[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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Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

Think the problem with my MARS goblins not repairing anything is their weapons reactors are so small they never have power for their repair lasers. So would it be easier to edit their ship profiles and up their laser power or edit the laser and make it cost no energy (the space suit seems to be able to fire it forever anyway so wont effect that balance)
feygan
Posts: 147
Joined: Fri, 26. Dec 03, 18:41
x4

Post by feygan »

I am in the position to finally go Khaak hunting and so now wanting to try and find their systems. Since I am using AP then plots are disabled and I am in no mood to restart my game to get them working. This leaves me with either the cheat reveal or the built in XRM feature, I am still exploring so do not wish to use the cheat option.

I have seen it said on this thread that the Khaak sector co-ordinates can be bought from merchants, I am guessing this means the merchants that are part of the barter system at stations. But do they have any relationship with proximity? I know where the Khaak sectors are positioned on the map so if I were to check at merchants near that area will I have a better chance of finding someone selling the location, or could is it random and I have an equal chance to find them at a merchant on the opposite of the galaxy?
goeffel
Posts: 9
Joined: Mon, 28. Jan 08, 14:21

Post by goeffel »

paulwheeler wrote:
goeffel wrote:when were are on hotkeys right now...

no i did not read the whole 1751 pages, but even google didn't helped me out.


where can i find the new hotkeys added due xrm?

in control i can't find something like the military network :(
there are several new entrys ( military transport, mefos, advanced jump, ware logistic...) but nothing new looking like from xrm (owp/network..)

what went wrong?


That sounds as if you have not installed the scripts correctly. Copy the contents of "scripts_ap" or "scripts_tc" from part 2 to your "scripts" folder.

You will need to restart your game.


:headbang: you're right...checked this now and i copied the whole tc scripts folder instead of the scripts inside :headbang:
now it's working. thanks for the awsome work btw.
-Skipp-
Posts: 94
Joined: Tue, 7. Oct 14, 10:18
x4

Post by -Skipp- »

Hmm... Is it just me or does this mode make every missile oneshot you, plus the price boost?

For example - I started a fresh argon plot. I'm flying a M3 ship that got blown up by a single missle from a Xenon M while my shields and my hull were at 100% each!

Also, repairing 10% hull dmg (my hull is at 90% atm) costs 200+k Cr!

That can't be right? Can it?
goeffel
Posts: 9
Joined: Mon, 28. Jan 08, 14:21

Post by goeffel »

sysryn wrote:Hmm... Is it just me or does this mode make every missile oneshot you, plus the price boost?

For example - I started a fresh argon plot. I'm flying a M3 ship that got blown up by a single missle from a Xenon M while my shields and my hull were at 100% each!

Also, repairing 10% hull dmg (my hull is at 90% atm) costs 200+k Cr!

That can't be right? Can it?
hm i had to restart today and also sitting in an m3. the small missilie from the xenons aren't the problem.
Getting hit by one i loose about 10% shield (3x25mj) but the sector defence systems (owp,stations,m1,m2) spamming torpedos like crazy and if a shockwave of these hit you, you are onehitted yea :lol:

happend 10 times today.

using an m3 get out of your ship and use the repair laser is cheaper indeed
KestrelM1
Posts: 11
Joined: Mon, 23. Feb 15, 15:48
x3ap

Post by KestrelM1 »

sysryn wrote:Hmm... Is it just me or does this mode make every missile oneshot you, plus the price boost?

For example - I started a fresh argon plot. I'm flying a M3 ship that got blown up by a single missle from a Xenon M while my shields and my hull were at 100% each!

Also, repairing 10% hull dmg (my hull is at 90% atm) costs 200+k Cr!

That can't be right? Can it?
I had much the same experience near the start of the game (though I did the Terran Defender start). I can say with near certainty that it wasn't the Xenon M's missile that destroyed you, but likely a larger one fired from another ship. Missiles launched by M8s (Bombers), M7s (Missile Frigates), and some of the ones launched by M1s and M2s (Carriers and Destroyers) will indeed one-shot M3s, and have a fairly decent blast radius. This isn't a dynamic changed by XRM (though XRM tweaks many missile stats), it is simply a part of the X3 game.

