It is normal. It makes the enhanced/prototype ships a bit more unique.Comradeer wrote: 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?
[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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Wow i cant believe i missed the issue with leading 0's and screwed that up, thx! Was exactly my problem.paulwheeler wrote: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.
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It's built in to the xrm scripts so i recommend not trying to alter it.nap_rz wrote:anyone know?nap_rz wrote:what's this CWP script that controls weapon configuration on AI ships? and how do I configure it?![]()
But don't worry, I have relaxed the weapon priorities in 1.19 which will increase weapon spawning variety, including enabling the spawning of M/AML and FBC on ai ships, which I assume is what you are after.
Its coming tomorrow.
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Hi Paul,
Just noticed that the new Boron Hammerhead M7c light carrier also has the same hull points as a light destroyer.....so maybe that needs a slight spanking with the nerf stick too?
Also this is a short list of thing of little bugs i have mentioned in the past, if they have already been fixed for 1.19 apologies but i know you miss things as you have so many things to do
1.Bragi top left turret still does not fire/rotate like the other's (Nagoya had a similar problem but you fixed that)
2.Bragi bottom quad turret is slightly out......just needs moving forward a little unless you get close you don't notice it, but its just mostly floating in thin air.
3.Medusa Vanguard still can not be bought from any ship yard!
Just noticed that the new Boron Hammerhead M7c light carrier also has the same hull points as a light destroyer.....so maybe that needs a slight spanking with the nerf stick too?
Also this is a short list of thing of little bugs i have mentioned in the past, if they have already been fixed for 1.19 apologies but i know you miss things as you have so many things to do

1.Bragi top left turret still does not fire/rotate like the other's (Nagoya had a similar problem but you fixed that)
2.Bragi bottom quad turret is slightly out......just needs moving forward a little unless you get close you don't notice it, but its just mostly floating in thin air.
3.Medusa Vanguard still can not be bought from any ship yard!
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- Joined: Sun, 25. Dec 05, 10:42
yes that's what I'm after, big thankspaulwheeler wrote:It's built in to the xrm scripts so i recommend not trying to alter it.nap_rz wrote:anyone know?nap_rz wrote:what's this CWP script that controls weapon configuration on AI ships? and how do I configure it?![]()
But don't worry, I have relaxed the weapon priorities in 1.19 which will increase weapon spawning variety, including enabling the spawning of M/AML and FBC on ai ships, which I assume is what you are after.
Its coming tomorrow.


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Yep - all fixed in 1.19.Sn4kemaster wrote:Hi Paul,
Just noticed that the new Boron Hammerhead M7c light carrier also has the same hull points as a light destroyer.....so maybe that needs a slight spanking with the nerf stick too?
Also this is a short list of thing of little bugs i have mentioned in the past, if they have already been fixed for 1.19 apologies but i know you miss things as you have so many things to do
1.Bragi top left turret still does not fire/rotate like the other's (Nagoya had a similar problem but you fixed that)
2.Bragi bottom quad turret is slightly out......just needs moving forward a little unless you get close you don't notice it, but its just mostly floating in thin air.
3.Medusa Vanguard still can not be bought from any ship yard!
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Jumee wrote: you can always just install IR 2.0 and if ship construction is the only function you want than just disable all others
@Jack08 and @Jumee:Jack08 wrote: 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.
^Ninja... lol
Thanks guys! I had some doubts about the combined use of IR and XRM for AP, but you Jack have them fully clarified in the forum of your IR.
I certainly will install IR 2.0

Thanks again.
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UPDATE RELEASED v1.19
---------------------------------
Update for TC and AP users.
If continuing a 1.18 XRM save it is essential that you follow the update instructions below.
PLEASE READ THE PATCH INSTRUCTIONS - They are not the same as usual!
COMPONENTS THAT REQUIRE UPDATING:
XRM Part 1
XRM Part 2
Hull packs
MARS Data
Please ensure that you recopy all scripts from Part 2 as many have changed. Just copy and paste them into your scripts folder overwriting the originals.
AP users - I highly recommend you copy all scripts from the "XRM-AP RRF FIX\XRM Modded RRF" folder in part 2 into your "addon\scripts" folder as these contain changes (fixes) to the default RRF behaviour. See the notes below for more info.
