[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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Tiek
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Post by Tiek »

Hi Paul,

I'd like to know if the choice of associating to ships Paranid M2+ and M1+ (Proteus and Oedipus) the variation index 0 is intended; I ask since for other races the versions M2+ and M1+ report as variation index 20 :? .

Regarding the new light M2 Paranid, the Poseidon, I wondered if the name has a specific reason, since I think two factors play against:

-) Refers to the ship model introduced by XTC and could cause confusion with the same;

-) The name itself evokes the idea of something powerful, awesome that fits badly with a light version;

In the absence of a specific reason would not be better Phobos (fear in greek), son of Aphrodite and Ares, God of fear and that, among other things, it would associate well with Deimos already in the Paranid fleet, reassembling the pair of the famous Martian satellites Phobos and Deimos precisely.

What do you think?

Greetings.
DennisNL01
Posts: 11
Joined: Fri, 16. Mar 12, 13:36

Post by DennisNL01 »

After installing 1.19c i get a message: 4 times

Bounty integrety filed for raceCLASS(1)and (2) (3) (4). please reset the bounty system by turning the al plugin off and on again.

But how? and i did run the scrip, update 1.8 savegame to 1.9.

thanks
paulwheeler
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Post by paulwheeler »

DennisNL01 wrote:After installing 1.19c i get a message: 4 times

Bounty integrety filed for raceCLASS(1)and (2) (3) (4). please reset the bounty system by turning the al plugin off and on again.

But how? and i did run the scrip, update 1.8 savegame to 1.9.

thanks
There was a bug in the original bounty system release which was fixed in 1.18c. If you didn't install the script updates on that release then you're seeing now with 1.19 the extra checks I put in to fix it.

All you need to do is reinitialise the bounty plugin and hopefully you won't see these errors again. Just go into the Artificial Life options and turn the bounty AL plugin off and then on again. This will clear all bounties and restart the system.
paulwheeler
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Post by paulwheeler »

Tiek wrote:Hi Paul,

I'd like to know if the choice of associating to ships Paranid M2+ and M1+ (Proteus and Oedipus) the variation index 0 is intended; I ask since for other races the versions M2+ and M1+ report as variation index 20 :? .

Regarding the new light M2 Paranid, the Poseidon, I wondered if the name has a specific reason, since I think two factors play against:

-) Refers to the ship model introduced by XTC and could cause confusion with the same;

-) The name itself evokes the idea of something powerful, awesome that fits badly with a light version;

In the absence of a specific reason would not be better Phobos (fear in greek), son of Aphrodite and Ares, God of fear and that, among other things, it would associate well with Deimos already in the Paranid fleet, reassembling the pair of the famous Martian satellites Phobos and Deimos precisely.

What do you think?

Greetings.
The variations for the m2+ have and m1+ make no difference at all. So either 0 or 20 is fine with the way they are called in jobs.

The Poseidon name was used mainly because it's the last "paranid" name available that Betty can say in TC. Betty can't say Phobos.
paulwheeler
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Post by paulwheeler »

Jumee wrote: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
I will look into the time issue... I put the same entries into the hq file that apricotslice had. I won't get time till monday though.
Scoob
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Joined: Thu, 27. Feb 03, 22:28
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Post by Scoob »

Hi Paul,

Not sure if this has been reported but the centre point on the Pirate Galleon is a little low. When engaging one head-on, as I am at the moment, most of my shots go low.

I know these can be a little tricky to adjust as everything in the model needs to be lowered in effect, but I thought I'd report it anyway.

Cheers,

Scoob.
Sn4kemaster
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Joined: Wed, 17. Jun 09, 18:29
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Post by Sn4kemaster »

Tiek wrote:Hi Paul,

Regarding the new light M2 Paranid, the Poseidon, I wondered if the name has a specific reason, since I think two factors play against:

-) Refers to the ship model introduced by XTC and could cause confusion with the same;

-) The name itself evokes the idea of something powerful, awesome that fits badly with a light version;

In the absence of a specific reason would not be better Phobos (fear in greek), son of Aphrodite and Ares, God of fear and that, among other things, it would associate well with Deimos already in the Paranid fleet, reassembling the pair of the famous Martian satellites Phobos and Deimos precisely.

What do you think?

Greetings.
Really really like the name Posieden myself, and a light destroyer IS s powerful ship, as for the other names, Paul has got only the names in the game file to play with, so he only has a few options open to him.

Saying that I would not mind if the Posiedan and the Proteus models swapped names maybe? as the Posieden would suit the M2+ even more maybe, but I'm not that bothered

Anyway that new Posieden is a great model, saw it flying with a Artimes as escort and just thought......those Paranids have some well sexy ships!
swatti
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Post by swatti »

Master of the Blade wrote: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?
I bought a PAR Kea, equipped it and RE'd it, built ships are un-equipped PAR-ships and CAN BE equipped via that PAR-thingy. Friggin awasome!

