[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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cjm3fl
Posts: 184
Joined: Tue, 28. Jul 09, 15:03
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Post by cjm3fl »

Huillam wrote:
cjm3fl wrote:It doesn't happen all the time and I don't have to be IS when it happens.
That's weird because the engine does not manage collisions OOS.
I'm going to guess it has something to do with the model used.
I've seen them OOS heading to a dock, then they are gone..and not docked anywhere. I'll jump to the sector and there are cargo containers where the SS was on the map while I was OOS.
And the dock's shields are not at 100%.

Could be wrong. But those are my observations over a couple versions of XRM.

Again it doesn't happen often and never (so far) to a SS I own.
I just chalk it up as something in the game, like those ships that are indestructible and not known to be part of a plot.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
gastovski
Posts: 152
Joined: Tue, 3. Dec 13, 11:20

Post by gastovski »

Etyneo wrote:The actual war sectors are even more profitable, especially if you've got a bailing script...

I do wish I could repair friendly ships without taking a rep hit, or being marked as an aggressor...
You can use marine repairs. I once tried and it was expensive so never did again :).
Valen68
Posts: 276
Joined: Wed, 8. Jun 05, 18:23
x4

Post by Valen68 »

KRM398 wrote:Everything seems to be working great, missiles flying everywhere, and ships that are attacking are varied and numerous...I take it there's a war of some type in the plot because everyone seems to be angry at everyone, saw a Paranid battle fleet in one argon sector between black hole sun and Teladi space, attacking every ship that came near, and stations as they flew past..and the xenons are more active too. I got a Blastclaw Proto from a kind pirate after I killed the other 3 with him and have it maxed out, cargo and all. If it weren't for boredom I could stay and make a living salvaging missiles for sale in Black Hole Sun all day long. Made more than a million on missile sales so far. They dont seem to drop many if any shields or guns though, just missiles but they drop by the tons. :roll:
Is there a plot I need to start to start seeing the races more hostile at each other?
Etyneo
Posts: 253
Joined: Fri, 25. May 12, 00:21
x4

Post by Etyneo »

gastovski wrote:You can use marine repairs. I once tried and it was expensive so never did again :).
While this does technically avoid a rep hit as well as being marked as an aggressor, it takes forever to repair something like an M2. The marines are out in their space suits using repair lasers. They get marked as hostile and shot at. Kinda funny to watch. I tried it once to repair one of the Terran/ATF Command ships that was down to ~50% hull...had to give up on it as the friendly fire was eating through the vessel's shields and would have eventually resulted in the vessel's destruction. The entire escort group was shooting at the mairnes, shots flying all over the place, even hitting eachother. Funny as heck to watch.
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Spectre01
Posts: 465
Joined: Tue, 23. Dec 08, 10:15
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Post by Spectre01 »

Hi paul, I have some questions about adding engine flares to custom ships.

I successfully added killerog's normandy ships(found here) into XRM. Both the Normandy I and II works perfectly in game. Now I want to add the XRM engine flares (in particular, Argon's blue flare) onto those 2 ships. I've been staring at the body.pck and tship.pck in x3 editor for 30 mins. With some trail and error, I still couldn't figure out how to do it. Could you throw me some pointer? Would really appreciated!
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

The flares and trails are added with a particle emitter dummy in the ship's scene file. The trail and flare effect that appears is determined by the particle emitter settings in tships.
TheEarl
Posts: 352
Joined: Fri, 3. Aug 07, 17:27
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Post by TheEarl »

I tried a few gamestarts now and every time I get a message from trinity corporation (I think thats the english name). Is this a XRM plot or vanilla ?
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imperium3
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Post by imperium3 »

TheEarl wrote:I tried a few gamestarts now and every time I get a message from trinity corporation (I think thats the english name). Is this a XRM plot or vanilla ?
Vanilla (It's the Corporation Troubles plot). XRM doesn't add any new plots, but I think in vanilla that particular plot doesn't trigger until later, whereas it triggers right away in XRM for reasons I'm not sure of.
i64man
Posts: 451
Joined: Sun, 7. Nov 10, 18:27
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Post by i64man »

The Earl,

Like Imperium3 said, that is the corporation from the corporations plot. So depending on your start, the location will differ. Now, it was my understanding that you get that plot after completing the Shady Business one, but on my current game I got that right from the beginning. I am also using the XRM.
TheEarl
Posts: 352
Joined: Fri, 3. Aug 07, 17:27
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Post by TheEarl »

Thank you !
I thought, it could be this plot.
But could not imagine the name in English.
And at every start it was the same sector for me, where I should go to.
So I had reasonable doubt about it :-)
Apollo11
Posts: 77
Joined: Fri, 4. Jan 08, 15:42
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Printing the map.

Post by Apollo11 »

Hi, when I go to print the XRM Albion prelude map it only ever prints of a quarter of it, I have played around with my Epson printer settings but have had no luck in printing the entire map out. Has anyone else managed to print the whole map out on A4.
DevilishMoney
Posts: 114
Joined: Tue, 29. Dec 09, 14:01
x3ap

Post by DevilishMoney »

Paul can you add an privateer shipyard to the game for us pirates.

Also can you add a Terran version of the Maintenance Pod.

And add the ability to re-pack stations into a TL

Thanks
galdor123
Posts: 1
Joined: Mon, 13. Jan 14, 12:33
x3ap

Post by galdor123 »

Hi,

I've been playing X3:AP for a while, and have now been playing XRM for a week or so. It is a great mod; I like how pirate/xenon/etc attacks seem to be much more frequent now (even though I find it slightly strange that there are regularly "invasions" of 3-4 ships deep in terran territory. How did they get there?). Have not had a chance to see/experience all the ship and weapon rebalancing.