SHIPS THAT REQUIRE CLONING:
If continuing a save game
Valhalla
SHIPS/STATIONS THAT MUST NOT BE IN SECTOR DURING UPGRADE:
If continuing a save
Coelacanthe
Oceanus
Any PAR Shipyard
Kyoto
Changelog:
Fixed - Added optional set of scripts to fix some RRF behaviour such as PTP jumping, picking up random ships and instant emergency jumping. See notes below (AP)
Fixed - Bragi turret issues
Fixed - PAR Shipyard model now uses standard SY model as the old models were causing issues with RRF ships trying to dock at them (AP)
Fixed - Missing map links (AP)
Fixed - Artemis weapon compatibility (AP)
Fixed - Hull strengths on AP M7 carriers (AP)
Fixed - Atmospheric lifter price
Fixed - Valhalla not jumping - see notes below (AP)
Fixed - Medusa Vanguard for sale
Fixed - Boreas rear turret issue
Fixed - swapped Kyoto turret models to use Cadius' models (AP)
Fixed - Increased hit box length of all fighter weapons to stop them from passing through targets in low frame rate situations.
Fixed - AP SRST file now updated for XRM ships (AP)
Fixed - HQ production times, and money and resource requriements rebalanced - See notes below
Fixed - Added models for Xenon wreckage in Dark Space Cluster
Fixed - M/AML rebalanced as a mini-gauss type weapon with long range and fast bullet speed
Fixed - CWP weapon priorities relaxed to give a bit more variety in weapon spawning - see notes below
Fixed - Various other jobs tweaks
Added - New models for Boron Oceanus (AP) and Coelacanthe
Added - New ships - Paranid Poseidon M2L, Xenon X M8, Xenon R M3B
Added - New missile trails
Added - New gate link between Midnight Star and NJY's Deception (AP)
Added - New effects for IPG and M/AML
Added - Weapons to Kha'ak Military Transport
Added - New versions of all Equipment Docks and Trading Stations for player use with extended storage
SPECIAL INSTRUCTIONS IF CONTINUING A V1.18 XRM GAME - BOTH TC AND AP
------------------------------------------------------------------------------------
Please follow these instructions to fully benefit from all the above fixes in a continuing game.
- Update all XRM components required
- Load your save.
- If not already enabled, enable the script editor (change pilot name to "Thereshallbewings")
If running Albion Prelude:
- Open the script editor and scroll down to the following script: "temp.xrm.1.18to1.19patch.AP".
- Hit "r" then enter twice to run the script
If running Terran Conflict:
- Open the script editor and scroll down to the following script: "temp.xrm.1.18to1.19patch.TC".
- Hit "r" then enter twice to run the script
A new game does not require these patches to be run.
NOTES:-
Due to the changes to hull strengths in AP, I recommend AP users run the temp.srm.hull.reload.xml script included with the hull packs, otherwise your AP M7 carriers will have greater than 100% hull.
After running the patch you will see no Paranid M2s or the main ATF Flagship. These will respawn after a while to include the new models added in v1.19
The optional RRF scripts for AP address issues I have personally with the built in AP RRF. These include their point to point jumping ability - they now use gates like everyone else except if there is a major traffic jam and the ship has been delayed jumping for a while. This slows down their responce times a little and makes things a bit more balanced. They no longer pick up random ships to use as a fighter wing. It was silly to see them launch civilian ships at enemies! I'm not certain, but I think its this behaviour which causes ships occasionally to lose orders OOS (which is what was fixed in AP 2.0, when they broke the rest of RRF), so hopefully its fixed that too. They no longer instantly jump when emergency jump is initiated. Instead they start a normal ten second timed jump so it is now possible for a RRF ship to be destroyed. The scripts can be found in part 2 in the "AP-XRM RRF FIX" folder. See the AP Readme in part 2 for more information.
The Valhalla being blocked from jumping to gates in AP seems to be hard coded to that TShips entry. In order to get around this I have duplicated the Valhalla entry and this new one now jumps normally. The swapping of versions for the NPC and the ATF HQ versions is handled by the patch script. However, if you own a Valhalla, you will need to manually create a new one and destroy the old one (cloning won't work as its essentially a new ship) using the cheat scripts. The old non-jumping version is named Valhalla Hauler to differentiate it from this new version.
The relaxing of CWP weapon priorities will increase the variety of weapons that spawn, especially on military lead ships. You should now see beam weapons and "alternative" weapons like the M/AML more often. This will only take effect on newly spawned ships. All ships that already exist in your universe will keep their current loadouts.
The HQ building/repair etc. rebalancing has been done on a station type basis. All HQs have had their money requirements slashed and the time taken has also been reduced.
