[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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Etyneo
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Post by Etyneo »

Out of curiosity, was the Valhalla removed since AP 2.1/XRM 1.24b? I seem to remember it being in the game back then...now I don't see it anywhere in the encyclopedia (even with the whole thing unlocked via the cheat package).
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Reido
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Post by Reido »

Etyneo wrote:Out of curiosity, was the Valhalla removed since AP 2.1/XRM 1.24b? I seem to remember it being in the game back then...now I don't see it anywhere in the encyclopedia (even with the whole thing unlocked via the cheat package).
From what I understand, in order to have only one Valhalla present in the universe it's been assigned to race0 so that another copy won't get spawned for RRF duty. A side effect of this is that it no longer shows up in the encyclopedia.


Reido
Etyneo
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Post by Etyneo »

Reido wrote:From what I understand, in order to have only one Valhalla present in the universe it's been assigned to race0 so that another copy won't get spawned for RRF duty. A side effect of this is that it no longer shows up in the encyclopedia.


Reido
If true, that might make it easier to capture...less chance of pissing off the Terrans/ATF...
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vukica
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Post by vukica »

albion pride seems to be able to fly through other ships...

collision works with stations, asteroids, gates etc.
Split say NEED MORE FIREPOWER!!
Etyneo
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Post by Etyneo »

vukica wrote:albion pride seems to be able to fly through other ships...

collision works with stations, asteroids, gates etc.
That oversized M3 needs to get out of the M6 category...
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paulwheeler
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Post by paulwheeler »

Etyneo wrote:
Reido wrote:From what I understand, in order to have only one Valhalla present in the universe it's been assigned to race0 so that another copy won't get spawned for RRF duty. A side effect of this is that it no longer shows up in the encyclopedia.


Reido
If true, that might make it easier to capture...less chance of pissing off the Terrans/ATF...
No - its the race manufacturer race (set in tships) that is set to race 0. The spawned Valhalla is still Terran owned.
paulwheeler
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Post by paulwheeler »

Etyneo wrote:
vukica wrote:albion pride seems to be able to fly through other ships...

collision works with stations, asteroids, gates etc.
That oversized M3 needs to get out of the M6 category...
Egosoft must have forgotten to add a collision box to the model - the XRM doesnt change it.
paulwheeler
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Post by paulwheeler »

Nicoman35 wrote: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
Depends on what game you're playing. In TC missile boats use Litcube's missile boat script. In AP they use vanilla mechanics. In either case i didnt write the script, so im a bit loathed to start editing them.
Etyneo
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Post by Etyneo »

paulwheeler wrote:Egosoft must have forgotten to add a collision box to the model - the XRM doesnt change it.
Perhaps they didn't feel like taking the time to make a collision mesh for something that was only going to appear once or twice, and not be something the player could aquire...
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Hotpot
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Post by Hotpot »

Loving this mod!

I'd forgotten how good this game is and this mod makes it a whole lot better! Playing through the TC plot.

I'll try Rebirth in a year or so and hopefully it'll be fixed.
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vukica
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Post by vukica »

Etyneo wrote:
paulwheeler wrote:Egosoft must have forgotten to add a collision box to the model - the XRM doesnt change it.
Perhaps they didn't feel like taking the time to make a collision mesh for something that was only going to appear once or twice, and not be something the player could aquire...
well, player can aquire it in xrm.

so.... there you go.
Split say NEED MORE FIREPOWER!!
Etyneo
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Post by Etyneo »

Yes, but only through mods or cheating. It was never something the player was supposed to be able to acquire in vanilla. Thus I can see why a collision mesh may have been skipped.
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Nicoman35
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Post by Nicoman35 »

paulwheeler wrote:Depends on what game you're playing. In TC missile boats use Litcube's missile boat script. In AP they use vanilla mechanics. In either case i didnt write the script, so im a bit loathed to start editing them.
I am playing TC. And I changed that in my XRM version. It's only 4 additional lines of code in the script Lib.Cmd.Turret.Barrage. Say the word if you want to have my version.
agleave
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Missions

Post by agleave »

Hi - is there a walkthrough anywhere for the AP/XRM missions? The only reason I am posting this here is for variations in missions due to XRM being installed.
Hotpot
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Post by Hotpot »

I've added Military Base Revamp via the Plugin Manager. It shows up in the Plugin Manager and the option to enable Xenon base is in the AL settings.

However, I set the plugin configurations hotkey in controls but it does not open a config menu when pressed. Apparently this means that there are no configurable scripts installed.

Can anybody help me please?
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Yacek
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Post by Yacek »

Hotpot wrote:I've added Military Base Revamp via the Plugin Manager. It shows up in the Plugin Manager and the option to enable Xenon base is in the AL settings.

However, I set the plugin configurations hotkey in controls but it does not open a config menu when pressed. Apparently this means that there are no configurable scripts installed.

Can anybody help me please?
Install required by the script MBRR, JSON library.
See the topic MBRR script.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Hotpot
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Post by Hotpot »

I've actually installed the JSON library and it's showing up on the Plugin Manager. I've also installed ALL of the other prerequisites EXCEPT for the ECS, which I cannot find and I believe the statement of it's requirement was a mistake.
Etyneo
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Post by Etyneo »

Anyone know of a handy chart or other reference that details each ship's hangar slots as to how many of a given type a ship has?

I know that most of the ships XRM adds have this information at the end of their descriptions, but most of the stuff that was present in vanilla does not.
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cjm3fl
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Post by cjm3fl »

Trying looking here:
http://forum.egosoft.com/viewtopic.php?t=257062
This was incorporated into XRM and I've found it to be about 95% accurate.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
Cedric_FP
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Post by Cedric_FP »

Oh, man, that Unknown Object M6 with 1,500,000 hull!

Anybody successfully capped it before? I've got an M5 tailing it at the moment, but all attempts in my Hayabusa M7 just end up with me dead.

I really want that ship. That hull, those weps!

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