[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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unity100
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Post by unity100 »

Found out by increasing unfortunately. True Believer is required to get it. Rank can be raised by doing missions given out from goner stations - even if they are protect missions. destroying hostile ships doesnt increase your rank but completing protect missions do.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Those guys are a bit tricky. I've seen it suggested to build stations in their systems that they would trade with but I've no personal experience to know if that works or not.
unity100
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Post by unity100 »

It would be good if the universe colored map was listed in compatibility list in the first post of this thread, and info given about it.

http://forum.egosoft.com/viewtopic.php? ... sc&start=0

it says

"....X3 Albion Prelude + XRM users ...........To avoid future questions : it will be compatable with XRM future updates as long as XRM's textfile 7027-L044.xml is not updated. Last update of XRM textfile 7027-L044.xml for both TC & AP is 20-04-2012 ...."

but of course it is quite laborious for any user to try to seek and determine this. for example i dont know whether it is still compatible or not.

============

No it isnt - some pirate sectors are showing up in teladi sector colors.
Azzkicka
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Post by Azzkicka »

I'm having an issue with crashing and XRM.

I've done a clean install with X3 AP from steam, followed the guide on how to install with the "fake patch" method for AP.

The game will start normally and I can play but every now and agian I will get a CTD and the long "not responding window" that Windows 8 shows. The only way to get out of this screen is to literally press control alt delete and log out of my user (task manager wont even show)

Is anyone else experiencing this? and know of a fix? I would really love to play XRM.

(Vanilla X3 AP never crashes)
builder680
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Post by builder680 »

I have the same issue as this thread...

I have a Goner Mammoth (just one that I've noticed so far) in Duke's Vision. I do not have an old XRM (or any other) Tships as this is a brand new X3 installation on a new PC. I am using XRM for AP and I have nothing that conflicts with XRM's Tships... No XSP additions, and I install and track mods/scripts manually (so it's not PM usage errors). These are my mods:

AutomatedSatelliteNetwork-V2.00
BounceV1.7
DCS2_Drone_Carrier_Software_v2.07_2013-12-15 (turned off atm)
LIFE-V0.86b
Basic Salary_X3TC_V3103
CODEA_X3TC_V3311
Libraries_X3TC_V3804
Military Transport_X3TC_V3302
Personnel Transporter_X3TC_V3401
MARS_DATA (for XRM)
MARS
MK3_Opt_1.8.9.7_fixed
SalvageInsuranceContract-V1.00-28.11.2009
ShipBrowser
UniversalBestBuysSells_251


XRM1.30d and its cat/dat numbers:
05 = XRM pt 1
06 = XRM pt 2
07 = XRM_BACKGR
08 = XRM_HULLMID
09 = XRMDOCKINGWARESIZE

Nothing else in the universe seems out of place. I've gone to every sector looking specifically for oddities such as this since I started this game about a week or two ago. I've found none so far, leading me to believe I have a good installation, yet this one ship is definitely out of place.

Today I just trained my sixth, seventh, and eighth UT's with the improved (reloaded) Mk3 script listed above. A couple were trained near the sector I found the Goner Mammoth in, but I don't really know if that's pertinent or not. My UT's (all 8 of them) are Truelight Seekers who were each issued their Jumpdrives via deployment kit hotkeys over the last week (over time, as I bought them). If anyone can point me in the direction of a possible solution I'd be much appreciative. Thanks :)

Further notes: I watched it fly from Duke's Vision (it probably started somewhere else but that's where I noticed it) to the Shipyard in Lightseeker, dock at the shipyard right next to the Aran there, and turn around and leave Lightseeker. Still watching it, it appears headed back the way it came. Even on SETA it's gonna take a while to see where it ends up.

Found out where he ended up:
I watched him fly all the way to Emperor Mines (even though he had a Jumpdrive) from Lightseeker and put down an Ore Mine. That's wild, I didn't know that was a possibility at all. I even scanned him after he left the Goner Shipyard to see if he had any factories and didn't see one. Gonna keep watching him, though. I know this isn't right. It's gotta be one of the scripts I'm using.

Just a hypothetical question:
The Aran in Lightseeker had been destroyed by some Yaki a couple hours before I spotted the Goner Mammoth in Duke's Vision (though I don't know where he really spawned). Whatever caused the Goners to decide to build an Ore Mine in Paranid Space, perhaps the Aran TL was not available at the time it decided to do so, and the game decided to spawn a different TL? By the time the Mammoth reached Lightseeker the Aran had respawned, but it was still dead an hour before. I know it's not likely, but I thought I'd ask if it was in the realm of possibility.

Anyway, after the Mammoth built the mine he flew to Empire's Edge and now is just sitting by the North gate... presumably until the Yaki, Xenon, Kha'ak, or GoD decide to remove him (I hope).
Last edited by builder680 on Sun, 16. Feb 14, 11:18, edited 1 time in total.
Reido
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Post by Reido »

builder680 wrote:I have the same issue as this thread...

