[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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It works fine within XRM1.7d in TC3.2, at least , so far so good.jiunejai wrote:Thank for reply and advice from KloHunt3r and Jumee, that great help.
I'll test Player Workshops V2.0 and feedback later.
It's very convenient to auto-equip same class ship with ship equipment.
Unfortunately, I have no idea how to add new ship equipment provide by MOD into Player Workshops equip list.
It's scripter, pelador, allows anyone freely use Player Workshops as long as say thankyou in topic.
So I suggest that put it in RECOMMENDED SCRIPTS part.
--------------------
By the way, can someone teach me how to add new equipment with in?
I have asked in its thread and hope for answer here.
EDIT:
I have solved it!
Thanks, anyway.
Last edited by jiunejai on Tue, 6. Mar 12, 14:06, edited 1 time in total.
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I never said it required a restart.nap_rz wrote:eh paul so I'm confused, is the RRF fix really requires game restart? if yes then how come RRF broke without restart but fix requires restart?
where's the fix again?
There is a link to the fix in at the top of the OP.
Make sure you turn off autoupdating and autoverify files in steam first.
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LV pointed out that you will also get the bug where ships lose their commands when OOS with the 1.1 RRF files. Apparently RRF was the cause of this.paulwheeler wrote:I never said it required a restart.nap_rz wrote:eh paul so I'm confused, is the RRF fix really requires game restart? if yes then how come RRF broke without restart but fix requires restart?
where's the fix again?
There is a link to the fix in at the top of the OP.
Make sure you turn off autoupdating and autoverify files in steam first.
Thats something worth noting for those that decide to use the older files.
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By "lose their commands" you mean that OOS command won't work or that putting in these scripts causes all OOS ship commands to stop once or...?joelR wrote:LV pointed out that you will also get the bug where ships lose their commands when OOS with the 1.1 RRF files. Apparently RRF was the cause of this.
Thats something worth noting for those that decide to use the older files.
Check out my mod Crystal Rarities
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I believe there was a bug reported where occasionally a ship would lose its current order and that the RRF scripts were the cause.
Its certainly nothing I'd ever spotted with XRM so it may well be something that only affects vanilla. The XRM RRF configuration is quite different from vanilla.
I would say having working RRF is essential for XRM:AP.
If you do not revert to the 1.1 RRF files, the RRF ships will essentially be stuck in one sector and will never jump to where they are needed.
Its certainly nothing I'd ever spotted with XRM so it may well be something that only affects vanilla. The XRM RRF configuration is quite different from vanilla.
I would say having working RRF is essential for XRM:AP.
If you do not revert to the 1.1 RRF files, the RRF ships will essentially be stuck in one sector and will never jump to where they are needed.
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Its impossible with the X3 engine to get a ship to retreat.
They fly away, but the minute they get hit by a bullet, they turn and fight again. This is hard coded behaviour as far as I'm aware.
I've only ever seen one script successfully implement a retreat and that is ADS. It did it by continually sending the retreat command, so that if a ship decided to turn and attack it was quickly superseded by another retreat command. It was hardly an ideal solution though as the ship kept turning around, then back again.
I think you'll just have to wait for Rebirth to get a working retreat command.
They fly away, but the minute they get hit by a bullet, they turn and fight again. This is hard coded behaviour as far as I'm aware.
I've only ever seen one script successfully implement a retreat and that is ADS. It did it by continually sending the retreat command, so that if a ship decided to turn and attack it was quickly superseded by another retreat command. It was hardly an ideal solution though as the ship kept turning around, then back again.
I think you'll just have to wait for Rebirth to get a working retreat command.
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What are you talking about? There's a functioning retreat command in the game; it's available to any ship with fight softwares 1 and 2.
The only problem is that it isn't available in the wing command console, only individual ship's command consoles.
The only problem is that it isn't available in the wing command console, only individual ship's command consoles.
Admitting you have a problem is the first step in figuring out how to make it worse.
