[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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fredfunk
Posts: 3
Joined: Mon, 21. Aug 06, 12:27
x3ap

Post by fredfunk »

cjm3fl wrote:
fredfunk wrote:I have found the docking ware size fix reverts the name of the military and advanced scanners back to triplex and duplex. My question is does this also revert the stat changes made to the wares in XRM or is it just the names
It shouldn't do this with a correct installation.
I experienced it once myself.
After I reinstalled the 'size fix' the issue was corrected.
I think I found what was causing my issue with the docking ware names(apart from being a noob). Appears to be related to the plugin manager being open when playing the game. When ever its open I get the the triplex/duplex names but when its closed and I start/load the game everything's normal. If I removed the docking ware completely the names are correct whether the plugin manager is open or not. I am fairly new to modded X3TC (played X3 reunion many years ago) so I am only just working out the in's and outs of the plugin manager. Also reading the front page of the plugin manager page helps i.e

Important Information
Remember to close the plugin manager before running the game.
BiancoAngelo7
Posts: 163
Joined: Thu, 15. Apr 10, 06:43
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Post by BiancoAngelo7 »

Sorry to ask another question, but is it normal that I have sold several salvaged ships at various shipyards, yet my merchant rating stays at "Opportunist" 0% ?
gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
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Post by gilboa »

paulwheeler wrote:The XRM RRF have plenty of larger ships. Each race has finite numbers of RRF ships, so if theyre busy elsewhere, M6s may be all they can send. The big guns will arrive eventually. Also, there are many ships running defence base scripts which is a vanilla job script similar to MBRR, which for some reason Egosoft used very sparingly in vanilla. This will bring bomber groups and carrier fleets into the fray - again numbers are finite so if there's lots of invasions happening simultaniously, resources will be stretched.

The effects of stretched resources are most prominent at the start of a game, but after a while the universe should even out.
I understand.
Is there any way to increase the size of the fleets.
As it stands, I can more or less bring the pirate to their knees with two Atlases.

- 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.
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DrBullwinkle
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Post by DrBullwinkle »

gilboa wrote:Is there any way to increase the size of the fleets.
This is not a solution for beefing up RRF, but you can beef up some kinds of enemies with Combat Tricks OBS. It enhances the Opponent Balancing System (which is the thing that scales opposing forces based on your fight rank). The Combat Tricks OBS is player-configurable and can be made to generate enemy forces almost as large as you like.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

gilboa wrote:
paulwheeler wrote:The XRM RRF have plenty of larger ships. Each race has finite numbers of RRF ships, so if theyre busy elsewhere, M6s may be all they can send. The big guns will arrive eventually. Also, there are many ships running defence base scripts which is a vanilla job script similar to MBRR, which for some reason Egosoft used very sparingly in vanilla. This will bring bomber groups and carrier fleets into the fray - again numbers are finite so if there's lots of invasions happening simultaniously, resources will be stretched.

The effects of stretched resources are most prominent at the start of a game, but after a while the universe should even out.
I understand.
Is there any way to increase the size of the fleets.
As it stands, I can more or less bring the pirate to their knees with two Atlases.

- Gilboa
Firstly, pirates dont have RRF.

Secondly, pirates shouldnt have a huge military - their pirates!

You can increase the main race's RRF by simply finding the RRF entries in jobs and increasing the numbers - I am considering increasing the numbers in the next update and also to take further steps to make invasions at the start of a game more spread out.
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

"next update"

It's incredible you're still working on and updating this. I remember using this mod a couple years ago when it was still SRM and CMOD. In my mind, XRM is basically how this game should have been in the first place. Your work, as well of that of the many others whose mods have made it into XRM, is appreciated.

:)
BiancoAngelo7
Posts: 163
Joined: Thu, 15. Apr 10, 06:43
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Post by BiancoAngelo7 »

BiancoAngelo7 wrote:Sorry to ask another question, but is it normal that I have sold several salvaged ships at various shipyards, yet my merchant rating stays at "Opportunist" 0% ?
I understand that there are more interesting things to talk about, but is there any chance anyone can help with this question? No matter how many salvaged ships I sell, my merchant rating remains at default start game level...
Ferenczy66
Posts: 142
Joined: Sat, 14. May 11, 07:09
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Post by Ferenczy66 »

BiancoAngelo7 wrote:
BiancoAngelo7 wrote:Sorry to ask another question, but is it normal that I have sold several salvaged ships at various shipyards, yet my merchant rating stays at "Opportunist" 0% ?
I understand that there are more interesting things to talk about, but is there any chance anyone can help with this question? No matter how many salvaged ships I sell, my merchant rating remains at default start game level...
Dont take this as gospel...but, I believe trade rank comes from making a "virtual"profit on a given item. (meaning selling/buying above or below average price)

Since ships essentially trade for cost or less (depending upon their damage) there is no profit to be made...which is why you never really hear of people being ship merchants.

So...trade rank is based on commodities and their below/average/above prices.


If you happen to sell a ship that has commodities on it (they sell for 50% off at shipyards) ...and they are sold for a profit (above average price) then you get the boost in trade rank.

