[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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Requiemfang
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Post by Requiemfang »

You asking about the TC or AP version of the mod?

If your asking about TC then no the only start that has plots disabled is the CUSTOM start.

Other starts depending on which one you choose will have usually the Terran Plot completed which is listed in the information on the start usually they have the TPC (terran plot complete) abbreviation.
nap_rz wrote:I'm curious, how many XRM users are also using custom turrets script like mars or smart? do you think turrets script unbalance XRM ships and weapons?

I'd also like to know why paul does not use turrets script? is there any reason for it? :?: :P
When I play X3TC or when ever I get around to playing AP I always use MARS or MEFOS turret scripts, I haven't tested out SMART enough to actually decide if I like it or not.

What are you asking about paul not using turret scripts? Are you asking why he doesn't have the mod support turret scripts or why the mod doesn't have it's own?
Last edited by Requiemfang on Tue, 27. Mar 12, 05:57, edited 1 time in total.
milquetoast
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Post by milquetoast »

Requiemfang wrote:You asking about the TC or AP version of the mod?

If your asking about TC then no the only start that has plots disabled is the CUSTOM start.

Other starts depending on which one you choose will have usually the Terran Plot completed which is listed in the information on the start usually they have the TPC (terran plot complete) abbreviation.
Sorry, I meant the AP version. I picked the OTAS operative start which I assumed was added by the XRM mod, but maybe not? I'm trying to start the plot line that rewards the Argon Aamon prototype, but when I enter Sector M148 no one contacts me, even though I meet the requirements.
Requiemfang
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Post by Requiemfang »

Can't help then as I haven't played AP yet. I've been avoiding playing X3TC or AP for a while. I took a loooooooong vacation and am just getting back into the game by downloading all the stuff I've used in the past that is compatible with AP. Someone else will have to answer this question :lol:
milquetoast
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Post by milquetoast »

thanks anyway. I play TC "clean" with no mods and figured I'd soup up AP with this mod for my playthrough.
Requiemfang
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Post by Requiemfang »

bleh... Vanilla X3TC is too bland for me to play without this mod :lol:
nap_rz
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Post by nap_rz »

Requiemfang wrote:
nap_rz wrote:I'm curious, how many XRM users are also using custom turrets script like mars or smart? do you think turrets script unbalance XRM ships and weapons?

I'd also like to know why paul does not use turrets script? is there any reason for it? :?: :P
When I play X3TC or when ever I get around to playing AP I always use MARS or MEFOS turret scripts, I haven't tested out SMART enough to actually decide if I like it or not.

What are you asking about paul not using turret scripts? Are you asking why he doesn't have the mod support turret scripts or why the mod doesn't have it's own?
try the latest smart, it's now somewhat on par with mars on brutality but slightly more efficient plus it give less burden to your CPU than mars...

I'm asking paul why he does not use custom turrets script is because it's related to my previous questions targeted to all XRM users; because I feel custom turrets scripts a little bit upset the balance XRM have

for example some ships that have access to more varied weapons will get certain advantage compared to ships that stuck with their specific racialized weapons (although AP already have built in laser switching turrets script so the difference is somewhat smaller than TC), this is especially true to player owned ships...

another fine example is missiles... turrets scripts do indeed make XRM missiles bombers/frigates less effective, depending on situation, turrets scripts equipped capital ships that has been properly set up with the right weapons can stop 20%-100% missiles thrown at it by multiple bombers/missile frigates; paul said it himself that mars is simply too good for the tweaks he has done to missiles, and remember that is without MDM script being used, with MDM it's highly probable that missiles threats are completely diminished and become irrelevant in the game (at least for player owned ships)

so I'm curious why paul do not use turrets script :P
Requiemfang
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Post by Requiemfang »

Well going back to the turret script thing before SMART existed there was only MARS and MEFOS. Way back before paul implemented the racial weapons, meaning only certain races/alliances could only use certain weapons. Most ships in the universe minus Terran ships could use all weapons... mostly. IT WAS a LOT worse back then when using scripts that automated the turrets to switch out weapons intelligently and use the proper ones.

Now that paul has limited the races to certain weapons produced by certain races the selection is MUCH, MUCH smaller.

