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

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Ragemaster9999
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Post by Ragemaster9999 »

Jumee wrote:
Ragemaster9999 wrote:Also, if i buy an equipment dock, does that mean i can upgrade and software fit my newely produced ships? Im assuming producing the nova for example will come with stock tunings.
No, EqD's are just storage stations until you get a script to allow tunnings, also produced ships are bare hulls they do not have tunnings or anything for that matter
Hmm how to adress this? A ship without tunings is no good at all.
Jumee
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Post by Jumee »

Ragemaster9999 wrote:Hmm how to adress this? A ship without tunings is no good at all.
well, there is a mod called "player workshops" it allows you to install both tunnings and software from any of your EqD's, PHQ's and etc for credits

there is also Cycrow's "Research and Development" mod which allows you to research different equipment (at the cost of resources and credits and time) and install those from your EqD (this will be instant but still takes both resources and credits), BUT you will have to edit the script a bit since XRM has increased the price of equipment a lot and as a result research times have went crazy :D (some things like JD's take a month)

anyways, its is easier to just go for player workshops, but if you want a bit more immersion in the way you get equipment, then edit Cycrow's R&D code a bit, and install both Player Workshops (to get tunnings) and R&D (to get equipment)
swatti
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Post by swatti »

(repost, sorry, went un-answered)

BUG: station def M2s

At higher rank station def missions can spawn Yaki Akumas, so far they have ALL spawned armed with HEPTs...
Its quite pointless for such ship to be even able to mount HEPT, Frag-Bs or PACs.


QUESTION:

Can sertain ship, ship-class(M1&M2) or ship-extension modify the range and/or damage of a weapon mounted in the ship?

Many capital-ships can mount fighter-weapons. Most usefull only in missile-defence or at OOS-combat.

If it were possible to boost power and range of those said weapons in certain class OR by purchacable "booster" (xxl in size ofc) it would make for some "interesting" loadouts.

REQUEST:

Remove bombers and missile-frigates from "escort missions"

Kinda sucks when 3(!!!) Xenon Gs spawn and spam missiles at your target, then you.
paulwheeler
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Post by paulwheeler »

The Akuma issue is no doubt being caused by the vanilla mission scripts just using the standard "add default wares" for equiping the ships. This is a problem that is no easily solved. Because missions are created in the Mission Director and the Mission Director cannot access the script engine, I cant simply tell the ship spawns to use CWP to equip ghe ships. Id have to write a full weapon equipping routine into the missions.

Its something I will look at, but i suspect it will be a lot of work, so dont expect it for 1.20.

There can be only one set of stats for a weapon. The only way to do it via a class is to create an entirely new version of the weapon purely for capital ships. But there just isnt enough free weapon subtypes to do this.

I am going to look at stopping missile boat spawning in missions for 1.20.
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FalconGrey
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Post by FalconGrey »

Hi Paul, long time no chat! :roll: Almost 4 months I think...

Anyway, I'll ask a straight forward question before taring apart your mod to ensure compatibility as you may know this off the top of your head and save me a lot of time and energy.

A while back I asked if you could add to your mod the part of my humble salvager mod that altered the Mobile Repair Ship to include point defense weapons, specifically flack and low power weapons to knock out in coming missiles to give it some ability to defend itself and escape relatively undamaged and still stay there long enough for the damaged ships it was rescuing in a battle situation to dock.

Was this ever added? If it was, I can remove that part of the 'fake patch' part of my mod to make it fairly universal and easier to keep up dated for people being the only thing I'll need to monitor is the game starts.

I remember there was a thing about changing the ship class that was returned to the original setting to prevent what you warned could be a potential problem.

There was also a thing with the universal explorers that I'm going to also look at and figure out through scripting how to work through so that i can remove the fake patch part of it as well.
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Général Grievous
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Post by Général Grievous »

This mod is 100% compatible with Complex Cleaner, FDN, MPM, SSDN, Enhanced Equipment Docks and the KOG mod.
it's seems to have a problem with complex cleaner.
When i install it, several stations are remplaced with "argon federation shipyards" in my game.

Do you confirm this?
Il vaut mieux mobiliser son intelligence sur des conneries plutot que de mobiliser sa connerie sur des choses intelligentes...
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FalconGrey
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Post by FalconGrey »

That COULD be a potential problem, General! :o
It's not if we win or lose that matters, it's that we stood and faced it.
Jumee
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Post by Jumee »

Général Grievous wrote:it's seems to have a problem with complex cleaner
did you install it using these instructions?:
Compatibility with Complex Cleaner, FDN v7, MPM v7, SSDN v7: install the base cat/dat from these mods/scripts to the lowest cat/dat number, then the XRM base mod and addon packs as higher numbers.
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Général Grievous
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Post by Général Grievous »

did you install it using these instructions?:
Well, it must be that!
i thought there were no matter in which order you put the numbers on CAT / .dat files.

thanks man! :wink:
Il vaut mieux mobiliser son intelligence sur des conneries plutot que de mobiliser sa connerie sur des choses intelligentes...
yarrick5
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Post by yarrick5 »

Is there a comprehensive list of which scripts, etc, work in AP? Seems I used some that didnt work
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FalconGrey
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Post by FalconGrey »

yarrick5 wrote:Is there a comprehensive list of which scripts, etc, work in AP? Seems I used some that didnt work
That would be nice to look at if there is, considering I have been out of the loop for nearly 5 or 6 months... I think. (poor concept of time unfortunately)
It's not if we win or lose that matters, it's that we stood and faced it.
swatti
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Post by swatti »

Akuma-issue: Remove fighter-weapons from mountable guns?
Maybe a "cheap trick" but seriously, whos gonna mount em anyways... Quick look: most sub-types seem to be fighter-guns too. That should take it off the list what the engine auto-mounts?

