[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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I think that XRM TC is pretty much done. Bounty system is really something extra and optional, while the introduction of new features will only cause more problems and more reasons for paul to work on necessary fixes.
What I'd like to see...
- finishing touches here and there, last rebalances,
- the final replacement of models still using a placeholder (some M3B's, all made by expnobody. Otas M8, Boron Coelcanth. anything else ???)
- assignment of spare models: Quasar,old Boreas
What I'd like to see...
- finishing touches here and there, last rebalances,
- the final replacement of models still using a placeholder (some M3B's, all made by expnobody. Otas M8, Boron Coelcanth. anything else ???)
- assignment of spare models: Quasar,old Boreas
Last edited by Sorkvild on Mon, 5. Mar 12, 16:44, edited 1 time in total.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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come on Paul, you know you want toLitcube wrote:*Applause*paulwheeler wrote:Mizuchi wrote:YES THAT IS A GOOD IDEA I AM GLAD YOU THOUGHT OF DOING THAT.paulwheeler wrote:Maybe its time to put the TC version to bed and say all new content is going to be AP only...


but seriously it looks like there are a lot more people with pitchforks than just Mizuchi

Oh, and btw has anyone found a use for Albion Pride? (its appears to be such a useless ship

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Smart_Bomb wrote:I guess no one can help me with my problem on last page and since for the life of me I cant figure out how to point the plugin manager to AB Ill try other threads....
Hi Smart_Bomb,
You'll read on this forum that is not recommended to use the Plugin Manager with AP (at the moment) and in particular the use of the same to install XRM; do not know why you can not select the active directory for PM, however, you can try deleting in documents\Egosoft the file pluginmanager.dat so as to reset the configuration of the PM when it reboots.
At that point you should be able to specify the active directory for AP.
However, I've installed everything manually extracting the contents of the various .SPK (with Package Explorer from PM) and AP + XRM works without problems

Good luck!
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I manually apply all the patches and then use the plugin manager for the scripts I use. Marine repairs, salvage command suite, explorers, cycrows cheats.Smart_Bomb wrote:
I guess no one can help me with my problem on last page and since for the life of me I cant figure out how to point the plugin manager to AB Ill try other threads....
You install the 1.18 part 1 and 2 as false patches (03 and 04 respectively) and do the same for hull and cockpit packages. MARS I install manually as well (copy and paste into the addon directory). At the top under 'settings' is 'add directory'. I believe that's where you add the directory you want if it's not finding it automatically. I'm using 1.41. The directory it points to is C:\Steam\SteamApps\common\X3 terran conflict\addon In the plugin manager it adds '[X3: Albion Prelude V2.0] (Language: English) after it. You may have to select Albion Prelude from the dropdown under 'Current Directory'.
Whenever there is an update I open up the plugin manager, select all the scripts I use and select 'disable'. Then install the update, replace the files and copy everything over. Then I go back into the plugin manager and re-enable all the scripts I use.
Hope that helps.
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OK - you've convinced me - 1.19 will be the final release for TC. From then on its AP only for new content.
I've come up with a nice solution for the displaying of bounties which work in both AP and TC.
All the M3Bs should now have unique models in AP and TC.
So the only ships with non-unique models are the Auster and Coelacanth. I know Expnobody has the Boron ship in hand. I'll ask him about an Auster replacement.
I've come up with a nice solution for the displaying of bounties which work in both AP and TC.
All the M3Bs should now have unique models in AP and TC.
So the only ships with non-unique models are the Auster and Coelacanth. I know Expnobody has the Boron ship in hand. I'll ask him about an Auster replacement.
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These aren't the plots you're looking for...move along.Mizuchi wrote: ...
The newer plots are so dreadful that I don't even know why they bothered.
It's easy for me to say this because I use AP, but I defintiely think you should move on to AP only.
As someone else mentioned. Do one "final" version and call it a day on TC.
Check out my mod Crystal Rarities
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I think that's the right decision, it must be painful to do it for both versions. But who am I to say, playing AP here. I recommend AP to everyone, I had a XRM game going on with TC, then decided to try AP out, the better interface alone was enough to make me change and start a new game. (TC's universe map is just horrible after getting used to AP's 'type and select' map)paulwheeler wrote:OK - you've convinced me - 1.19 will be the final release for TC. From then on its AP only for new content.
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In the xrm all ship spawning is done via jobs. So if you reduce the numbers in jobs, that's exactly what you'll see in the game.Coruskane wrote:Hi Paul,
If I edit TJobs to reduce ships numbers (maintaining the jobs and leaving a minimum count of 1 (for the ones that are placeholders for your scripts)), then will your scripts just create more or will it truly result in fewer ships in the universe?
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Terrans already have one or even two if you count Kyoto. There is no reason to hold a greate model while wainting on something that migth never happen (Exnobody been quite silent lately) 
You could temporary set it as non-buyable Paranid flagship (I know everyone would perform ganbang boarding of that poor M0 - but with some escort and full fighter hangar it might actually be fun, costly and complicated late game operation).

