[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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AcidWeb
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Post by AcidWeb »

Started new game. After 16h I already have 8 stale al.xmrbounty.corescript.main.
Zaknafein
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Post by Zaknafein »

i wrote it a few times but it cant be written enough, thx for this great mod :)

i got a short question:
i want to remove the weapon "mass driver" since i hate the fact that it goes through shields which costs me a lot of credits because my sector patrols automatically repair themselves at shipyards.
now am i right that i can simply remove them with the ware manager? will this stop new created pirate\argon ships to use them? will this have any consequences on my game (or on the whole planet like global warming beeing accelerated or egosoft releasing rebirth 2 :D )?
Ofc ***modified***, modders doing what Egosoft cant.
paulwheeler
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Post by paulwheeler »

Id advise against removing the weapon. Your best option is to edit the mass driver bullet stats in tbullets so that it doesnt bypass shields.
SVAndrei
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Post by SVAndrei »

Good day. I posted this in a different thread, as for some reason i couldn't post here a few days ago. However, I think that more people familiar with XRM read this thread, so i may stand a bigger chance of actually getting an answer.

I have the latest Steam X3 AP with the latest XRM version. I followed the step by step instructions when i installed the mod. I am using the NoSteam EXE 3.0.

What usually happens is the game runs smoothly for a random amount of time, and then suddenly stops responding, to the point where i have to use the task manager. In 80% of cases this happens when entering sectors, and the rest is apparently random.

So far i checked my RAM, and no issues were found. Other games, both older and newer than X3AP run perfectly fine.

I tried reinstalling both X3AP and the mod several times. Tried installing the mod in the original Steam installation (not recommended, i know, but what the heck.).

Also, i have been running X3 with Process Explorer open these days. It seems that the program crashes every time it hits 2.4 - 2.5 GB of RAM usage. To make sure it's not something in the OS, i ran another game, and it could hit 3-4 GB's with no issues. I suspect a memory leak, but i'm not sure where to go from here.

Vanilla AP is running properly.

I posted a DXDiag here, and a crash dump as well:
http://forum.egosoft.com/viewtopic.php?t=355936

Any help would be appreciated, as i love X3 AP a lot, and XRM seems like a very good mod, but right now I can't run it more than 30 minutes at a time. Sorry for reporsting, but i would really like to get this mod going.
Zaknafein
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Post by Zaknafein »

paulwheeler wrote:Id advise against removing the weapon. Your best option is to edit the mass driver bullet stats in tbullets so that it doesnt bypass shields.
thx for the answer, that was my plan b since ive never modded before.i thought i found an easy way around it :)
Ofc ***modified***, modders doing what Egosoft cant.
Etyneo
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Post by Etyneo »

How many entries is the XRM TShips supposed to have? The one I've got has 401 ships listed. Additionally, I'm having some issues determining which mod may be overriding the XRM TShips. It's pretty much down to the Saturn Complex Hub (which I manually merged the TFactories with the one from XRM, now a loose file in the proper folder), and some of these .spk's that I can't view the contents of...

Maybe I just got a corrupted Part 2 download... (at least, I assume the TShips is in the Part 2 .cat as that's where the TFactories was...)
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DrBullwinkle
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Post by DrBullwinkle »

"Open with VFS" to find which TShips is used by the game.
Etyneo
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Post by Etyneo »

DrBullwinkle wrote:"Open with VFS" to find which TShips is used by the game.
I did. But it wasn't telling me where that TShips was coming from. However, in looking around at the various .cat files around my /addons/* folders, I noted the TShips file ship entries matched the ones from the MARS addon .cat in the /Mods folder that adds a repair laser to fighter drones... Somehow the launcher decided, without telling me, to activate that mod... The offending files have now been removed...

Edit: Now to figure out if this loose TWareT.pck is gonna cause me an issue...might have been put in there by the CSEG...
Last edited by Etyneo on Fri, 6. Dec 13, 18:19, edited 1 time in total.
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DrBullwinkle
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Post by DrBullwinkle »

Etyneo wrote:it wasn't telling me where that TShips was coming from.
Look at the title bar.
Etyneo
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Post by Etyneo »

I'm thinking the loose TWareT.pck I'm seeing may be from either Cycrow's Advanced Navigation Software or Logain's Capital Ship Energy Cell Generator. Given that they are both in .spk format, I can't actually check the file contents of either as I can with zip files...at least, Cycrow's Package Manager doesn't seem to let me...

Edit: Looking at the contents of the TWareT it seems to be from the CSecG. I just hope it doesn't replace a TWareT from XRM...

Edit2: Further checking tells me that it does indded replace a TWareT supplied by XRM...time for merging...