So, no way of modifying weapon-stats "in-game" ?

Cluster-flak hit-effect. Its huge, tone that down a notch? I can barely see a M6 from the explosion :D
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EmperorJon
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Post by EmperorJon »

paulwheeler wrote:This is a problem that is no easily solved. Because missions are created in the Mission Director and the Mission Director cannot access the script engine, I cant simply tell the ship spawns to use CWP to equip ghe ships. Id have to write a full weapon equipping routine into the missions.
You can call a script on an object from the Mission Director.
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paulwheeler
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Post by paulwheeler »

EmperorJon wrote:
paulwheeler wrote:This is a problem that is no easily solved. Because missions are created in the Mission Director and the Mission Director cannot access the script engine, I cant simply tell the ship spawns to use CWP to equip ghe ships. Id have to write a full weapon equipping routine into the missions.
You can call a script on an object from the Mission Director.
Oh ok - thats good. So maybe i can just get the missions to run CWP on the ship.

Any idea what the code is - or a link to a thread which details it?

Still, it will probably take me a little while to work it out and my 1.20 to-do list is very long already.
paulwheeler
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Post by paulwheeler »

swatti wrote:Akuma-issue: Remove fighter-weapons from mountable guns?
Maybe a "cheap trick" but seriously, whos gonna mount em anyways... Quick look: most sub-types seem to be fighter-guns too. That should take it off the list what the engine auto-mounts?

So, no way of modifying weapon-stats "in-game" ?

Cluster-flak hit-effect. Its huge, tone that down a notch? I can barely see a M6 from the explosion :D
That wont work - the built in equip function wont spawn half of the weapon subtypes - that was why CWP was a necessity in the first place for the XRM.

The clusterflak effect needs to be big, well certainly bigger than the flak.... but you're right - it needs tweaking. I want to try and split it into several smaller explosions, but its going to take a bit of work. Its already on my long-term "to-do" list.
Ragemaster9999
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Post by Ragemaster9999 »

paulwheeler wrote:
swatti wrote:Akuma-issue: Remove fighter-weapons from mountable guns?
Maybe a "cheap trick" but seriously, whos gonna mount em anyways... Quick look: most sub-types seem to be fighter-guns too. That should take it off the list what the engine auto-mounts?

So, no way of modifying weapon-stats "in-game" ?

Cluster-flak hit-effect. Its huge, tone that down a notch? I can barely see a M6 from the explosion :D
That wont work - the built in equip function wont spawn half of the weapon subtypes - that was why CWP was a necessity in the first place for the XRM.

The clusterflak effect needs to be big, well certainly bigger than the flak.... but you're right - it needs tweaking. I want to try and split it into several smaller explosions, but its going to take a bit of work. Its already on my long-term "to-do" list.
Will this effect said balancing of the weapon? It seems that the flak arrays are too potent vs fighters, infact i dont think you can dodge or outrun them like other weapons. Intended? I know flak is anti fighter weapon, but if its too strong, then theres no point in fighter escorts for point defense
paulwheeler
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Post by paulwheeler »

No, its only the impact effect i will change. Its the bullet model and the weapon stats only that affect a weapons potency.
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EmperorJon
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Post by EmperorJon »

I don't know the exact code, but it's simple enough, something along the lines of "Run script: *name* Parameters: *params*"
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Master of the Blade
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Post by Master of the Blade »

I've noticed that Kha'ak lasers' hit effects cause really nasty lag when onscreen - mainly the Beta Kyon Emitter. Is that unavoidable regardless of what effect you use (I remember some discussion from ages ago about beams, but can't remember how it resolved.
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paulwheeler
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Post by paulwheeler »

Like all effects - impact effects have an effect on performance.

Initially the XRM did not have any impact effects on beam weapons, as in a discussion long ago in the CMOD4 days it was decided that they created a great deal of lag - far more than the impact effect of standard weapons.

However, when I tested putting them back on the XRM beams, which are significantly different to the CMod ones - on an aging Sony Vaio Centrino laptop I might add - for v1.10, the effect on performance was negligable. I cannot say that I have noticed any performance degridation when a beam weapon impacts on any of the three systems I have played the XRM on. I certainly can't say that I've noticed the Beta Kyon causing any more/less lag than the other beam impact effects.

However, its likely that this is the kind of thing that affects some system configurations more than others.

All I can say is that its very simple to remove the effects. Simple open TBullets in the X3 Editor 2 and set the impact effect to "0".

For more information please see my post here:

http://forum.egosoft.com/viewtopic.php? ... 36#3863736
Last edited by paulwheeler on Tue, 17. Apr 12, 23:22, edited 1 time in total.

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