[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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LordGaara
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Post by LordGaara »

Sorkvild wrote:[img]
Isn't it awesome that two pirate busters and one harrier whacked my Centaur with 4x200MJ onboard protected by four falcons?

That's so ridiculous.
That's not ridiculous. That would be absurd and outrageous.
Do tell me this isnt real?
paulwheeler
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Post by paulwheeler »

One of the main reasons i suggest you upgrade to AP. OOS is much, much, much better.
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Sorkvild
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Post by Sorkvild »

LordGaara wrote:
Sorkvild wrote:[img]
Isn't it awesome that two pirate busters and one harrier whacked my Centaur with 4x200MJ onboard protected by four falcons?

That's so ridiculous.
That's not ridiculous. That would be absurd and outrageous.
Do tell me this isnt real?
This is real. M6's are totally WORTHLESS against anything larger than two small fighters. This is not my first M6 lost in this sector.
I lost a pirate Centaur and an Osprey before due to 3-4 small pirate that appear regularly in this sector.
Someone wants me to buy a M7 worth 50 millions only to oos repel a small bunch of pirate ships. Fword great.

Yeah AP. I'm not done with TC campaigns yet.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
paulwheeler
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Post by paulwheeler »

The great thing about what Gazz did with OOS combat in AP was add independent OOS damage values for all weapons. So it can be tweaked.

The XRM OOS damage values are smaller than vanilla which makes OOS battles last longer than vanilla. Ships cant "one-shot" an enemy, the longer fight times means a ships stats make more of a difference and the whole thing is far more consistent.

And if any bizarre oos results occur, i can tweak the oos damages and actually do something about it. Whereas in TC your stuck with it.

AP simply is a much better platform than TC.
nap_rz
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Post by nap_rz »

paulwheeler wrote:The great thing about what Gazz did with OOS combat in AP was add independent OOS damage values for all weapons. So it can be tweaked.

The XRM OOS damage values are smaller than vanilla which makes OOS battles last longer than vanilla. Ships cant "one-shot" an enemy, the longer fight times means a ships stats make more of a difference and the whole thing is far more consistent.

And if any bizarre oos results occur, i can tweak the oos damages and actually do something about it. Whereas in TC your stuck with it.

AP simply is a much better platform than TC.
:wink: yep, I have no problem using siroko m6 to deal with even the biggest khaak scouts, m6 can engage 3 scouts at the same time... btw, is 3 the max number a ship can engage OOS? :?:
LordGaara
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Post by LordGaara »

nap_rz wrote: :wink: yep, I have no problem using siroko m6 to deal with even the biggest khaak scouts, m6 can engage 3 scouts at the same time... btw, is 3 the max number a ship can engage OOS?
You are comparing a very good M6 to 3 M5's and happy it beats them?? Seriously?
= My Boreas is doing great OOS - took 3 Falcons out today!
nap_rz
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Post by nap_rz »

LordGaara wrote:
nap_rz wrote: :wink: yep, I have no problem using siroko m6 to deal with even the biggest khaak scouts, m6 can engage 3 scouts at the same time... btw, is 3 the max number a ship can engage OOS?
You are comparing a very good M6 to 3 M5's and happy it beats them?? Seriously?
= My Boreas is doing great OOS - took 3 Falcons out today!
yay, did you read the last page that someone complained that his m6s were dead from pirates m5s? :P I'm merely agreeing with paul on AP OOS system...
A5PECT
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Post by A5PECT »

nap_rz wrote:is 3 the max number a ship can engage OOS? :?:
A ship's turret count determines how many enemies it can attack simultaneously.

I don't know how the weapons and damage are distributed exactly; you'll have to ask Gazz.
Admitting you have a problem is the first step in figuring out how to make it worse.
nap_rz
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Post by nap_rz »

KloHunt3r wrote:
nap_rz wrote:is 3 the max number a ship can engage OOS? :?:
A ship's turret count determines how many enemies it can attack simultaneously.

I don't know how the weapons and damage are distributed exactly; you'll have to ask Gazz.
it's 6 then? 1 turret groups / target :?:
Jumee
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Post by Jumee »

nap_rz wrote:it's 6 then? 1 turret groups / target :?:
probably, but the point is I have seen my M7's clear large fields of fighters (10-15) in no time on their own without even taking that much shield damage while in TC groups of fighters like that would very often kill a frigate
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Tharaphita
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Post by Tharaphita »

Hello


Need little help with some advice

Back from Skyrim.

My current XRM is 1.12 and game ver is 3.1 +multiple addons

In order to continue with my current save and get XRM up to date i need to do what? :lol:

I guess if i want to play XRM with AP (dont have it yet. not sure if i get) i need to make fresh start anyway?

Or can i play up to date XRM without having AP? If i need it for XRM ill get it.

Im sure all those questions have been answered.. but i have been away for months and got lost while searching for answers in this thread.

Any hints most appreciated.

And to paulwheeler! It amazing theres still such a strong support from you to this mod what makes X3TC complete.
dougeye
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Post by dougeye »

i would personally just start again and save your self the headache lol but thats just me. ;)

at a guess it would entail replacing all the mod files with the newest ones , running any update scripts that are included and cloning alot of ships and stations to account for any changes. oh and if you do this make sure your in an empty sector in a common vanilla fighter, even better your space suit as alot has changed since the version you were using.

someone else should be able to give you a more accurate responce but as i said if it were up to me id just start a fresh game ;)
I used to list PC parts here, but "the best" will suffice!
paulwheeler
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Post by paulwheeler »

Moving to AP will require a fresh game.

