[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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joelR
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Post by joelR »

Mizuchi, do you suggest editing the M2+ in Tships again for IR users?

Also, before I go and edit the jobs in my game is there any civ type ships that are an important part of the XRM? I noticed a few named repair service etc and wasnt sure if they actually serve a purpose other than aesthetic.
Last edited by joelR on Sat, 16. Jul 11, 02:03, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Halconnen wrote:Was just saying it couldn't hurt to put the IR tidbit into the compatibility post. :o

Sounds like helpful advice to people that want to use IR with XRM.
Good point. Ill see about dropping it in there tomorrow.



Now I must sleep...
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joelR
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Post by joelR »

Thanks guys. Get some rest!
Halconnen
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Post by Halconnen »

Will there be an APPC pack for XRM?

I hate CIGs. D:
djrygar
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Post by djrygar »

"Basically: leave ATF Counterstikes [off], Economy Booster [off], Yaki Aodeon Response [off], and then leave the rest to personal preference (I tend to leave the Response Capital Ships and the Yaki Laser Tower Array options off as well, because they're both kind of OP in my opinion). "

I would be really careful with disabling responses if you are using Xenon/Khaak modules. There is no other military force that can stop them

regular military patrols stand no chance against IR ships, both Xenon and Khaak , as they are way smarter than vanilla patrols


NOTE:
setting counterstrike strength also changes response strength, they are connected
Last edited by djrygar on Sat, 16. Jul 11, 02:54, edited 1 time in total.
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joelR
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Post by joelR »

djrygar wrote:
"Basically: leave ATF Counterstikes [off], Economy Booster [off], Yaki Aodeon Response [off], and then leave the rest to personal preference (I tend to leave the Response Capital Ships and the Yaki Laser Tower Array options off as well, because they're both kind of OP in my opinion). "

I would be really careful with disabling responses if you are using Xenon/Khaak modules. There is no other military force that can stop them

regular military patrols stand no chance against IR ships, both Xenon and Khaak , as they are way smarter than vanilla patrols
Even ATF and the Yaki Aodeon Response djrygar?
malanthor
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Post by malanthor »

Counterstrikes are not among the ones refered too in the post though, they will still be active unless you turn them off.
Wintersdark
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Post by Wintersdark »

freelancer91 wrote:What is the best way to uninstall SRM and combat mod without having to delete local content and redownload the entire game? Could I just verify the game cache in Steam and write over files?
With Steam, just delete the /script, /t, /types, and /director folders, and any .cat/.dat's after 13. Then verify the game cache, which will rebuild those folders as per stock.

Personally, what I do is have Steam do a full, clean install, then copy and paste the whole game folder (/Steam/steamapps/common/x3 terran conflict), so you end up with /Steam/steamapps/common/x3 terran conflict - Copy. Then, you can simply delete the /x3 terran conflict folder, and either rename your copy of the stock folder or copy it again, and rename it (to maintain a vanilla backup).

Sounds complicated, but it's REALLY simple. That way you *know* you didn't miss any oddball bitties resulting in mammoths all over the place.
Mizuchi
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Post by Mizuchi »

djrygar wrote:I would be really careful with disabling responses if you are using Xenon/Khaak modules. There is no other military force that can stop them.
The problem I have with the Guardian Response ships with XRM (and SRM before it) is mostly with the M2: 4 Destroyers is pretty over-the-top crazy - even more so when some of those are M2+.

The problem is compounded when the Pirates and Xenon spawn the same. I watched with great sadness once as the Pirates spawned a fleet of 2 x Pteranodons and 2 x Phoenixs, and then another fleet of the same composition, plus escorts, and they all converged on one border sector and pretty much laid waste to everything for a while.

And then you get situations where you have 4 x Guardian M2s all hanging out in one sector, and then an Invasion Fleet of 4 x Assault M2s passing through, and things start to get very crowded indeed.

