[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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Dine344
Posts: 5
Joined: Tue, 18. Jan 11, 12:16
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Post by Dine344 »

Reido wrote:
Dine344 wrote:I also have other question, but I doubt anyone tried something like that. I would also like to reduce the value of ships I'm selling to the shipyards. This is because I really like to set my Bailing Addon so NPCs often leave their ships instead of just dying, but it generates so much money that game is kinda too easy.
To help reduce the 'cheaty' aspect of NPC Bailer you could reduce the bail factors and the destruct timer to just a few minutes and/or install the Salvage Commands and NPCs http://forum.egosoft.com/viewtopic.php?t=221059 script which creates NPC's that will start collecting the wrecks after a configurable amount of time after a ship bails to give you some competition and clear up the clutter.


Reido
I avoid capturing random ships anyway, just the ones I defeated, and my rates are pretty low, but the problem is that I would love to rise them. 90% of people (or aliens) would probably prefer to abandon their ship instead of just dying, also I think that nobody would wait until their hull hp is low in M3 fighter, but I just can't make it happen in X3, because I get rich too fast.

Just like second-hand cars are much cheaper, second-hand ships should also be cheaper IMO :)
Reido
Posts: 129
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Post by Reido »

AFAIK the amount you get for a used ship is a hard coded algorithm based on the original price, hull condition, and installed equipment. The next best thing to do would be to set the 'Hull Factor' of NPC Bailer quite low so there's very little hull left and sell the damaged ship 'as is'.

EDIT: added further info

Reido
FlutterRAGE
Posts: 36
Joined: Wed, 14. Mar 12, 21:48
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Post by FlutterRAGE »

Quick question. If I have 2 PHQ and both are reverse engineering 2 different ships, will both PHQ have the BP for both ships or only the BP for the ship I RE in that PHQ? And what about buying or plot reward(Shady Business) BP?
Kadatherion
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Joined: Fri, 25. Nov 05, 16:05
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Post by Kadatherion »

FlutterRAGE wrote:Quick question. If I have 2 PHQ and both are reverse engineering 2 different ships, will both PHQ have the BP for both ships or only the BP for the ship I RE in that PHQ? And what about buying or plot reward(Shady Business) BP?
Already asked (for the nth time...) just one page back. :P

Reverse engineering is LOCAL and completely independent: you get the corresponding blueprint only in the HQ type dock you did the reverse engineering in.

Blueprints bought, got as rewards or cheated in apply ONLY to the LATEST PHQ (or HQ type of dock, such as shipyards and a couple other variants in XRM) you have built.
blazin419
Posts: 22
Joined: Sun, 11. Jul 10, 04:41

Post by blazin419 »

Can someone help me?
I have this mod installed but I can't find where they sell solar power plants.
None of the shipyards sell solar power plants. They sell all types of weapons manufacturing stations and just about every other station but solar power plants. Is this a bug? Or am I doing something wrong?
Kadatherion
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Post by Kadatherion »

Solar power plants, as well as all other civilian factories are available at showrooms, not at shipyards. The same goes for ships: shipyards for military ships, showrooms for civilian ones.
Phier
Posts: 254
Joined: Sat, 23. Feb 08, 22:23
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Post by Phier »

InFlamesForEver wrote:TBH installing XRM in the steam folder is fine now since I doubt there will be any (maybe 1 or 2) updates for the games any more and that's the reason for not installing it in there.
True, but on the flip side I find it loads faster without steam.
GkSanchez
Posts: 27
Joined: Tue, 19. Nov 13, 01:27
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Post by GkSanchez »

So, as it was pointed out to me earlier, there is a way to intall cutom ships into an XRM modded game, I had the xsp files enabled in the plugin manager and I was told that would break my game, but 30 hours into the game I didnt see any problems whatsoever, except for the fact that the custom ships would not appear anywhere but the loading screens, but then I noticed that some of my ships started dying, for no apparent reason, I checked my message logs and it said that those ships died because the autopilot decided to make them crash into things, with no explanation whatsoever, they just crashed into things, asteroids, bases, gates, you name it.
So yeah my game was broken, I deleted everything and reinstalled the game and I would very much like to have XRM in it, along with a couple of custom ships.
So, to the person who told me what I would have to do to get the ships with XRM and if possible to one of the developers of the mod, what steps or tutorials should I follow in order to get those custom ships into my XRM modded game?

Tl;dr want to put custom ships into an XRM modded game, what do?
FlutterRAGE
Posts: 36
Joined: Wed, 14. Mar 12, 21:48
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Post by FlutterRAGE »

Kadatherion wrote: Already asked (for the nth time...) just one page back. :P

My bad, I know It has been asked before just because there are 1.6k pages. But I had no idea how far I'd need to go back to find it. :P

Many thanks.

That should be my Avatar :roll:
Reido
Posts: 129
Joined: Sun, 9. Sep 12, 12:12
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Post by Reido »

blazin419 wrote:Can someone help me?
I have this mod installed but I can't find where they sell solar power plants.
None of the shipyards sell solar power plants. They sell all types of weapons manufacturing stations and just about every other station but solar power plants. Is this a bug? Or am I doing something wrong?
Civilian stations and factories and ships in XRM are now sold at corporate showrooms scattered around the map.

