[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 »

Ragemaster9999 wrote: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.
The terran fleet will move on to omycron lyrae once all stations in circle of labour are destroyed.

However, the argon local patrols and RRF will ware them down over time. Ive only twice seen the terran fleet get as far as omycron Lyrae and they didnt last long after that.
paulwheeler
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Post by paulwheeler »

beer_war wrote:Is there a reason why the Snotra can carry marines, but can't use them to board other ships? Same question for the Geochen.
As far as the game is concerned, they are just standard m7s and should behave as such.
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ezra-r
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Post by ezra-r »

paulwheeler wrote:
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?
Mmm... I visited the sector again and it was according to your words this time, still got much lag (10-12fps?) in there but it was certainly not like that other time.

Only thing I have is AP+Official BonusPack + M.A.R.S. + XRM - Cycrow Cheats script.

Planning to add complex cleaner later when needed.

I tend to avoid installing many scripts because I know how games end up like.

I am just curious why that sector has that much lag, thanks a lot for your reply.

In any case you want to check it out here is a screenshot I have just taken, If I ever find it as that other time or that laggy I'll make sure to take another one:

http://dl.dropbox.com/u/27359602/2012-04-07_00001.jpg
greypanther
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Post by greypanther »

Sorry for posting the same question in two threads, but I was wondering if one of you guys could fix the link on page one, to Lazcorp Claim Sector mod. The link does not work for me and the thread concerned is of no help.

I may be having an attack of stupid. :oops:

*edit* Its ok I think I may have found a copy. :)
Last edited by greypanther on Sat, 7. Apr 12, 01:15, edited 2 times in total.
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Requiemfang
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Post by Requiemfang »

ezra-r wrote:
paulwheeler wrote:
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?
Mmm... I visited the sector again and it was according to your words this time, still got much lag (10-12fps?) in there but it was certainly not like that other time.

Only thing I have is AP+Official BonusPack + M.A.R.S. + XRM - Cycrow Cheats script.

Planning to add complex cleaner later when needed.

I tend to avoid installing many scripts because I know how games end up like.

I am just curious why that sector has that much lag, thanks a lot for your reply.

In any case you want to check it out here is a screenshot I have just taken, If I ever find it as that other time or that laggy I'll make sure to take another one:

http://dl.dropbox.com/u/27359602/2012-04-07_00001.jpg
there are other reasons for the drop in FPS which I have noticed myself but I won't say anything as it will just inflame old conversations and old wounds between mod teams.
SoggyGoat
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Post by SoggyGoat »

Hi paulwheeler. Thanks for this great mod, which I've been playing for ages, more recently with AP.

Now we've got all these lovely HQs and SYs, i thought it would be nice to be able to share/manage the blueprints between them, then found out the SE doesn't have the required commands. I wish add/remove BP worked on [THIS]!

I know you're doing a lot of BP related stuff for 1.20, so was wondering whether you (or some other script/MD guru) has a workaround for this? Anything short of a hacked binary with non-broken SE commands?

All the best, Soggy.
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InFlamesForEver
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Post by InFlamesForEver »

SoggyGoat wrote:Hi paulwheeler. Thanks for this great mod, which I've been playing for ages, more recently with AP.

Now we've got all these lovely HQs and SYs, i thought it would be nice to be able to share/manage the blueprints between them, then found out the SE doesn't have the required commands. I wish add/remove BP worked on [THIS]!

I know you're doing a lot of BP related stuff for 1.20, so was wondering whether you (or some other script/MD guru) has a workaround for this? Anything short of a hacked binary with non-broken SE commands?

All the best, Soggy.
As I recall the cheat collection has the ability to add/remove blueprint's from HQ's, whether or not this will work on multiple shipyards/HQ's I have no idea, but you could try that.
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morikaane
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Post by morikaane »

InFlamesForEver wrote:As I recall the cheat collection has the ability to add/remove blueprint's from HQ's, whether or not this will work on multiple shipyards/HQ's I have no idea, but you could try that.
Fairly confident that it only works on the one being targeted.

M.
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Slashman
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Post by Slashman »

I've noticed since I started playing XRM for AP that the repair laser no longer seems to run out of energy.

Its a bit surprising since a lot of folks always seemed to think that the repair laser was overpowered and didn't fit well with the X universe. What was the basis for making it so powerful? I admit I might be missing something and probably am with regards to this change...
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Phraggah
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Post by Phraggah »

Does XRM fiddle with the plot missions in Albion Prelude? I've been playing as the OTAS Operative start for a few days and I've gotten way past rank 4 with the Argon and have a security license, but I still can't get the plot to start any time I enter Sector M148.

I even started an Argon Peacekeeper and haven't gotten a plot start yet. Is something messed up?

Only have the most recent version of AP, and XRM installed.
Requiemfang
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Post by Requiemfang »

yes it does fiddle with the AP plot... your not missing very much from what I've heard. Someone more familiar with the mechanics of the mod could tell you more though.
Phraggah
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Post by Phraggah »

Requiemfang wrote:yes it does fiddle with the AP plot... your not missing very much from what I've heard. Someone more familiar with the mechanics of the mod could tell you more though.

I see that XRM "replaces" the war in the first post, and alters the plot. Does anyone know if the prerequisites for the other plots are exactly the same minus the AP plot?
dougeye
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Post by dougeye »

Thats right the main plot in AP (Jonferco misssions + war) are disabled in XRM AP due to conflicts , the new HUB and PHQ/UFJD work in XRM AP however!

