[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
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Post by Ragemaster9999 »

ahh yes, that makes sense, nowq that i Think of it. I thought it was a time limited laser tower, but infact that is really just the install time for getting the laser tower combat ready. Okay, one more question though, in regards to laser tower, do they work OOS?

My laser tower doesnt seem to be doing any damage to pirate fighters in OOS combat, or is just not landing any hits? Im trying to find a practical/affordable way to put chokepoints on gates to stop those pesky pirates that keep randomly spawning from attacking my traders.
TestUnknown
Posts: 56
Joined: Fri, 6. Apr 12, 01:40

More minor issues

Post by TestUnknown »

Some minor issues:

M8 are big fat targets, easy money if capped and they don't have protection. While this is good for my M3 that have no turret, it sort makes too easy and all race M8 that I saw have fighter protections. I am off to capture the other 6 M8. This new TandiTech is super rich, more reserve M8's coming out of their base.

TandiTech is destroying my satellite network, even the stealth ones deployed with gnasirator's Galaxy Explorer and SSC. They must have better scanner technology than everyone else. Scary to think of it since they seem to align with Xenon.
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
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Post by Jumee »

Ragemaster9999 wrote: Okay, one more question though, in regards to laser tower, do they work OOS?
they do and a lot better than they did in TC since in AP they actually have range (but they are a bit clumsy when fighting fighters because they have slow turning rates so they are now supposed to be used against heavier enemies)
caliban02GMAIL
Posts: 40
Joined: Sat, 6. Feb 10, 02:58
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Post by caliban02GMAIL »

"REPLACEMENT WAR FOR ALBION PRELUDE – (Albion Prelude only) A replacement for the vanilla AP war has been created. The player can fight on either side and is given objectives to complete in order to "win" the war. "
I apologize profusely if this question has been asked before, but I'm bad with the forum search. Where should I go to participate in this war? I chose a Split start, but haven't found where to begin. (I did do the PHQ plot, but can't find the Hub plot start either)

Also, I am using the Lazcorp sector claimer recommended in the original post. If I claim Pirate/Xenon territories, will that prevent them from spawning there?

Finally, there seems to be something weird with the way some big ships (mainly TL's, Aran, Terran capitals) use jumpgates. Often upon entering a sector I haven't visited before, I will find 2-3 capital ships bunched up around the gate. As soon as I enter, they try to turn and invariably blow themselves up on the gate. (Most particularly noticeable when going into the first Terran sector from the Argon area.) This also seems to prevent anyone else from jumping into the gate, including player ships.

Thank you in advance for any replies. :)
Rizkerd
Posts: 12
Joined: Wed, 11. Apr 12, 05:06
xr

help

Post by Rizkerd »

heya i have been playing AP with XRM on and have a few problems.

Firstly i have tried from a fresh install of both Tc + ap + xrm following the instructions to the letter.

if i do not install xrm then voice works fine, the second i install XRM i do not get the voice over when you get ship details up or click on a station.

Also on the al config menu i have alot of 'Read text' errors even though the t files are all present and inside the \addons\t . I have checked all files and they are all there even after redownloading and reinstalling. the base game files are not missing anything as this is a second fresh download.

I have all the 2 pak files renamed in the \addons and also the cat ones.

Also marines on the stations do not appear to be showing their stars on the window. just the cost and their name.

Thanks for a great mod and continued support...i have searched through these 800+ pages but only found a few fixes which did not work.

Risk
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
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Re: help

Post by A5PECT »

Rizkerd wrote:if i do not install xrm then voice works fine, the second i install XRM i do not get the voice over when you get ship details up or click on a station.
XRM-specific ships and stations do not have voiced descriptions.

If you aren't hearing the ship computer announce ship/station names when you target them, that means you haven't deleted the 00044.pck file from your x3 terran conflict/addon/mov folder.
Also on the al config menu i have alot of 'Read text' errors even though the t files are all present and inside the \addons\t.

I have all the 2 pak files renamed in the \addons and also the cat ones.
You need a total of 4 files in the /addons folder.

2 .cat files
2 .dat files

They must be renamed consecutively with the .cat and .dat files already in the AP directory.

XRM1.19_PART_1.cat -> 03.cat
XRM1.19_PART_1.dat -> 03.dat

XRM1.19e_PART_2.cat -> 04.cat
XRM1.19e_PART_2.dat -> 04.dat

The files must be renamed with the preceding 0. They can not be named 3.cat and 4.cat.
The files must be renamed consecutively. e.g. They can not be named 03.cat and 05.cat.

If you continue getting errors, you may have to redownload the XRM mod files.
Also marines on the stations do not appear to be showing their stars on the window. just the cost and their name.
You need a bioscanner to view marines' stats before they are purchased.