I started as the Terran Commander, and really like the changes to the Terran Home Sectors.

However, I have a problem with the Corporation Troubles plot. I am at the Share Recovery #4 part, where I have to protect two convoys from Yaki. The problem is, that the two convoys won't move. At all. I have defeated like 8 or so yaki attacks (they just sent 3 fighters each attack, no problem for my katana), but the convoys don't move.
I went and did other stuff for a while (ignored the warnings of yaki attacks in the two convoy sectors), and when I checked back nothing had changed.
Any idea what I could do? I'm not even too keen on the reward of this plot; I just want to be able start the Breaking Grounds plot for my own sector (assuming that's still the same in XRM).

I am also running several other mods/scripts - I don't know which exactly, as I'm away from my game computer. But among them are several of Lucike's scripts (mainly CODEA+what's needed for it), FDN, Capital Ship Energy Cell Generator and MARS.

Also, I find myself intrigued by the "replacement war" feature. What do I have to do in order to get missions/help the terrans win the war? Just go to the war sectors and look for missions there?

Thanks!
Apollo11
Posts: 77
Joined: Fri, 4. Jan 08, 15:42
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Hept

Post by Apollo11 »

I currently can't find anywhere in Argon sectors to buy HEPT. Any ideas where I can find them. Also is there a list somewhere of all the plots to do in XRM albion prelude and the starting conditions. Thanks
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Re: Hept

Post by paulwheeler »

Apollo11 wrote:I currently can't find anywhere in Argon sectors to buy HEPT. Any ideas where I can find them. Also is there a list somewhere of all the plots to do in XRM albion prelude and the starting conditions. Thanks
Its not an Argon weapon. Its only sold in Paranid sectors (or Weapon Dealers).

Weapons have been racialised in the XRM - you should only be able to mount them on Paranid ships (and a few other special ships).
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

DevilishMoney wrote:Paul can you add an privateer shipyard to the game for us pirates.

Also can you add a Terran version of the Maintenance Pod.

And add the ability to re-pack stations into a TL

Thanks
I'll look into it.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

galdor123 wrote:Hi,

I've been playing X3:AP for a while, and have now been playing XRM for a week or so. It is a great mod; I like how pirate/xenon/etc attacks seem to be much more frequent now (even though I find it slightly strange that there are regularly "invasions" of 3-4 ships deep in terran territory. How did they get there?). Have not had a chance to see/experience all the ship and weapon rebalancing.

I started as the Terran Commander, and really like the changes to the Terran Home Sectors.

However, I have a problem with the Corporation Troubles plot. I am at the Share Recovery #4 part, where I have to protect two convoys from Yaki. The problem is, that the two convoys won't move. At all. I have defeated like 8 or so yaki attacks (they just sent 3 fighters each attack, no problem for my katana), but the convoys don't move.
I went and did other stuff for a while (ignored the warnings of yaki attacks in the two convoy sectors), and when I checked back nothing had changed.
Any idea what I could do? I'm not even too keen on the reward of this plot; I just want to be able start the Breaking Grounds plot for my own sector (assuming that's still the same in XRM).

I am also running several other mods/scripts - I don't know which exactly, as I'm away from my game computer. But among them are several of Lucike's scripts (mainly CODEA+what's needed for it), FDN, Capital Ship Energy Cell Generator and MARS.

Also, I find myself intrigued by the "replacement war" feature. What do I have to do in order to get missions/help the terrans win the war? Just go to the war sectors and look for missions there?

Thanks!
No idea about the plot - the XRM doesn't change it and I've never played it.

As for the replacement war, read the message you received at the start of a new game. All the information on the war is there. There are no structured missions, but there are objectives that can help slow down/stop the war.
DevilishMoney
Posts: 114
Joined: Tue, 29. Dec 09, 14:01
x3ap

Post by DevilishMoney »

Paul is it possible you can upgrade the visuals for the navsat/advsat, lasertower, cargo crate and jumpbeacons like you did for the khack ships and MK1 ships as they look visually out of place compared to the rest of the game.

I believe you upgraded there texture or shader quality.

Thanks
gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
x4

Weird AP issue

Post by gilboa »

Hi,

I finally gotten around to start playing X3AP/Linux (I previously played X3TC+XRM under wine).
I've installed (in-order):
1. X3AP (steam).
2. A couple of APKs (NPC bail, advanced jumpdrive, asteroid relocator, salvage claim software).
3. IE (From IEX) main cat/dat as 05.?at.
4. IEX main cat/dat as 06.?at.
5. XRM part 1 cat/dat as 07.?at (scripts, t, et-al in addon).
6. XRM part 2 cat/dat as 08.?at (as above).
7. XRM part 3 as required (addon, main-tree).
7. Hull-pack-medium cat/dat as 09.?at.
8. Linux XRM patch cat/dat as 10.?at.
9. MARS world+dog minus the cat/dat.
10. MARS data.

I'm seeing two issues:
1. Jumpdrive is still marked as 'L', I'm still seeing duplex and triplex scanners in the equipment dock and in general, the equipment price looks small (compared to X3TC+XRM).
2. The X3AP build-in RRF seems to be inactive. I see Xenon ships running around cleaning up 3-4 Argon and Teladi sectors with zero response from the local "teams".

Any idea what's broken?

BTW, I did get the "XRM 1.30 installed" message; I'm seeing MK1 ships and XRM missile barrages. So at least in theory XRM is working.


- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

If you're seeing mk1 ships, but the jumpdrive and scanners are wrong, then id say you have a rogue TwareT somewhere thats blocking the xrm version.

As for the RRF not working, again if you're seeing XRM jobs, tthen it can only be that the scripts are not installed correctly.

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