[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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Smart_Bomb
Posts: 532
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Post by Smart_Bomb »

The abandoned Kha'ak ships are definitely out their right? and in every start?

Ive been looking for hours :cry:
- Please check out & vote on my X4:F expansion idea thread

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Gavrushka
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Joined: Fri, 26. Mar 04, 19:28
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Post by Gavrushka »

If civilian job scripts are pretty simplistic, I'd love to see a little variety in them, as has already been suggested. IS it possible to have a variant on a transport mission where the passenger has a dodgy heart, and so you can't use a jump drive, or Hospital ships requesting a boatload of Teladi livers dropping off for transplant duties.

How about a gastric band for the legendary trisk champion- That far bastard eats way too much.
Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Gavrushka wrote:If civilian job scripts are pretty simplistic, I'd love to see a little variety in them, as has already been suggested.
While I know you're being flippant, before anyone gets the wrong idea and thinks you're being serious:

JOBS =/= MISSIONS.
nap_rz
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Post by nap_rz »

Mizuchi wrote:
Gavrushka wrote:If civilian job scripts are pretty simplistic, I'd love to see a little variety in them, as has already been suggested.
While I know you're being flippant, before anyone gets the wrong idea and thinks you're being serious:

JOBS =/= MISSIONS.
can't you or paul add missions back like I posted last page? I'd really want to see khaak invasion missions now that they have new ships! :twisted:
Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

nap_rz wrote:can't you or paul add missions back like I posted last page? I'd really want to see khaak invasion missions now that they have new ships! :twisted:
The simple answer is "no", and here's the reason why. :wink:

We're not among that 10.
Gavrushka
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Joined: Fri, 26. Mar 04, 19:28
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Post by Gavrushka »

Mizuchi wrote:
Gavrushka wrote:If civilian job scripts are pretty simplistic, I'd love to see a little variety in them, as has already been suggested.
While I know you're being flippant, before anyone gets the wrong idea and thinks you're being serious:

JOBS =/= MISSIONS.
I'm elderly and naive, and today I learnt something new...

JOBS =/= MISSIONS

:oops:
deca.death
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Joined: Mon, 28. Feb 11, 19:50
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Post by deca.death »

.

OK. deca. Where is that thing? I've searched entire aldrin more or less, put dozens of satelites there /activated even cheat script:kill sector on the end in desperation only to confirm my suspicions - it's not there.
Explanation? Theory?

Other question. Did anyone of you successfully claimed bailed khaak in XRM(TC)? Do new advanced fighter models bail as well? I've trying to get my hands to one of khaak since vanilla. I even had specially equipped PRG Titan for farming khaak sectors, I did dozens of raids but alas. There are but few ships I haven't got my hands on, in vanilla or xrm but khaak seem to elude me. I'm even considering installing bail script, which I otherwise loath.
Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Gavrushka wrote::oops:
Oh, you were serious? :doh:

Well, no worries!

Jobs handles all the NPC AI ships you see flying around. Mission Director (MD) handles missions you get from stations and stuff.

There is a reason why you don't see many new Missions for download, and that reason is that MD code is one of the few things that makes even Vladamir Putin concerned.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

MINI-UPDATE RELEASED v1.18b
-------------------------------------------

This redesigns the bounty search features so they work in both TC and AP, and also tones down the rewards a bit.

Plus, I've got rid of the "As a reward we give you *** credits" phrase when you kill a hostile, as it was pretty irrelevant with the bounty system in place.


COMPONENTS THAT REQUIRE UPDATING:

XRM PART 2

- Make sure you recopy all the scripts and also update the cat/dat.



If upgrading from 1.18, there are no special instructions. If upgrading from 1.17d or earlier, please follow the main 1.18 release notes.




NOTES:

I have also included the RRF fix for AP2.0 users as a optional install. I strongly recommend everyone installs this if you have not already done so. The XRM balance relies on the RRF ships being active.

The bounty system should now fully work in TC. Its all viewable via the Race Military Intel Network via a hotkey.

However, the Race Intel Network will not report on enemy activity in TC. Fixing this would basically have meant recoding the entire system, and it would have ruined the aesthetics in AP.

The bounty balance assumes that the game has a working race responce system. So AP users must install the included AP 2.0 RRF Fix and TC users should be running MBRR, RRF, or some other script that provides racial responce.

The new bounty balance will not correct any existing bounties. If you feel that the existing bounties are too high, switch off the XRM Bounty System AL Plugin in your Artificial Life menu and back on again to clear all existing bounties and reset the system.
TriXxENG
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Joined: Sat, 7. Jan 12, 14:21
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Map/Models

Post by TriXxENG »

I'm looking forward to playing this tonight, looks to me like this will add quite a bit of depth to the game. Thanks in advance for making this mod, from the looks of things, its going to almost be like a whole different game.

Just a couple of questions if you don't mind.

Is there a map showing all the sectors in this mod?