Also there is a bit of a limitation to how smart a script can be in choosing a weapon. If there was such a script and it had to be super intelligent and knew what type of ship the turret would be shooting at it would choose the most proper weapon. Like if you had a group of fast fighters/m5's coming in for an attack run the script would switch out the weapons of the turret to choose a fast firing weapon that could pick off the m5's once they got into weapons range.

IF we had that you can expect that the game would take a heavy hit to CPU processes being eaten up since the SE is dated.
paulwheeler
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Post by paulwheeler »

milquetoast wrote:Are plot missions disabled for the new character starts? I can't seem to be able to start the Argon M148 sector plot.
The main AP plot is disabled as it is incompatible with the XRM replacement "war". However, you can play both the PHQ and the Hub plots.

BTW - the Aamon Prototype ship is nothing special at all. It uses a model from another ship. The only plus is the fact it can use terran weapons.
paulwheeler
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Post by paulwheeler »

garrry34 wrote:gees, I dissappear for a bit now I'm falling behind whats this about the HQ building weapons and stations, is this something you added paul?
No its not something I've added. There is a "hack" which enables the HQ to build weapons and stations. All I did was put the necessary entries into the HQ.xml file to make the "hack" work.

By the sounds of it, it doesn't work very well...
paulwheeler
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Post by paulwheeler »

nap_rz wrote: I'd also like to know why paul does not use turrets script? is there any reason for it? :?: :P
1 - it adds extra load onto the CPU - especially if you let the AI use it, which is the only way to make it even remotely fair.

2 - Missile Defence Mk3 which is built into AP does more than enough for me.

3 - I consider weapon switching mid-battle totally immersion-killing and cheating.

If it were up to me I would have designed X3 so that you would have to dock at an equipment dock or some other type of dock to change your weapons. It would make you have to think more.
Nashnir
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Post by Nashnir »

I recently updated XRM to .19d and I am getting the following error

Bounty integrity failed for raceCLASS2. Reset the Bounty system by turning the AL plugin off and on again.
Bounty integrity failed for raceCLASS3. Reset the Bounty system by turning the AL plugin off and on again
Bounty integrity failed for raceCLASS5. Reset the Bounty system by turning the AL plugin off and on again

How do I turn it off and on again?
Any solutions ?
paulwheeler
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Post by paulwheeler »

Nashnir wrote:I recently updated XRM to .19d and I am getting the following error

Bounty integrity failed for raceCLASS2. Reset the Bounty system by turning the AL plugin off and on again.
Bounty integrity failed for raceCLASS3. Reset the Bounty system by turning the AL plugin off and on again
Bounty integrity failed for raceCLASS5. Reset the Bounty system by turning the AL plugin off and on again

How do I turn it off and on again?
Any solutions ?
This is caused by a bug in the original 1.18 bounty release. I fixed it in, I think, 1.18c.

All you have to do is go into the Artificial Life settings in the X3 options menu, and turn the XRM bounty AL plugin off and then back on again. This will reset the bounty system.

You'll hopefully not see this error again once you have done that.
dougeye
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Post by dougeye »

paulwheeler wrote:
nap_rz wrote: I'd also like to know why paul does not use turrets script? is there any reason for it? :?: :P
1 - it adds extra load onto the CPU - especially if you let the AI use it, which is the only way to make it even remotely fair.

2 - Missile Defence Mk3 which is built into AP does more than enough for me.

3 - I consider weapon switching mid-battle totally immersion-killing and cheating.

If it were up to me I would have designed X3 so that you would have to dock at an equipment dock or some other type of dock to change your weapons. It would make you have to think more.
why not cause a s**t storm and make every turret on each ship unique to one weapon. It would mean that ship selection and fleet configurationn would be alot harder but i think mor interesting ;)
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Mizuchi
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Post by Mizuchi »

dougeye wrote:why not cause a s**t storm and make every turret on each ship unique to one weapon. It would mean that ship selection and fleet configurationn would be alot harder but i think mor interesting ;)
If it wasn't bound to create a wall of incredible drama by a vocal minority shouting loudly for a quiet majority who didn't care, I'd totally get behind that idea.

It'd certainly make you think about ship positioning more, and... actually... that'd be a fine way to make niche versions of ships.

