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

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Spectre01
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Post by Spectre01 »

Hi, I've noticed that for some reason, the PSP on my odin only firing in union. I remember it used to fire differently, like, each laser has 1~2 seconds delay between firing so they make a continuous stream of bullets. Is there any reason that may causes this? I've played around in the editor, and apparently firing delay only works on charged weapons and has nothing to do with what I've described.
d_ka
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Post by d_ka »

@Huillam:

Z seems the ultimate dream, eh? ;)
Well, i´ve recently visited the Xenon Sector 347 ( the one between 18 Billions and Scale Plate Green ), since it was stated in the Teladi Military Network that there are at least 3 ships with 10 millions bounty placed on them ( i was flying my Brig, which i boarded under severe loss of equipment on my Tyr - you simply can´t evade those nasty GC... lol ), and there was a Z there, surrounded by 7 Xenoon capitals, 5 of which i took out, and would be gone with a huge smile on my face, but... when they were done with that pure remaining Teladi Carrier, their wrath turned towards me: i was already jumping out, when my JD has been destroyed, but the Brig is quite fast, and so i´ve managed to slip through the east gate ( turbobooster can save your life ). The reason i´m telling you this is: Teladi seem to perform military strikes in that sector ( watch the network ), and if you join them in time you might encounter a Z, and maybe several other of his escorts, quite beaten, with low hulls, and not only could you make your fortune as a bounty hunter, but try to use the momentum and hack the Z once it´s on it´s own ( that fight took place very close to the eastern gate to 18 Billions, the NPC traffic there was distracting the Xenon, and the escape route was clear ).
Now, to the Z itself: i´ll have to take a look at it´s turrets config, but the "I", for example, has it´s weakness with his bottom lasers, since 6 DMBC are hardly enough to compete with the reg. rate of the shields of a ship ala Tyr ( 19k ). Which means, you can stay under the I for as long as you want, and it´s so clumsy, unlike the J, which always tries to relieve itself from you, and also has 8 DMBC slots in its bottom turrets, which is enough to constantly drop the shields ( there are several M2+ which have the reactor power higher than that, 21k might be sufficient, but i can´t guarantee those heavies would fit under the belly of the Z without taking shots from it´s other turrets ).
The DMBC you simply barter, but i can tell you this weapon shoots only 15 times per minute, and has a range of slightly higher then 5km, so your ship is in no way a Death Star once you meet a whole enemy fleet.
"Only fools seek power, and only the greatest fools seek it through force".
gastovski
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Post by gastovski »

For me Grand Exhange sector is very profitable. Very good trading stuff and Xenon fleets always invade this sector. So i defend that sector with couple m7s and m6s plus claiming abandoning ship grants very good profit.
paulwheeler
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Re: No in game sound aswell

Post by paulwheeler »

Apollo11 wrote:Hi, I have same issue with no in game sounds, I deleted that file from MOV folder as instructed to buy the youtube guide. And I have numbered my files correctly if its just a case of counting 1 to whatever. not sure whether there is another file to put in place the youtube guy mentions a modded file will replace that one you delete. So im abit lost at mo.
The game isnt seeing the cat/dats for some reason. Please post a screenshot of your installation folder and ill take a look and see if i can spot the problem.
Kinnison
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Joined: Wed, 11. Feb 04, 00:18
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Post by Kinnison »

Is there a list anywhere of the differences between the various headquarters/docks/outposts the player can buy?
Igor.tverd
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Post by Igor.tverd »

Paul, I've just tried Advance Universe Addon and it's great - makes the game much more intense.

There's something that can be done to make it even better.
1. I saw that you changed TGates and the Universe map to get jump beacons in there as well as TOAs - why not use jobs for Jumpbeacons and change just the gate type for TOA
2. Do you remember a script in Reunion that would not let you jump out or in if there was an enemy capital near by - perhaps similar approach could be used for Advanced universe?
3. Or maybe re-purposing TOA to Jumpgate conversion script to allow other way around conversions? This + jobs will make advanced universe current game compatible.

Just couple of thoughts....
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
wanderer
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Post by wanderer »

I'am looking for some advice:...