The main player HQs are geared around repairing so although their production times have been reduced, their repair times/money req are grately reduced. The Shipyards are the main production centres so production times/money reqs. are much lower than HQs, but their repair times/money req are longer/higher. Freight Docks and Asteroid bases will now repair ships.
All race Equipment Docks, Trading Stations and Military Outposts for sale now provide HQ-like storage levels making them much more useful. In addition, Military Outposts will repair ships. This will only work on newly purchased docks. If you wish to clone your existing docks to get these features, don't use the clone function in the cheat scripts. Instead cheat in a new one and destroy the old one. You will see two versions of every dock when you try to cheat one in. The version you want to spawn is the one with a volume ending in "1".
Resources required to produce Terran ships have been changed slightly. They no longer require Teladianium, Cloth Rimes or Raster Oil, but instead require Hull Plating, Water and Terran MRE.
I believe the HQ changes will only take effect on newly created HQs. So if you already own one, cheat in a new one and destroy the old one.
I intend 1.19 to be the final release with any significant content for TC. From now on all updates will focus on AP. Of course, if any bugs come up for TC these will be addressed.
---------------------------------
Update for TC and AP users.
If continuing a 1.18 XRM save it is essential that you follow the update instructions below.
PLEASE READ THE PATCH INSTRUCTIONS - They are not the same as usual!
COMPONENTS THAT REQUIRE UPDATING:
XRM Part 1
XRM Part 2
Hull packs
MARS Data
Please ensure that you recopy all scripts from Part 2 as many have changed. Just copy and paste them into your scripts folder overwriting the originals.
AP users - I highly recommend you copy all scripts from the "XRM-AP RRF FIX\XRM Modded RRF" folder in part 2 into your "addon\scripts" folder as these contain changes (fixes) to the default RRF behaviour. See the notes below for more info.
SHIPS THAT REQUIRE CLONING:
If continuing a save game
Valhalla
SHIPS/STATIONS THAT MUST NOT BE IN SECTOR DURING UPGRADE:
If continuing a save
Coelacanthe
Oceanus
Any PAR Shipyard
Kyoto
Changelog:
Fixed - Added optional set of scripts to fix some RRF behaviour such as PTP jumping, picking up random ships and instant emergency jumping. See notes below (AP)
Fixed - Bragi turret issues
Fixed - PAR Shipyard model now uses standard SY model as the old models were causing issues with RRF ships trying to dock at them (AP)
Fixed - Missing map links (AP)
Fixed - Artemis weapon compatibility (AP)
Fixed - Hull strengths on AP M7 carriers (AP)
Fixed - Atmospheric lifter price
Fixed - Valhalla not jumping - see notes below (AP)
Fixed - Medusa Vanguard for sale
Fixed - Boreas rear turret issue
Fixed - swapped Kyoto turret models to use Cadius' models (AP)
Fixed - Increased hit box length of all fighter weapons to stop them from passing through targets in low frame rate situations.
Fixed - AP SRST file now updated for XRM ships (AP)
Fixed - HQ production times, and money and resource requriements rebalanced - See notes below
Fixed - Added models for Xenon wreckage in Dark Space Cluster
Fixed - M/AML rebalanced as a mini-gauss type weapon with long range and fast bullet speed
Fixed - CWP weapon priorities relaxed to give a bit more variety in weapon spawning - see notes below
Fixed - Various other jobs tweaks
Added - New models for Boron Oceanus (AP) and Coelacanthe
Added - New ships - Paranid Poseidon M2L, Xenon X M8, Xenon R M3B
Added - New missile trails
Added - New gate link between Midnight Star and NJY's Deception (AP)
Added - New effects for IPG and M/AML
Added - Weapons to Kha'ak Military Transport
Added - New versions of all Equipment Docks and Trading Stations for player use with extended storage
SPECIAL INSTRUCTIONS IF CONTINUING A V1.18 XRM GAME - BOTH TC AND AP
------------------------------------------------------------------------------------
Please follow these instructions to fully benefit from all the above fixes in a continuing game.
- Update all XRM components required
- Load your save.
- If not already enabled, enable the script editor (change pilot name to "Thereshallbewings")
If running Albion Prelude:
- Open the script editor and scroll down to the following script: "temp.xrm.1.18to1.19patch.AP".
- Hit "r" then enter twice to run the script
If running Terran Conflict:
- Open the script editor and scroll down to the following script: "temp.xrm.1.18to1.19patch.TC".
- Hit "r" then enter twice to run the script
A new game does not require these patches to be run.
NOTES:-
Due to the changes to hull strengths in AP, I recommend AP users run the temp.srm.hull.reload.xml script included with the hull packs, otherwise your AP M7 carriers will have greater than 100% hull.
