[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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How could we guess if you do not tell us which scripts and mods you are using (other than XRM)?gastovski wrote:Any ideas what could cause this?.
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Do you have marines on those ships? Do they have less than 2 stars in training (45 points is the threshold, IIRC)? Are you using Marine Repairs and Training?gastovski wrote:I have Shuri, Tyr, Agememnon and Raven. ... when i destroyed those 4 ships it's stopped losing.
Last edited by DrBullwinkle on Sun, 12. Jan 14, 21:46, edited 1 time in total.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Training is expensive (including Bootcamp). You can turn off Bootcamp temporarily in the language file if you like. There is no need to disable Marine Repairs completely.
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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So... does anyone know about this?
edit: more details. When I'm in the turret, holding down firing button, the turrets are firing more randomly. But when the AI is handling the turrets, every turrets fire in union. I would like it changed to be more randomly so it looks prettier (to me at least
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What should I change in what file in order to make those capital ship weapons firing more randomly?Spectre01 wrote: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.
edit: more details. When I'm in the turret, holding down firing button, the turrets are firing more randomly. But when the AI is handling the turrets, every turrets fire in union. I would like it changed to be more randomly so it looks prettier (to me at least

Last edited by Spectre01 on Sun, 12. Jan 14, 22:00, edited 1 time in total.
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@Dr.B:
Actually, i have turned the Boot Camp off, but somehow my marines seem to ignore it. Every time i get some new recruits ( some of them are "war prisoners", forced to serve me now - read: captured marines ), seem to gain exp. with time no matter what. And this is costly, indeed ( was wondering why i was loosing couple of millions now and then
).
Uh, sorry for off topic, thought it was your Marine thread.
Actually, i have turned the Boot Camp off, but somehow my marines seem to ignore it. Every time i get some new recruits ( some of them are "war prisoners", forced to serve me now - read: captured marines ), seem to gain exp. with time no matter what. And this is costly, indeed ( was wondering why i was loosing couple of millions now and then

Uh, sorry for off topic, thought it was your Marine thread.
"Only fools seek power, and only the greatest fools seek it through force".
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There are two ways in which Marine Repairs and Training trains marines:
1) If you can confirm that it is Bootcamp ignoring the setting in the t file (rather than normal training during repairs), then please report it on the Marine Repairs and Training thread so that I can fix it.
2) This seems to be a frequently-asked question, and I do not know why. How can I make the documentation more clear about the two kinds of training (including their costs and the ability to adjust the features in the language file)?
- Marines gain experience through on-the-job training while they do repairs. This type of training is based on the amount of damage they repair. If they repair a heavily damaged capital ship, then they may gain training relatively quickly.
- Bootcamp trains untrained marines slowly up to two stars over a period of time. This makes them more effective at both boarding and repairs.
1) If you can confirm that it is Bootcamp ignoring the setting in the t file (rather than normal training during repairs), then please report it on the Marine Repairs and Training thread so that I can fix it.
2) This seems to be a frequently-asked question, and I do not know why. How can I make the documentation more clear about the two kinds of training (including their costs and the ability to adjust the features in the language file)?
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Weapons in a turret only start to fire inconsistently once the laser energy of the ship runs out.Spectre01 wrote:So... does anyone know about this?
What should I change in what file in order to make those capital ship weapons firing more randomly?Spectre01 wrote: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.
edit: more details. When I'm in the turret, holding down firing button, the turrets are firing more randomly. But when the AI is handling the turrets, every turrets fire in union. I would like it changed to be more randomly so it looks prettier (to me at least)
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You will need to restart as much of the xrm would not have inititalised properly if the scripts were missing - including missile boat missile loadouts.KRM398 wrote: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.
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A) It is not a problem. It is normal, documented, user-controlled, behavior.gastovski wrote:i did not have this problem my earlier saves(or i did not notice). I just started a new game and now this..
2) Bootcamp only works on untrained marines (less than 2 stars in any skill). Most players never notice it. It is only really obvious early in the game.
Suggestion: If there are more questions about Marine Repairs and Training, then let's move them to that thread, OK?
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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HMM... thanks for the advise, my next game will be better set up then, but here's what I'm doing now...first I'll play on this game for a while, many new scripts did kick in, there's a bounty system now and what appears to be a xenon war getting started around Grand Exchange. The bombers and M7M are firing missiles now, and there's a ton of new loot drops, its almost too easy. It might be working better for me because 1) I had no bombers or M7M that I owned...2) I was playing an open world game and was not in any plot at all either way its very different already, will be even more so next try, maybe in a week or so I'll restart. 

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KRM398 wrote:HMM... thanks for the advise, my next game will be better set up then, but here's what I'm doing now...first I'll play on this game for a while, many new scripts did kick in, there's a bounty system now and what appears to be a xenon war getting started around Grand Exchange. The bombers and M7M are firing missiles now, and there's a ton of new loot drops, its almost too easy. It might be working better for me because 1) I had no bombers or M7M that I owned...2) I was playing an open world game and was not in any plot at all either way its very different already, will be even more so next try, maybe in a week or so I'll restart.
What you will find is that half of the ships in your universe will be unarmed. I strongly suggest you restart.
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Thanks for the link!DrBullwinkle wrote:X3 Editor 2
Can you tell which file and where it is located to alter for the ships?
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Use "Open from VFS".
Types\TShips
Types\TShips
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)