That's just overkill, Rygar (and I know it wasn't your design decision, but one that was inherited). :|

joelR wrote:Even ATF and the Yaki Aodeon Response, Djrygar?
Man, you're never supposed to use the Aodeon. 8)

(Which makes me wonder why the option is still there, all things considering.)


joelR wrote:Mizuchi, do you suggest editing the M2+ in Tships again for IR users?
For the reason stated above, yes. Set those M2+s to Race 0 unless you want some severe imbalances to happen. In XRM Jobs, you won't see any random spawning of M2+ - just specific ones (namely, three of the Flagships, and one Command Ship).

joelR wrote:Also, before I go and edit the jobs in my game is there any civ type ships that are an important part of the XRM? I noticed a few named repair service etc and wasnt sure if they actually serve a purpose other than aesthetic.
If you really feel the need to remove all the civilians from your game, then you should be okay to do so. The Repair Service ones have their own special script - but they had that in Vanilla, and I don't know what it does beyond "pretend to look pretty".

It's all clearly laid out anyhow, so you shouldn't have any problems finding which ones to edit and which ones to leave alone if that's your thing. :)
Last edited by Mizuchi on Sat, 16. Jul 11, 03:03, edited 1 time in total.
djrygar
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Post by djrygar »

disabling Yaki LTs is definitelly good advice, they eat too much resources

Aaodeon - not really sure, but i'd leave it disabled, afaik there were some problems, but I never really took closer look at this.


ATF; it will be partially solved in 15.27. You may leave it disabled for now, and enable if xenons will lay too much waste - ATF will send massive couterstrikes against massive xenon fleets then. Since I am currently tweaking xenons, those things will probably cease to be an issue. Xenons attack logic is already changed in 15.27, and I am seeking for a way to limit their number to more sane numbers, so you can engage them personally.A lot depends of sector sizes in this case. If this mod has regular sector sizes, it may be not as big issue even now.
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joelR
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Post by joelR »

Mizuchi wrote:It's all clearly laid out anyhow, so you shouldn't have any problems finding which ones to edit and which ones to leave alone if that's your thing. Smile
I love what you've done with the jobs already. Its just the civs that im not a big fan of (in any jobs file) so Ill just drop those. Im keeping all the military changes you made. Excellent work on the jobs. It looks really nice. I jumped into Omicron only to see a pretty awesome battle between a Titan and its cerb escort putting the smack down on some xenon.
Mizuchi wrote:For the reason stated above, yes. Set those M2+s to Race 0 unless you want some severe imbalances to happen. In XRM Jobs, you won't see any random spawning of M2+ - just specific ones (namely, three of the Flagships, and one Command Ship).
Thanks. Refresh my memory again? Pteranodon, Z and what else? Nagoya?
djrygar wrote:ATF; it will be partially solved in 15.27.
I didnt read anything else you wrote after this sentence. I was too impressed with your use of the semicolon. Bravo!
djrygar
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Post by djrygar »

Mizuchi wrote: The problem I have with the Guardian Response ships with XRM (and SRM before it) is mostly with the M2: 4 Destroyers is pretty over-the-top crazy - even more so when some of those are M2+.

destroyers are not problem,

in X3, when it comes to ship classes and their fight ability, everything is wrapped around paper-scissors-rock concept, there is always something you can use to deal with ANYTHING.

Both hull packs and cmod may break this status quo, in certain circumstances, but then its mod fault, not script. 4xM2 is not big deal for 3 M8. And you can basically smear them with M7Ms

You are looking from wrong perspective. OOS even M2+ stand no chance against missile barrage. 99,9% battles take place OOS, but you are thinking about their power IS.

also, as I said - if you set counterstrike strength to normal, there will be 2 destroyers instead of 4 as guardians (or 3, don't remember) - in fact this option should be renamed to counterstrike AND response strength
Mizuchi
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Post by Mizuchi »

djrygar wrote:You are looking from wrong perspective. OOS even M2+ stand no chance against missile barrage. 99,9% battles take place OOS, but you are thinking about their power IS.
I'm not looking at it from the wrong perspective, per se; I'm looking at it from the player perspective, rather than the game mechanics perspective.

