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

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paulwheeler
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Post by paulwheeler »

Trip_Fantastic wrote:
paulwheeler wrote:That would iindicate that you have not copied the scripts from the scripts_ap folder in part 2 into your addon/scripts folder in your x3 installation. This also means youre missing a lot of the xrm. Youll need to restart your game once you have fixed the problem.
Thanks for the quick reply, Paul.

Now, I'm 99.8% sure I copied scripts as per installation instructions. Just to be absolutely certain, I just checked the install folder against the files in XRM1.30c_PART_2.zip, and they all match.

Like I said, I've been playing for a week and, unless I'm going crazy, have been experiencing and enjoying all the XRM features as described on the first page. Can't say I've experienced any other problems.

I do have a few other mods installed -- most from the recommended list, as well as a bunch of others that are common and known to work with XRM. As far as relevant ones (ones that affect missiles/turrets) I can think of, I have:
Mars (bullwinkle's repack for major mods)
Gazz's Missile display, missile safety and turrets on/off
Missle Defence Mosq

I did search through the thread and there were some mentions back in 2012 of missile boats not responding to Attack My Target, though the Launch Barrage command being available seems to be affecting only me :)

EDIT/UPDATE:

Just went back into the game to make sure I can tell you exactly what's happening with the Launch Barrage command. It does not show up under Additional Commands when piloting the M7M -- the only thing there is Launch Marines, and the barrage command is missing -- as, I'm assuming, intended by XRM. However, if you're piloting another ship, have any non-player ship or station targeted, then in sector view -- click on your M7M and go to the Orders fly-out -- I see both, Launch Marines *and* Missile Barrage (as you can see in the screenie http://i.imgur.com/OcBMkAu.png)
Hmm... Didn't even know that pop-out menu existed! It probably cant be removed from there. I suggest you refrain from using it as the vanilla barrage is very unbalanced because it ignores refire rates, and favours the player as the AI cannot use it.

If youre sure all the features are there then its probably all fine. If youre playing AP, then the missile turret behaviour is vanilla. In TC the XRM uses Litcube's missile boat script.
paulwheeler
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Post by paulwheeler »

Reido wrote:I have a couple of questions regarding marines in XRM-AP.

1. Is it normal to only ever have 8 of 18 marines available at military outposts? I always assumed it was to simulate the manpower shortage due to the war.

2. If only having 8 marines is normal due to the war would installing the "No War" pack and starting a new game reset the number of available marines back to maximum?

Reido
The number of marines is the same as vanilla. It can be scripted to more, but its not something Ive altered.
Reido
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Post by Reido »

Thanks for the reply.

Guess I'll have to do some detective work and find out which of the other scripts I have installed is changing the number of marines.

EDIT: Found the cause. For some unfathomable reason I must have opened the Globals file from a cat/dat instead of using the "Open From VFS" option on X3 Editor 2 (I really should know better than that) and edited and saved the TC version for use in AP. I did a comparison and sure enough there were quite a few missing entries in the one I was using that would account for the missing marines.

Reido
Last edited by Reido on Tue, 10. Dec 13, 23:58, edited 1 time in total.
ColManiac
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Post by ColManiac »

Kadatherion wrote:Ah, yes, silly me: the secret weapons dealer should stock Xenon weapons too.
It's the sort-of-hidden one though, the strong arms weapons dealer XL: it's not owned by a major race (so you can buy whatever you want regardless of your rep standings), and always spawns in independent sectors (so it can't be the one you saw in a split sector: that probably was a regular split weapons dealer).
It's almost always been in the southern area of the map for me, usually around Zeta Rho, but I suppose every sector of unknown ownership could apply.

As for the research stations for bartering (it's actually very useful to get the Khaak sector coordinates, rare blueprints and equipment), the OTAS one seems to be particularly effective because it's not a shipyard. Based on my experience, other research stations that sell rare ships instead of rare equipment, seem to pick from a much more limited pool of bartering merchants.
Thanks for info, yea the stations I found were on a previous game, I did find that hidden secret weapons dealer, with out reading your post I didnt dock as on the info screen nothing was being sold. Now I know its bartering ;).

P.S, you just reminded me about the company HQ`s, went to the one in Thines Excavation, picked up 5 Dark Matter Cannon, 3 Beta beam for Khaak ship, unfocused jump drive and sector map for Khaak sector :D.

