[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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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
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.
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Did you activate weapon switching in the turret command configuration menu?Grey W wrote:Left turret in my Aegir M7 is invisible, when it inactive. When firing - its normal.
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.
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oh, great.paulwheeler wrote: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?
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...
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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.
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.
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It's just storage.jiunejai wrote:Does EQD bought from NPC's shipyard work as NPCs'? or it just like a kind of storage house?
Third-party scripts.EXCEPT sent to NPC's EQD, How can I upgrade / equip the ship which produce by my own shipyard?
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.
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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
) : 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
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

one more thought (its like I'm on a thinking spree


P.S: these are really just some thoughts no need to take them seriously

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This is the reason. Remove XRM TC directory.Maj. Tom wrote:
Edit: forgot to mention that TC in the same directory runs fine.
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 ]
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
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Yacek wrote:This is the reason. Remove XRM TC directory.Maj. Tom wrote:
Edit: forgot to mention that TC in the same directory runs fine.
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.
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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 ]
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
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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

Thank you again!
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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it means copy and paste XRM files in the \addon\ folder not the main TC folderMaj. 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 wrongHow do I remove XRM from TC and leave it on AP?
Thank you again!

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Thank for reply and advice from KloHunt3r and Jumee, that great help.
I'll test Player Workshops V2.0 and feedback later.
I'll test Player Workshops V2.0 and feedback later.
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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.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
And last time I looked, MARS was Gazz's script, so its him you need to thank.