So you could have one M6 that was a dedicated flak-platform, and one that was a dedicated gun-platform, and that'd be kind of neat.

It could make beam weapons less cheaty as well.

But hey, if it isn't broke, no need to fix it.
feygan
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Post by feygan »

Just a quick note for folks asking about the PHQ making stations etc. This can work if you make use of both FDN and PM. Simply setup PM to allow the PHQ station as a type of production module then load your stations into it and salvage them. You endup with the blueprint so you can manufacture a new station of the same type.

All this happens inside the PM menu's so it means your PHQ still functions normally in making ships also.

Granted this does take some self discipline as PM lets you get the blueprint once then add in as many production module as you want. In effect you can salvage one PHQ then set up the production complex to make 200 PHQ's at the same time. Personally I get around this by only allowing myself to set as many prodution modules as stations I have salvaged. so if I wanted to make 5 PHQ at once I would first buy 5 PHQ and salvage each one to represent setting up the contruction bays etc.

I can't really see any reason or need for XRM to have built in support for making stations/wares at any of the docks we can purchase, it's just extra fluff that some folk might not want and when there is a fully functioning system out there that plays along with XRM happily it makes the need redundant.
nap_rz
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Post by nap_rz »

dougeye wrote:
paulwheeler wrote:
nap_rz wrote: I'd also like to know why paul does not use turrets script? is there any reason for it? :?: :P
1 - it adds extra load onto the CPU - especially if you let the AI use it, which is the only way to make it even remotely fair.

2 - Missile Defence Mk3 which is built into AP does more than enough for me.

3 - I consider weapon switching mid-battle totally immersion-killing and cheating.

If it were up to me I would have designed X3 so that you would have to dock at an equipment dock or some other type of dock to change your weapons. It would make you have to think more.
why not cause a s**t storm and make every turret on each ship unique to one weapon. It would mean that ship selection and fleet configurationn would be alot harder but i think mor interesting ;)
good idea, but the AI will definitely commit suicide... :mrgreen:
dougeye
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Post by dougeye »

na it would just require the jobs to be changed so that spawed AI fleets have a balance of ships in differnt roles.
I used to list PC parts here, but "the best" will suffice!
LordGaara
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Post by LordGaara »

paulwheeler wrote:
1 - it adds extra load onto the CPU - especially if you let the AI use it, which is the only way to make it even remotely fair.

2 - Missile Defence Mk3 which is built into AP does more than enough for me.

3 - I consider weapon switching mid-battle totally immersion-killing and cheating.

If it were up to me I would have designed X3 so that you would have to dock at an equipment dock or some other type of dock to change your weapons. It would make you have to think more.
Couldn't agree more.


feygan:
I can't really see any reason or need for XRM to have built in support for making stations/wares at any of the docks we can purchase, it's just extra fluff that some folk might not want and when there is a fully functioning system out there that plays along with XRM happily it makes the need redundant.
I dont know what PM stands for and what does it do, personally I want the build in support for wares only, wares that the player cannot produce to be precise. Xenon and Khaak ships, weapons and missiles are awesome (Advanced Corvette and Destroyer.... /drool) and I would like to use them in my game. Does this PM have support for them too? And where do I find it if it does. :)
Mizuchi
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Post by Mizuchi »

dougeye wrote:na it would just require the jobs to be changed so that spawed AI fleets have a balance of ships in differnt roles.
Jobs wouldn't need to changed at all, really. The selection for certain classes of ships is random anyhow, so...
swatti
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Post by swatti »

Any chance we'l get some truely "unique" ships in the universe. Flagships would seem nice candidates. Unique shield values, maybe use different races weapons or have missile turrets or so.

Also, at some point most players will end up with a vast amount of capital-ships, problem with using these is when you want to jump them somewhere, its rather slow to jump many ships around and cap-ships jump inside eachother causing massive friendly fire.
Could XRM include some form of mass point to point jump? It seems there is one atleast aviable but it adds truckload of other features that dont fit so well in xrm "simplicity"
Also, I'm sure everyone has seen the game-over screen cause his own cap ship jumped in and crashed. P2P jump to gates would fix these issues without breaking immersion as RRF units do this allready.

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