I have a Goner Mammoth (just one that I've noticed so far) in Duke's Vision. I do not have an old XRM (or any other) Tships as this is a brand new X3 installation on a new PC. I am using XRM for AP and I have nothing that conflicts with XRM's Tships... No XSP additions, and I install and track mods/scripts manually (so it's not PM usage errors).

Your Mammoth problem is different then the one I had in the thread you listed, but could be related to some common code used by both the old and reloaded Mk3 trading scripts regarding jumpdrive delivery, if you read my entire thread there are instructions on how to see what script the oddball Mammoth is running at the time, it might give you a clue as to what might be causing the problem, in my case I just gave up using Mk3 traders and switched to using the OK Traders script and the problem with the Mammoths went away.

In my game the rogue Mammoths did nothing when viewed out-of-sector, they just stayed at the exact same coordinates as the trading station in the sector where they spawned every time a Mk3 trader requested a jumpdrive to be delivered, and gradually piled up over time. When I would come into the sector where they were located they just flew aimlessly around never leaving that sector.


Reido
builder680
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Post by builder680 »

I see. So you had more than one? And they never did something like build an Ore Mine?

(I saw the part about checking the scripts but I was hoping I could just watch the ship. I'm not too savvy with the technical stuff, but I'll give it a whirl if it evolves into a bigger issue). I don't know how to check another ship's "info" in the SE, though I did find the "Additional information" next to debugging.

EDIT:Found it. Job ID = 0 Not spawned by jobs. Therefore apparently not an XRM issue, which I should have known already. Sorry for putting this here.

All I see for scripts is turret commands and idle. Nothing about deliveries.

Side (and completely unrelated) note...

Holy CRAP the Hyperion is a good ship, especially with MARS and all weapons available to it.
paulwheeler
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Post by paulwheeler »

Azzkicka wrote:I'm having an issue with crashing and XRM.

I've done a clean install with X3 AP from steam, followed the guide on how to install with the "fake patch" method for AP.

The game will start normally and I can play but every now and agian I will get a CTD and the long "not responding window" that Windows 8 shows. The only way to get out of this screen is to literally press control alt delete and log out of my user (task manager wont even show)

Is anyone else experiencing this? and know of a fix? I would really love to play XRM.

(Vanilla X3 AP never crashes)
The XRM rarely causes crashes if everything is installed correctly. Can you post a screenshot of your installation folder so i can check it for any problems?
Sn4kemaster
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Post by Sn4kemaster »

Hi Paul,

Think I've found a bug....

Last night was testing some weapon ship loadouts, so went to a quite unknown sector....

Cheated in a Heavy Nemesis, then cheated in a Heavy Centaur as a enemy ( put him as a Xenon race ) then fired some cyclone missiles at him....went the missiles struck the game froze.....had to control/alt/delete to get out....tried it again in another sector with a Sirikos against the heavy centuar and again it froze.....

Now I fire cyclones again at various other ships....Braggi, various M3's fine but against a Heavy Centuar crash every time the mussels strike

Didn't have time to try other M6 combos....I'm on version 1.29????
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

gastovski wrote:Any options to make permenant war status with a race?. Because i'm at war with a race but when i teleport to another ship it changes status to friend with them. I must manually change the status everytime.
To fix this, I think you need to find the in-game global Friend/Foe settings. From memory, they are somewhere like:

HUD/Personal Menu/Advanced Options/Global Settings

Then scroll down to the list of all the races and set your preferred Friend/Foe settings. You should also see an option to transmit them to all your property.
Cedric_FP
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Post by Cedric_FP »

Sparky Sparkycorp wrote:
gastovski wrote:Any options to make permenant war status with a race?. Because i'm at war with a race but when i teleport to another ship it changes status to friend with them. I must manually change the status everytime.
To fix this, I think you need to find the in-game global Friend/Foe settings. From memory, they are somewhere like:

HUD/Personal Menu/Advanced Options/Global Settings

Then scroll down to the list of all the races and set your preferred Friend/Foe settings. You should also see an option to transmit them to all your property.
But beware, if you claim an abandoned ship, you have to re-transmit the setting. I've turned pirate sectors hostile toward me forgetting to do this :(
paulwheeler
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Post by paulwheeler »

Sn4kemaster wrote:Hi Paul,

Think I've found a bug....

Last night was testing some weapon ship loadouts, so went to a quite unknown sector....

Cheated in a Heavy Nemesis, then cheated in a Heavy Centaur as a enemy ( put him as a Xenon race ) then fired some cyclone missiles at him....went the missiles struck the game froze.....had to control/alt/delete to get out....tried it again in another sector with a Sirikos against the heavy centuar and again it froze.....