Also someone mentioned the repair laser, yes that has had unlimited energy as long as i can rememeber in XRM both tc and now ap.
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morikaane
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Post by morikaane »

Phraggah wrote:I see that XRM "replaces" the war in the first post, and alters the plot. Does anyone know if the prerequisites for the other plots are exactly the same minus the AP plot?
I do recall Paul saying something along those lines... (and it makes the most sense :)).
dougeye wrote:Also someone mentioned the repair laser, yes that has had unlimited energy as long as i can rememeber in XRM both tc and now ap.
The Repair laser still is pretty useless... unless its a fighter. Good luck repairing anything bigger....... (reminds me of the time where I used a paper weight to hold down the ctrl key........).

FYI just use the Repair Drone or the Marine Repairs Mod.

M.
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Burnt Pies
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Post by Burnt Pies »

Also, the Repair Laser in vanilla repaired at the same rate at 100% or 0% energy. The only thing changed by having it never run out of energy is that it doesn't do the jumping around thing any more.

I find it's handy when some git in a fighter's scratched the paint on my Ocelot with his MDs, although the Marine Repairs mod does that pretty well too.
AlfieUK
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Post by AlfieUK »

Someone else mentioned way up-thread that XRM space suits have SETA, so you can now hold CTRL+J for turbo repairs...just make sure the area is secure beforehand :)

The Marine Repair mod is really handy, particularly as they repair docked ships on carriers/TMs.
morikaane
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Post by morikaane »

AlfieUK wrote:Someone else mentioned way up-thread that XRM space suits have SETA, so you can now hold CTRL+J for turbo repairs...just make sure the area is secure beforehand :)
Doesn't really work.... well, from what I can tell... but the Repair Laser is seriously annoying.... like the Maintenance Repair Drone. Your safest bet is to utilise the Marine Repairs Mod (I probably shouldn't be plugging it in an unrelated thread, but it is really the bees knees and compliments XRM nicely). Esp when you throw them in the Aran or a Tepukei... very effective and very useful.

Em... something about XRM... It's an awesome mod. Mizuchi and Paul are awesome! :D X3:AP ain't as fun without it (actually it is rather painful without it).

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Requiemfang
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Post by Requiemfang »

morikaane wrote:
AlfieUK wrote:Someone else mentioned way up-thread that XRM space suits have SETA, so you can now hold CTRL+J for turbo repairs...just make sure the area is secure beforehand :)
Doesn't really work.... well, from what I can tell... but the Repair Laser is seriously annoying.... like the Maintenance Repair Drone. Your safest bet is to utilise the Marine Repairs Mod (I probably shouldn't be plugging it in an unrelated thread, but it is really the bees knees and compliments XRM nicely). Esp when you throw them in the Aran or a Tepukei... very effective and very useful.

Em... something about XRM... It's an awesome mod. Mizuchi and Paul are awesome! :D X3:AP ain't as fun without it (actually it is rather painful without it).

M.
Marine repairs also works quite well with SCS (salvage command suite) as it has an upgrade you can perchase that makes the MRS (pretty much the aran but with a different name) repair at a faster rate, add marines into the hold of a MRS and also add more marines to the ships that can hold them makes repairs go much faster.
paulwheeler
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Post by paulwheeler »

ezra-r wrote:
paulwheeler wrote:
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?
Mmm... I visited the sector again and it was according to your words this time, still got much lag (10-12fps?) in there but it was certainly not like that other time.

Only thing I have is AP+Official BonusPack + M.A.R.S. + XRM - Cycrow Cheats script.

Planning to add complex cleaner later when needed.

I tend to avoid installing many scripts because I know how games end up like.

I am just curious why that sector has that much lag, thanks a lot for your reply.

In any case you want to check it out here is a screenshot I have just taken, If I ever find it as that other time or that laggy I'll make sure to take another one:

http://dl.dropbox.com/u/27359602/2012-04-07_00001.jpg

There are many possible reasons for the lag you have experienced.

First, on low end systems, terran sectors lag anyway. The vanilla huge terran station models are not very fps friendly in the first place.

Second, xrm does add more ships to the game - although not in the large numbers some scripts add. Mars is one of the terrans staging areas so does have a lot of ships.

Third, youre running mars. This is an intensive script which will add load to the system, especially when letting the ai use it too.

On my old core 2 duo system with only 4gbs of ram, i always had lag in the big terran sectors, even in vanilla.

With my current i7 with 8gbs of ram in a 64bit os, mars is a smooth as silk in the xrm.

To be honest, i really think 8gb of ram and a 64bit os are essential for a decent x3 experience. I think most people are running this kind of system now anyway.

Try reducing your texture quality to medium - always helps on low memory systems and has little effect on eye candy. Yoy could also try dropping your antialiasing and anisotropic levels one notch.

Other solutions would be to get rid of the vanilla terran dock models and switch them to cadius's versions which were much more fps friendly, but much smaller and less impressive. But i do like those vanilla stations...
paulwheeler
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Post by paulwheeler »

SoggyGoat wrote:Hi paulwheeler. Thanks for this great mod, which I've been playing for ages, more recently with AP.

Now we've got all these lovely HQs and SYs, i thought it would be nice to be able to share/manage the blueprints between them, then found out the SE doesn't have the required commands. I wish add/remove BP worked on [THIS]!

I know you're doing a lot of BP related stuff for 1.20, so was wondering whether you (or some other script/MD guru) has a workaround for this? Anything short of a hacked binary with non-broken SE commands?

All the best, Soggy.
From what i recall, you can only add blueprints to the last hq you created. Not sure if this is still the case... egosoft may have fixed this.

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