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PROBLEEMOOS! Daddy needs a new M6!
I need something the AI can use or by some mistake will use properly as a anti-fighter ship.
Problems & observations so far:
- Centaur, has decent guns, AI wont turn it fast enough to use em tho. Mounts Mass Drivers but they have too short range. Sentinel has good turret coverage, but all guns have seemingly poor hit-rate at max range and ship fairly big ship with low on shields.
- Drake. Just fails, never seen it fire if mounting PBEs, too fast=kamikazi, only few turrets. Mounts ISRs tho, they have decent hit-rate at long range.
Dragons: too low shield, sentinel has decent turret-coverage but gets wasted too fast
- Yaki M6s seem decent on paper, but crash into things alot and mounting weapons with poor'ish hit-rates. Hyperion/apollox dont seem to fire main-guns and lack turret-coverage, decent against capitals tho
- Pirate Marauder looks cool, plenty of toys to mount in main, wont fire any against fighters tho. Turret-weapons lack accuracy to take on fighters.
- Heavy osprey lacks turrets and mounts poor anti-fighter-guns. Sentinel looks ugly and antennas hit things=boom. Normal ospreys crash into things alot. Adv.Heavy has nice shields.
Nemesis sentinel on my try-list next. Front turret seems nice considoring retard AI.
I do hate to mention this as most of the ships are awasome, but most need serious overhauls and re-balancing. Not because they werent balanced, but the AI simply makes mess of things.
Since we cant change the AI, the ships need to be made user-friendly for the artificial-stupidity.
Something to test out a bit:
1: Deceleration
M6s crash into things, alot, too much. Why not upgrade their brakes "a bit too much", small impact on overall immersion but it would save many capital-pilots from cleaning Drake-bits from their grill.
2: Dump main-guns
Use a turret. Even when they are in a perfect gun-run, they wont fire against fighters, a turret would.
I need something the AI can use or by some mistake will use properly as a anti-fighter ship.
Problems & observations so far:
- Centaur, has decent guns, AI wont turn it fast enough to use em tho. Mounts Mass Drivers but they have too short range. Sentinel has good turret coverage, but all guns have seemingly poor hit-rate at max range and ship fairly big ship with low on shields.
- Drake. Just fails, never seen it fire if mounting PBEs, too fast=kamikazi, only few turrets. Mounts ISRs tho, they have decent hit-rate at long range.
Dragons: too low shield, sentinel has decent turret-coverage but gets wasted too fast
- Yaki M6s seem decent on paper, but crash into things alot and mounting weapons with poor'ish hit-rates. Hyperion/apollox dont seem to fire main-guns and lack turret-coverage, decent against capitals tho
- Pirate Marauder looks cool, plenty of toys to mount in main, wont fire any against fighters tho. Turret-weapons lack accuracy to take on fighters.
- Heavy osprey lacks turrets and mounts poor anti-fighter-guns. Sentinel looks ugly and antennas hit things=boom. Normal ospreys crash into things alot. Adv.Heavy has nice shields.
Nemesis sentinel on my try-list next. Front turret seems nice considoring retard AI.
I do hate to mention this as most of the ships are awasome, but most need serious overhauls and re-balancing. Not because they werent balanced, but the AI simply makes mess of things.
Since we cant change the AI, the ships need to be made user-friendly for the artificial-stupidity.
Something to test out a bit:
1: Deceleration
M6s crash into things, alot, too much. Why not upgrade their brakes "a bit too much", small impact on overall immersion but it would save many capital-pilots from cleaning Drake-bits from their grill.
2: Dump main-guns
Use a turret. Even when they are in a perfect gun-run, they wont fire against fighters, a turret would.
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I'm a little confused now.paulwheeler wrote:I believe there was a bug reported where occasionally a ship would lose its current order and that the RRF scripts were the cause.
Its certainly nothing I'd ever spotted with XRM so it may well be something that only affects vanilla. The XRM RRF configuration is quite different from vanilla.
