[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Ok - ill check them both.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

There should be more then few UNIQUE ships, kinda like the valhalla, that cant be bought, travel around with a nasty escort and offer some truely unique options like wierd weapon-setups or such but not some "I WIN" -ships like mentioned.

Something to do after beating most of the game.
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

the thing is - you can buy Valhalla in XRM :D i do think it would be nice to have more "un-buyable" ships I wish Khaak could be boarded :(
Grey W
Posts: 3
Joined: Wed, 18. May 11, 03:33
x4

Post by Grey W »

Hi, Paul, thx for MARS, its cool.
Saw some bugs.
- Left turret in my Aegir M7 is invisible, when it inactive. When firing - its normal.
- ATF Fly School station (shipyard in 10-03 sector) after upgrades from v.1.17 to v.1.18 - lost his name and now it ReadText 17-75002.
[ external image ][ external image ]
run with AP v2.0
Last edited by Grey W on Tue, 6. Mar 12, 00:05, edited 1 time in total.
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Grey W wrote:Left turret in my Aegir M7 is invisible, when it inactive. When firing - its normal.
Did you activate weapon switching in the turret command configuration menu?

Houdini turrets are one of the symptoms of it.
Admitting you have a problem is the first step in figuring out how to make it worse.
Grey W
Posts: 3
Joined: Wed, 18. May 11, 03:33
x4

Post by Grey W »

Houdini turrets are one of the symptoms of it.


Realy! I forgot. That turret is right in my face so it strike ones eye)
My bad, sorry)
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Yeah, it's pretty visually jarring.

But the guns popping in and out of the turrets means the weapon switching script is working. Don't worry about it.
Admitting you have a problem is the first step in figuring out how to make it worse.
Coruskane
Posts: 851
Joined: Fri, 13. Jun 08, 13:14
x4

Post by Coruskane »

paulwheeler wrote:
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?
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.
oh, great.

I saw that some had a count of 1 and so I thought they were perhaps just a configuration of ships to be spawned at will through a script. No idea why I thought that!!

Thanks :)

I am off AP until I find a solution to some missing hotkeys (the problem is not ignorable anymore now it has removed MARS commands and a few others) but I am excited by the next stages of my 'campaign': I just had a wonderful battle with my Atlas, a support wing of 2 Cyclops and a Minotaur sweeping through a Xenon Invasion with an I and a couple of destroyers and frigates. It was beautiful...
User avatar
Maj. Tom
Posts: 460
Joined: Fri, 1. Jul 11, 22:41
x3tc

Post by Maj. Tom »

Has anyone else been getting game crash at the title screen? I posted about this last week when I was running 1.17, and I figured I'd wait until 1.18.

Running a fresh install of AP 2.0 with XRM 1.18 only. Crashes at title screen with XRM, runs fine without. What do?

Edit: forgot to mention that TC in the same directory runs fine.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
jiunejai
Posts: 56
Joined: Fri, 4. Mar 11, 08:47
x4

Post by jiunejai »

Hi everyone,

I have some question about equipment dock, and wish someone can help me :P

Does EQD bought from NPC's shipyard work as NPCs'? or it just like a kind of storage house?

and

EXCEPT sent to NPC's EQD, How can I upgrade / equip the ship which produce by my own shipyard?
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

jiunejai wrote:Does EQD bought from NPC's shipyard work as NPCs'? or it just like a kind of storage house?
It's just storage.
EXCEPT sent to NPC's EQD, How can I upgrade / equip the ship which produce by my own shipyard?
Third-party scripts.

There are several that give the player upgrade and equipment installation capabilities to their docks. Too lazy to link them for you; just look through the library sticky or search.
Admitting you have a problem is the first step in figuring out how to make it worse.
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

just a thought out-loud: its a great thing that XRM uses some of the soundtracks that were in the OST folder but were not used (they are quite good)

also regarding the question about equipment in EqD's there is Cycrows script that adds equipment research function, but unfortunately does not add tuning and there is a script that adds tunings and equipment called player workshops but I have not used it so cant say much about it

another thought out-loud: I just remembered about pandora crates in AP, and imagined an over-tuned Valhalla/Bragi :) would probably get boring at some stage though as it would become an ultimate ship

one more thought (its like I'm on a thinking spree :D :P ) : an M3b with rapid fire, very low range, terrible turning rate, mid damage missiles would be quite interesting to fly, even now flying M3b and just pretending that you have short range (keeping no more than 3-5 km distance to the ship you are attacking) is quite fun, since you actually feel like a bomber maneuvering and avoiding shots, but tomahawks have way too high damage and slow fire rate, Gazz had an idea about something like that (well not exactly like that but close enough for happiness) but I dont know what happened of it

P.S: these are really just some thoughts no need to take them seriously :)
User avatar
Yacek
Posts: 3157
Joined: Wed, 18. Jul 07, 11:44
x3tc

Post by Yacek »

Maj. Tom wrote:
Edit: forgot to mention that TC in the same directory runs fine.
This is the reason. Remove XRM TC directory.
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.
[ external image ]
User avatar
Maj. Tom
Posts: 460
Joined: Fri, 1. Jul 11, 22:41
x3tc

Post by Maj. Tom »

Yacek wrote:
Maj. Tom wrote:
Edit: forgot to mention that TC in the same directory runs fine.
This is the reason. Remove XRM TC directory.

Not sure what you mean. I should I remove the TC exe? Can you elaborate. Thanks!
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
User avatar
Yacek
Posts: 3157
Joined: Wed, 18. Jul 07, 11:44
x3tc

Post by Yacek »

Sorry, my bad English. Remove mod XRM for TC. Leave a mod XRM for AP.
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.
[ external image ]
User avatar
Maj. Tom
Posts: 460
Joined: Fri, 1. Jul 11, 22:41
x3tc

Post by Maj. Tom »

Yacek wrote:Sorry, my bad English. Remove mod XRM for TC. Leave a mod XRM for AP.

They're both in the same directory. I must be doing something wrong :p How do I remove XRM from TC and leave it on AP?

Thank you again!
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

Maj. Tom wrote:
Yacek wrote:Sorry, my bad English. Remove mod XRM for TC. Leave a mod XRM for AP.

They're both in the same directory. I must be doing something wrong :p How do I remove XRM from TC and leave it on AP?

Thank you again!
it means copy and paste XRM files in the \addon\ folder not the main TC folder :P
User avatar
Maj. Tom
Posts: 460
Joined: Fri, 1. Jul 11, 22:41
x3tc

Post by Maj. Tom »

I feel stupid... totally didn't notice the note in the installation about having to be in the addon directory. Thanks so much!
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
jiunejai
Posts: 56
Joined: Fri, 4. Mar 11, 08:47
x4

Post by jiunejai »

Thank for reply and advice from KloHunt3r and Jumee, that great help.
I'll test Player Workshops V2.0 and feedback later.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Grey W wrote:Hi, Paul, thx for MARS, its cool.
Saw some bugs.
- Left turret in my Aegir M7 is invisible, when it inactive. When firing - its normal.
- ATF Fly School station (shipyard in 10-03 sector) after upgrades from v.1.17 to v.1.18 - lost his name and now it ReadText 17-75002.
[ external image ][ external image ]
run with AP v2.0
The name issue with ATF Flight School would happen if you have either not installed all the scripts from part 2 correctly, or if the XRM Core Functions AL plugin is switched off.

And last time I looked, MARS was Gazz's script, so its him you need to thank.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”