Momentarly I am playing XRM with several scripts (Lucikes, Gazz's, LIFE, MARS, and more)- no problem so far, some I had to change (IDs, working, messages,...).

Well now my questions.
When trying EMP based scripts like Dedicated Assistant Drones (DAD) (http://forum.egosoft.com/viewtopic.php? ... sc&start=0) - is there a problem when I have to install EMP as well (as fake patch)?
Also, I never use the plugin manager. I had - back in 2008/2009 some very bad problems with the installed scripts afterwards. So I decided to change rather the scripts and create own patch files than let the manager mix it through...

So, do I have to create an own TWare when I am in need to use EMP?
Argon Destroyer
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Post by Argon Destroyer »

Hi!
I'm getting confused little bit. Using XRM with IEX mod. I like missions, so on forum found several mods with TC plots for AP. Is there anybody, who is using such mod?
I like Running!
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DrBullwinkle
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Post by DrBullwinkle »

wanderer wrote:I'am looking for some advice:...

When trying EMP based scripts like Dedicated Assistant Drones (DAD) - is there a problem when I have to install EMP as well (as fake patch)?
Ugh. EMP has never been an ultra-reliable technology. It changed at one point in its history, so old EMP wares do not work with newer EMP implementations, and vice-versa.

EMP should be built into XRM.

For most people, the Plugin Manager is the easiest and most reliable way to merge scripts that include EMP wares. However, it will not work with old EMP wares.

Read the last page of the DAD thread for a link to a version that somebody modified for XRM.
Last edited by DrBullwinkle on Sun, 12. Jan 14, 10:47, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

EMP is built into the XRM. The problem is that whoever originally designed EMP didnt consider that Egosoft might add new wares into TWareT - the EMP wares start immediately after the vanilla wares with no placeholders to create a gap. This means everytime Egosoft add a new ware to TWareT, the EMP wares need to shift - any scripts that dont get updated when EMP does will stop working.
Huillam
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Post by Huillam »

d_ka wrote:Z seems the ultimate dream, eh? ;)
The Z is the perfect flag ship but my newly acquired advanced destroyer is missile proof!

Edit:
Okay I just entered Xenon Sector 101: It's not missile proof against a thousand of R and a million of G.
DHSkully
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Post by DHSkully »

Still loving this mod. But need a little advice. It is really pointed towards Paul, as it rolls of the back of an answered question over at Striking Software. It regards the Hub plot reset after getting it once on the Teran side. Game start was Advanced start and I am on the Shady Business plot.
Spoiler
Show
Just delivered the Heavy Dragon
As I am up with most of the Fractions and have their police licences, I was wondering if I should complete the Shady Business plot, or go and do the hub plot for the fishes. I know how I want to finish the Shady Business plot, so doing the hub plot after well,,, may be it will end a little strange.
Spoiler
Show
I want to stop the war between Argon and Teran. So doing the hub after will kick it off again
Thanks for any advice.
KRM398
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Post by KRM398 »

Hi guys been playing a new version of the mod with my TC game and having great fun...however, there is a bug that you might want to see about I found annoying. I worked my way from a fighter to a Shrike, capping them all the way and doing well. But in all those missions and sectors, killed probably 12-15 bombers and 5-6 M7M and not a single one ever fired a missile....ever...it appears that the single missile they all use cant be found, looked myself. So here's a suggestion to easily fix this problem: Add a second or third missile type they can use. It might not be as big or powerful but seeing a Paranid M7M that is using nothing but its rear gun is less than funny. Same thing with every bomber, completely helpless. Even swarm type medium missiles are more than capable of killing fighters and freighters, not to mention corvettes, so please think about it, these 'hard and very hard' missions that spawn M7M ships are too easy without actually having a missile to use.