Sure, 99.9% of battles may take place OOS, but it's the 0.1% that the player sees, and - for many - that 0.1% is pretty much the entire game.

It's also a 0.1% that can ruin your entire day if you've just built a new station in an empty sector and four Xenon M2s drop by to say hello and the player has nothing to fight back with other than a few M3s, a handsful of TS, and an M6.

So that's my angle here. As modders, we tend to look at the Metagame; but players see the game as the game.

(Unless they're Joel. He only sees FPS numbers - even when he closes his eyes. :wink:)

So take my suggestions about IR settings as mostly directed at people with little experience with IR and its settings; and even then only in relation to how it plays with XRM. As they become more familiar with how it operates, they'll tailor it to suit their own requirements.

(And then they have no one to blame but themselves when the Xenon are all, "That's a very nice Sector you have there...")

People who know IR, on the other hand, certainly don't need me telling them what to set and why, you know? :D
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joelR
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Post by joelR »

It appears that putting an edited Globals.txt file in the types folder causes the game to freeze. Not sure if its related to XRM though. It wasn't an issue with SRM.

The only change I made was:

SG_OOS_FIGHT_MODE;1;

Removing the file from the types folder stopped the freeze.
clgseed
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Post by clgseed »

Every time i load my game this message appear:
Message From: Unknown

Read text 7021-302

I Installed alot of script mods could that be the reason? errr those scripts are the NICE interface, Follow Me, Advance Thrusters and etc. I read in the installation guide to just move the folder "scripts" and use dat/cat fake patch thingy. So what about mods that have folders called "t" should i move them too or not? thanks!

Ohh and before the message appears, the game freezes as if its processing something, then the message appears.
Last edited by clgseed on Sat, 16. Jul 11, 03:50, edited 1 time in total.
Halconnen
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Post by Halconnen »

Spoiler
Show
Is the OTAS Research Station in Eta Psi supposed to sell decidedly rare stuff like the Unfocused Jump Drive (101k) or Polarized Hull Plating (2k) for ridiculously cheap prices, or did I mess up somewhere?
Edit: @ clgseed: Yes, you do need the t files as well. Just place the t folder from the archive into your X3:TC directory.
Last edited by Halconnen on Sat, 16. Jul 11, 03:59, edited 1 time in total.
djrygar
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Post by djrygar »

Mizuchi wrote: It's also a 0.1% that can ruin your entire day if you've just built a new station in an empty sector and four Xenon M2s drop by to say hello and the player has nothing to fight back with other than a few M3s, a handsful of TS, and an M6.
moments like this are best moments in X3. This is only situation when player can feel really threatened. Which is something really lacking with vanilla game. Also, moments like this make different games.. different.
Also, if you build station in Xenon sector... what you expect ;) Response ships only operate within owned sectos. No raids.
(Unless they're Joel. He only sees FPS numbers - even when he closes his eyes.
heehehe
People who know IR, on the other hand, certainly don't need me telling them what to set and why, you know? :D
in this case lowering counterstrike strength is better advice, but you might not know about that, as it's only stated in option description in menu (at very bottom, so probably noone reads that)
Halconnen
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Post by Halconnen »

I'm also noticing the comm range increase to 70km that previously was a part of the SSRP is missing from XRM. >:
creidiki
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Post by creidiki »

joelR wrote:It appears that putting an edited Globals.txt file in the types folder causes the game to freeze. Not sure if its related to XRM though. It wasn't an issue with SRM.

The only change I made was:

SG_OOS_FIGHT_MODE;1;

Removing the file from the types folder stopped the freeze.
Isn't that for the experimental ES OOS mode that wasn't officially released because of bugz?
I am not as think as you drunk I am.
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Yacek
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Post by Yacek »

paulwheeler wrote: All Unknown Sectors now have coordinates on them, including vanilla ones. This is by design as it makes navigating them easier.
Thank you for your reply.

This is a very good idea.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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