Now I fire cyclones again at various other ships....Braggi, various M3's fine but against a Heavy Centuar crash every time the mussels strike

Didn't have time to try other M6 combos....I'm on version 1.29????
I have fired Cyclone missiles thousands of times - its one of my favourite missiles and ive never had a problem, and you're the only person who has ever reported something like this. The XRM is mature enough now that a bug this obvious would have been reported before. So i suspect something else is causing the crash. There is nothing different in the mechanics of cyclones hitting m6s or m3s or any other ship. Its the same effects for both and they are vanilla effects anyway. It may possibly be caused by a buggy script that responds to signal attacked - no xrm scripts respond to that signal.
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Post by Sparky Sparkycorp »

Any chance it's something like the game tries to call an Argon "Why are you shooting this powerful ship?" voice then gets confused because it was spawned with the Xenon race?

Are you able to duplicate the issue when shooting at an Heavy Centaur that had been spawned normally by the engine in Argon space?
Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote:
Sn4kemaster wrote:Hi Paul,

Think I've found a bug....

Last night was testing some weapon ship loadouts, so went to a quite unknown sector....

Cheated in a Heavy Nemesis, then cheated in a Heavy Centaur as a enemy ( put him as a Xenon race ) then fired some cyclone missiles at him....went the missiles struck the game froze.....had to control/alt/delete to get out....tried it again in another sector with a Sirikos against the heavy centuar and again it froze.....

Now I fire cyclones again at various other ships....Braggi, various M3's fine but against a Heavy Centuar crash every time the mussels strike

Didn't have time to try other M6 combos....I'm on version 1.29????
I have fired Cyclone missiles thousands of times - its one of my favourite missiles and ive never had a problem, and you're the only person who has ever reported something like this. The XRM is mature enough now that a bug this obvious would have been reported before. So i suspect something else is causing the crash. There is nothing different in the mechanics of cyclones hitting m6s or m3s or any other ship. Its the same effects for both and they are vanilla effects anyway. It may possibly be caused by a buggy script that responds to signal attacked - no xrm scripts respond to that signal.
I agree I've fired thousands myself.....and I only have XRM and the cheat script installed so no conflicts....mmmm I'm gonna have another go tonight in a fresh game.....maybe that game has got currupted somehow??
Mordrith
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Post by Mordrith »

Hey guys, I just got back into X and I've been playing X3AP with XRM and a few of the recommended scripts installed. I absolutely love the cockpits this mod adds, and it's probably my favorite thing about it. I'm using the first pack listed in the installation order, with reflections and whatever else it had.

Which brings me to my problem. It seems that at least two ATF fighters (from the ATF Veteran and Hunted Hero starts) don't have cockpits. ATF ships have always been my favorite aesthetically and I really hoped to use them, but so far none I've tried have had cockpits which absolutely ruins them for me. I tried several other starts, particularly Argon ones, and each ship had an excellent cockpit so I know I installed the mod correctly. If XRM doesn't provide cockpits for ATF ships, is there a mod I can use alongside XRM that does? Or is it just those two ships that don't have the feature? One was a Thor, the other was something I didn't recognize (Verdanni?).

I'm extremely excited to play XRM, and even the five minutes I spent in an Argon cockpit sold me on the feature. Immersion is a thousand times better with them, even if they obstruct most of my view!

I'd appreciate any info you can give me, I'm waiting for a response or two before I start playing. If it's possible to get cockpits for those (and/or ALL) ships then I'd love to know about it before I start.
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Texhnolyzed
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Post by Texhnolyzed »

I read on this forum that this mod should allow you to dock TS etc. on TL ships. Is that true, or a misunderstanding of some sort?
Mordrith
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Post by Mordrith »

Texhnolyzed wrote:I read on this forum that this mod should allow you to dock TS etc. on TL ships. Is that true, or a misunderstanding of some sort?
It's listed in the features, and I've also seen it talked about elsewhere in the thread. So I think so.

Anyone have any info on cockpits? I couldn't find any other mods that would integrate with XRM well, so can anyone tell me in general what ships or how many ships don't have cockpits? I'd like to avoid those ships if at all possible.
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Post by paulwheeler »

If you install one of the xrm cockpit packs, all XRM ships have cockpits.
Last edited by paulwheeler on Mon, 17. Feb 14, 23:33, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Texhnolyzed wrote:I read on this forum that this mod should allow you to dock TS etc. on TL ships. Is that true, or a misunderstanding of some sort?
Most capital ships have enhanced external docking. See the merged BSD mod's thread (linked from the first page of this thread) for more info.
Mordrith
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Post by Mordrith »

paulwheeler wrote:If you install the cockpit pack, all XRM ships have cockpits.
Thanks for the response Paul. Is there a certain order it needs to be in? At the moment it's cat/dat 07 with parts 1 and 2 at 08 and 09 respectively. 05 is backgrounds, 06 is hulls medium. Other than that, everything is installed according to the directions in the first post and the only scripts I'm using are two of the recommended ones.

I've been playing in the mean time and I'm absolutely loving the mod, but if I could get cockpits for all of these ships that'd be amazing. It's not just ATF ships, a few Argon ones appear to be missing too.

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