[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

Cpt_Siddy
Posts: 4
Joined: Fri, 29. Nov 13, 05:09

Post by Cpt_Siddy »

The nuclear option worked, who said that brute force never solves problems.
Yo dawg, i heard that you like trade in X3 so we X-Rebirth trade in trade so you can't trade while you trade because there will be no real trade.

-Egosoft
azile0
Posts: 37
Joined: Fri, 30. Aug 13, 06:43
xr

Post by azile0 »

Oh, I completely missed that section. I need to read all the way through topics rather than skim them.
Reido
Posts: 129
Joined: Sun, 9. Sep 12, 12:12
x3tc

Post by Reido »

paulwheeler wrote:...unless I added an M3 dock to the pirate Katana - I don't recall doing that though. :?
I can confirm that the Pirate Katana can dock an M3, Just cheated one in and docked a Nova Vanguard to it, cheated in a Terran one but it didn't show up as an option for the Nova V. to dock at.


Reido
Phier
Posts: 254
Joined: Sat, 23. Feb 08, 22:23
x3tc

Post by Phier »

Count me in on the X3:Rebirth made me want to play XRM crew. I had this all set up perfect about 2 years ago and then had some stuff come up + a new computer and I didn't get around to reinstalling the mods. Glad I did, Paul, I owe you several beers.

I am having one issue where Kha'ak clusters are not separating (they just fly until they are destroyed) but I'm not sure where the fault of that is, could be in any of the sub mods I installed.
VaporSnake
Posts: 44
Joined: Sun, 11. Aug 13, 06:33
x4

Post by VaporSnake »

Phier wrote:Count me in on the X3:Rebirth made me want to play XRM crew. I had this all set up perfect about 2 years ago and then had some stuff come up + a new computer and I didn't get around to reinstalling the mods. Glad I did, Paul, I owe you several beers.
I also need to thank the author too. XRM helped me forget about that other game a lot. Who knew a supposed rebirth was the thing that would get me to play XRM? Life is interesting.
cjm3fl
Posts: 184
Joined: Tue, 28. Jul 09, 15:03
x3tc

Post by cjm3fl »

Phier wrote:I am having one issue where Kha'ak clusters are not separating (they just fly until they are destroyed) but I'm not sure where the fault of that is, could be in any of the sub mods I installed.
In my game a cluster only separates when someone attacks them.
Try firing a low-yield missile, like a Wildfire, at one and see if it breaks up.

Of course you can just fire a "cluster buster" Hornet at it an be done with it.
:twisted:

Have you come across the "fleet" of clusters yet?
They have a certain name, "battle group cluster" or something.
There are usually 9 HUGE clusters flying together.

Interested in some fun? Shoot a Wildfire at all each cluster...
:khaak: :thumb_up:
--I know how you can make this Mod play like vanilla..
--Play vanilla!
User avatar
imperium3
Posts: 3120
Joined: Fri, 5. Jun 09, 18:55
x3tc

Post by imperium3 »

cjm3fl wrote:
Have you come across the "fleet" of clusters yet?
They have a certain name, "battle group cluster" or something.
There are usually 9 HUGE clusters flying together.

Interested in some fun? Shoot a Wildfire at all each cluster...
:khaak: :thumb_up:
I came across 4 clusters in Gunne's crusade, though I don't think it's the battlegroup you were talking about.

Turns out relying on Poltergeist missiles is a bad idea against that many Khaak... fortunately my TM has a jumpdrive, so RSLG was an option :D

This is probably more a case of rust on my memory, but is there a good way to dock with a TM while under fire? The autopilot is useless (likes sitting in one place for ages, or making last-minute evasive maneuvers and starting the whole thing again) and the XRM doesn't allow fighters to carry docking computers (why?). Can you manually dock with ships?
User avatar
klaatu
Posts: 316
Joined: Fri, 21. Nov 03, 17:23
x4

Post by klaatu »

I'm trying to modify the TwareT.pck file as outlined in the FAQ for changing the jumpdrive to L size from XL. It's not working though. 2 things:

1. After opening up the TwareT.pck file in the X3 Editor 2, I can't find the jumpdrive in the list on the left. I see one called SS_WARE_GATELESSJUMP, and another SS_WARE_UNFOCUS_JUMP, but I don't think either one is the jumpdrive.
2. It says to change the size, but all I see in the size column is "String [1999.12] not found" for about every ware (with slight changes from one to the other). FYI, the name of each item is similar: "String [17.2354] not found".