Also as thinking, the khaak TM carries 12 fighters and has 4 turrets...isnt that technically a M7 light carrier? The Shrike is an M7 that carries 8 ships, so that too is a light carrier...maybe add some shields to the TM and change it and the Shrike to a light carrier class, would make sense.Since Rebirth failed so miserably, it might be a good idea to upgrade the mod with some new things even little changes like this...just my opinion of course. :wink:
paulwheeler
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Post by paulwheeler »

KRM398 wrote:Hi guys been playing a new version of the mod with my TC game and having great fun...however, there is a bug that you might want to see about I found annoying. I worked my way from a fighter to a Shrike, capping them all the way and doing well. But in all those missions and sectors, killed probably 12-15 bombers and 5-6 M7M and not a single one ever fired a missile....ever...it appears that the single missile they all use cant be found, looked myself. So here's a suggestion to easily fix this problem: Add a second or third missile type they can use. It might not be as big or powerful but seeing a Paranid M7M that is using nothing but its rear gun is less than funny. Same thing with every bomber, completely helpless. Even swarm type medium missiles are more than capable of killing fighters and freighters, not to mention corvettes, so please think about it, these 'hard and very hard' missions that spawn M7M ships are too easy without actually having a missile to use.

Also as thinking, the khaak TM carries 12 fighters and has 4 turrets...isnt that technically a M7 light carrier? The Shrike is an M7 that carries 8 ships, so that too is a light carrier...maybe add some shields to the TM and change it and the Shrike to a light carrier class, would make sense.Since Rebirth failed so miserably, it might be a good idea to upgrade the mod with some new things even little changes like this...just my opinion of course. :wink:
If missile boats are not firing then you have not installed the XRM properly.

In vanilla TC, missile boats do not fire at all. In the XRM we have added scripts, courtesy of Litcube, that enables them to fire.

Check that you have copied all the scripts from the "scripts_tc" folder in part 2 into the "scripts" folder in your X3 installation. You'll need to restart your game if this is the problem - you're also missing quite a lot of the mod.
paulwheeler
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Post by paulwheeler »

DHSkully wrote:Still loving this mod. But need a little advice. It is really pointed towards Paul, as it rolls of the back of an answered question over at Striking Software. It regards the Hub plot reset after getting it once on the Teran side. Game start was Advanced start and I am on the Shady Business plot.
Spoiler
Show
Just delivered the Heavy Dragon
As I am up with most of the Fractions and have their police licences, I was wondering if I should complete the Shady Business plot, or go and do the hub plot for the fishes. I know how I want to finish the Shady Business plot, so doing the hub plot after well,,, may be it will end a little strange.
Spoiler
Show
I want to stop the war between Argon and Teran. So doing the hub after will kick it off again
Thanks for any advice.
I've never played through the Shady Business plot, so I've no idea. I can't imagine there would be a problem finishing that one off first though.
DHSkully
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Post by DHSkully »

Thanks for the speedy reply Paul. Will give the Hub a go, as I have a while to wait until the rest of the Shady B' kicks in again. Will report back so it is on file for any one else who comes across a similar scenario.
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DrBullwinkle
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Post by DrBullwinkle »

Some plots have pre-requisite plots. They will not begin until the pre-requisites are met.

Other than that, plots are designed to be independent of each other, so that you can do them in any order.
KRM398
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Post by KRM398 »

thanks for the info, I did some checking and found a Xenon G and got a good scan...it is made for 4 different missiles plus a boarding pod...so my mistake its just not working for me it seems. Not sure I want to restart my whole game right now, but will check and see what happened with part 2 maybe its not placed right.
KRM398
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Post by KRM398 »

OK as much as it pains me to have to start over it was my fault after all. Went and redid the mod from number 1 on to make sure...and...found that every folder gave me the famous..'replace or copy' thing except....number 2...it seems I extracted it to the XTC folder but never added the files to the script folder...they were just sitting there, so now I copy and pasted every file from the TC folder to the scripts folder and they went right in..checked everything else, and it seems right now, (still like the light carrier idea but now the game should be better all around, and a little harder) ty for your support in these trying times...lol. :wink:
KRM398
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Post by KRM398 »

OK I extracted everything to the vanilla TC folder...renamed the 2 folders and now my list goes to 15..then took the mov and sounds and added them to the folders and all 200+ files in the scripts_TC folder to the vanilla scripts folder...that should do it.AND...my save game went right in, and I'm siting in my Shrike...doesnt sound right but we'll see. :roll:

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