(This is a function of vanilla gameplay; XRM does nothing to change it)
Admitting you have a problem is the first step in figuring out how to make it worse.
Teleth
Posts: 292
Joined: Sat, 31. Mar 12, 06:39

Re: More minor issues

Post by Teleth »

TestUnknown wrote:Some minor issues:

M8 are big fat targets, easy money if capped and they don't have protection. While this is good for my M3 that have no turret, it sort makes too easy and all race M8 that I saw have fighter protections. I am off to capture the other 6 M8. This new TandiTech is super rich, more reserve M8's coming out of their base.

TandiTech is destroying my satellite network, even the stealth ones deployed with gnasirator's Galaxy Explorer and SSC. They must have better scanner technology than everyone else. Scary to think of it since they seem to align with Xenon.
I actually reduced the number of M8s a bit in my version but I didn't think they were so vulnerable; I was actually more worried about the overkill missile spam.
Phanon will have ~60+ fighters and an M6 before any it produces a single M8 I believe.

Phanon is unfortunately not great at defending itself I don't think, and I wasn't prepared to rewrite it either. Few things in X3 are. Implementing Anarkis Defense System into Phanon would probably make it pretty lethal, sadly this is well beyond my understanding.

I honestly don't know at modifying the guardsector script. I have not nearly spent enough time debugging phanon; I was just trying to get it to run normally in XRM and it has done so in my game thus far. Litcube is a well known scripter, so I'll believe most intensive portions of Phanon Corp are correctly implemented.

For those of you following my instructions on trying to get my version of Phanon into TC or AP without XRM, I have stupidly mistaken SetShopList.xml for MakeShip.xml!

It is MakeShip you need to exclude, rather than SetShopList. Running this MakeShip.xml in a non-ap and/or non-xrm environment could cause it to fail to create new ships, though you would be unlikely to notice until later on!
greypanther wrote: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?
Did you place the T file in the correct location? I believe that is the only explanation. Messages about PhanonCorp will be pretty ugly without it in the correct location. (/t/8384-L044.xml)
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

caliban02GMAIL wrote:
"REPLACEMENT WAR FOR ALBION PRELUDE – (Albion Prelude only) A replacement for the vanilla AP war has been created. The player can fight on either side and is given objectives to complete in order to "win" the war. "
I apologize profusely if this question has been asked before, but I'm bad with the forum search. Where should I go to participate in this war? I chose a Split start, but haven't found where to begin. (I did do the PHQ plot, but can't find the Hub plot start either)

Also, I am using the Lazcorp sector claimer recommended in the original post. If I claim Pirate/Xenon territories, will that prevent them from spawning there?

Finally, there seems to be something weird with the way some big ships (mainly TL's, Aran, Terran capitals) use jumpgates. Often upon entering a sector I haven't visited before, I will find 2-3 capital ships bunched up around the gate. As soon as I enter, they try to turn and invariably blow themselves up on the gate. (Most particularly noticeable when going into the first Terran sector from the Argon area.) This also seems to prevent anyone else from jumping into the gate, including player ships.

Thank you in advance for any replies. :)
There are no missions as such in regards to the war. However there is a scripted terran fleet which will try to work its way from terran space into the nearby commonwelath argon sectors. This fleet is met by custom RRF fleets to halt its progress. the idea is that this fleet cannot reach its goal without considerable player help. If you are terran then support the fleet, if you are commonwelath then your job is to destroy the fleet. There are also 2 key military bases for each side which need to be destroyed. Aswell as the main fleet the are smaller incursion by forces from both sides into enemy space which can be dealt with, you will earn the usual rep and experience, i believe also that now XRM has a bounty system you can earn a considerable amount of credits by fighting as a military pilot. You will need police licences for the races in question (terrans have one now) also you will need to set up a hotkey for the military intelligence netwrok menu which is a feature of xrm, this menu tracks the progress of the main fleet and also updates you on current incursions.
I used to list PC parts here, but "the best" will suffice!
kidoran
Posts: 3
Joined: Thu, 28. Jul 11, 03:43
x4

Post by kidoran »

Well first off, its been a long time since I played in the X universe and a bit has changed. I went out and finally got X3AP and played it for a while before installing then XRM.

So far I am enjoying the rebalance but have a question as I am not sure I am reading the screen right.

I found a Kha'ak Corvette in one of the sectors I was exploring so claimed it sent it back to base and outfitted its shields etc. on the info screen for this ship it says it can equip 6 x 200MJ shields. So I bought 6 but it only seems to be using 5? I look at the Ship Info now and it has 5 shields in the shield bay. The cargo bay shows 6 shields, 200 MJ Shield (*) x 5 on one line and 200 MJ Shield x 1 on a second line. Does this mean its not using the 6th shield?

