[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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paulwheeler
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Post by paulwheeler »

Sorkvild wrote:I'm coming back with my unanswered question - is there a data sheet for missiles available? Range, types, dmg, tracking info etc..
I don't believe so. There is weapon data available in the community maintained data sheets linked in the main post, but no one has added missile data yet.
Mizuchi
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Post by Mizuchi »

paulwheeler wrote:But lets be honest here... you want me to make it the same as it was in CMOD4 i.e. in the same role as the Fusion Pulse Disruptor and make it better than all other medium weapons, despite the fact that it no longer needs ammo to fire.
I remember how it was in CMOD IV: the first time I used MAML I was like, "why even bother using any other weapon because holy penguins!"

It was the same way in Vanilla, if I recall.
(Vanilla was a thing, right? Was there a time before SRM? I can't remember...)

Seeing as you're out of weapon slots these days, why not remove the MAML entirely and repurpose it as something else (one day, keeping it in reserve for now)?

The FPD is far superior anyhow (thematicly speaking), so MAML just seems superfluous now.

Also, please replace all the heavy weapon bullet models with fighter models instead, and then make it so that only M1s can use those weapons, so every time the M1 fires it looks like it's launching fighters!

It'll be so realistic! You could even remove all M3, M4, and M5s from the game and use their names for more ships!

Clearly, I am the savior of XRM.
paulwheeler
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Post by paulwheeler »

Mizuchi wrote: Also, please replace all the heavy weapon bullet models with fighter models instead, and then make it so that only M1s can use those weapons, so every time the M1 fires it looks like it's launching fighters!
I love it! We could have the Xenon flinging captured enemy ships at you which detonate on impact!
Mizuchi wrote:
Clearly, I am the savior of XRM.
Jeez - how have I ever survived without you? - Genius! :lol:
Mizuchi
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Post by Mizuchi »

paulwheeler wrote:Jeez - how have I ever survived without you?
The truth is... I am you. :fg:
swatti
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Post by swatti »

"Luke, i am your father..."

Just had to, sry.
i64man
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Going from 17 to 19

Post by i64man »

Guys,

I have been away for a while and missed the number 18 upgrade and now Paul has the XRM at 19. My question, my last save game is under 17, can I upgrade straight to 19 and then continue on my old game? Or must I start anew?
paulwheeler
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Re: Going from 17 to 19

Post by paulwheeler »

i64man wrote:Guys,

I have been away for a while and missed the number 18 upgrade and now Paul has the XRM at 19. My question, my last save game is under 17, can I upgrade straight to 19 and then continue on my old game? Or must I start anew?
It will probably be OK. Just run both the 1.17 - 1.18 AP patch followed by the 1.18 - 1.19 AP patch as per the release notes.
paulwheeler
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Post by paulwheeler »

MINI-UPDATE RELEASED v1.19c
-------------------------------------------

Update for TC and AP. Installing this update is vital for TC users.

Components that need updating:

XRM Part 2
Hull Packs




Changelog

Fixed - incorrect shield gen values on Oceanus, Aquata and Megalodon
Fixed - missing sector error that crept into the TC map in 1.19 somehow...

Added - Compatibility with Apricotslice's AMS scripts for building weapons, stations etc. at HQs, as requested by a few users.



If updating from 1.19 or 1.19b, you only need to install the cat/dats.

If updating from 1.18 please follow the main 1.19 release notes.




Notes - you should only need Apricotslice's scripts for adding blueprints to the HQ. Then you should be able to build weapons, stations etc.

Do not install the AMS Extended PHQ cat/dat. The required entries have been put into the XRM HQ file. You only need the scripts to add the blueprints.

Its likely it will only work on newly spawned HQs and Shipyards.

In future XRM releases, I will look at ways of getting blueprints for weapons, stations etc. without having to cheat them in.

Apricotslice states in the readme for his script that it is for AP only. I've added the entries to the TC HQ.xml file too - I've no idea if it will work.



Special note to TC users:

If you have started a new game since the 1.19 initial release, you will have to restart as somehow in the initial 1.19 release a sector accidentally got deleted from the map. It has now been corrected so a new game should be fine.

