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

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IStukalov
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Post by IStukalov »

Hi!
Previously asked the question, but I want to repeat:
play X3TC mod XRM established according to instructions.
Play mode "Own game." I have the opinion that in this mode, this mod is not active. Question: this is so or not? I did not notice that the balance redone. Or to feel the need to run this mod is one of the scenes of the mod?
Joubarbe
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Post by Joubarbe »

1/ The XRM no argon/terran war does not seem to work. There's still a big war in Circle of Labour.

2/ In the image below, you see on the first line an empty ware that resplenish itself to 10 automatically and drop frequently for 2 or 3 units. Is that XRM related ?

[ external image ]
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vukica
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Post by vukica »

Joubarbe wrote:1/ The XRM no argon/terran war does not seem to work. There's still a big war in Circle of Labour.

2/ In the image below, you see on the first line an empty ware that resplenish itself to 10 automatically and drop frequently for 2 or 3 units. Is that XRM related ?

[ external image ]
1. only works on a fresh game restart

2. no, there shouldn't be any xrm wares there.
Split say NEED MORE FIREPOWER!!
Joubarbe
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Post by Joubarbe »

Ok thank you vukica. It was caused by Logain's Capital Ships Cell Generator.
Cedric_FP
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Post by Cedric_FP »

Are there any M7's that can:

A) Dock a TS
B) Have capital class weaponry
C) Have main guns, and not just front turrets

?

I thought I had found my M7 with the Hayabusa, but it can only dock up to M3's. I want a TS to haul around with me for when I need to transport stuff.

Hope everybody has an excellent holiday!
Last edited by Cedric_FP on Tue, 24. Dec 13, 10:49, edited 1 time in total.
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DrBullwinkle
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x3tc

Post by DrBullwinkle »

Joubarbe wrote:It was caused by Logain's Capital Ships Cell Generator.
Older versions of CSecG use an outdated EMP ware which does not work with modern EMP. I fixed the problem by removing the custom ware (so that there will never be similar problems): CSecG 2.06 Logain Industries Capital Ship Energy Cell Generator
Sgt Doom
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Joined: Fri, 6. Dec 13, 21:16
x3ap

Post by Sgt Doom »

Cedric_FP wrote:Are there any M7's that can:

A) Dock a TS
B) Have capital class weaponry
C) Have main guns, and not just front turrets

?

I thought I had found my M7 with the Hayabusa, but it can only dock up to M3's. I want a TS to haul around with me for when I need to transport stuff.

Hope everybody has an excellent holiday!
The Teladi Shrike, but it's laser energy regeneration is worse than the Talon, and even that can barely support incendiary bomb launchers for more than a dozen salvos. It does have better shields than the Talon, though; so I often find myself ramming enemies when they're weakened enough.
benabbot
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Joined: Mon, 9. Jan 06, 11:04
x2

Post by benabbot »

paulwheeler wrote:
benabbot wrote:Has anyone else got a problem with the Venti not being able to fire weapons at all? I've only just started playing xrm and so far this is the only glitch I've noticed. Hope someone can help.
If your Venti isnt firing, then i suspect you have a non-xrm tships blocking the xrm tships. This means you are also missing all the xrm added ships and youll have lots of Mammoths flying around. You need to find this rogue tships (either in another mod's cat/dat or the "types" folder in your x3 installation), remove it and restart your game.
Hi Paul

Thanks for the help, got it working and mod is great! Loving it.

Just another quick one. Im playing AP latest steam version and have tried changing jumpdrive ware size to S as per the FAQ instructions but doesnt seem to be working. Does it require a new game start to take effect?

Cheers
paulwheeler
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Post by paulwheeler »

There are two TwareT files in the part 2 cat/dat. One for TC and one for AP. Make sure you alter the right one. Then you need to open and close the plugin manager if you have it installed after you make changes.

But I urge you to embrace the xrm jumpdrive size - its been changed for a reason and the XRM balance is built on this premise. You can use a TM class carrier to get around.
benabbot
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Joined: Mon, 9. Jan 06, 11:04
x2

Post by benabbot »

Tbh it was more for a little experiment i was planning to try as i've just started using codea. Wasn't planning to play a full game with it altered. Mod seems perfect as is and i do appreciate the reason you changed the jd size. Makes perfect sense. And once again thanks for the help.
Joubarbe
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Post by Joubarbe »

Now a new problem. Although I'm not sure it's coming from XRM, it's affecting Private Trading Posts and many Terran stations.

[ external image ]

So as you can see, stations names are numerical. Not a "t" file problem I think.
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DrBullwinkle
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Post by DrBullwinkle »

Page 1000 is job names. If you look in the vanilla 0001-L0xx file, for example:

Page id="301000"
id="30005" is Intelligence Service
Joubarbe
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Post by Joubarbe »

Hmm I don't have any 0001-L0... file... That's maybe the problem :)

I reinstalled scripts and t folders from the "verify cache" feature of Steam, and it was perhaps a mistake. I trusted it to reinstall everything. Is there somewhere I could download these files ?

If someone could upload them, that would be great.
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DrBullwinkle
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Post by DrBullwinkle »

The 0001 file will be in one of the .cats.
Joubarbe
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Post by Joubarbe »

Yes, of course... I have them.

Well, what's the problem in that case ? Why can't it read these files ?
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DrBullwinkle
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Post by DrBullwinkle »

Something else is messing with your page 1000.

Sadly, I do not know what. I would try searching your t folder for files containing the string 1000". Just like that, with only the trailing quotation mark. That should pick up pages 1000, 301000, 351000, etc.
Joubarbe
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Post by Joubarbe »

Well, I restarted the game and now it works... Strange.

Thanks (are you sometimes watching something else than the X forum ? :) )
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DrBullwinkle
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Post by DrBullwinkle »

I *never* watch the X forum.
  • (although I do get emails about some threads)
Nicoman35
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Post by Nicoman35 »

Hi paul,
I got a question regarding Missile Boats. I read the post on how they behave in XRM.
There is just one thing. In a sector full of enemy ships, I order 3 missile boats to start off my carrier and attack a target. Like intended, the missile boats also assault other targets on their way. The issue is: They attack enemies the moment they undock. With the consequence, that some missiles turn to an enemy flying somewhere "behind" the carrier. So, the heavy missiles smash into the carrier, inflicting damage to it and, even worse, destroying the missile boats just starting.
Could a security delay not fix this? Something like

Code: Select all

while $Missile.Boat -> is starting
= wait 2000 ms
end
Hotpot
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Joined: Sat, 14. Feb 04, 23:10
x3

Just Installed

Post by Hotpot »

Just installed this mod on a clean X3TC install and right from the menu screen, I'm getting a hissing static sound. The sound persists when I start the game.
I have no other mods installed but have the cockpit pack and background pack installed.

Hope somebody can help me with this as I've had it with that abortion called Rebirth.

Edit: I've removed the CAT and DAT files for the mod and it's addons and I STILL get the hissing so I think that my system has a problem with the original game. I HAVE played the unmodded game before, WHEN IT WAS RELEASED and I had a different system.

Edit2: Okay found it. It appeared to have been a codec pack. I'd forgotten all about the probs with codecs.

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