[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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Nyxonos
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Post by Nyxonos »

Nevermind. Found what i did wrong and fixed it.
Your mod looks great so far . Thank you for putting so much work in it.
grayx
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Joined: Sun, 2. Oct 05, 02:46

Post by grayx »

Paul, I was planning to fire up this awesome mod once again (4-th time so far in last few years).
I'm curious, are there any plans for some new/updated version of it soon? Most of all, I'm hoping for some better/more dynamic AI if possible.
paulwheeler
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Post by paulwheeler »

There is an update in the works (its been in the works for a long time now), but it is only a smallish update. I have no plans to alter the ai at all.
Viliae
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Post by Viliae »

Hello
"grayx" if you play Albion Prelude and want more dynamic AI, especially during fights, there is script called Advanced Fight Scripts - v. 3.1, 19.01.2014 by Cronos988. There is also X3TC version but I have never tested it, so I don't know how it works.
For better handling your Trader's, less loses, higher profits, I recomend gnasiratorses MK3 Improvement Reloaded.
Both scripts are easy to install and very helpful, but the first one is more interesting cause it change (if you activate it) behavior of all ships. They stop hitting each other (I'm talking about AI vs AI of course :) ), in most cases attackers wants to be in groups or run out when they are leaved alone (sometimes it leads to funny situation when M7 or M2 are trying to catch last enemy M5 running to the edge of space 8) ). But the most important thing is: when ships are flying in formation, they are flying in formation, or at least they trying to keep that formation intact - no more wingmens encircle leader and hit him. Also Big and huge ships stop acting like they are fighters and bombers are trying to keep some distance to the target.
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Sorkvild
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Post by Sorkvild »

Viliae wrote:Hello
"grayx" if you play Albion Prelude and want more dynamic AI, especially during fights, there is script called Advanced Fight Scripts - v. 3.1, 19.01.2014 by Cronos988. There is also X3TC version but I have never tested it, so I don't know how it works.
For better handling your Trader's, less loses, higher profits, I recomend gnasiratorses MK3 Improvement Reloaded.
Thanks for the reminder! In my previous Xrm game I didn't have these two scripts installed. They work really good so far, I really happy about the fight script especially.

I was wondering about configuring thresholds for the fight script, do you know what shield settings work best for Xrm?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
Viliae
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Post by Viliae »

Hello

I always play at stock levels. It's good for all races except Borons, they ships are rather weak; to counter this effect I'm using DrBullwinkles Organic Boron Hulls. I have tested increased threshold for hulls of huge ships for their better survivability, they retreat faster, but it also increased time needed to destroy them by me, so I always ends up on stock levels.
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DrBullwinkle
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Post by DrBullwinkle »

Viliae wrote:I'm using DrBullwinkles Organic Boron Hulls.
I get so little feedback on that script; I am glad you like it.

Do you use the default settings? Or do you adjust them in the language file?
Viliae
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Post by Viliae »

DrBullwinkle wrote:(..)
Do you use the default settings? Or do you adjust them in the language file?
Default, in the past I try speed up repairing of my ships but it was too cheaty. I'm also use, adjusted a little bit, your version of "Marine repair script" and few others. All works fine.
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DrBullwinkle
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Post by DrBullwinkle »

Excellent.

Thank you, Viliae.
Master of the Blade
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Post by Master of the Blade »

Hey, still loving the crap out of XRM. I've seen a small issue with the Split Heavy Dragon though, which because I'm a sucker for looks has prevented me from using it every time I'm looking for a corvette. Its forward weapons are floating some distance off its hull. It's the only ship in the game which has this problem, and I've observed it across two separate reinstalls of the game and XRM.

http://imgur.com/a3hj9kX
Allergic to work.

If at first you don't succeed, delegate the job to a minion.
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Sorkvild
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Post by Sorkvild »

I don't think this is XRM related issue, has to do more with your game settings / hardware.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
dedadu
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Post by dedadu »

I'm having an issue with building in terrans sectors. Some of them are targetable but not there. A water factory in Heretic's End and all Transorbial gate in Asteroid Belt. I don't know if there are any other missing as I can't get any further. If I try to fly through the target square my ship gets collision damage. The only way I can get through them is OOS. When In-Sector all Npc ship trying to go through them end up flying around the gates non stop. I tried to look for this bug but I could not find anything about it.
paulwheeler
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Post by paulwheeler »

That would indicate that you have missing station models. Check that part 1 of the xrm is correctly installed.

You may need to restart once you fix this.
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Sorkvild
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Post by Sorkvild »

[ external image ]

I've found an unused Boron M4 ship model. Any chance to put this ship into game with forthcoming update?
Why wasting a good model, this one for example could share weapons with other race, plenty of choices for it's use :)
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
dedadu
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Post by dedadu »

I finally got it working for the terrans model but I had to reinstall everything (the game and the mod)
Eidolan
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Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

Having an odd issue, I keep seeing combat drones "firing" at their own ships after combat is finished. Almost like they are attempting to repair the ship but they are using their impulse emitters and not repair lasers. They never seen to harm their parent ship but maybe that is because their weapons are so weak. I do have MARS installed but I followed in instructions and didn't install MAR's goblin files and used the repacked MARS as told to by XRM's 1st post.

Also had some problems on an escort mission where I used my TL (AI controlled) to help protect the convoy, after a while the OTAS ships in the sector would turn hostile, the only thing I noticed is my TL had lunched a TON of fighter drones as had the OTAS ships. Maybe they started shooting each other or my ships attacked the drones who where shooting at their own ship in an attempt to fulfill their order to protect the convoy?
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DrBullwinkle
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Post by DrBullwinkle »

Eidolan wrote: I keep seeing combat drones ... attempting to repair the ship but they are using their impulse emitters and not repair lasers.

I do have MARS installed
MARS goblins will do repair work whether or not you install the goblins mod (which is built into XRM anyway, I believe).

So those are *repair lasers*, not IRE's. (And, even if they *are* IRE's, they will work like repair lasers).
Eidolan
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Post by Eidolan »

DrBullwinkle wrote:
Eidolan wrote: I keep seeing combat drones ... attempting to repair the ship but they are using their impulse emitters and not repair lasers.

I do have MARS installed
MARS goblins will do repair work whether or not you install the goblins mod (which is built into XRM anyway, I believe).

So those are *repair lasers*, not IRE's. (And, even if they *are* IRE's, they will work like repair lasers).
Will "goblins" be listed a s so or as fighter drones? And the ships never seem to actually get fixed. Argon 1 has been at 80% hull my whole game despite a swarm of drones shooting at it. What the hell damaged it I have no idea.
GDI-BOSS
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Joined: Wed, 27. Dec 06, 19:04
x4

Post by GDI-BOSS »

Is IR(Improved Races) complatible compatible qith this mod?
BlackArchon
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Post by BlackArchon »

I'm using IR 15.31 with XRM 1.30d and it seems to be working fine. :)

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