By the way you havent got a link for a good online map of the sectors for this mod? The one im using isnt really compatible :).
Kadatherion
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Post by Kadatherion »

ColManiac wrote:I did find that hidden secret weapons dealer, with out reading your post I didnt dock as on the info screen nothing was being sold
It should actually have had quite the stock being sold the usual way. If it wasn't, it means something was wrong with your scripts...
ColManiac wrote: By the way you havent got a link for a good online map of the sectors for this mod? The one im using isnt really compatible :).
Best thing would probably to extract it with Scorp's tool . Otherwise the one linked in the OP (which is taken with that tool) is more or less still accurate (as long as you don't care for in-sector data). A couple sectors have had their names changed/position switched since then, to keep up with the game patches, but at glance I'd say nothing too revolutionary.
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Trip_Fantastic
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Post by Trip_Fantastic »

paulwheeler wrote: Hmm... Didn't even know that pop-out menu existed! It probably cant be removed from there. I suggest you refrain from using it as the vanilla barrage is very unbalanced because it ignores refire rates, and favours the player as the AI cannot use it.

If youre sure all the features are there then its probably all fine. If youre playing AP, then the missile turret behaviour is vanilla. In TC the XRM uses Litcube's missile boat script.
Well, at least I'm not going crazy then :)

That said, refraining from using it is easier said than done since I really, really like the idea of having my missile boat shoot a broadside exactly when I want it to.

Is there no way to implement some sort of a delay that would prevent me from spamming the barrage command? That would seem to sort of balance it out, at least for my style of play. Which script controls the barrage command anyway? Lib.Cmd.Turret.Barrage.xml ?
Joubarbe
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Post by Joubarbe »

Is it normal that I face a lot of Pirates in Mammoth ships ? There are everywhere :)

EDIT : hmm sorry I didn't read the FAQ... It is likely to be related to my previous post, where I'm asking what the load order should be with Immersive Environments (+patch), TC plots to AP for XRM (+ patch) and Lost Colony.

EDIT2 : I found TShips.txt and TWareT.pck in my Types folder but none of my currently installed scripts have those files. I deleted them.
1/ Is it ok to delete them ?
2/ Do I need to restart to fix the problem or to wait the other cycle of respawns ?
paulwheeler
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Post by paulwheeler »

When you fix the problem you will need to restart.

I suspect those two files were installed by the plugin manager. Best thing to do is rename them, then open and close the plugin manager. If they then reappear, you have a mod or script that requires them. The TWareT is probably fine and will have the XRM changes merged in. However, the the tships will be the cause of your problems. Youll need to find out what is adding it and remove it from the plugin manager (it may be xsp ships or mars if youve installed the full package - see the compatibility notes section on the first page of this thread for more information).
F5Q9A3
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Post by F5Q9A3 »

Can somebody describe me how i can activate and use Missile defense in XRM ?

So far i understand i don't need to install an extra script for this?

I have a Xenon L , combat software MK 1+2 , and 60 Moskito rockets but nowhere i saw something to activate the rocket defense also i can not asign a key in the Options menue.

Need i something else ?

Thanks for the help.
paulwheeler
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Post by paulwheeler »

Trip_Fantastic wrote:
paulwheeler wrote: Hmm... Didn't even know that pop-out menu existed! It probably cant be removed from there. I suggest you refrain from using it as the vanilla barrage is very unbalanced because it ignores refire rates, and favours the player as the AI cannot use it.

If youre sure all the features are there then its probably all fine. If youre playing AP, then the missile turret behaviour is vanilla. In TC the XRM uses Litcube's missile boat script.
Well, at least I'm not going crazy then :)

That said, refraining from using it is easier said than done since I really, really like the idea of having my missile boat shoot a broadside exactly when I want it to.

Is there no way to implement some sort of a delay that would prevent me from spamming the barrage command? That would seem to sort of balance it out, at least for my style of play. Which script controls the barrage command anyway? Lib.Cmd.Turret.Barrage.xml ?
Litcube and I discussed what to do with the barrage command. I cant remember exactly what the problem was, but I decided the only course of action to keep the playing field between the player and the ai level was to remove it all together.
paulwheeler
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Post by paulwheeler »

F5Q9A3 wrote:Can somebody describe me how i can activate and use Missile defense in XRM ?

So far i understand i don't need to install an extra script for this?

I have a Xenon L , combat software MK 1+2 , and 60 Moskito rockets but nowhere i saw something to activate the rocket defense also i can not asign a key in the Options menue.

Need i something else ?

Thanks for the help.
If you're playing AP then its all built in and functions exactly the same as vanilla. If youre playing TC you need to install the missile defence script of choice.
F5Q9A3
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Post by F5Q9A3 »

paulwheeler wrote: If you're playing AP then its all built in and functions exactly the same as vanilla. If youre playing TC you need to install the missile defence script of choice.
I use AP but nether played Vanilla AP started directly with your mod. How is the missile defense working in vanilla ? What i found in the internet about this seems not to work by me. So far i found in internet i have to activate the missile defense from the Additional Ship Commands menu but when i click there i can choose nothing either activate the defense.
ColManiac
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Post by ColManiac »

Kadatherion wrote:
ColManiac wrote:I did find that hidden secret weapons dealer, with out reading your post I didnt dock as on the info screen nothing was being sold
It should actually have had quite the stock being sold the usual way. If it wasn't, it means something was wrong with your scripts...