What am I doing wrong?
"It's so simple. No, wait--it's needlessly complex!"
- Homer Simpson
You need this!: Cargo Delivery Service
cjm3fl
Posts: 184
Joined: Tue, 28. Jul 09, 15:03
x3tc

Post by cjm3fl »

imperium3 wrote: This is probably more a case of rust on my memory, but is there a good way to dock with a TM while under fire? The autopilot is useless (likes sitting in one place for ages, or making last-minute evasive maneuvers and starting the whole thing again) and the XRM doesn't allow fighters to carry docking computers (why?). Can you manually dock with ships?
If you go back to the first post of this thread, a bit more then 1/2 that 1st post, you will find a "docking computer fix" that will take the docking computer back to 'S' size. It's a simple cat/dat install.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
User avatar
AcidWeb
Posts: 92
Joined: Fri, 26. Mar 04, 14:48
x4

Post by AcidWeb »

How big XRM performance hit should be? Because I have 3gen i5 + GTX 680 and after installation I'm getting max 40fps in non empty sectors. During capital combat fps drop to ~20.
cjm3fl
Posts: 184
Joined: Tue, 28. Jul 09, 15:03
x3tc

Post by cjm3fl »

AcidWeb wrote:How big XRM performance hit should be? Because I have 3gen i5 + GTX 680 and after installation I'm getting max 40fps in non empty sectors. During capital combat fps drop to ~20.
Almost everyone reports some performance issues, usually pretty mild.
XRM adds so much, as you'll see once you get deeper into it.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
User avatar
AcidWeb
Posts: 92
Joined: Fri, 26. Mar 04, 14:48
x4

Post by AcidWeb »

cjm3fl wrote:
AcidWeb wrote:How big XRM performance hit should be? Because I have 3gen i5 + GTX 680 and after installation I'm getting max 40fps in non empty sectors. During capital combat fps drop to ~20.
Almost everyone reports some performance issues, usually pretty mild.
XRM adds so much, as you'll see once you get deeper into it.
Yes I know that. And XRM is worth that FPS drop.
But I hardly can qualify 30%-50% fps drop as "mild".
titus1
Posts: 15
Joined: Mon, 14. Mar 11, 21:57

Post by titus1 »

Found this at the OTAS Shipyard in Legend's Home.

http://i.imgur.com/v7huvnB.png


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
Barleyman
Posts: 127
Joined: Sun, 16. Apr 06, 00:52
x3

Post by Barleyman »

azile0 wrote:Oh, I completely missed that section. I need to read all the way through topics rather than skim them.
If you make a wall file for XRM 1.30, maybe share it here or in bounce thread? No need for everyone to repeat the job. I'm using the obsolete XRM wall file which seems to work mostly OK.
Barleyman
Posts: 127
Joined: Sun, 16. Apr 06, 00:52
x3

Post by Barleyman »

General getting started / Bounty hunting / antisocial behavior guestion.

It seems that it's not feasible to "go shoot stuff" to collect bounties when you're starting out in XRM. Pirates travel in packs and with the added lethality of missiles you're pushing it trying to take even two on. Would you see loners in pirate sectors? Does the missile defence script actually work for terran fighters that can't use mosquitoes normally?

There's a conflict between the XRM mission statement that there are more Khaak/Xenon/Pirate raids/invasions and the advise you do NOT turn on the rear guard ships. I had a Grand exchange completely overrun by Yaki battlegroup and Xenon incursion. Military bases script was directing some Teladi military assets but they were taken out piecemeal. Unless XRM respawns ships, teladi "hand-placed" military assets would have been gone fast.

