[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Inzann
Posts: 19
Joined: Tue, 6. Nov 12, 01:41

Post by Inzann »

Once again thank you, shame the scripts are outadted, figured it would be simple to install it from one simple package instead of going through all installations one by one. O well. :)

Edit: Now with you suggesting MK3 Improvement Reloaded and OK Trader I can no longer make up my mind which one is the better.. With you probably having tried all of them including CAG is there one you would recommend? I'm leaning more towards MK3 Improvement and OK Trader as they seem to be more simplistic and up to date. Thoughts? :P
builder680
Posts: 1315
Joined: Mon, 14. Feb 11, 03:58
x4

Post by builder680 »

Ok traders. No micromanagement.
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
x3ap

Post by d_ka »

CAG i´ve never used so far, only CLS.
MK 3 is just as it was in vanilla, but with blacklisting sectors, and more sofisticated selling of rest wares, and maybe other goodies i haven´t noticed.
OK Traders, on the other side, has one significant advantage, especially for XRM hostile universe: it´s traders jump out when beeing targeted, not attacked, thus increasing their survivability, afaik.
I´d go with the Shimrods script.
"Only fools seek power, and only the greatest fools seek it through force".
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Updated versions of the Bonus Pack scripts can be found in my signature.

Similarly, bugfixes for the vanilla Mk3 traders can be found there too (vanilla Mk3 Traders don't refer to Blacklist when picking a sell target if their initial target buys wares before they arrive or when refuelling ECs). The same scripts also optimise Mk3 trade behaviour.
Tommy Rosberg
Posts: 4
Joined: Tue, 2. Jul 13, 08:33
x3ap

Post by Tommy Rosberg »

Hello.
I realize I'm replying to an old post but there are over 1700 pages this thread and maybe the answere is already in there somewhere.

Is there a solution available for the Relative Value bug in XRM that reverses the amount charged for ship upgrades for each incremental upgrade as posted by SwordShaman on the 07 Jan 2012?

I really like the XRM and it would be even greater if this anoying litle thing went away.

Thanks for a great addition to the game!!
Inzann
Posts: 19
Joined: Tue, 6. Nov 12, 01:41

Post by Inzann »

Another question.

I followed the steps in the FAQ Q2 on how to change the size of an existing ware but I couldn't get my game to "load" or accept the change. I tried changing jumpdrive from XL to L using X3 Editor 2. I saved my changes and overwrote the old TWareT.pck and started and exited plugin manager like it said I should.

Still, when I run the game it says size of jumpdrive is XL. Any ideas? :P
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Not sure...Perhaps the wrong dat/cat are being changed?

That said, if you only want to change the JD size (e.g. for CODEA or player ships), then you are in luck. If you search for that item on page 1, you'll find there is a specific file for changing that.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Tommy Rosberg wrote:Hello.
I realize I'm replying to an old post but there are over 1700 pages this thread and maybe the answere is already in there somewhere.

Is there a solution available for the Relative Value bug in XRM that reverses the amount charged for ship upgrades for each incremental upgrade as posted by SwordShaman on the 07 Jan 2012?

I really like the XRM and it would be even greater if this anoying litle thing went away.

Thanks for a great addition to the game!!
You mean the Relative Value bug in X3? Where the cost of upgrades decreases the more you install, rather than increase as they should with the XRM's more expensive upgrades? Its not really an issue with the XRM and only Egosoft can fix it. The only thing I can do to sort this wihile keeping the XRM balance is perform a global and massive price decrease - thats a lot of work and is not going to happen.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Inzann wrote:Another question.

I followed the steps in the FAQ Q2 on how to change the size of an existing ware but I couldn't get my game to "load" or accept the change. I tried changing jumpdrive from XL to L using X3 Editor 2. I saved my changes and overwrote the old TWareT.pck and started and exited plugin manager like it said I should.

Still, when I run the game it says size of jumpdrive is XL. Any ideas? :P
There are two TWareT's in the cat/dat, one for AP and one for TC - you're probably editing the wrong one.

That said, I urge you to try and live with the jumpdrive restrictions. This is one of the core facets of the XRM balance - simply giving jumpdrive access to fighters would take away an important part of the XRM "feel".

There are plenty of options for getting around in a fighter. In the XRM, carriers, and TMs in particular, actually have a use - they are not expensive. Just get one and jump around your fighters in that as a mini-carrier.
Tommy Rosberg
Posts: 4
Joined: Tue, 2. Jul 13, 08:33
x3ap

Post by Tommy Rosberg »

Yes, that's the one.
But it's funny; yesterday evening after I posted my question I started playing around in the X3 Editor and I found that if I reset the Relative Value and Relative Value (player) values for Cargo Bay Extension, Engine Tuning and Rudder Optimization to the same levels as in my vanilla installation I get the effect I want. The prices of these commodities now start on the proper level and get more expensive after each purchase as they are supposed to. I haven't had enough time to test it thouroghly yet and I suspect that this solution is too simple. There's probably a catch somewhere...
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Tommy Rosberg wrote:Yes, that's the one.
But it's funny; yesterday evening after I posted my question I started playing around in the X3 Editor and I found that if I reset the Relative Value and Relative Value (player) values for Cargo Bay Extension, Engine Tuning and Rudder Optimization to the same levels as in my vanilla installation I get the effect I want. The prices of these commodities now start on the proper level and get more expensive after each purchase as they are supposed to. I haven't had enough time to test it thouroghly yet and I suspect that this solution is too simple. There's probably a catch somewhere...
Yes that works - but then they are then so insanely cheap compared to the rest of the economy, you just max out every ship without thinking, rendering them pointless.