You could temporary set it as non-buyable Paranid flagship (I know everyone would perform ganbang boarding of that poor M0 - but with some escort and full fighter hangar it might actually be fun, costly and complicated late game operation).
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quick question about yr scripts in XRM 1.18 (specifically the .bak files)
Found the following in yr scripts :
job.fight.rthr.attackallenemiesbspec.bak
fight.attack.enemiesrange.landbspec.bak
fight.attack.enemiesrange.landbspec.xml
ship.cmd.killenemies.bspec.bak
ship.cmd.killenemies.bspec.xml
I assume you updated these scripts at one point and then accidentally uploaded the bak files as well which is of course no problem.
My question however is about the first Bak file, there does not seem to be a job.fight.rthr.attackallenemiesbspec.xml, is that a file not beeing used anymore by XRM?
qwizzie
Found the following in yr scripts :
job.fight.rthr.attackallenemiesbspec.bak
fight.attack.enemiesrange.landbspec.bak
fight.attack.enemiesrange.landbspec.xml
ship.cmd.killenemies.bspec.bak
ship.cmd.killenemies.bspec.xml
I assume you updated these scripts at one point and then accidentally uploaded the bak files as well which is of course no problem.
My question however is about the first Bak file, there does not seem to be a job.fight.rthr.attackallenemiesbspec.xml, is that a file not beeing used anymore by XRM?
qwizzie
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I'd actually be perfectly ok with a buyable version. Then again, I don't really share Paul's vision of no "I win" ships.mr.WHO wrote:Terrans already have one or even two if you count Kyoto. There is no reason to hold a greate model while wainting on something that migth never happen (Exnobody been quite silent lately)
You could temporary set it as non-buyable Paranid flagship (I know everyone would perform ganbang boarding of that poor M0 - but with some escort and full fighter hangar it might actually be fun, costly and complicated late game operation).
I was always intrigued by ships along the lines of the Valhalla. Something able to take on M2's by itself with no problem, but not quite invincible.
EDIT: For the record, I realize you're probably never going to do this Paul, it's just my hopes and dreams is all

Check out my mod Crystal Rarities
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The thing is, the terrans have always been set apart from the other races. I could justify giving them extra ships because they are terrans.mr.WHO wrote:Terrans already have one or even two if you count Kyoto. There is no reason to hold a greate model while wainting on something that migth never happen (Exnobody been quite silent lately)
You could temporary set it as non-buyable Paranid flagship (I know everyone would perform ganbang boarding of that poor M0 - but with some escort and full fighter hangar it might actually be fun, costly and complicated late game operation).
But when you start getting to the Commonwealth, then in my mind all races should overall be equal, each with their own strengths and weaknesses. Giving one race a "supership" completely upsets this balance.
And this is ignoring the fact that adding Expnobody's capital ships is quite a bit of work as he only provides the models. I have to create the scene files, tships entries and balance it all.
I'd love to give each race a single unique flagship, but it's vital that all races get the same attention. Its what the xrm is all about (well at least what I try to do anyway!).
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Yeah - thats my bad housekeeping... Just delete the bak files.qwizzie wrote:quick question about yr scripts in XRM 1.18 (specifically the .bak files)
Found the following in yr scripts :
job.fight.rthr.attackallenemiesbspec.bak
fight.attack.enemiesrange.landbspec.bak
fight.attack.enemiesrange.landbspec.xml
ship.cmd.killenemies.bspec.bak
ship.cmd.killenemies.bspec.xml
I assume you updated these scripts at one point and then accidentally uploaded the bak files as well which is of course no problem.
My question however is about the first Bak file, there does not seem to be a job.fight.rthr.attackallenemiesbspec.xml, is that a file not beeing used anymore by XRM?
qwizzie
That first file was a script which I later abandoned as I came up with a better one.
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Yes, its on the left side, it's the the most forward top on the braigi...it just don't turn and fire like the other's, its the same turret on the Nagoya!paulwheeler wrote:I forgot the Nagoya fix in the TC version - I'll sort it for the next.Sn4kemaster wrote:Hi Paul,
Just been messing with the new 1.18 version and some bugs...i still play the TC version.
Both the Nagoya and Bragi top left turrets don't fire still.
The Bragi's bottom forward turret is still out of position slightly (needs moving a tad forward)
The Medusa Vanguard cant be bought anywhere.
Oh and the M/AM...did it get a new effect, if it has its not in the TC version.
But other than that its all looks great as normal.
I wasn't aware of any issue with the Bragi turrets - there's certainly no obvious typo as there was for the Nagoya...
Medusa Vanguard should be available... are you certain you ran the 1.16 to 1.17 patch? This should have added them.
I'm going to look at the M/AM effect again for 1.19 anyway.
Hang on what 1.16 to 1.17 patch????? that was the only one i left out as it was all AP content? I have the 1.18 and even if i start a new game and the Medusa Vanguard cannot be bought