Is this a known problem or are all the shields being used?


Thank you.
Requiemfang
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Joined: Thu, 16. Jul 09, 12:24
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Post by Requiemfang »

Likely it appears paul didn't correctly label the change in the in stats.
morikaane
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Post by morikaane »

kidoran wrote:I found a Kha'ak Corvette in one of the sectors I was exploring so claimed it sent it back to base and outfitted its shields etc. on the info screen for this ship it says it can equip 6 x 200MJ shields. So I bought 6 but it only seems to be using 5? I look at the Ship Info now and it has 5 shields in the shield bay. The cargo bay shows 6 shields, 200 MJ Shield (*) x 5 on one line and 200 MJ Shield x 1 on a second line. Does this mean its not using the 6th shield?
That shouldn't be doing anything of the sort. Mine works as advertised. It is either a bad TShips (from an incompatible mod... or a stray in your types folder) or your ship needs to be cloned.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

kidoran wrote:Well first off, its been a long time since I played in the X universe and a bit has changed. I went out and finally got X3AP and played it for a while before installing then XRM.

So far I am enjoying the rebalance but have a question as I am not sure I am reading the screen right.

I found a Kha'ak Corvette in one of the sectors I was exploring so claimed it sent it back to base and outfitted its shields etc. on the info screen for this ship it says it can equip 6 x 200MJ shields. So I bought 6 but it only seems to be using 5? I look at the Ship Info now and it has 5 shields in the shield bay. The cargo bay shows 6 shields, 200 MJ Shield (*) x 5 on one line and 200 MJ Shield x 1 on a second line. Does this mean its not using the 6th shield?

Is this a known problem or are all the shields being used?


Thank you.
That sounds to me as if you have another shield type in one of the slots. Double check your cargo bay. If not, try ejecting your 6 200mj shields and see what the info screen says. If it says you still have one shield in, then i think there maybe an issue with that particular ship - try cloning it using the cheat scripts and see if the new ship is ok.

I cant be certain as im not in front of my pc, but i think the corvette should have 6 slots.




@ requiemfang... i have not created any stats for the xrm. They are community maintained.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

greypanther wrote:Why sadly?
"Sadly" because it would have been cool if there were provisions within X3TC that made it MORE than just fluff. Like, it would have been cool if you could have picked to play a Teladi and actually been treated like a Teladi by other races.

If this had been just as simple as it is in Skyrim, for example, (where playing a Khajiit has NPCs call you "cat", and playing a Nord makes other Nords call you "Kinsman"), then that would have been a major immersion boost.

Maybe in Rebirth, ne?

As for the Kha'ak Start question, it's entirely possible. You have three options:

1. Replace the XRM Game Start files with Apricotslice's Kha'ak Start Files, and hope it doesn't mess anything up.

2. Merge the Kha'ak Start files with the XRM Start Files by editing the XMLs and tacking it on somewhere (with appropriate Game Start ID changes).

3. Add your own Kha'ak Start to the list by basically copying the XRM Xenon Start and just changing the starting ship, equipment, and racial relationships to your liking.

Even if you choose to "play as a Kha'ak" though, you won't ever be treated as a Kha'ak. As far as the AI is concerned, you're just "playerrace" in a Kha'ak ship.
TestUnknown
Posts: 56
Joined: Fri, 6. Apr 12, 01:40

Re: More minor issues

Post by TestUnknown »

Teleth wrote: It is MakeShip you need to exclude, rather than SetShopList. Running this MakeShip.xml in a non-ap and/or non-xrm environment could cause it to fail to create new ships, though you would be unlikely to notice until later on!
Well, that explains why Phanon Corp have so many hyperion vanguard, this and skiron were the only valid M6 :D. I end up still using your MakeShip.xml but replaced the missing ships with ATF, Terran, and Xenon versions.

By the way, Phanon Corp is not using their M7M correctly. These pretty much becomes free ships for me since they don't carry any missiles.
TestUnknown
Posts: 56
Joined: Fri, 6. Apr 12, 01:40

Re: More minor issues

Post by TestUnknown »

Teleth wrote: Phanon is unfortunately not great at defending itself I don't think, and I wasn't prepared to rewrite it either. Few things in X3 are. Implementing Anarkis Defense System into Phanon would probably make it pretty lethal, sadly this is well beyond my understanding.
May be we can wait a little on giving Phanon Corp such power. As it is, TendiTech is sending ~10 M6 and 2 M7 after me. If they even use jumpdrive, i'll be in big trouble. I haven't set up any defense at all since no one attacks me so far. The 100 laser towers I deployed with Ring of Fire around my station are supposely invisible unfortunately they stay that way even when the station is under attack. So far I haven't had the time to figure out why.
Teleth
Posts: 292
Joined: Sat, 31. Mar 12, 06:39

Re: More minor issues

Post by Teleth »

TestUnknown wrote:
Teleth wrote: It is MakeShip you need to exclude, rather than SetShopList. Running this MakeShip.xml in a non-ap and/or non-xrm environment could cause it to fail to create new ships, though you would be unlikely to notice until later on!
Well, that explains why Phanon Corp have so many hyperion vanguard, this and skiron were the only valid M6 :D. I end up still using your MakeShip.xml but replaced the missing ships with ATF, Terran, and Xenon versions.