If you are still running a 1.18 or earlier TC game there is no need to worry.
Last edited by paulwheeler on Fri, 23. Mar 12, 15:38, edited 5 times in total.
nap_rz
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Post by nap_rz »

how do I mine nvidium in XRM?
paulwheeler
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Post by paulwheeler »

nap_rz wrote:how do I mine nvidium in XRM?
The same way you do in vanilla.

Find an asteroid with Nividium, blow it up with the mining laser and then collect the rocks with the ore collector.

With the added bonus that in the XRM there is actually somewhere to sell it.
Mizuchi
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Post by Mizuchi »

paulwheeler wrote:Find an asteroid with Nividium, blow it up with the mining laser and then collect the rocks with the ore collector.
Incidentally, I played X3TC with SRM, and then SRM and CMOD, and then eventually XRM without ever trying to mine asteroids.

Then, after we released XRM, I decided to give it a go... and I was like, OMG THIS IS MORE FUN THAN IT SHOULD BE. :D

The only downside is that Betty freaks the hell out with the "Cargo Bay n- Cargo B- Car- Cargo Bay Now Co- Ca- Car- Cargo-" madness.
i64man
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Post by i64man »

Paul, thanks for the reply but the thing is that I didn't downloaded 18 at all, my last save is under 17.
lich83
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Post by lich83 »

Mr. paulwheeler, if you add possiblity to build stations and/or weapons in PHQ in XRM you will become hero!
paulwheeler
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Post by paulwheeler »

i64man wrote:Paul, thanks for the reply but the thing is that I didn't downloaded 18 at all, my last save is under 17.
That should be fine. Just update as per the 1.19 release notes. When it gets to the point about running the patch script, you will need to run two patch scripts. They will both be in your scripts folder.

You want to run:

temp.xrm.1.17to1.18patch.AP

and

temp.xrm.1.18to1.19patch.AP

Run them each in turn.

Also in addition to the ships that must not be in sector list from the 1.19 release notes, make sure there are no Acinonyxs or Hawks in sector.
nap_rz
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Post by nap_rz »

paulwheeler wrote:
nap_rz wrote:how do I mine nvidium in XRM?
The same way you do in vanilla.

Find an asteroid with Nividium, blow it up with the mining laser and then collect the rocks with the ore collector.

With the added bonus that in the XRM there is actually somewhere to sell it.
trouble is, where to buy mining laser and ore collector? it's not on plutarch hq, terracorp hq or jonferco hq... :?
Master of the Blade
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Post by Master of the Blade »

I was just thinking. If you RE a PAR ship at your HQ while it's undeployed, do you get a PAR ship back, complete with built in upgrades when you build from the blueprint?
Last edited by Master of the Blade on Fri, 23. Mar 12, 17:06, edited 1 time in total.
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Mizuchi
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Post by Mizuchi »

nap_rz wrote:trouble is, where to buy mining laser and ore collector? it's not on plutarch hq, terracorp hq or jonferco hq... :?
The Mining Laser is called the "Mobile Drilling System". You can usually find them on Equipment Docks.

(Getsu Fune has a bunch, if memory serves.)

Ore Collectors are usually found on Equipment Docks as well.
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Sorkvild
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Post by Sorkvild »

nap_rz wrote:how do I mine nvidium in XRM?
You can always go cheap and blow up the rock with a hornet or by using your heaviest ship ;)
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Jumee
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Post by Jumee »

to produce wares and stations we just need to add the updated cheat script to add blueprints right? I hope there is something else we need to add that I forgot because at the moment it produces wares and stations in 0 seconds (instantly)

EDIT: there is also some other mod that requires you to actually pay to get the blueprint and consumes one of it but still the same issue with 0 seconds production time and very low resource cost (but atleast adding the blueprint of 1gj shield was 14 million)

EDIT 2: can someone point me in the direction of the PHQ file to edit? (I'd try adding time to it - key word try :D :D :D)

EDIT 3: sorry if I'm being annoying :) :P
lich83
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Post by lich83 »

Pelador utitlity drones had solution for factory blueprints - scanning by drones and producing. It will be great to see something simmilar..

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