with the mod. Are you running up to date drivers for your graphics card? Its certainly nothing I've ever experienced.Comradeer wrote:Hello,
I've been having a blast with this mod but I have a couple of questions.
A) Sometimes certain stations become invisible and intangible except for the docking clamps which function perfectly well. A game restart fixes this but should I worry about something not working well?
B) When I'm in a sector of a race whose license I don't own and I kill unmarked-clean enemy ships, another race (whose license I own) pays me a bounty (eg. Killing a pirate scout in a Split sector resulted in me getting 3000 credits from the Teladi.) Is this normal?
C) A freighter of mine has been pinned in a station Scale Plate Green for a couple of hours by the same 2-3 Xenon ships. Since I jumped straight into 2.0 and can't make a comparison with previous versions, is there a way to find out if the RRF are working properly? (I've replaced the scripts with the 1.1 ones)
Thanks in advance!
B - The 3000 credits from the Teladi is because you were in a split sector that borders Teladi space. The races keep an eye on sectors bordering their space and reward you with small amounts like this for killing enemies. You'll find the reward is higher if you are actually in Teladi space or if you have a Split licence. It means you can go hunting in pirate or unknown sectors and still get rewards.
C - If you've replaced the scripts then RRF should be working fine. Also there are local defences in Scale Plate Green which should be assisting. Sometimes the RRF take a while to respond if their race's space is being invaded in several sectors at once.
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you can always just install IR 2.0 and if ship construction is the only function you want than just disable all othersTiek wrote:Hi Paul,
You have in mind something like the Player Ship Construction of IR 2.0 for the future?
I refer to the choice of equipment for ships ordered at shipyards and especially the introduction of the time required for their construction.
Thanks.
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Why not just use IR 2.0? Paul dosent need to recreate something that already exists. You dont even need to have the combat systems of IR2.0 active to use player ship construction, its completely modular.Tiek wrote:Hi Paul,
You have in mind something like the Player Ship Construction of IR 2.0 for the future?
I refer to the choice of equipment for ships ordered at shipyards and especially the introduction of the time required for their construction.
Thanks.
^Ninja... lol
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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No plans for something like that at the moment - probably way beyond my scripting ability!Tiek wrote:Hi Paul,
You have in mind something like the Player Ship Construction of IR 2.0 for the future?
I refer to the choice of equipment for ships ordered at shipyards and especially the introduction of the time required for their construction.
Thanks.

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Thanks for the swift reply! I have another yet question though. I've noticed that "Enhanced" and "Prototype" variants of M6s can mount weapons that don't match their race. Is this normal or a bug like the Artemis mentioned above?paulwheeler wrote:
A - that sounds like a system issue. Its certainly not an issue with the mod. Are you running up to date drivers for your graphics card? Its certainly nothing I've ever experienced.
B - The 3000 credits from the Teladi is because you were in a split sector that borders Teladi space. The races keep an eye on sectors bordering their space and reward you with small amounts like this for killing enemies. You'll find the reward is higher if you are actually in Teladi space or if you have a Split licence. It means you can go hunting in pirate or unknown sectors and still get rewards.
C - If you've replaced the scripts then RRF should be working fine. Also there are local defences in Scale Plate Green which should be assisting. Sometimes the RRF take a while to respond if their race's space is being invaded in several sectors at once.
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The 9950 text file is the main XRM text file is in the part 2 cat/dat. If its not loading then either you're running a language other than those I've included a text file for (most of the common languages are supported), or Part 2 is not installed correctly.KyoZed wrote:Any ideas why im getting readtext's for 9950 etc.. I cant find that file in my t files. But the xrminst file is there in director.. I get the message that its installed yet I get readtext when i go to AI settings.. Dont have any other mods installed yet..
Check that part two is in the main TC folder if playing TC, or in the "TC\addon" folder if playing AP and that both parts are numbered correctly with two digits (e.g. 03.cat/03.dat and 04.cat/04.dat) and that there are no gaps in your cat/dat numbering.
If indeed part 2 is not installed correctly then more than just the text will be missing and you will need to restart your game once you have corrected the installation.