By the way, Phanon Corp is not using their M7M correctly. These pretty much becomes free ships for me since they don't carry any missiles.
Yeah I had considered doing something with the M7M, but I decided I would not mess with things because as it is, most of my changes are not thoroughly tested. Giving it missiles shouldn't be too hard though.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

REQUEST: Pirate M1+

Was checking things out and noticed pirates were missing a M1+ as in "their own" like the Galleon.
A wild idea came to mind from the Teladi Tern and the bugged Kyoto(?) a while back: A carrier focusing on M6s and not so much on smaller fighters.

Typical 6-turret coverage, but max 3 guns per turret to keep it carrier'ish with the typical pirate like small'ish shields but with a nice regen to "outlast" while the M6 wings does their thing.
Also should mount boarding pods to "replenish" its lost corvettes. And yes, make it "the capper-ship"

This thing would need to be rare, like really rare if not a unique, kinda like the Valhalla and the Unknown Object. A challenge to find and capture. Also i'd imagine it would need its own unique job-scripting to have M6 wings instead of just fighters. Maybe even house a wing of M8s
(If im not mistaken, Valhalla has more then usual fighter wings, i counted nearly 30 launched from it, 9 from both sides, then some more)

Something of a base-ship for M8-fleet or M6-fleet. Something truely unique and scary in terms of power, a ship player would prefer to run from then try to take on unprepared.
While M6 docking is used in many big ships, this would make a unique twist to the mechanic that doesnt see as much use as it honestly should.
kidoran
Posts: 3
Joined: Thu, 28. Jul 11, 03:43
x4

Post by kidoran »

paulwheeler wrote:
kidoran wrote:Well first off, its been a long time since I played in the X universe and a bit has changed. I went out and finally got X3AP and played it for a while before installing then XRM.

So far I am enjoying the rebalance but have a question as I am not sure I am reading the screen right.

I found a Kha'ak Corvette in one of the sectors I was exploring so claimed it sent it back to base and outfitted its shields etc. on the info screen for this ship it says it can equip 6 x 200MJ shields. So I bought 6 but it only seems to be using 5? I look at the Ship Info now and it has 5 shields in the shield bay. The cargo bay shows 6 shields, 200 MJ Shield (*) x 5 on one line and 200 MJ Shield x 1 on a second line. Does this mean its not using the 6th shield?

Is this a known problem or are all the shields being used?


Thank you.
That sounds to me as if you have another shield type in one of the slots. Double check your cargo bay. If not, try ejecting your 6 200mj shields and see what the info screen says. If it says you still have one shield in, then i think there maybe an issue with that particular ship - try cloning it using the cheat scripts and see if the new ship is ok.

I cant be certain as im not in front of my pc, but i think the corvette should have 6 slots.




@ requiemfang... i have not created any stats for the xrm. They are community maintained.
Thank you for that information. I ejected all of the shields and the corvette shows 0% shields now, when I picked them up again only 5 installed.

I had a look about for a cloning script but all I could find was Cycrows Cheat Pacakage, was hoping not to install that as it seems overkill to fix 1 ship. Any suggestions on how to clone it?


Thank you.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

swatti wrote:REQUEST: Pirate M1+
It's called the Cormorant. :)

(I'd rather have a Xenon Light Carrier myself...)
kidoran wrote:I had a look about for a cloning script but all I could find was Cycrows Cheat Pacakage, was hoping not to install that as it seems overkill to fix 1 ship. Any suggestions on how to clone it?
Download Cycrows Plugin Manager and use that to install the Cheat Package for AP. Then use that to create yourself a new Khaak Corvette... transfer all the equipment to it and then destroy the old one.

That cheat package is the bee-knees for cloning (and you're not cheating, you're fixing. And if you feel the temptation to use it is too great, remove it once you've done the clone). :)

Cheers,
M.
Last edited by morikaane on Wed, 11. Apr 12, 11:41, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

@kidoran

The cheat package is essential really if you want to run mods. I frequently make changes which will require the cloning of a ship.

You just have to exercise self-control.

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