Turning on rearguard with 100 ships spawned some capital ships to boot squatters out.

Mind you, I think grand exchange is probably one of the more fought over sectors.
Phier
Posts: 254
Joined: Sat, 23. Feb 08, 22:23
x3tc

Post by Phier »

cjm3fl wrote:
Phier wrote:I am having one issue where Kha'ak clusters are not separating (they just fly until they are destroyed) but I'm not sure where the fault of that is, could be in any of the sub mods I installed.
In my game a cluster only separates when someone attacks them.
Try firing a low-yield missile, like a Wildfire, at one and see if it breaks up.
The problem is the clusters don't separate at all, and I did have one separate but they didn't spread out. I THINK the issue is the new combat script I'm using, and I'm asking the author. Honestly having the fighters act like fighters would be worth not having the clusters :) X3 always dropped the ball on ship combat AI.
Barleyman wrote:General getting started / Bounty hunting / antisocial behavior guestion.

It seems that it's not feasible to "go shoot stuff" to collect bounties when you're starting out in XRM.
Depends on the start really. The ATF or Charlatan start give you very good ships for shooting stuff, as do others. The extra bounty system in XRM means even an easy level mission like defend the transport gives you somewhere around 300k credits when all said and done.

I don't like starting from a huge hole myself so I also use the NPC bail script, which sometimes feels like a cheat but it gets me going a bit faster. Once you have a JD ship things are less "oh crap I'm going to die".
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

klaatu wrote:I'm trying to modify the TwareT.pck file as outlined in the FAQ for changing the jumpdrive to L size from XL. It's not working though. 2 things:

1. After opening up the TwareT.pck file in the X3 Editor 2, I can't find the jumpdrive in the list on the left. I see one called SS_WARE_GATELESSJUMP, and another SS_WARE_UNFOCUS_JUMP, but I don't think either one is the jumpdrive.
2. It says to change the size, but all I see in the size column is "String [1999.12] not found" for about every ware (with slight changes from one to the other). FYI, the name of each item is similar: "String [17.2354] not found".

What am I doing wrong?
Walk me through what youre doing. If youre seeing what youre seeing then you are looking at the wrong TwareT or something.
User avatar
Sairaf
Posts: 196
Joined: Mon, 2. Jan 12, 01:01
x3tc

Post by Sairaf »

AcidWeb wrote:How big XRM performance hit should be? Because I have 3gen i5 + GTX 680 and after installation I'm getting max 40fps in non empty sectors. During capital combat fps drop to ~20.
I solved my performance issue by setting Textures to medium. Could be my eyes, but there was no drop of quality, plus the performance was good.
Cedric_FP
Posts: 191
Joined: Thu, 13. Apr 06, 17:56
x4

Post by Cedric_FP »

Reido wrote:
paulwheeler wrote:...unless I added an M3 dock to the pirate Katana - I don't recall doing that though. :?
I can confirm that the Pirate Katana can dock an M3, Just cheated one in and docked a Nova Vanguard to it, cheated in a Terran one but it didn't show up as an option for the Nova V. to dock at.


Reido
Me too. My suspicions about the Pirate Katana were correct. Super Katanas!
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Sairaf wrote: I solved my performance issue by setting Textures to medium. Could be my eyes, but there was no drop of quality, plus the performance was good.
Unless you have a fairly old GPU (with less than 512MB of video memory), it really shouldn't give great fps improvement (and medium textures are indeed a bit worse, though you mostly notice it only when you fly something that has a nose always stuck in your face when in the cockpit).

However, in TC we discovered (thanks to good ol' Mizuchi) that setting flip queue size to 0 or 1 for ATI cards, or max pre rendered frames for Nvidia, gave the same large performance increase to people with good GPUs that still had problems with high textures.
I have a new GPU that doesn't seem to be affected anymore so I can't testify it's the same for AP (it most likely is, it's the same game), but give it a try.

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