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

Post by Slashman »

Kadatherion wrote:
Slashman wrote:What is the highest safe SETA level to use with XRM?

I know that past a certain multiplier scripts break and ships can't fly/target properly.

I'm running at 4X now. Is 5X or 6X safe?
Depends on your rig (CPU, mainly). Generally speaking, we use to say it's advisable to not go over 6X, but if you struggle with it then go even lower.
I have a very old dual CPU myself (3GHZ) and I can manage 6X fine though.
I'm running an i5 3.2GHz. So I'm guessing at least 5X should be safe.
If you want a different perspective, stand on your head.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

titus1 wrote: Do I need to do this every time I start the game?
Thanks.
Nope - only after XRM updates.
Ubern
Posts: 48
Joined: Sun, 23. Jan 11, 21:16
xr

Post by Ubern »

Ubern wrote:
paulwheeler wrote:
Ubern wrote:I built a matter/antimatter mine forge next to my main factory in Kuiper belt but I am not being given the option to attach it using a complex construction kit. This is not a spacing issue because the m/a mine forge does not even show on the list of factories that normally appears right after ejecting a CCK.

I would just like to confirm that this is working as intended?
I've never built one of those forges before, but I can 100% tell you that the XRM does not touch any vanilla factories or the complex constructor kit. So whatever is stopping it, its not the XRM.
In that case, it seems like egosoft did not include a place for a CCK to connect to this factory. The thing is HUGE and odd shaped...and considering how these are not buildable in vanilla (asaik) I can see how they would omit this function.

I have it running on an open loop atm....but might just blow it up once I have an M2 lol. :P
Hey Paul. These mine fabs have something else funky going on with them. They are sold by terrans and terran stations buy the product...but it seems the terran police do not like the station or the matter/antimatter mines. Everytime I have a look at this fab I find a terran M5 or M4 has turned red to me and is shooting at it. They do this even if the fab is not producing anything (and therefore contains none of the product).

I know now that the mine is considered illegal but I assumed that because terran stations sell the fab and buy its product that it would not be illegal in terran space. Considering that XRM is what is granting the player access to the fab, how would you feel about changing the legality of the fab and the product in the next XRM version (or removing access to it all together considering that its such an oddball fab...ie you cant attach it to complexes...unlike every other fab in the game)?
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

There's no such thing as illegal fabs in x3, only illegal wares and these are hard coded and cannot be changed.
Lushang
Posts: 6
Joined: Wed, 20. Nov 13, 20:50
x3tc

Post by Lushang »

So far I'm enjoying it. This has been a great challenge. However I think the nerf to the price of Trade mk3 is a little harsh considering how often you lose traders to the increased hostiles, so I spend 10mil on a trade ship minimum, more like 12mil for a jump drive, and 9 out of 10 times it's gibbed before it pays for itself. I obviously haven't gotten to the point of building an escort for them yet, however that would just make it further into the red when a Kha'ak destroyer or any other m1/m2 spawn appears and pops the whole crew.
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Lushang wrote:I think the nerf to the price of Trade mk3 is a little harsh considering how often you lose traders to the increased hostiles
Solution: don't use the suicidal vanilla Universal Traders.
Either use Gnasirator's MK3, Lucike's EST, or Shimrod's OK Traders (the safest traders of the bunch, which, actually, wouldn't even need the MK3 software; I give it to them anyway because their survivability is so perfect it would almost feel like a cheat otherwise :P ).
crazydread18
Posts: 5
Joined: Tue, 26. Nov 13, 15:24
x3ap

Post by crazydread18 »

Hello,

I just started a new game from a fresh installation of X3:AP. I installed a few mods, and one of them is XRM.

From the XRM mod forum page, I installed the mod in the link "Cockpit Mod v1.30b with tints, HUD info and Gravidar put back". This was a SPK version to install with the plugin manager, which I did. I see that the mod was installed since it's listed in the installed plugin.