QUESTION:
Can "built in" equipment get destroyed by weapons fire? If yes, can re-equipping PARs bring back lost bits?
greypanther
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Post by greypanther »

Will Argonaught's menagerie shipyard mod work with this one do you think?
Sorry, but I really must have the Khaak ships to play with. Sorry. :oops:

:khaak:
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
paulwheeler
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Post by paulwheeler »

Built in equipment does not get destroyed.
LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara »

Hi Paul,

After updating from 1.18 to 1.19c I could not load my savegame. It says file may be corrupt. I followed the installation instructions very carefully. Dowloaded the Part1 and Part2, installed them as fake patches in the spot of the previous 1.18 parts, in my game these are 03 and 04 cat/dat. I have a 05 fake patch installed, which is Argonaught's NoFog mod: http://forum.egosoft.com/viewtopic.php? ... sc&start=0

Is this causing the problem?
Restarting the game from scratch would be a bigtime bummer...
paulwheeler
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Post by paulwheeler »

greypanther wrote:Will Argonaught's menagerie shipyard mod work with this one do you think?
Sorry, but I really must have the Khaak ships to play with. Sorry. :oops:

:khaak:
If it's just a script it will probably work, although I can't guarantee it.

Kha'ak ships will bail using the NPC Bailing Script also.
paulwheeler
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Post by paulwheeler »

LordGaara wrote:Hi Paul,

After updating from 1.18 to 1.19c I could not load my savegame. It says file may be corrupt. I followed the installation instructions very carefully. Dowloaded the Part1 and Part2, installed them as fake patches in the spot of the previous 1.18 parts, in my game these are 03 and 04 cat/dat. I have a 05 fake patch installed, which is Argonaught's NoFog mod: http://forum.egosoft.com/viewtopic.php? ... sc&start=0

Is this causing the problem?
Restarting the game from scratch would be a bigtime bummer...
did you check that the ships and stations listed in the release notes were not in sector when you upgraded? This is the most likely cause of a save game corruption.

Put the old version back in, load your save, jump to an empty sector and try the upgrade again.
greypanther
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Post by greypanther »

Thank you.
You are exeptional. :)
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara »

Aaaand... FIXED!! You were right, save game sector was Preacher's Refuge. 2 Agammemnons and a Dragon Sentinel were IS aside from some TP's and some civs. Sector has E-M Disruptor Array Forge present. Dont know which of these caused the problem or something else.


EDIT: Do I need to copy the old 1.1 RRF scripts again after 1.19c install or I am good to go after running the "temp.xrm.1.18to1.19patch.AP" script?

Thanks a lot.
Cheers,
Martin
Jumee
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Post by Jumee »

You know that balancing is done right when you spend literally half an hour thinking about which frigate to get to patrol your sectors :), just wanted to say - great job, I'm literally torn apart between so many ships at the moment :D

Result -> Teladi way -> re-invest money for future profits :)
Last edited by Jumee on Sat, 24. Mar 12, 00:32, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

LordGaara wrote:Aaaand... FIXED!! You were right, save game sector was Preacher's Refuge. 2 Agammemnons and a Dragon Sentinel were IS aside from some TP's and some civs. Sector has E-M Disruptor Array Forge present. Dont know which of these caused the problem or something else.


EDIT: Do I need to copy the old 1.1 RRF scripts again after 1.19c install or I am good to go after running the "temp.xrm.1.18to1.19patch.AP" script?

Thanks a lot.
Cheers,
Martin
You should be ok if you've already installed the rrf 1.1 fix.

However, I have included another set of RRF scripts with 1.19 which alters the rrf behaviour to my personal taste. These scripts are optional. See the readme included with 1.19 for more info.
feygan
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Joined: Fri, 26. Dec 03, 18:41
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Post by feygan »

Seeing that we can build our own PAR ships is very good news, although paul is there any chance we could see the PAR ship range increased to include all fighters?

If not could you offer an explanation as to the reasoning begind only having the current fighter types as PAR?
nap_rz
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Post by nap_rz »

since XRM has made separation between civilian and military ships, how about borrowing XTM/XTC idea of separation between civilian and military shields? or even better, that and add race specific shields? :idea: :idea: :idea: :mrgreen:
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Jack08
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Post by Jack08 »

nap_rz wrote:since XRM has made separation between civilian and military ships, how about borrowing XTM/XTC idea of separation between civilian and military shields? or even better, that and add race specific shields? :idea: :idea: :idea: :mrgreen:
Adding a second set of shields may sound easy, but trust me; it gets extremely complicated, extremely fast. XTL Has 3 sets, and to get it functional the way we wanted it took about a mouth of modifications to the KC code, Shipyards selling ships with incorrect shields, stations equipping the incorrect shields, ->add default items equipping the wrong shields, CWP equipping the wrong shields until modified.

There a probably more issues that i missed but you get the idea.
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