A consequence of building a game upon a game upon a game. In X-BTF, I expect the tunings were quite expensive.
Tommy Rosberg
Posts: 4
Joined: Tue, 2. Jul 13, 08:33
x3ap

Post by Tommy Rosberg »

I see. Well, I'll have an easier time living with that, but still, not perfect.
Do you know the formula the game uses to calculate the price? I understand hundreds of players have already tried this but I would like to have a go and see if I can find a setting that works alright (for me anyway).
Inzann
Posts: 19
Joined: Tue, 6. Nov 12, 01:41

Post by Inzann »

paulwheeler wrote:
Inzann wrote:Another question.

I followed the steps in the FAQ Q2 on how to change the size of an existing ware but I couldn't get my game to "load" or accept the change. I tried changing jumpdrive from XL to L using X3 Editor 2. I saved my changes and overwrote the old TWareT.pck and started and exited plugin manager like it said I should.

Still, when I run the game it says size of jumpdrive is XL. Any ideas? :P
There are two TWareT's in the cat/dat, one for AP and one for TC - you're probably editing the wrong one.

That said, I urge you to try and live with the jumpdrive restrictions. This is one of the core facets of the XRM balance - simply giving jumpdrive access to fighters would take away an important part of the XRM "feel".

There are plenty of options for getting around in a fighter. In the XRM, carriers, and TMs in particular, actually have a use - they are not expensive. Just get one and jump around your fighters in that as a mini-carrier.
Alright I suppose I can keep the XL size, I still want to lower the price though as I think its far to much for me to be able to afford within a reasonable time. Thank you though and you were right, I was editing the TC TWareT instead of the one for AP. (stupid me). What I don't understand is the price modifiers. I suppose relative value is the actual cost but I can't figure out how price modifiers affect it.
Colseg
Posts: 6
Joined: Tue, 8. Jul 14, 14:44

Post by Colseg »

I was wondering if anyone could tell me how to acquire the Dragon MK I A Prototype, I believe I have found every split shipyard however none seem to sell it, I have the encyclopedia article for it so I must have been in a sector with one at some point this play through. Is it exclusively a mission or reputation reward, or is it just flying around somewhere for capture or at some pirate shipyard or something?
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
x3ap

Post by d_ka »

@Colseg:

You can capture it, of course ( there are some Privateers cruising with them around, and even some Split military pilots, iirc ); you can also get lucky and obtain blueprints for this ship through bartering.
Or you could...
Spoiler
Show
... find Thuruks Inc. Research Station, and buy it
"Only fools seek power, and only the greatest fools seek it through force".
Colseg
Posts: 6
Joined: Tue, 8. Jul 14, 14:44

Post by Colseg »

Thanks for the tip off, I searched for a while and found the location to buy them on your advice.
Ender_Xenocide
Posts: 205
Joined: Tue, 21. Aug 12, 22:11
x3ap

Post by Ender_Xenocide »

Hi all, I just got my repair fleet up and running, consisting of a TM and four OTAS maintenance pods. I have two problems, though.

1. Quantum tube supply: All I want is for the pods to fill up to say, 50 quantum tubes each every time they dock at the TM (just like missile resupply would do). It doesn't seem like that should be so hard, but I've been tinkering around with supply command software and CLS software on my TM and can't get it right. Any suggestions?

2. The range on the repair lasers is only 970m. When I use the "repair command" script to automate them, they happily start blasting away my precious tubes a kilometre or more away from the target... Hitting nothing but the interstellar medium. Trying to get them closer results in them veering off all over the place trying to avoid a collision. :cry: Can this be fixed? Could I alternatively edit some file somewhere to extend the range on the quantum repair lasers?
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Not sure about q1, but i can certainly do something about q2. I will increase the range in the next update.
Ender_Xenocide
Posts: 205
Joined: Tue, 21. Aug 12, 22:11
x3ap

Post by Ender_Xenocide »

Thanks that will be cool. Next question: I've searched this thread up and down for info on ATF rank. I found a part where you said you might look at ways to gain ATF rep other than the main plot. Was this ever implemented?

I have decent Terran rep (enough to buy an Osaka or Bragi), but I can't buy the ATF ship because they attack me on site in the "Moon" sector. :cry: I really don't want to do the main plot, and would rather raise ATF rep via missions, trading etc. Can this be done? Failing that, is there another ATF shipyard somewhere where they won't attack me? Thanks.
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

There is another ATF shipyard in ATF Forceti. You can gain ATF rank by trading with the few ATF stations in the universe. Also iirc i added ATF rank gain to the bounty system when you destroy Xenon ships with a USC police licence.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”