I would say having working RRF is essential for XRM:AP.
If you do not revert to the 1.1 RRF files, the RRF ships will essentially be stuck in one sector and will never jump to where they are needed.
Want/need RRF, obviously... other than the vanilla 2.0, obviously.
You posted a version here earlier, now LV posted a version and myself I have backups with all versions since 1.0.
Which one do I install now until Ego fixes its mess?
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I think Mr.Who was looking for a wing version (or at least that is what I gathered from his post). Which, as Paul said, isn't very doable right now.KloHunt3r wrote:What are you talking about? There's a functioning retreat command in the game; it's available to any ship with fight softwares 1 and 2.
The only problem is that it isn't available in the wing command console, only individual ship's command consoles.
@ Paul (or anyone else who knows the answer) -
I'm sure this has been asked before, but I hope you can forgive me for not searching through 700 pages

Are shipyards/EQ Docks purchasable with XRM. If yes, do they function as the NPC versions do? I think I remember reading that they just function as giant storage units, but I'd like some confirmation on this.
Also, do you have any plans to tweak the PHQ? As it is now (or at least was in vanilla TC), ships take way too long to create and (in my opinion) it's much more feasible to just go buy it.
I like the idea of being self-sufficient and not relying on any 2nd or 3rd parties (which will be a big help for my hostile takeover

Check out my mod Crystal Rarities
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your first question is answered in the previous pageHektos wrote: I'm sure this has been asked before, but I hope you can forgive me for not searching through 700 pages
Are shipyards/EQ Docks purchasable with XRM. If yes, do they function as the NPC versions do? I think I remember reading that they just function as giant storage units, but I'd like some confirmation on this.
Also, do you have any plans to tweak the PHQ? As it is now (or at least was in vanilla TC), ships take way too long to create and (in my opinion) it's much more feasible to just go buy it.
I like the idea of being self-sufficient and not relying on any 2nd or 3rd parties (which will be a big help for my hostile takeover)

Regarding PHQ's building times and etc there is Apricotslice's script for that (it is a bit extreme though imhoKloHunt3r wrote: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.

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They function like storage units. You can also get some scripts from other ppl to get them to function like the NPC ones more or less, at least to getting them to work with your shipyard in the sector to equip the ships, but i am also too lazy to search for those scripts, sorry xD.Hektos wrote:@ Paul (or anyone else who knows the answer) -
I'm sure this has been asked before, but I hope you can forgive me for not searching through 700 pages
Are shipyards/EQ Docks purchasable with XRM. If yes, do they function as the NPC versions do? I think I remember reading that they just function as giant storage units, but I'd like some confirmation on this.
EDIT: Jumee beat me to it...
Last edited by Eriodas on Tue, 6. Mar 12, 19:18, edited 1 time in total.
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Yup I ment wing/fleet command.KloHunt3r wrote:What are you talking about? There's a functioning retreat command in the game; it's available to any ship with fight softwares 1 and 2.
The only problem is that it isn't available in the wing command console, only individual ship's command consoles.
And yes - the retreat command is broken if you give a retreat order to a position in the same sector - fortunately when you issue the retreat command to another sector ship will jump out quite swiftly and that's the option I'm looking for fleet commands because right now there is no clear movement/retreat command for fleet command menu, there is:
-invade sector - which work not so well coz often no ships in the fleet jumps to sector or whole fleet jumps in very long intervals between ships
-patrol sectors - it isn't good coz we want one-way one time move, not the patrol route.
The copy of retreat command from single ship command menu o fleet command menu would not help with ship retreat within one sector, but it would greately improve the overall fleet movement/retreat coz it could be use for mass retreat (to another sector) and one-time movement.
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Hi Paul,
Having a blast in v1.18 for AP, something that I thought odd however - maybe an engine issue.
I'm in Circle of Labour and there's an Argon fleet along with some Boron having at it with a Terran Fleet. It's really a huge battle. As such I wasn't surprised when my FPS drops into single figures here and there from my usual v-sync'd 60fps.
