[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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paulwheeler
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x3tc

Post by paulwheeler »

The jobs in the types folder will override everything.

You must start with the base xrm jobs (inside the part 2 cat/dat) otherwise lots of the xrm will break.

Be careful when i release an update - your custom jobs will override the update and may break something. Best thing to do is revert to the updated xrm jobs and make your changes again.
valefore
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Joined: Mon, 28. Apr 14, 23:20
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Post by valefore »

um....
So any updates with the PAR ships? The PAR chimera and mamba weren't arming all of their weapon slots even though they had the weapons. I'm not sure if there are other examples.

This was when I was arming them at my HQ, and the only mods are XRM, marine repair, energy generator, salvage thing and maybe one or two other mods but all are in the recommended list of XRM.
Adusad
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Joined: Fri, 12. Mar 10, 22:46
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Post by Adusad »

Hi guys. Some topics before, I wrote about problem with weapon dealers - I just cannot trade with them. I downloaded the Weapon dealers plugin from SRM sites, overrited the old files, enabled the plugin in articial life settings, but the problem is still same :evil: . In my game, I have weapon dealers, their HQ's and ship flying through the universe, but I cannot trade with ships and their stations (with weapon selling) just doesn't exist. My question is especially, if the weapons are sold in their HQ's or in some other stations and how much of them exists in the universe? It would be sad for me to use the script editor :( Thanks for replies.
paulwheeler
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Post by paulwheeler »

Dont install the srm scripts - they will break the xrm.


If you are not seeing the weapons dealer stations then something is wrong with your xrm install.

Either part 2 is not installed correctly, or you have a mod conflict that is blocking the xrm universe and/or tfactories.

Post a screenshot of your installation folder and ill try and help.

You will need to restart your game once you fix the problem.
paulwheeler
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Post by paulwheeler »

valefore wrote:um....
So any updates with the PAR ships? The PAR chimera and mamba weren't arming all of their weapon slots even though they had the weapons. I'm not sure if there are other examples.

This was when I was arming them at my HQ, and the only mods are XRM, marine repair, energy generator, salvage thing and maybe one or two other mods but all are in the recommended list of XRM.
Ive not had a chance to check this yet. Bear with me...
valefore
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Joined: Mon, 28. Apr 14, 23:20
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Post by valefore »

Ive not had a chance to check this yet. Bear with me...
Oohp, my bad. I thought you might have missed it since it was pages before.
I'm planning on playing some more today so I'll look at the other PAR ships too.
Col. Kurtz
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Joined: Mon, 14. Apr 14, 23:24
x3ap

X3AP Questions (XRM installed)

Post by Col. Kurtz »

Right we are then, I have XRM installed so there is war..... everywhere lol. I'm setting up camp in Patriarch's Retreat because it's nice and close to a dead end. How in the piss can I keep my sector safe from random reds? I am running with split ships and the largest I can buy is a Mamba. Any suggestions on ships to use or programs to keep my sector clean?
LegaRoSS
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Joined: Fri, 2. Sep 11, 15:55

Post by LegaRoSS »

Is there any way to turn off dat trails. This is really awful, like spaceships using coal as a fuel or smth. If it'll be trails like EVE or Homeworls one's... but even then personally I would prefer to have a turn off option. So if that option is there pls tell how to turn it off, if no... pls add it )
Lord Dakier
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Post by Lord Dakier »

LegaRoSS wrote:Is there any way to turn off dat trails. This is really awful, like spaceships using coal as a fuel or smth. If it'll be trails like EVE or Homeworls one's... but even then personally I would prefer to have a turn off option. So if that option is there pls tell how to turn it off, if no... pls add it )
Well I'm glad we have astrophysicist propulsion experts on this forum now so they can tell us just how unrealistic a mod is.

If you don't like them then that's up to you, but we don't care if you find something 300 years in the future to be far fetch.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Hi Kurtz,

Yeah, lots of conflict :)
Spoiler
Show
If you are after bigger ships (useful in XRM since capital ships can shred fighters relatively easily), then a fast way is to shoot racial hostiles in a race's sectors. As you probably know, that's Xenon, Khaak, pirates and Boron in the case of Split.

