[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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greypanther
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Post by greypanther »

Thank you for your answer. :)

I am not ready yet to fiddle with and alter mods yet; I need to do more reading first. I guess I am going to have to go with the original version. :|
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
BlackRain
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Post by BlackRain »

I can't seem to get the ADV universe to work with AP. Is there something I am not doing correctly>> I am loading it last.
Teleth
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Post by Teleth »

Probably for the best!

Phanon is pretty modular thankfully so you can replace it or remove it whenever you feel like it.
ShadowGod56
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Post by ShadowGod56 »

BlackRain wrote:I can't seem to get the ADV universe to work with AP. Is there something I am not doing correctly>> I am loading it last.
i don't believe that the advanced universe start is AP compatible yet
BlackRain
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Post by BlackRain »

All it does is eliminate the gates as jumpable and creates jump beacons, that isn't ap compatible>>
paulwheeler
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Post by paulwheeler »

BlackRain wrote:All it does is eliminate the gates as jumpable and creates jump beacons, that isn't ap compatible>>
Its not as simple as that - and no its not AP compatible at the moment. I will make an AP version when I get time.
paulwheeler
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Post by paulwheeler »

Black147 wrote:Paul: I think there´s a typo in the start MD file:

In

Code: Select all

<do_when value="{player.gamestart}" exact="101" comment="Argon Peacekeeper">
[...]
                  </cargo>
                  <map>
                    <sector x="14" y="18"/>
The above sector does not exist. I suspect you meant x="14" y="8" - which is Argon sector 148.
I will check that. It won't cause any problems as you start in Argon Sector 148, so its instantly discovered anyway.
A5PECT
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Re: XRM Starts...

Post by A5PECT »

Yushatak wrote:It feels like I'm cheating with several of the XRM starts.
Play one of them at length. Once you've made some progress in the game you'll get some perspective on the exact useful/lessness of your starting equipment. For example:
I can pick the freebooter and start with a loaded Carrack.
Fly it for awhile. You'll learn that it is far from loaded.

You will get wasted by a single TM and its fighter wing in short order if you're careless.

As far as relations go, you're negative with every major race. The only one that gives you docking rights are the Teladi. And depending on where the game drops you at the start getting to their space can be quite the odyssey.
Admitting you have a problem is the first step in figuring out how to make it worse.
swatti
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Post by swatti »

Heres a quickie: What do i need to delete to skip the intro-movie/s?

I use plugin manager to start up my game so /nointro in shortcut wont do. Waste of space those movies too and my SSD is getting full.
Slashman
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Post by Slashman »

@KloHunt3r

I still like my Nostalgic Argon start. A lowly Buster, a few credits and a song in my heart! :lol: The universe is my oyster(if I can avoid the sharks).

Actually, I managed to get a harrier to eject and traded in my Buster and the Harrier for a Mercury. But man...my patience seems to have eroded or something because I couldn't stand to do more than a few trade runs before I traded that in for an Elite. Now I have 4 PACs, 2 x 25Mj shields, all the fight command software, 15 mosquitoes and....that song in my heart!!! (I'm officially broke.)
If you want a different perspective, stand on your head.
dougeye
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Post by dougeye »

swatti wrote:Heres a quickie: What do i need to delete to skip the intro-movie/s?

I use plugin manager to start up my game so /nointro in shortcut wont do. Waste of space those movies too and my SSD is getting full.
just press escape?
I used to list PC parts here, but "the best" will suffice!
dougeye
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Post by dougeye »

Texhnolyzed wrote:Are there any additional Boron starts out there that are compatible with this mod and Albion Prelude? I looked in the "List of mods and stuff" thread, but the only one I found was in "X3TC Vanilla Malt Gamestarts 1.1", but that one doesn't really help.
there was amod i found which runs a script once why you start a new game. it was simply called custom start. It lets you swap the player ship (changes and then deletes the old), it lets you add additianal ships. gives you the option to fill any carriers, lets you edit your credits, reputation, also gives the option to reveal sectors , all sectors or every sector within a specified number of jumps. there are a few more handy options aswell. Its 100% compatable with xrm and ap. Just select one of the boron starts and then edit the start with the script (it runs automaticly but only once at game start)

hmmm can i find it.......

http://forum.egosoft.com/viewtopic.php? ... stom+start

there you go, looks like alot of improvements since i first downloaded it.

