[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Slashman
Posts: 2525
Joined: Tue, 12. Oct 10, 03:31
x4

Post by Slashman »

paulwheeler wrote:
Slashman wrote:@paulwheeler

Just to confirm, could you tell what the consequences of installing everything but the 'director' folder and file would be? If I add it in after starting a game in AP would anything be permanently borked?
No - it should be perfectly fine if added after the game was started.
Thanks! I think everything is fine now.
If you want a different perspective, stand on your head.
Malaras
Posts: 60
Joined: Tue, 17. Jan 12, 06:55
x4

Is there a dynamic map for this?

Post by Malaras »

Is there a dynamic map for this?
For who owns what not.
Not sure if this is possible or not.

Or just a regular map that can be saved to looked at from desktop.

Thanks,
User avatar
EmperorJon
Posts: 9378
Joined: Mon, 29. Dec 08, 20:58
x3tc

Post by EmperorJon »

Hey guys, first time I've ever played XRM, just got it for AP. Never played it before, I know... :P But I felt it was time to see the balancing. I've played a lot of major overhauls but not this.
Anyway, just saying it looks great so far, keep up the hard work!
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

paulwheeler wrote:
ezra-r wrote:
Really I could be careless sometimes but I am not that silly :P

It's the XRM 1.9e PART 2 dat/cat - addon/types/jobwings.pck and jobs.pck that I'm looking at, pretty sure of that.

It's no big deal anyways, just that I never saw jobs with wings that didn't exist so I don't know if that causes problems or not.
Well I just checked the AP jobwings in a fresh download of part 2 and it goes up to 304, so you are mistaken. The TC jobwings goes up to 290, so I think you are looking at that by mistake.
My head is definetly somewhere else, I checked twice the other day and still made a mistake.

Im sorry and thank you for your infinite patience
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

@Paul

Another very minor typo... its on the Jumpdrive Development Kit deployment screen. 'Thier' instead of 'Their'

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

paulwheeler wrote:The Q is just as common as the C or G. Jobs will spawn a random xenon m7.
I mostly see C and G. I used to see Q when I started my current adventure xrm updates ago. I wonder if that's fight rank dependant thing
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

Is there a way to limit sertain ship spawning? I had 4(!!!!) G's spawn on a station def mission. Was pretty empty sector soon after so...

Hoping to see the missing missile fabs in the next update, till then i'l finish up my marathon on Homeworld-series and few other space-games.
Slashman
Posts: 2525
Joined: Tue, 12. Oct 10, 03:31
x4

Post by Slashman »

swatti wrote:Is there a way to limit sertain ship spawning? I had 4(!!!!) G's spawn on a station def mission. Was pretty empty sector soon after so...

Hoping to see the missing missile fabs in the next update, till then i'l finish up my marathon on Homeworld-series and few other space-games.
There are missing missile fabs?
If you want a different perspective, stand on your head.
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

Slashman wrote:
swatti wrote:Is there a way to limit sertain ship spawning? I had 4(!!!!) G's spawn on a station def mission. Was pretty empty sector soon after so...

Hoping to see the missing missile fabs in the next update, till then i'l finish up my marathon on Homeworld-series and few other space-games.
There are missing missile fabs?
he probably means for things like beluga, windstalker and the rest, all the vanilla stations (plus quite a few of extras: ghoul/spectre/and some XRM specific factories) are present
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

swatti wrote:Is there a way to limit sertain ship spawning? I had 4(!!!!) G's spawn on a station def mission. Was pretty empty sector soon after so...
Not really. All i could do is remove the G from the list of valid ships for missions. But then the G would never spawn. As the mission will pick random ships from the list, i think you'd have to be very unlucky to get four Gs.




(woo - 800 pages... 200 pages till the magic 1000 mark!)
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

With the Advanced Universe pack, will the NPC ships use the jump beacons>> How about my own NPC controlled ships, will they automatically use the jump beacons, like ships controlled by the universe traders, etc.>>>
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Yes. As far as the game is concerned, the Advanced Universe jump beacons are normal gates.
greypanther
Posts: 7307
Joined: Wed, 24. Nov 10, 20:54
x3ap

Post by greypanther »

Right I have finaly found time to instal XRM! Yaaay!

