[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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paulwheeler
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Post by paulwheeler »

I didnt remove the installer. Ive not ever gotten round to linking to it on the first page.

My only concern is that it only works in a pure XRM environment and i doubt there are many who run like that. The advantage of the manual install is that people learn how the cat/dat system works - saves me hassle in the long run when it comes to installing updates and other mods.
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Informer
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Post by Informer »

Ok thanks Paul,

and agree about the learning part, I did learn it that way too.

lol. and if you never came around to post the link, then I cannot remember :?: where I got the installer from. Must be a other side then. But that doesn't matter.

Thanks, and I looking forward for your next update.
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Liath
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Post by Liath »

I have a request/suggestion if possible. I finally nabbed myself a capship (atlas) in this round, and... the beams are nice, but the burn time is so long it causes a lot of mistaken hits, causing everyone to get all grouchy when I'm in the same sector.

I find that the xenon beams tend to be right at the perfect length (they don't seem to waste 2-3 seconds just burning at nothing), making a cool effect as they drag across a ship, but not so long that its hitting nothing for 2 seconds at the end... or that allied capship that decided to look at the pretty lights.

Is there a way you could tweak the beam weapons a bit?
Last edited by Liath on Fri, 3. Oct 14, 10:19, edited 1 time in total.
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gilboa
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Re: Can I sell my Mammoth?

Post by gilboa »

Otterbear wrote:No - I'm not flying it myself. It is not my only ship. (though that could cause this problem I guess.)

Yes - I do have the trading system extension installed on current ship(Nexus). I have tried trading/selling this ship while personally being docked at the same station and NOT being docked with the same station. I may have to be glad for the 24 million credits and just "cheat" it out of existence.

I can't even get it to fly to another sector...it won't go through the warpgates.
I had similar issue with a captured TL.
In the end, I simply used the transport device on my M6 to jump on-board the ship, order my M6 to follow the TL ship, and docked it manually.
Once docked, I switch to the M6 and sold the bugged TL.

- 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
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Post by paulwheeler »

Liath wrote:I have a request/suggestion if possible. I finally nabbed myself a capship (atlas) in this round, and... the beams are nice, but the burn time is so long it causes a lot of mistaken hits, causing everyone to get all grouchy when I'm in the same sector.

I find that the xenon beams tend to be right at the perfect length (they don't seem to waste 2-3 seconds just burning at nothing), making a cool effect as they drag across a ship, but not so long that its hitting nothing for 2 seconds at the end... or that allied capship that decided to look at the pretty lights.

Is there a way you could tweak the beam weapons a bit?
That is deliberate. The Argon and Terran beams are the most powerful weapons in the xrm, but they are not intended to replace PPC, rather they are specialist weapons for taking out large capitals and stations. They are intended to act like the beams in Freespace 2- good against a cap ship, useless against anything smaller. The Xenon beam doesnt do as much damage.
d_ka
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Post by d_ka »

I think the problem is not the beams as such, but the permanent turning of the capital ships which do mount them. I used to annyhilate anything "big" with them while flying my Tyr and holding it half way stationary focusing the fire on a target, and slightly adjusting with side thrusters ( read: i remember killing half of the Argon fleet, including their 2 Fllagships in one run, and it was with high_hulls pack! ). Those beams are just plain deadly, but in AI hands they miss alot, esp. when you know how to dodge them.
"Only fools seek power, and only the greatest fools seek it through force".
Otterbear
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Post by Otterbear »

paulwheeler wrote:
Otterbear wrote:I'm having a problem with my Boron Dolphin XL not being able to purchase Silicon chips (Labeled XL).

EDIT: Never-mind, I fixed it myself. The Boron Dolphin XL can only handle freight up to Med size. Kinda find the XL designation a bit misleading to say the least. :roll:
That is not correct. If the xrm is correctly installed, the only the Dolphin Tanker is unable to carry XL wares. I suspect you have a mod conflict or the xrm is nor correctly installed.

You should be seeing a new ware size - XXL. Are you seeing new xrm content such as ships, sectors etc?
I may have the name wrong, but whatever it was Boron ??? it had an XL designation...and could not handle XL freight. This may or may not have been a mod conflict issue, although I have no other Ship mods installed. Just your basic Crywros[sic] cheat mod and some others but nothing that is supposed to be doing anything with ships or wares or sizes ect, that does not negate the possibility of a conflict of some sort however. I did manage to fix it manually anyhow, so no problems here.

Is there a forum or thread for discussing general game-play questions? If I post under general game-play, and mention that I'm using XRM, I'm going to be "Stoned to death" for not being in the right place, but I feel awkward asking Noob questions about the game in a thread that is already so HUGE, and largely (purposefully, and rightfully so) devoted to XRM discussion.

For instance:(just in case, and to save waiting a long time for a response); I've finally accrued enough money to start buying factories and stuff, so whats the point here? Any weapons (almost), that I need, can be purchased elsewhere, and any ship I need can be purchased somewhere, so all I need do is wait for my trade system to make me the money I need to purchase what I need, and so forth...whats the point of building HUGE complexes? I'm not saying its wrong, I just don't understand the necessity or what people are using them for? Any input as to the reason for going to all that trouble would be great to hear. Thank You!
Otterbear
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Re: Can I sell my Mammoth?