In the new game I start, with the "Cunning charlatan" preset, I'm starting with the Xperimental Shuttle. I don't see any cockpit.

Am I supposed to see a cockpit with the xperimental shuttle with this mod installed? Should I see a cockpit in every ships I fly or only for a select few?

Thanks.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

You should see a cockpit for all ships including the xperimental shuttle. Are you seeing the rest of the xrm? I can only assume theres a problem with the plugin manager (is it pointing at your AP installation?). Remove the spk and try the manual install version. Ensure you have no other mods that alter ships.
crazydread18
Posts: 5
Joined: Tue, 26. Nov 13, 15:24
x3ap

Post by crazydread18 »

paulwheeler wrote:You should see a cockpit for all ships including the xperimental shuttle. Are you seeing the rest of the xrm? I can only assume theres a problem with the plugin manager (is it pointing at your AP installation?). Remove the spk and try the manual install version. Ensure you have no other mods that alter ships.
Thanks for the fast answer. I tried uninstalling the SPK from the plugin manager. Then I grabbed the manual install (.cat and .dat files) from the mod forum post. I copied them over to the addons/ folder and renamed them to the number following the highest number in the .cat and .dat files list.

When I restarted the game, I noticed I no longer see the ship hull and shield status at the bottom of the screen, so I guess the mod is loaded correctly (or at least, in part...). But still: no cockpit.

The only other mod I have installed that *could* potentially affect ships (maybe), is NMEC - Immersive Engine Effects. It doesn't seem to work either, as I still see cone textures behind the engines.
crazydread18
Posts: 5
Joined: Tue, 26. Nov 13, 15:24
x3ap

Post by crazydread18 »

I just got it to work, it was my fault all along. *Facepalm* I should have followed the xrm installation withm ore caution!

I did not copy the content of script_AP from the XRM archive to the addon/scripts directory, but rather copied it to the addon directory directly. I fixed my mistake, started a new game and voilà!

Thanks for the mod, it looks great.
Reido
Posts: 129
Joined: Sun, 9. Sep 12, 12:12
x3tc

Post by Reido »

Nailz wrote:I couldn't find an answer anywhere with Google, so I'll have to ask - in XRM, can you still find the stranded Goner Aran in random sectors that you reach with the unfocused jumpdrive?
Note that if you're playing AP then there is one, and only one Aran to be found using the unfocused jump drive, whereas in TC if you have enough patience you can find as many as you want.


Reido
crazydread18
Posts: 5
Joined: Tue, 26. Nov 13, 15:24
x3ap

Post by crazydread18 »

crazydread18 wrote:I just got it to work, it was my fault all along. *Facepalm* I should have followed the xrm installation withm ore caution!

I did not copy the content of script_AP from the XRM archive to the addon/scripts directory, but rather copied it to the addon directory directly. I fixed my mistake, started a new game and voilà!

Thanks for the mod, it looks great.
Seems like I spoke too fast. Apparently, when I started this new game, it was with another character than "Cunning charlatan", which I used to create my previous one. The cunning charlatan starts with an Xperimental shuttle, while the one I just started starts with a Nova Vanguard.

Seems like I can see the nova vanguard cockpit, but not the xperimental shuttle. I tried a couple of different starting characters, and so far the only one I could see a cockpit was the one starting with the vanguard... *Sigh*
novazab
Posts: 1
Joined: Wed, 27. Nov 13, 06:13

Post by novazab »

I successfully activated the mod and started a new game on TC

Yet I found something seems wrong that the whole game speed becomes slower.
Even the slipping of the main menu options become slower.

Everything, from the running of the game program, are now working at a speed of about 0.5 times of the origin game speed.