Edit3: A comparison of the two files seems to indicate that the loose .pck may have already been merged, likely by the Plugin Manager itself (I'm fairly certain it's supposed to do that, when used properly...)
Last edited by Etyneo on Fri, 6. Dec 13, 18:58, edited 1 time in total.
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DrBullwinkle
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Post by DrBullwinkle »

Right-click and "Edit" to open the .spk in the Creator. Or right-click the .spk's and "Export to Zip" if you prefer an archive.

If you are using my version of CSecG, then it does not add a ware. Logain Abler's original version does add a ware. The TWareT.pck is created by the Plugin Manager when it adds scripts that use EMP wares (such as LA's version of CSecG). The PM merges files, so the TWareT.pck should also include XRM's TWareT (as well as any other scripts you have which add custom EMP wares).
Etyneo
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Post by Etyneo »

DrBullwinkle wrote:Right-click and "Edit" to open the .spk in the Creator. Or right-click the .spk's and "Export to Zip" if you prefer an archive.

If you are using my version of CSecG, then it does not add a ware. Logain Abler's original version does add a ware. The TWareT.pck is created by the Plugin Manager when it adds scripts that use EMP wares (such as LA's version of CSecG). The PM merges files, so the TWareT.pck should also include XRM's TWareT (as well as any other scripts you have which add custom EMP wares).
I was unaware you'd made a version of the CSecG as well...you have been quite busy while I've been away. :)
miraculix250
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Post by miraculix250 »

Are there Hotkeys for Turrets included?

Right now i just switch turret modes (Missile Defence, Attack my Target, etc.) by command menu. But this is a bit complicated and lame to switch in fight.

Unfortunately i didn't find any option to bind those Turret-Commands to Hotkeys. Is there any possibility to do so? If yes, maybe somebody can point me to the right direction and help me with this a bit?

Thanks
AjdinV
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Joined: Tue, 26. Nov 13, 14:35
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Post by AjdinV »

Hey.

First off Epic mod! Really nice change of the gameplay and rebalance.

I have just 2 questions:
-Tomahawk missile, is it a bug or why is it impossible to shoot em down?

-The System Override Software, can it anyhow be used without the whole XRM package, I am considering to start a new play without the XRM but the The System Override Software upgrade is currently the best piracy mod I know and loved it too much to play without. :(
Sgt Doom
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Post by Sgt Doom »

It's definitely possible to shoot them down (avoiding them, especially in the salvo sizes they're fired in, is another matter), but they have a fair bit of health.

On an unrelated note, is there a way of getting the Argons to reinforce areas that are under attack from the main Terran fleet? They've got capital ships arsing about in backwater sectors while every station in Omicron Lyrae has basically been annihilated.

EDIT: Also, what's changed in 1.30d? I can't seem to find any changelog, still sifting through previous pages.
AjdinV
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Post by AjdinV »

Sgt Doom wrote:It's definitely possible to shoot them down (avoiding them, especially in the salvo sizes they're fired in, is another matter), but they have a fair bit of health.
Hmmm... when I shoot at em it seemed as the "bulets" went through the missle (no HP or shield loss on the target)
Etyneo
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Post by Etyneo »

AjdinV wrote:
Sgt Doom wrote:It's definitely possible to shoot them down (avoiding them, especially in the salvo sizes they're fired in, is another matter), but they have a fair bit of health.
Hmmm... when I shoot at em it seemed as the "bulets" went through the missle (no HP or shield loss on the target)
Probably not counting as a hit then. I use MARS and Missile Defense Mosquito. I rarely have any major missiles hit me.
Sgt Doom
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Post by Sgt Doom »

AjdinV wrote:
Sgt Doom wrote:It's definitely possible to shoot them down (avoiding them, especially in the salvo sizes they're fired in, is another matter), but they have a fair bit of health.
Hmmm... when I shoot at em it seemed as the "bulets" went through the missle (no HP or shield loss on the target)
That's odd. I can hit them just by vaguely shooting in their direction; their hitbox seems to be a little bit larger than the actual missile. Makes sense, considering how tiny the missile generally is.
Have you tried mosquitos, do they have the same (non)effect?
Kadatherion
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Post by Kadatherion »

Sgt Doom wrote: EDIT: Also, what's changed in 1.30d? I can't seem to find any changelog, still sifting through previous pages.
Just a minor fix for those who aren't using an hull pack: the basic pack was missing the removal of Cargo Life Support from TLs for 3.0 Shady Business plot compatibility. No need to update if you were using an hull pack.
FlightJunkie
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Post by FlightJunkie »

OP missile goes boom close to me. I die!!! who the hell is the genious who thought of that missile?! I just had managed to make a pirate bail only for that missile to strike his ship and kill me.

This happens way too often

Remove the missile

oh and while you are at it reduce the costs of upgrades back to their vanilla values. this is not rebalanced. not all of us make credits on massive trade. I need like half a million to fully upgrade the speed of a ship.
this is not a xenon-> :xenon: its a Borg

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