However, by chance, I have my 2nd monitor up showing both GPU and CPU stats while playing. My GPU's (a pair of GTX 570's) are showing single-figure usage - I assumed because the CPU is hammered - however NONE of my four cores (2500k @ 4.6) are showing more than 20-25% use tops.
So, my CPU is coasting, as are my GPU's, I have plenty of ram - both system and GPU - my HDD isn't thrashing or anything either. So, why the very low fps? This is by far the lowest FPS I've ever experienced in AP.
I know XRM adds a lots of stuff so it's expected to push the CPU harder, however my CPU is hardly working at all. Just a little confused it all.
Running W7 64 bit, 8gb ram, 295.73 WHQL drivers.
Cheers,
Scoob.
Having a blast in v1.18 for AP, something that I thought odd however - maybe an engine issue.
I'm in Circle of Labour and there's an Argon fleet along with some Boron having at it with a Terran Fleet. It's really a huge battle. As such I wasn't surprised when my FPS drops into single figures here and there from my usual v-sync'd 60fps.
However, by chance, I have my 2nd monitor up showing both GPU and CPU stats while playing. My GPU's (a pair of GTX 570's) are showing single-figure usage - I assumed because the CPU is hammered - however NONE of my four cores (2500k @ 4.6) are showing more than 20-25% use tops.
So, my CPU is coasting, as are my GPU's, I have plenty of ram - both system and GPU - my HDD isn't thrashing or anything either. So, why the very low fps? This is by far the lowest FPS I've ever experienced in AP.
I know XRM adds a lots of stuff so it's expected to push the CPU harder, however my CPU is hardly working at all. Just a little confused it all.
Running W7 64 bit, 8gb ram, 295.73 WHQL drivers.
Cheers,
Scoob.
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Jumee wrote:your first question is answered in the previous page
Regarding PHQ's building times and etc there is Apricotslice's script for that (it is a bit extreme though imhoalso I do not know if it works with XRM)
Oh, now I feel like a boobEriodas wrote:They function like storage units. You can also get some scripts from other ppl to get them to function like the NPC ones more or less, at least to getting them to work with your shipyard in the sector to equip the ships, but i am also too lazy to search for those scripts, sorry xD.
EDIT: Jumee beat me to it...

I'll have to go check out that PHQ mod from Apricotslice. If anything at least I can get an idea how to mod my own.
Thanks for the quick answers!
Check out my mod Crystal Rarities
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That's strange. That battle is as smooth as silk on my system - a very similar spec to yours except only one gti 560ti graphics card and a 2600k...Scoob wrote:Hi Paul,
Having a blast in v1.18 for AP, something that I thought odd however - maybe an engine issue.
I'm in Circle of Labour and there's an Argon fleet along with some Boron having at it with a Terran Fleet. It's really a huge battle. As such I wasn't surprised when my FPS drops into single figures here and there from my usual v-sync'd 60fps.
However, by chance, I have my 2nd monitor up showing both GPU and CPU stats while playing. My GPU's (a pair of GTX 570's) are showing single-figure usage - I assumed because the CPU is hammered - however NONE of my four cores (2500k @ 4.6) are showing more than 20-25% use tops.
So, my CPU is coasting, as are my GPU's, I have plenty of ram - both system and GPU - my HDD isn't thrashing or anything either. So, why the very low fps? This is by far the lowest FPS I've ever experienced in AP.
I know XRM adds a lots of stuff so it's expected to push the CPU harder, however my CPU is hardly working at all. Just a little confused it all.
Running W7 64 bit, 8gb ram, 295.73 WHQL drivers.
Cheers,
Scoob.
I'd definitely say you have some kind of system issue there. It certainly shouldn't drop to single figures with that kind of setup. RAM is usually the main bottleneck, but you've got plenty of that. Strange...
Its quite common for dodgy sound card drivers to cause problems in X3 - are your sound card drivers up tot date?