That get's you rep and combat rank quickly, which leads to police license for credits and chances for bailing for repairing and keeping or selling (many credits). There are various commands that will tell your ships/wings to defend sectors, specific locations close to e.g. stations and patrol several systems. In addition, there's a fleet system you may wish to try:
http://forum.egosoft.com/viewtopic.php? ... 82#3755082

I'm not sure but I've read that the strength of hostile spawns increases with combat rank so you might want to take that into consideration. Personally, I like the combat games so I don't worry about that too much. That said, the bigger ship you can send to patrol, the higher chance it can win, receive backup or live long enough to auto-jump away (if you set that up).
Col. Kurtz
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Joined: Mon, 14. Apr 14, 23:24
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Post by Col. Kurtz »

Yeahhhh I'm noticing the insanity of the fight. I'm definitely trying to get my rank up with the split so I can throw something big in there. When I tell my ships to patrol or defend a sector they just sit in one spot and I cant seem to get them to do a looping patrol in my sector -.-
LegaRoSS
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Joined: Fri, 2. Sep 11, 15:55

Post by LegaRoSS »

I love all other aspects of this mod but I rly look forward to rid of this annoying thing..
Nice sarcasm btw
Chariot4me
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Joined: Thu, 19. Jun 03, 08:59
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XRM Compatibility to Apricot Mapping Service Mod v2.14

Post by Chariot4me »

Hello to Paul Wheeler or to whomever may know the answere to my compatibility concerns in the subject line. I have played X3TC for a long time... up to where I made $2 billion credits...which is the max and cannot earn more. I played with the Apricot Mapping Service Mod and really liked what it did to the game. I would like to start the game again with XRM and would also like to add the Apricot Mapping Service Mod as well. I would like to know if they are compatible? I see no mention of Apricot in your postings of incompatible mods. Your response would be most welcome. Thanks. Roamin-Chariot
Roamin Chariot
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Radar range is quite large in XRM. I think they are programmed to wonder around somewhat aimlessly until they see something, then charge after it. In big sector, I guess that could be an issue.
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Zaitsev
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Re: XRM Compatibility to Apricot Mapping Service Mod v2.14

Post by Zaitsev »

Chariot4me wrote:Hello to Paul Wheeler or to whomever may know the answere to my compatibility concerns in the subject line. I have played X3TC for a long time... up to where I made $2 billion credits...which is the max and cannot earn more. I played with the Apricot Mapping Service Mod and really liked what it did to the game. I would like to start the game again with XRM and would also like to add the Apricot Mapping Service Mod as well. I would like to know if they are compatible? I see no mention of Apricot in your postings of incompatible mods. Your response would be most welcome. Thanks. Roamin-Chariot
My guess is that they are incompatible, as both XRM and AMS change ships, factories and weapons. Also, if I remember correctly, Paul mentioned that any mods that fiddle with or add new ships is incompatible. So no go, I'm afraid.
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fiby
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Post by fiby »

Hi, is it possible to change the hangar size of ships? If so isit hard to change, looking to change the orbital weapon platform.
Igor.tverd
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Is this normal?

Post by Igor.tverd »

Is what I'm seeing normal, or is it a problem with my install?

I added advanced satelites to all sectors and some of them (about 20) spawned in sectors, all different but idenicall in a sense that they don't show up in Galaxy map view and all of them have East jump beacon (leading to different sectors) and a Khaak staton.

XRM + Advanced Universe + many scripts, but no map changing mods besides before-mentioned.


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Fantasy is the impossible made probable. Science fiction is the improbable made possible.
paulwheeler
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Post by paulwheeler »

Yes those sectors are part of the AU. They are hidden sectors that the player is never meant to find. They are simply a means to an end - to get the jump beacons to behave just like gates to the AI. Just ignore them (the khaak stations are simply to add an enemy to all races to stop jobs spawning there).
Igor.tverd
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Post by Igor.tverd »

Got it, thank you, Paul.

Could you explain how it's done? Would it work if all gates in the universe were converted to TOA via different means (script which is based on http://forum.egosoft.com/viewtopic.php?t=224756) And jump beacons added via \jobs. Would AI behave strange in such a setup?
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
DarkdogChris
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Post by DarkdogChris »

Just came back to x3 and started a new game as a terran only playthough (aka no using non terran/atf ships allowed) and i was testing out Fighters for my carrier and noticed that they did amazing vs capital ships and m6's but were completely useless vs fighters.

I tried the Electro-Magnetic Plasma Cannon which almost never hit an enemy fighter and then the Electro-Magnetic Repeater which also seemed to rarely hit an enemy fighter.

So i went to an empty sector and destroyed the gates and spawned 100 Nova's to fight 50 of my Fenrir fighters first with the Empc and then the Emr each time i left the battles run for 30 minutes without seta.
The result being after 30 minutes for both battles i lost about a dozen Fenrir's and about the same amount of nova's were killed.

From watching the fighters duke it out the Empc is too slow to hit fighters (which is fine it is already the most damaging fighter weapon) but the Emr also does not hit enemy fighter which is odd because it goes 2000 m/s which should be fine hitting an enemy fighter going 200 m/s at 500 or less meters.

Is the Emr intended to be useless vs fighters and simply be a strong weapon for m4's to fight larger ships like the Empc is?

The only thing i can think of is the bullet hitbox for Emr is too small.

If so can i fix the bullet hitbox with x3 editor and if so is the Rapid box what determines the bullet hitbox?

Thanks for any help and keep up the good work. :)

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