OOPS, got beaten to it (by a lot), that's what I get for trying to read the forum while eating dinner :D , this thread becomes a fast moving target to keep up with sometimes.

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

Im getting an issue that recently cropped up in my current game. Every 5 minutes or so i get a message in the upper right hand corner about Yaki going after a target, but the target is a debug code string.

Now I have a small group of yaki spawning every 5 minutes in the middle of the sector out of no where and coming to attack me. This happens no matter what sector I am in. Yaki job is spawning endlessly to attack me every 5 minutes. How can I fix this?

EDIT: This is the debug readout.

Yaki spotted heading for object.sector.name@L2M183 Offer.1L0m83
Convoy 2 Leader
VaporSnake
Posts: 44
Joined: Sun, 11. Aug 13, 06:33
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Post by VaporSnake »

So are pirates, Xenon, and Kha'ak ships supposed spawn out of thin air? Because I've been finding small groups of pirate M3s and M4s literally popping out of no where in certain sectors from time to time. The Kha'ak just seems to spawn where ever they like.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Thats basically how all ships spawn in x3 - vanilla as well. All jobs simply just spawn.
paulwheeler
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Post by paulwheeler »

Ragemaster9999 wrote:Im getting an issue that recently cropped up in my current game. Every 5 minutes or so i get a message in the upper right hand corner about Yaki going after a target, but the target is a debug code string.

Now I have a small group of yaki spawning every 5 minutes in the middle of the sector out of no where and coming to attack me. This happens no matter what sector I am in. Yaki job is spawning endlessly to attack me every 5 minutes. How can I fix this?

EDIT: This is the debug readout.

Yaki spotted heading for object.sector.name@L2M183 Offer.1L0m83
Convoy 2 Leader
Thats not the xrm. You must have some script installed that is causing that. From the wording it looks like some MD mission... Youre not trying to run the latest xrm on an older version of AP are you? You must be running the current AP release.
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Stealthman
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Post by Stealthman »

paulwheeler wrote:
Ragemaster9999 wrote:Im trying to edit the TwareT pack file to bring the jump drive cost down, as well as make MARS a L item. however, when I edit it using X3 Editor 2, it isn't being updated in game. Iv tried updating the price in both the core xrm file dat/cat and the codea docking ware size cat/dat file, but the cost isnt updating in game. What am i doing wrong?

Note: im using AP version of the mod
I expect you are modding the wrong TWareT. There are two in the XRM cat/dat - one for AP and one for TC. You want the one in addon/types.

Otherwise, open and close the plugin manager after making the changes.
Tried that, doesn't do anything for me, price and size of the jumpdrive are still the same ingame. ;(
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paulwheeler
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Post by paulwheeler »

Well the only thing that can stop your changes from appearing in game is if X3 cannot see the TWareT file you're editing. This can be for one of three reasons:

1 - the XRM is not installed correctly, but you'd see lots of problems in game if this were the case.

2 - you're modding the TC TWareT but playing AP, or vice versa. They are both in the XRM part 2 cat/dat (and the docking ware addon pack).

3 - You have another TWareT that is blocking the one you are modding. This can either be in a higher cat/dat or in your local "types" folder.
Barleyman
Posts: 127
Joined: Sun, 16. Apr 06, 00:52
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Post by Barleyman »

paulwheeler wrote:Its difficult to balance the universe for both trading and combat. With the X3 economy being so static, your options are limited. Favour the trader and you need to create gaps in the market by making resources scarce - this means factories will stop producing and wares will run out, so a purely combat game will suffer. Favour the fighter and you want a healthy economy which keeps producing all the weapons and missiles needed - this means closing all the holes. Vanilla favours the trader IMO, whereas the XRM probably leans towards the fighter. I'd say its practically impossible to cater to both without throwing out the existing mechanics and creating a more fluid system.
I think at least on terran end of the map the argon factories are resource starved. At least I have had to hunt for 25MJ shields and even humble PACs. The advanced satellite factory for example seems to stall all the time when I'm not spoonfeeding it. I really need to make an effort to get that freighter jump-capable and seed some more satellites around.

Possibly the aggressive incursions by xenos accounts for some of the resource scarcity as traders get wiped out.
Daisai
Posts: 142
Joined: Tue, 7. Feb 12, 23:12
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Post by Daisai »

So , no one else is having issues with the "corporation troubles" missions while using this mod?

I am still stuck at the part where i have to go on my first mission after the stock exchange.
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InFlamesForEver
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Post by InFlamesForEver »

Daisai wrote:So , no one else is having issues with the "corporation troubles" missions while using this mod?

I am still stuck at the part where i have to go on my first mission after the stock exchange.
Nope I had absolutely no issues with that mission.

What is the problem you're having?
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Daisai
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Post by Daisai »

InFlamesForEver wrote:
Daisai wrote:So , no one else is having issues with the "corporation troubles" missions while using this mod?

I am still stuck at the part where i have to go on my first mission after the stock exchange.
Nope I had absolutely no issues with that mission.

What is the problem you're having?
I am at this part http://cpdv.home.xs4all.nl/x3screen00004.jpg

However when i open the comms with the station he is in i get this http://cpdv.home.xs4all.nl/x3screen00005.jpg

I have already got the next mission from him only the mission log doesn't seem to update.

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