The good news is that the kinds of missiles that can one-shot you are fairly slow and not very maneuverable, so if you are aware of your surroundings you can avoid them with relative ease. The bad news is that your supposed "allies" will try to help by launching these missiles at things like the Xenon M to defend their sectors, but you will be killed if you're caught in the blast radius. If you see any of the ship classes I mentioned earlier you need to be extremely careful about fighting - and make sure to keep track of both hostile and friendly missiles. Luckily the gravidar keeps track of both for you - if you see some incoming missiles that weren't launched at you, it may be time to bug out.

It's a little frustrating at first, but you'll get used to it over time and once you get into an M6 or larger it becomes a far less prevalent issue... kinda. You'll see what I mean when you get there. Suffice it to say that missiles are very deadly and awareness of them is an extremely important combat skill. You will learn to fear and respect M8s and M7 Missile Frigates.

On the repair side of things, your best bet on anything smaller than an M7 is to eject and simply use your space suit's repair laser to mend your ship. It may take a while but it's a lot cheaper than paying the shipyard to do it.

Hope that helps.
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

sysryn wrote:Hmm... Is it just me or does this mode make every missile oneshot you, plus the price boost?

For example - I started a fresh argon plot. I'm flying a M3 ship that got blown up by a single missle from a Xenon M while my shields and my hull were at 100% each!

Also, repairing 10% hull dmg (my hull is at 90% atm) costs 200+k Cr!

That can't be right? Can it?
Like the others said you prolly just got whacked by a missile meant for a larger target. Some advice, use a mod called MARS, it will aid GREATLY in fending off missiles as your turrets are no longer useless. Mosquito Missile defense can also help but I find it MUCH less reliable and you will use TONS of them to keep your ship safe as it will lunch a missile at every drone near you, quickly depleting the limited number you can carry on a M3, plus the cost adds up quickly.

As far as repairing your ships, here is an other tip, when you are in your space suit you can use the "bore sight fire" (default key is Ctrl), this is better then mouse firing as you can easily place something on the key (smart phones work well) and go make a sandwich as you fix your ship. You can also hold down the SETA key (Notice I said HOLD DOWN) this will let you fix your ship super fast. Be warned for fixing larger ships you will run out of air before you fix your ship. You have 2 real time hours of air and that can be used up QUICKLY at 1000% seta speed.
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

And bumping my request for advice on editing the Tlaser file to make repair lasers cost no energy for use in GOBLIN drones. I have found many guilds about how to edit the VANILLA Tlaser but I am unsure how editing the Tlaser located inside .01dat will work as I am sure XRM has Tlaser files higher in the load order.
RayF
Posts: 456
Joined: Wed, 22. May 13, 12:30

Post by RayF »

Hello to all,

Iam on the stage that i have capped a couple of M6s and trying to cap my first M7.

Problem : The enemy ships are loaded with marines!

Q: is this a function of XRM? ( I do have improved boarding installed but NBC marines is off . bugged?)
Q: can i tune this somehow?


if this is hardcoded into the mod, any recommendations on how to go about boarding an M7?
Please note i have self imposed a restriction to my game: No capitals buying. Buying an M7 is not a solution :)

SOS way, trying to keep close to a frigate firing those beams at you is kamikazi style, but i guess the only choice?
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DrBullwinkle
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Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Eidolan wrote:I am unsure how editing the Tlaser located inside .01dat will work
Never try to edit a specific .cat with X3Editor unless you *know* which one you want. Always Open from VFS. That will give you the file used by the game.

While not specifically regarding lasers, here are some tips for new users of X3Editor that may help:

X3Editor2 Basics for Simple TShips edits.
Using X3Editor (for first-time users)
See also "A word about File Precedence" in the Tools and Resources section
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DrBullwinkle
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x3tc

Post by DrBullwinkle »

RayF wrote:trying to cap my first M7.

Problem : The enemy ships are loaded with marines!
That is vanilla AP behavior.

How do you overcome it? By overpowering the defending marines (and any other defenses that the ship may have, such as Internal Sentry Lasers, Adv Firewall, and Hull Plating).

In other words, you will need more marines with equal or better training than the defenders in order to board that ship. If your marines are entirely untrained, then find an easier target.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

hi again fellas... how are you people here doing?

I see this mod is now dead? paul gone?

I miss this game and mod, elite dangerous is fun but lack the content compared to fully modded X3...

oh well, can blame egosoft for that :(
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Im not gone - just struggling to find any free time to release the update ive been working on for bloody ages!