the only limitation is your self control, its always tempting to create a few extra mistrels lol
I used to list PC parts here, but "the best" will suffice!
mastermax2
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Post by mastermax2 »

how mod that XRM v1.19 PART 1 XRM v1.19e PART 2 on AP i not understand
help me i only have SPK
paulwheeler
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Post by paulwheeler »

mastermax2 wrote:how mod that XRM v1.19 PART 1 XRM v1.19e PART 2 on AP i not understand
help me i only have SPK
There are full instructions for installation on the first page of this mod. The xrm cannot be installed via an spk. It has to be installed manually.
paulwheeler
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Post by paulwheeler »

Mysterius wrote:
jack775544 wrote:Did you activate it using the hotkey?
No... But now yes!
Thank you!

For those of you who encounter the same problem in the future, it is the "Xtra Cadius OWP activate" hotkey in the controls configuration menu.

I've searched before and found nothing about it... There are some hard to find features in XRM :).
Not if you actually read the main posts. Instructions on how to deploy OWPs are there and also in the xrm special features pdf file included with part 2.
greypanther
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Post by greypanther »

I have installed the mod correctly I think, but when I went to activate it in the AL menu there is no sign. There is however: ReadText8384-1. This a problem right? any ideas?

I have just looked, that code represents the Phanon Corporation, do I click yes to get it to work, or is there a problem?
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
Ragemaster9999
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Post by Ragemaster9999 »

I cant seem to get lasertowers to work... I jet them into space and they seem to have a timer of 10 minutes. I thought these were fixed installations... also, they spawn with shields at 0, and slowly regen.... and have 0 total turret energy, so they are unable to shoot anything. They do track enemy targets, but I presume no firing of lazors due to no energy...

Am i using laser towers correctly?
TestUnknown
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Infinite loop detected, script is terminated!

Post by TestUnknown »

Teleth wrote:
TestUnknown wrote: I should mention I'm pretty sure I didn't fix the bug in question, as I have never encountered it.
The Infinite loop error I was talking about, I got it again. This time I just happen to save right before it so I had time to actually read the msg. Here is what is says:
Infinite loop detected, script is terminated!
al.LitQB.PhanCorp.Task.GuardSector:63:0:0:390889050:0: hidden goto label -1610602487
RefObj: TandiTech Sector Guardian M1 Raptor (M1IR-18) , env=Gunne's Crusade
I am not sure what the numbers after the script name meant. So I may not be looking at the right place, but this loop here looks very resource intensive:

Code: Select all

  while $EnemyEnv == [SECTOR] 
    $Fighters = [THIS]->get ship array from sector/ship/station
    $FighterCount = size of array $Fighters
    $Pos = [THIS]->get position as array
    while $FighterCount 
      dec $FighterCount =
      $FighterCurrent = $Fighters[$FighterCount]
      START $FighterCurrent->call script '!fight.attack.enemiesrange.land' : station=[THIS]  range=30000  arefpos=$Pos  noidle=[TRUE] 
    end
     
    = [THIS]->call script '!fight.attack.object' : victim=$Enemy  follow=[FALSE]  onlyShields=[FALSE] 
     
    $Enemy = [THIS]->find nearest enemy ship in range: class=null
    $EnemyEnv = $Enemy->get environment
  end
It doesn't have a wait statement inside and it loops as long as I am in the sector. Calling '!fight.attack.enemiesrange.land' on the same fighters over and over again.

As for how to make it better, I am thinking add a variable $Enemy.last to keep track of the last enemy targetted, if it is the same as the closest one (line 67), wait 10 seconds to avoid issuing the same !fight command again. If it is different, issue the !fight commands again and wait 1 second. What do you guys think?
Slashman
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Post by Slashman »

Ragemaster9999 wrote:I cant seem to get lasertowers to work... I jet them into space and they seem to have a timer of 10 minutes. I thought these were fixed installations... also, they spawn with shields at 0, and slowly regen.... and have 0 total turret energy, so they are unable to shoot anything. They do track enemy targets, but I presume no firing of lazors due to no energy...

Am i using laser towers correctly?
I thought you had to activate them with a special command.
If you want a different perspective, stand on your head.
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jack775544
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Post by jack775544 »

A "feature" of AP 2.0 is that lasertowers have a delayed acivation. This is so you can't just drop them amoung a bunch of enemies and :twisted: .
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

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