Is this the normal change of the mod?
Lushang
Posts: 6
Joined: Wed, 20. Nov 13, 20:50
x3tc

Post by Lushang »

Kadatherion wrote:
Lushang wrote:I think the nerf to the price of Trade mk3 is a little harsh considering how often you lose traders to the increased hostiles
Solution: don't use the suicidal vanilla Universal Traders.
Either use Gnasirator's MK3, Lucike's EST, or Shimrod's OK Traders (the safest traders of the bunch, which, actually, wouldn't even need the MK3 software; I give it to them anyway because their survivability is so perfect it would almost feel like a cheat otherwise :P ).
Where do you pick up said mythical Shimrod traders? I've yet to run across them in my travels..
Cedric_FP
Posts: 191
Joined: Thu, 13. Apr 06, 17:56
x4

Post by Cedric_FP »

OK Traders by Shimrod: http://forum.egosoft.com/viewtopic.php?t=336509


Yes, they are such excellent survivalists that I give them MK3 as well, because it's too cheaty without it.

Despite that, 10 traders have made me close to 200 million in like 3 game days. Still cheaty, lol.
SteveMill
Posts: 3952
Joined: Wed, 6. Nov 02, 20:31
x4

Post by SteveMill »

Lushang wrote:So far I'm enjoying it. This has been a great challenge. However I think the nerf to the price of Trade mk3 is a little harsh considering how often you lose traders to the increased hostiles, so I spend 10mil on a trade ship minimum, more like 12mil for a jump drive, and 9 out of 10 times it's gibbed before it pays for itself. I obviously haven't gotten to the point of building an escort for them yet, however that would just make it further into the red when a Kha'ak destroyer or any other m1/m2 spawn appears and pops the whole crew.
This whole mod is fantastic but I would not mind a mod to the mod that reduces this cost to around 100k.
Pylzy
Posts: 17
Joined: Tue, 5. Jul 11, 19:06
x4

Post by Pylzy »

I had about a year of break from TC and XRM and now I'm starting with AP and XRM from the beginning.

I'm a having a problem with UTs. They reach lvl 12 but they won't automatically buy the jumpdrive. They will buy the drones later and if the jumpdrive is added to them manually they will buy energy cells and start using them.

Does XRM remove the auto jumdrive buying since it makes it more expensive too?

Oh, and I have only XRM installed and no Mk3 mods.
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
x3ap

Post by d_ka »

@Pylzy:
Your TS have XL cargohold, don´t they? ( the TS "Tanker" version has only L size, btw. ).
I don´t think XRM changing anything about trading mechanics, but JD is not that often spread ( don´t remember how it was in vanilla, lol ), it requires you a predefined standing with a race ( don´t know if it is important for MK3 traders, though ).
Mad_CatMk2
Posts: 518
Joined: Sun, 22. Feb 09, 20:13
x4

Post by Mad_CatMk2 »

hey paul, how does your implementation of a terran police license fare vs the one by x2-illuminatus here?
I fly an OWP. What about you?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

crazydread18 wrote:
paulwheeler wrote:You should see a cockpit for all ships including the xperimental shuttle. Are you seeing the rest of the xrm? I can only assume theres a problem with the plugin manager (is it pointing at your AP installation?). Remove the spk and try the manual install version. Ensure you have no other mods that alter ships.
Thanks for the fast answer. I tried uninstalling the SPK from the plugin manager. Then I grabbed the manual install (.cat and .dat files) from the mod forum post. I copied them over to the addons/ folder and renamed them to the number following the highest number in the .cat and .dat files list.

When I restarted the game, I noticed I no longer see the ship hull and shield status at the bottom of the screen, so I guess the mod is loaded correctly (or at least, in part...). But still: no cockpit.

The only other mod I have installed that *could* potentially affect ships (maybe), is NMEC - Immersive Engine Effects. It doesn't seem to work either, as I still see cone textures behind the engines.
NMEC is based on XRM files, so should be OK. Just be aware that if I alter any of the core files his mod changes, it will no longer be compatible and may cause you problems further down the line if its not updated to reflect my changes.

Did you start a new game or an existing game? If you loaded an existing save you'll need to change sectors for the cockpit to load correctly.

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