One thing, is there anywhere I can find more background info regarding your new starts? Only I like to imerse myself and the lack of info makes mistakes inevitable! I do not want to waste time on a start I come to dislike. Time is precious! :)
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

greypanther wrote:Right I have finaly found time to instal XRM! Yaaay!

One thing, is there anywhere I can find more background info regarding your new starts? Only I like to imerse myself and the lack of info makes mistakes inevitable! I do not want to waste time on a start I come to dislike. Time is precious! :)
Jumee wrote: here is a link to an overview of game starts, most (or all) of it should be still relevant, there are no special plots for any of the starts (afaik) - just rather interesting starting conditions
Mizuchi wrote: [18.08.11] Edit: XRM Game Start Overview List
greypanther
Posts: 7307
Joined: Wed, 24. Nov 10, 20:54
x3ap

Post by greypanther »

Thank you. :)
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
Slashman
Posts: 2525
Joined: Tue, 12. Oct 10, 03:31
x4

Post by Slashman »

Hmmm...the starts are too easy. I kinda like starting with almost nothing and working my way to a position of power.
If you want a different perspective, stand on your head.
User avatar
InFlamesForEver
Posts: 2266
Joined: Fri, 22. Jul 11, 13:42
x3tc

Post by InFlamesForEver »

Slashman wrote:Hmmm...the starts are too easy. I kinda like starting with almost nothing and working my way to a position of power.
Do what I do, start as something, then get rid of it.
I use the cheat collection to destroy my starting ship, give myself 50000 credits only, and give myself a fully kitted out m5. I work up from there. I also give myself neutral rep with every single race, and by that I mean 1. But that's just how I like to start out.
In Flames We Trust
Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video
Metal_Izanagi
Posts: 1
Joined: Mon, 9. Apr 12, 04:22

Post by Metal_Izanagi »

After installing one of the cockpit packs, I decided it wasn't to my tastes, and disabled/uninstalled it in the plugin manager. Now I can't seem to get my HUD elements back, and have to use one of the secondary monitors to even see what my throttle is set at. They seem to still be present, just completely invisible.
Last edited by Metal_Izanagi on Mon, 9. Apr 12, 04:35, edited 1 time in total.
Slashman
Posts: 2525
Joined: Tue, 12. Oct 10, 03:31
x4

Post by Slashman »

InFlamesForEver wrote:Do what I do, start as something, then get rid of it.
I use the cheat collection to destroy my starting ship, give myself 50000 credits only, and give myself a fully kitted out m5. I work up from there. I also give myself neutral rep with every single race, and by that I mean 1. But that's just how I like to start out.
I may be forced to bow to your hardcoreness. :P

Seriously though, Nostalgic Argon is the start that I like best. I'm also going to try the bankrupt assassin at some point as well.

Some of those starts above are fine in terms of concept...I just don't know that starting out with a fully kitted M6(which seems to be most of them) is that much of a challenge to get off the ground.
If you want a different perspective, stand on your head.
NGR
Posts: 106
Joined: Wed, 26. Nov 03, 03:40
x3tc

Post by NGR »

are you playing TC? if yes then afaik you either have to cheat it in, or finish one of the standard plots (USC license uses the same slot as one of the plot wares)
Yes TC, thanks for that. Will just have to do a plot or two. Was not going to bother as the environment was very rich already and you seem to have access to a huge variety of ships etc that is likely to keep me busy for some time.

Another difficulty I have come across. I started with the Terran plot complete and have been flying around in a Vidar. Great ship with the modifications.

Anyway I was not happy with the larger sizes for the docking computer, military scanner so I lowered them to S using the X3 editor in order to fit on all ships. This worked O.K and I fitted a military scanner to my Vidar.

Played for a few hours and then wanted to fit out a Kestral to do some mapping etc and now find that the military scanner has reset to XXL. Checking the X3 editor shows the changes made are still in effect but the equipment docks have the larger sizes listed. What could be the cause of this?

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”