Most likely, the addon scripts were in the wrong place, as I wasnt getting massive fleets, only till someone said put the scripts in another folder and BANG! I was overwhelmed with fleets :).

Im not going to panic over it, I am getting by with the barter system, abit more fun lol.

I just spent 1/2hr getting 6 2GJ shields and 7 Dark M B cannons, I did over 30 trans actions sell this buy that, sell it again to get that, then get what I want, all at the same station, bit of a headache lol
Etyneo
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Post by Etyneo »

I seem to have 'Missile Defense Mosquito', and 'Missile Defense Mosquito (C)'... Any idea where the second one may have come from, and what the difference may be (if any)?
Reido
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Post by Reido »

Etyneo wrote:I seem to have 'Missile Defense Mosquito', and 'Missile Defense Mosquito (C)'... Any idea where the second one may have come from, and what the difference may be (if any)?
The (C) variant is for protecting ships in a convoy such as when you use the "Follow Me" navigation command to another ship of yours.


Reido
Ragemaster9999
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Post by Ragemaster9999 »

Are racial flagships based on unique ships that you cant buy anywhere in the game? I found a pirate ship in gajin star called Pirate Flagship "pollaco" but cant find the entry in encyclopedia under pirates. If i blow it up, is it dead for good or will it respawn??
d_ka
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Post by d_ka »

Only Pirate flagship(s) is unique ( in sence of not buyable, iirc, but they are only slight alterations of their Teladi equivalents ). They will respawn after a while, and you can board/hack the pirate ones ( not sure about all the other races, esp. the Argon one, but i guess they are nothing special ).

Edit: oh, and yea, i was talking about AP, sorry forgot to mention that.
I think i´ve been to all Pirate shipyards, but i´ve never seen a purchasable Pirate Flagships, but who knows...
Last edited by d_ka on Wed, 11. Dec 13, 07:47, edited 1 time in total.
"Only fools seek power, and only the greatest fools seek it through force".
cjm3fl
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Post by cjm3fl »

In XRM-TC, the Polacca is a Terran ship and it can be purchased.
There are some differences, like speed, turning, sometimes cargo space, between the 'racial' ships and those that are "Pirate" versions.
In XRM-TC 'Pirate' versions can also mount a higher mix of weapons then their 'racial' variants.

edit: additional information...
I remember Paul posting that we are able to purchase all ships that we see in XRM. I have found everything so far in -TC, but there are a few that I've only found in one Shipyard, so far.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
paulwheeler
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Post by paulwheeler »

ColManiac wrote:
Kadatherion wrote:
ColManiac wrote:I did find that hidden secret weapons dealer, with out reading your post I didnt dock as on the info screen nothing was being sold
It should actually have had quite the stock being sold the usual way. If it wasn't, it means something was wrong with your scripts...

Most likely, the addon scripts were in the wrong place, as I wasnt getting massive fleets, only till someone said put the scripts in another folder and BANG! I was overwhelmed with fleets :).

Im not going to panic over it, I am getting by with the barter system, abit more fun lol.

I just spent 1/2hr getting 6 2GJ shields and 7 Dark M B cannons, I did over 30 trans actions sell this buy that, sell it again to get that, then get what I want, all at the same station, bit of a headache lol
If you didnt have the scripts in place when you started your game you will need to restart. The initialisation of the universe relies on those scripts being present. Youll find many unarmed AI ships, empty weapons dealers etc. if you don't restart.






I would like to point out to everyone - as I seem to have had to say about copying the scripts so, so many times over the past couple of weeks (so often that as soon as I type "you" into my phone, the rest of the instructions for copying scripts appear in the suggestion bar!) - that it clearly states in the installation instructions about copying the scripts:
XRM AP INSTALLATION INSTRUCTIONS wrote:- Copy the contents of the "scripts_AP" folder to the "scripts" folder in your main AP (addon) directory. Overwrite any existing files.
So please, please everyone - RTFM. :wink:
DHSkully
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Post by DHSkully »

Hi posted up a question on page 1609 about UFJD with 2 weeks of game play. I have since started a new game so that question is now mute. In my current game, I was just wondering if I can just install the X³AP All In One Bonus Package as I could do with the Mosquito missile defence add on? And if it will conflict with anything in XRM. I am running AP and XRM only.
Thanks in advance.

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