Post by Otterbear »

gilboa wrote:
Otterbear wrote:No - I'm not flying it myself. It is not my only ship. (though that could cause this problem I guess.)

Yes - I do have the trading system extension installed on current ship(Nexus). I have tried trading/selling this ship while personally being docked at the same station and NOT being docked with the same station. I may have to be glad for the 24 million credits and just "cheat" it out of existence.

I can't even get it to fly to another sector...it won't go through the warpgates.
I had similar issue with a captured TL.
In the end, I simply used the transport device on my M6 to jump on-board the ship, order my M6 to follow the TL ship, and docked it manually.
Once docked, I switch to the M6 and sold the bugged TL.

- Gilboa
Thanks Gilboa. I tried that and couldn't get it to show up in the "Sell" window when I switched back to my other ship, and of course you can't sell the one your sitting in, so, in the end I just cheated and deleted that ship and credited my account with the aprox value. :D
Otterbear
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Post by Otterbear »

Fiesgesicht wrote:
Otterbear wrote: Have the "no resource" SPP's been removed from XRM, or have I just failed to find the right supplier?
As far as I know there are no player versions of resource free SPPs. There is a NPC version that is not for sale.
Thanks Fiesgesicht.
I found a 3rd party mod that works and does it. They cost a pretty penny but it does allow for resource free SPP's. Whether or not it will effect XRM negatively or not, I probably wouldn't be able to tell you as I wouldn't really be able to tell, unless it causes crashes or something major, which I've yet to experience.
paulwheeler
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Post by paulwheeler »

Otterbear wrote:
paulwheeler wrote:
Otterbear wrote:I'm having a problem with my Boron Dolphin XL not being able to purchase Silicon chips (Labeled XL).

EDIT: Never-mind, I fixed it myself. The Boron Dolphin XL can only handle freight up to Med size. Kinda find the XL designation a bit misleading to say the least. :roll:
That is not correct. If the xrm is correctly installed, the only the Dolphin Tanker is unable to carry XL wares. I suspect you have a mod conflict or the xrm is nor correctly installed.

You should be seeing a new ware size - XXL. Are you seeing new xrm content such as ships, sectors etc?
I may have the name wrong, but whatever it was Boron ??? it had an XL designation...and could not handle XL freight. This may or may not have been a mod conflict issue, although I have no other Ship mods installed. Just your basic Crywros[sic] cheat mod and some others but nothing that is supposed to be doing anything with ships or wares or sizes ect, that does not negate the possibility of a conflict of some sort however. I did manage to fix it manually anyhow, so no problems here.

Is there a forum or thread for discussing general game-play questions? If I post under general game-play, and mention that I'm using XRM, I'm going to be "Stoned to death" for not being in the right place, but I feel awkward asking Noob questions about the game in a thread that is already so HUGE, and largely (purposefully, and rightfully so) devoted to XRM discussion.

For instance:(just in case, and to save waiting a long time for a response); I've finally accrued enough money to start buying factories and stuff, so whats the point here? Any weapons (almost), that I need, can be purchased elsewhere, and any ship I need can be purchased somewhere, so all I need do is wait for my trade system to make me the money I need to purchase what I need, and so forth...whats the point of building HUGE complexes? I'm not saying its wrong, I just don't understand the necessity or what people are using them for? Any input as to the reason for going to all that trouble would be great to hear. Thank You!
I would advise you to be sure about the mod conflict. If its a problem there is likely other things wrong with your game.

A simple test - dock at an equipment dock and find that race's capital ship weapon (for argon its ppc, teladi its gauss cannon, etc). What is its ware size? It should be XXL. If its just XL something is wrong. This means you have a problem and other parts of the xrm will not be functioning properly.

There is a dedicated xrm forum linked from the first post of this thread.
paulwheeler
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Post by paulwheeler »

d_ka wrote:I think the problem is not the beams as such, but the permanent turning of the capital ships which do mount them. I used to annyhilate anything "big" with them while flying my Tyr and holding it half way stationary focusing the fire on a target, and slightly adjusting with side thrusters ( read: i remember killing half of the Argon fleet, including their 2 Fllagships in one run, and it was with high_hulls pack! ). Those beams are just plain deadly, but in AI hands they miss alot, esp. when you know how to dodge them.
Best thing to do is order your AI controlled ships to fly to a position and then order them to stop. Or use the alternative heavy weapons.