Hope that made sense...
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hourheroyes
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Post by hourheroyes »

Pretty sure trade rank is only based off of the profit margin earned on buying/selling goods. Selling salvaged ships doesn't factor into it at all
BiancoAngelo7
Posts: 163
Joined: Thu, 15. Apr 10, 06:43
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Post by BiancoAngelo7 »

Ferenczy66 wrote:
BiancoAngelo7 wrote:
BiancoAngelo7 wrote:Sorry to ask another question, but is it normal that I have sold several salvaged ships at various shipyards, yet my merchant rating stays at "Opportunist" 0% ?
I understand that there are more interesting things to talk about, but is there any chance anyone can help with this question? No matter how many salvaged ships I sell, my merchant rating remains at default start game level...
Dont take this as gospel...but, I believe trade rank comes from making a "virtual"profit on a given item. (meaning selling/buying above or below average price)

Since ships essentially trade for cost or less (depending upon their damage) there is no profit to be made...which is why you never really hear of people being ship merchants.

So...trade rank is based on commodities and their below/average/above prices.


If you happen to sell a ship that has commodities on it (they sell for 50% off at shipyards) ...and they are sold for a profit (above average price) then you get the boost in trade rank.

Hope that made sense...
Ah ok thank you very much, that makes sense I understood perfectly, although I disagree with the concept lol.

Sell some wheat at 2% profit? RANK INCREASE!

Sell a salvaged corvette for 18 million? FU** YOU!

:P
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vukica
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Post by vukica »

BiancoAngelo7 wrote:Ah ok thank you very much, that makes sense I understood perfectly, although I disagree with the concept lol.

Sell some wheat at 2% profit? RANK INCREASE!

Sell a salvaged corvette for 18 million? FU** YOU!

:P
nobody likes a used car salesman. you just know they're ripping you off!
Split say NEED MORE FIREPOWER!!
TheEarl
Posts: 352
Joined: Fri, 3. Aug 07, 17:27
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Post by TheEarl »

@Paul:

I like the look of the Yaki Appallox (modified hyperion).
But what is the intention in lowering the shield and decrease cargo bay size.
The 5km/h more speed is not a reason I think.
At first I thought, it's the option to use PBG.
But this weapon shots very slow and has a low range of 800.
And it did not do much damage in my tests.
Is there a trick or is it unbalanced ?
Maybe I only misunderstand something.
It should have an advantage that is superior to a hyperion to compensate the disadvantages. But not the 5km/h :-)
gbjbaanb
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Joined: Sat, 25. Dec 10, 23:07
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Post by gbjbaanb »

Yaki (and pirates) get bodged up versions of the main line ships. Its the way things are, so you get a Hyp that's been tweaked here and there. I agree 5kps isn't enough of a boost to make it worthwhile which is a shame as it basically means its a ship you won't bother with.
TheEarl
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Joined: Fri, 3. Aug 07, 17:27
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Post by TheEarl »

Well, I don't think Paul has intended this.
But we wait for his point of view. :)
prkanche
Posts: 1
Joined: Tue, 4. Mar 14, 13:29

first time player

Post by prkanche »

I have instaled XRM on top of the clear game and noticed som problems with the text strings (some ship names have strange random numbers attached, and something similar is occurring with the bulletin board titles)

Also when I deleted that *o44* file like instructions implied i there were no more pronounced text so i just kept that file

Also no2. after i load the game for the first time MAAS reports system upgrade but it states that it is vanila adon although i get the message about XRM when i start the new game :)

Is this all me or are that standard issuess
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Re: first time player

Post by paulwheeler »

prkanche wrote:I have instaled XRM on top of the clear game and noticed som problems with the text strings (some ship names have strange random numbers attached, and something similar is occurring with the bulletin board titles)

Also when I deleted that *o44* file like instructions implied i there were no more pronounced text so i just kept that file

Also no2. after i load the game for the first time MAAS reports system upgrade but it states that it is vanila adon although i get the message about XRM when i start the new game :)

Is this all me or are that standard issuess
You have not installed the mod correctly. Please post a screenshot of your installation folder and ill take a look at the problem.
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

Saw a Pirate Shamshir a second ago. So damn sexy. It begs the question though... why are our player paint jobs so limited?
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Because Egosoft have never implemented a proper skinning system. For each new skin, we need to add a whole new ship entry in TShips - shame really as the fighters are fairly easy to repaint - generally just a single texture sheet. Anything bigger is a pain in the ass and really needs to be done at the modelling stage.
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DrBullwinkle
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Post by DrBullwinkle »

Just Curious Department: So how do paint jobs work at the PHQ?
paulwheeler
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Post by paulwheeler »

TheEarl wrote:@Paul:

I like the look of the Yaki Appallox (modified hyperion).
But what is the intention in lowering the shield and decrease cargo bay size.
The 5km/h more speed is not a reason I think.
At first I thought, it's the option to use PBG.
But this weapon shots very slow and has a low range of 800.
And it did not do much damage in my tests.
Is there a trick or is it unbalanced ?
Maybe I only misunderstand something.
It should have an advantage that is superior to a hyperion to compensate the disadvantages. But not the 5km/h :-)
Thats a fair point - I'll look at this for the next update.

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