Continuing your TC save may be possible... I recommend first flying to an empty sector, like an unknown sector. Save your game and quit. Update to the latest xrm release, but backup your old cat/dats first. Try and load the save. If it fails, restore the backup and use the cheat script kill sector menu command to ensure there are no ships in the sector. Then eject and send your ship out of the sector. Save, update and reload.

Once you finally get the save loaded in the latest release, go into the script editor and run all the patch scripts you find from 1.12-1.13, 1.13-1.14 etc all the way up to the 1.18-1.19 patch.

I cant guarantee it will work perfectly, alot has changed from 1.12.
Nashnir
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Post by Nashnir »

Just bought a Split Ocelot. Love it. Love the design too.

Currently wish to buy a M7M for boarding operations. Any suggestions ?
Currently have narrowed it down to Tobosaku Variant B. But don't know where it is available. (Haven't visited all the sectors).
beer_war
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Post by beer_war »

Is there a reason why the Snotra can carry marines, but can't use them to board other ships? Same question for the Geochen.
Ragemaster9999
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Post by Ragemaster9999 »

Regarding the XRM RRF... I see in the military intel network channel that the "main terrain invasion fleet" is currently "advancing" inside Circle of Labor. They currently have the sector locked down, having defeated all argon capitals, and are blowing up the stations one by one.

My question is, just how far does an invasion fleet go? Will they attack Omicron Lyrae next? Will they actually claim Circle of labor for themselves and throw up terrain stations? How can i stop the invasion? Also where is the argon main invasion fleet? Right now the occasional Argon border patrol titan will come in and proceed to get WTFBBQpwned, and im not sure if that titan is actully spawned from somewhere or is a random ship generated from no where like the random pirates that appear from time to time.

Thinking about putting some stations up in Omicron Lyrae, but if thats gonna be invaded next, may not be a good idea.
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ezra-r
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Post by ezra-r »

Anyone else having Mars sector filled with Argon massive fleet invading terrans, getting to around 5fps or less?

What is managing these spawns? Is it jobs or MD code? I'd like to reduce the numbers substantially.
xxxxxxx7
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Post by xxxxxxx7 »

paulwheeler wrote:
d_ka wrote:Greetings.

Here: http://forum.egosoft.com/viewtopic.php? ... tart=11775 i´ve asked for help, but unfortunatly no one seemed to have any solution :(
@Paul: any idea what might cause that freezes ( crashes )?

Again, thanks in advance.
Freezes are almost always caused by a script getting stuck in a loop. No one has ever reported a freeze with the xrm.

If its a crash, i believe in a post above yours Jack08 posted the vanilla missile attack turret script which effectively removes Litcubes missile boat script which is the cause of the crashes in TC. Try installing that and see if its fixes it. When i get time i will be uploading the xrm with Litcubes script removed.
Och! No, don't remove Litcubes script. It's cool. It just needs a little fix so it doesn't blow up the whole game :D

In recent days I experienced crashes to desktop (CTD), too. I neither use Missile Defense MK2 nor MARS. So there was a sneaking suspicion that something is wrong with Litcubes missile boat script and I had a closer look at the script.

It took me some time but I can tell you now why it crashs and how to fix it.

Imagine the following scenario:
You have a bomber. Now you command the bomber to attack an enemy ship. He does the job running the missile script. Aferwards the bomber docks at a carrier (or station). Now you get involed into another fight with the carrier (or any other ship). So you target an enemy ship and a few seconds later the game will crash.

What happend? (dramatized!)
The docked bomber is still running Litcubes script and will fire missiles on the targeted enemy ship - while docked! :arrow: BOOM the bomber explodes! BOOM the carrier ship explodes! BOOM the sector explodes!! BOOM the universum explodes!!! CRASH the game crashes!
Yes, you should be glad that your computer did not explode, too.

Morale of the story: Do not fire missiles while docked! :fg:

The problem is easy to fix. Just insert a check if the ship is docked. The script is called "Lib.Cmd.Turret.Barrage.xml", line 16 to 20:

Code: Select all

... 
while [TRUE] 
  if is a new script version available
    return 1
  end
   
  * check if ship is docked so the game does not crash anymore
  if [THIS]->is docked
    = wait 30000 ms
    continue
  end
   
  if not [THIS]->is in active sector
    = wait 30000 ms
    continue
  end
...
If someone wants to test I used the Exscriptor to edit the script.

Have fun!
paulwheeler
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Post by paulwheeler »

Well if you've solved this one - great work!

Litcube could not work it out.

Can you email me the fixed script? Then i can post it for people to test.

Having said that... are you sure youve got tbe right script? I dont think Litcubes script alters the script you mention... thats the vanilla barrage command script i think. Litcubes alters the turret attack script.
paulwheeler
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Post by paulwheeler »

ezra-r wrote:Anyone else having Mars sector filled with Argon massive fleet invading terrans, getting to around 5fps or less?

What is managing these spawns? Is it jobs or MD code? I'd like to reduce the numbers substantially.
Argon incursions to mars in the xrm are not big at all. The most possible would be just a few m7s and their escorts and a few tm battle groups. Ive never seen that many ships in sector.

Are you sure youve not got another script installed which might be creating its own invasions?

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