The XRM is designed so there is no ideal ship config. Everything has its Achilles heel.
Viliae
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Post by Viliae »

Welcome
paulwheeler wrote:
d_ka wrote:(...)
Those beams are just plain deadly, but in AI hands they miss alot, esp. when you know how to dodge them.
Best thing to do is order your AI controlled ships to fly to a position and then order them to stop. Or use the alternative heavy weapons.
(...)
Of course you can use alternative fight scripts such as: Cronos988 Advanced Fight Scripts. I'm playing with it for a looooong time (from version 1.0 :)), if you activate it for enemy ships the huge ones (M7 and above, M8's) will stop few km before target so all beam weapon will hit their target, M8s and M7Ms are also stopping some way before target and bomb target (but beware: they are trying to destroy target using heavy missiles so if enemy target is fast or there are no other ships attacking it he will use all his firepower to destroy your ship - single M7M will never destroy heavy M2). Of course you can activate it for your ships also (there are three settings "only playerships", "enemy only", "all" - I'm using it on all ships). This scripts also act like bounce for all ships - much less ships hit other ships
Otterbear
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Post by Otterbear »

paulwheeler wrote:A simple test - dock at an equipment dock and find that race's capital ship weapon (for argon its ppc, teladi its gauss cannon, etc). What is its ware size? It should be XXL. If its just XL something is wrong. This means you have a problem and other parts of the xrm will not be functioning properly.
I checked, all looks well. Race capital ships weapons are listed as XXL.

Thanks for the reminder about the other forum.
Slashman
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Post by Slashman »

Hey I hope someone can help me here.

I just reinstalled the XRM from scratch and started a new game.

Everything seems to have installed properly except that some of the soundtracks are garbled and make a horrible screeching and hissing noise.

Some others play fine. I recopied the soundtrack files into the soundtrack folder but nothing changed.

Before I do a complete reinstall, I was wondering if there was something I may have missed. I've installed the XRM several times before with no issues. No idea what is causing the problem.
If you want a different perspective, stand on your head.
paulwheeler
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Post by paulwheeler »

Slashman wrote:Hey I hope someone can help me here.

I just reinstalled the XRM from scratch and started a new game.

Everything seems to have installed properly except that some of the soundtracks are garbled and make a horrible screeching and hissing noise.

Some others play fine. I recopied the soundtrack files into the soundtrack folder but nothing changed.

Before I do a complete reinstall, I was wondering if there was something I may have missed. I've installed the XRM several times before with no issues. No idea what is causing the problem.
That sounds like a codec issue. Are you running linux or a mac? PCs usually have no problem.

You can try converting the xrm sector tracks to standard mp3s. If you're runnng a pc you can try installing a codec pack.
Slashman
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Post by Slashman »

paulwheeler wrote:That sounds like a codec issue. Are you running linux or a mac? PCs usually have no problem.

You can try converting the xrm sector tracks to standard mp3s. If you're running a pc you can try installing a codec pack.
I'm running a Windows 7 64-bit PC.

The problem WAS a codec issue actually. Uninstalling my current codec pack fixed it. The thing I'm trying to figure out now is WHY it caused it in the first place. I've used the CCCP codec pack for years.

I'll try a reinstall without changing any settings and see if I still get it.

One more thing. I cannot remember if this was normal or not but when I landed at an Argon ship dealer and chose to equip my ship, at least one item of listed equipment on the preview screen came up as something like {74313854} {926504762}. Not those exact numbers of course and I didn't notice anything else unusual. Was just wondering if that is something to be worried about. Haven't noticed any other oddities.

Thanks for the help with the sound issue btw.
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X2-Illuminatus
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Post by X2-Illuminatus »

The problem WAS a codec issue actually. Uninstalling my current codec pack fixed it. The thing I'm trying to figure out now is WHY it caused it in the first place. I've used the CCCP codec pack for years.
CCCP contains ffdshow and Haali codecs, which are known to cause problems with X3. ffdshow can be disabled for specific games, such as X3, as described here. Single codecs (e.g. Haali codecs) can be removed with a program called Codec Sniper. That way you don't have to remove the whole codec pack, and the other codecs you may (or may not) need.
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s0nofagun
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Post by s0nofagun »

Is anyone having trouble with the Treasure Hunt plot where the first clue seems to be broken?

I've autopiloted my ship to the coordinates provided (10,5,44) and my ship does not automatically target an asteroid like it's supposed to according to the walkthroughs I've read.
Slashman
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Post by Slashman »

X2-Illuminatus wrote:
The problem WAS a codec issue actually. Uninstalling my current codec pack fixed it. The thing I'm trying to figure out now is WHY it caused it in the first place. I've used the CCCP codec pack for years.
CCCP contains ffdshow and Haali codecs, which are known to cause problems with X3. ffdshow can be disabled for specific games, such as X3, as described here. Single codecs (e.g. Haali codecs) can be removed with a program called Codec Sniper. That way you don't have to remove the whole codec pack, and the other codecs you may (or may not) need.
Thanks a lot X2!! I had switched to VLC player while I figured out what the issue was. I'll reinstall later and give it another try.
If you want a different perspective, stand on your head.
BlackArchon
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Post by BlackArchon »

I'm using the latest XRM 1.30 with MARS 5.25 and the MARS data file from this thread. Is this really the most fitting file? I noticed that with weapons like the Fusion Bomb Launcher my turrets are mostly unable to hit corvettes or even frigates. This happens also on relatively short ranges < 2km to the target.

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