After running the patch you will see no Paranid M2s or the main ATF Flagship. These will respawn after a while to include the new models added in v1.19
The optional RRF scripts for AP address issues I have personally with the built in AP RRF. These include their point to point jumping ability - they now use gates like everyone else except if there is a major traffic jam and the ship has been delayed jumping for a while. This slows down their responce times a little and makes things a bit more balanced. They no longer pick up random ships to use as a fighter wing. It was silly to see them launch civilian ships at enemies! I'm not certain, but I think its this behaviour which causes ships occasionally to lose orders OOS (which is what was fixed in AP 2.0, when they broke the rest of RRF), so hopefully its fixed that too. They no longer instantly jump when emergency jump is initiated. Instead they start a normal ten second timed jump so it is now possible for a RRF ship to be destroyed. The scripts can be found in part 2 in the "AP-XRM RRF FIX" folder. See the AP Readme in part 2 for more information.
The Valhalla being blocked from jumping to gates in AP seems to be hard coded to that TShips entry. In order to get around this I have duplicated the Valhalla entry and this new one now jumps normally. The swapping of versions for the NPC and the ATF HQ versions is handled by the patch script. However, if you own a Valhalla, you will need to manually create a new one and destroy the old one (cloning won't work as its essentially a new ship) using the cheat scripts. The old non-jumping version is named Valhalla Hauler to differentiate it from this new version.
The relaxing of CWP weapon priorities will increase the variety of weapons that spawn, especially on military lead ships. You should now see beam weapons and "alternative" weapons like the M/AML more often. This will only take effect on newly spawned ships. All ships that already exist in your universe will keep their current loadouts.
The HQ building/repair etc. rebalancing has been done on a station type basis. All HQs have had their money requirements slashed and the time taken has also been reduced.
The main player HQs are geared around repairing so although their production times have been reduced, their repair times/money req are grately reduced. The Shipyards are the main production centres so production times/money reqs. are much lower than HQs, but their repair times/money req are longer/higher. Freight Docks and Asteroid bases will now repair ships.
All race Equipment Docks, Trading Stations and Military Outposts for sale now provide HQ-like storage levels making them much more useful. In addition, Military Outposts will repair ships. This will only work on newly purchased docks. If you wish to clone your existing docks to get these features, don't use the clone function in the cheat scripts. Instead cheat in a new one and destroy the old one. You will see two versions of every dock when you try to cheat one in. The version you want to spawn is the one with a volume ending in "1".
Resources required to produce Terran ships have been changed slightly. They no longer require Teladianium, Cloth Rimes or Raster Oil, but instead require Hull Plating, Water and Terran MRE.
I believe the HQ changes will only take effect on newly created HQs. So if you already own one, cheat in a new one and destroy the old one.
I intend 1.19 to be the final release with any significant content for TC. From now on all updates will focus on AP. Of course, if any bugs come up for TC these will be addressed.
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I always intended to put a link in there. These areas of space are joined in XRM:TC by the Scionfire and Skullweaver sectors, but I had to move them due to the addition of the Albion sectors in AP.nap_rz wrote: and why linking midnight star with njy deception?
A link between these areas is important as otherwise the only way to get to the split/boron sectors in the north/east corner is via a Xenon sector or go all the way round to Family Whi.
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Umm... Did i do something wrong here, my Valhalla cant gate-jump.
Old one didnt change name into "hauler" when targeted, no "hauler" variant can be found in the cheat-package ship-list.
"Valhalla" found in the list cannot gate-jump.
EDIT: Where can i find a shipyard for sale btw? PHQ build-times lowered, nice, but 9 hours for M6 aint my thing, lets see how long its in the SY
Old one didnt change name into "hauler" when targeted, no "hauler" variant can be found in the cheat-package ship-list.
"Valhalla" found in the list cannot gate-jump.
EDIT: Where can i find a shipyard for sale btw? PHQ build-times lowered, nice, but 9 hours for M6 aint my thing, lets see how long its in the SY
Last edited by swatti on Wed, 21. Mar 12, 18:24, edited 1 time in total.
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- Joined: Tue, 19. Apr 05, 13:33
Sounds like you have not installed the update correctly. Have you updated your hull pack?swatti wrote:Umm... Did i do something wrong here, my Valhalla cant gate-jump.
Old one didnt change name into "hauler" when targeted, no "hauler" variant can be found in the cheat-package ship-list.
"Valhalla" found in the list cannot gate-jump.
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