Elite Dangerous isnt helping though - its far too distracting! To be honest, its the game I always wished X was like in terms of the underlying mechanics and it will get more content. I cant see myself ever firing up X3 to actually play it again.
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solarahawk
Posts: 257
Joined: Sat, 22. Dec 07, 23:18
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Post by solarahawk »

nap_rz wrote:hi again fellas... how are you people here doing?

I see this mod is now dead? paul gone?

I miss this game and mod, elite dangerous is fun but lack the content compared to fully modded X3...

oh well, can blame egosoft for that :(
This mod is alive and well. It hasn't been updated in a while, but it doesn't really need any. Just follow the install instructions and compatibility notes on the first page and you will be fine.

EDIT: Oh, well, I guess paulwheeler thinks it could use some work, but I have been happy with what we have.
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

DrBullwinkle wrote:
Eidolan wrote:I am unsure how editing the Tlaser located inside .01dat will work
Never try to edit a specific .cat with X3Editor unless you *know* which one you want. Always Open from VFS. That will give you the file used by the game.

While not specifically regarding lasers, here are some tips for new users of X3Editor that may help:

X3Editor2 Basics for Simple TShips edits.
Using X3Editor (for first-time users)
See also "A word about File Precedence" in the Tools and Resources section
When I open from VFS the .Cats / .Dats are not listed even tho the editor is looking in the "addon" folder where they are located. And yes it is set to "all files" browsing mode.

I am going into your guild about X3 editor but when I get to the part about making profiles my editor crashes when I go to close it after making my AP profile. Is this due to it being a steam copy maybe?

Would the "path to game" line for an AP profile be

"C:\Steam\steamapps\common\X3 Terran Conflict"

or

"C:\Steam\steamapps\common\X3 Terran Conflict\addon"

It has hard to tell based on the example pic you have it the post as your file path is VERY different then mine. It finds the .exe just fine when I click the "find" button.
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DrBullwinkle
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Post by DrBullwinkle »

Eidolan wrote:When I open from VFS the .Cats / .Dats are not listed
Exactly. VFS will find the correct .cat for you. That is the point of it.

When you open types\TLasers (using the TFile Editor), you will see the path of the file in the Title bar of that window. That will show you which TLasers it chose.
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

DrBullwinkle wrote:
Eidolan wrote:When I open from VFS the .Cats / .Dats are not listed
Exactly. VFS will find the correct .cat for you. That is the point of it.

When you open types\TLasers (using the TFile Editor), you will see the path of the file in the Title bar of that window. That will show you which TLasers it chose.
Think I found what I needed, tho under Tlaser the repair laser didn't have an energy usage stat but I found the repair beam under Tbullets and set it to 0. My Editor still crashes when I try save a AP profile (IE close editor after I make it) but I still get it to find correct files if I make the profile and use it before I close / reopen, for now I guess I will just have to redirect the editor to AP and not TC each time I need to make an adjustment.
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DrBullwinkle
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Post by DrBullwinkle »

Glad you got it working.

You might try running X3Editor2 as administrator. If you installed Steam into the default location (Program Files), and you are editing your Steam version of AP, then it is in a protected folder.

For modding, it is better to copy your game folder to somewhere outside of Program Files, such as C:\Games\X3AP. Then use the no-Steam .exe to launch the game.

But mods will work in the default Steam folder. Just don't allow Steam to auto-update game files. And launch your tools (Program Manager, X3Editor2, etc) as administrator.
RayF
Posts: 456
Joined: Wed, 22. May 13, 12:30

Post by RayF »

DrBullwinkle wrote:
RayF wrote:trying to cap my first M7.

Problem : The enemy ships are loaded with marines!
That is vanilla AP behavior.

How do you overcome it? By overpowering the defending marines (and any other defenses that the ship may have, such as Internal Sentry Lasers, Adv Firewall, and Hull Plating).

In other words, you will need more marines with equal or better training than the defenders in order to board that ship. If your marines are entirely untrained, then find an easier target.
Thanks DrB.,
I guess i was too eager to try the classic marine boarding with your transporting script..I have a hype with 8 marines average stats (around 4-3*)..i guess i will have to wait a bit longer to go this route.


xrm question: Bartening

i am in an M6. trying to buy weapons for M7, like matter/anti-matter launcher. problem is i cant !! because this ware is XXL size !!
any easy solutions?????????????????
is there any trader (automated) that will auto-barten ?!
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

I have account protection for windows off anyway.


My changes to the "bullet" for the repair beam still shows in the editor as being 0 energy usage but in game it still says it consumes 25 a second.

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