Is there screenshots of the ship models? (I saw the "screenshots area, but I"m not sure which ship is which)

thanks!
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
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Re: Map/Models

Post by deca.death »

TriXxENG wrote: Is there a map showing all the sectors in this mod?
unofficial FAQ links: XRM.AP sector map
TriXxENG wrote: Is there screenshots of the ship models? (I saw the "screenshots area, but I"m not sure which ship is which)
Essentially no.
You'll find several new ships in this post/thread:
http://forum.egosoft.com/viewtopic.php? ... 85#3722885

And some on this
http://forum.egosoft.com/viewtopic.php? ... 96#3165996

For some of them you can use this program
ship wiewer 3D
TriXxENG
Posts: 31
Joined: Sat, 7. Jan 12, 14:21
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Post by TriXxENG »

TriXxENG wrote:

Is there a map showing all the sectors in this mod?

unofficial FAQ links: XRM.AP sector map

TriXxENG wrote:

Is there screenshots of the ship models? (I saw the "screenshots area, but I"m not sure which ship is which)

Essentially no.
You'll find several new ships in this post/thread:
http://forum.egosoft.com/viewtopic.php? ... 85#3722885

And some on this
http://forum.egosoft.com/viewtopic.php? ... 96#3165996

For some of them you can use this program
ship wiewer 3D

THANK YOU :D
swatti
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Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

Details on bounty-changes? Max bounty limit for small ships? OOS bounty collection still in? OOS bounty still same as if you killed the baddie?

Wish i was home, this i do wanna try out... Time to rev that V12, why is it that when i leave for trackday all sort of cool stuff pop up.
paulwheeler
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Post by paulwheeler »

swatti wrote:Details on bounty-changes? Max bounty limit for small ships? OOS bounty collection still in? OOS bounty still same as if you killed the baddie?

Wish i was home, this i do wanna try out... Time to rev that V12, why is it that when i leave for trackday all sort of cool stuff pop up.
The rate at which the bounties grow has been significantly reduced. There is no max bounty for small ships - there is no need. In the extremely unlikely event that an M5 kills an M2, its bounty will still not be that high as I have reduced the "killed ship class" modifiers and its good to have one or two ships like that in xenon or pirate sectors to keep things interesting. Any player owned ships can win the bounties - and rightly so. It would be unfair not to. Also, the non-flagged ship bounties (general killing enemy bounties) are greatly reduced.

Remember when you first tried this out, you had broken RRF. With a working RRF the number of bounties, especially in sectors owned by the main races is significantly reduced.

There is no way to make this perfect for everyone. Its impossible to make it perfect for a player in a lone fighter, a player with a TM and a wing of fighters, or a player with hundreds of ships in their fleet. Most players were happy with the original bounty weighting.

But at least there is now a point to hunting in pirate or xenon sectors, and you don't get a lowly reward that is less than the missile you just fired for the kill like in vanilla.

Oh - and please everyone - read the number of zeros right. I swear some of you who reported seeing bounties of 15mil were missreading bounties of 1.5mil. In my prolonged SETA tests today, the highest bounty I saw was a shade under 4mil and it was a Xenon I that was on the rampage - RRF took it out eventually.
Smart_Bomb
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Joined: Fri, 22. Dec 06, 13:35
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problem

Post by Smart_Bomb »

Smoke trails on seta while flying your own ship move to front on screen for no reason which is kinda visually annoying when flying in strait lines anything that can be done?

http://i144.photobucket.com/albums/r174 ... enjpeg.jpg
- Please check out & vote on my X4:F expansion idea thread

[ external image ]
paulwheeler
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Re: problem

Post by paulwheeler »

Smart_Bomb wrote:Smoke trails on seta while flying your own ship move to front on screen for no reason which is kinda visually annoying when flying in strait lines anything that can be done?

http://i144.photobucket.com/albums/r174 ... enjpeg.jpg
This is a bug in the X3 engine and happens in vanilla too (except the trails are black so its not so noticable). There is no way to fix it. It happens when the game can't keep up with rendering the game at the faster SETA rate.

Run at a slower SETA rate. On 6x it rarely happens on a modern system. In fact, you shouldn't be running any higher than 6x anyway, as the game has trouble keeping up and scripts occasionally skip which can cause lots of problems.
deca.death
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Re: problem

Post by deca.death »

paulwheeler wrote:
Smart_Bomb wrote:Smoke trails on seta
This is a bug in the X3 engine [cut]...
added to "unofficial FAQ links" ;)
Smart_Bomb
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Post by Smart_Bomb »

makes sense Ill switch to that, I also found random light trails floating in space next to each other that dont move or react when i flew threw them and also the gate from Black hole sun E when I flew through at 10x seta it didn't take so I just flew right threw it lol But I think toning down seta fixed that.

I'm glad you lowered the bounty I was getting 20k per m5 I blew up and imo that way to much hehe

What does the yellow $ sign next to ships/stations/laser tower mean?

I know I'm new to the mod so I hope you dont mind me blowing up your forum with all these questions!
- Please check out & vote on my X4:F expansion idea thread

[ external image ]
Teladidrone
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Post by Teladidrone »

paulwheeler wrote: Oh - and please everyone - read the number of zeros right. I swear some of you who reported seeing bounties of 15mil were missreading bounties of 1.5mil. In my prolonged SETA tests today, the highest bounty I saw was a shade under 4mil and it was a Xenon I that was on the rampage - RRF took it out eventually.
[ external image ]
Ha! What do I win? Besides the cash I mean. ;)

But as you said... the RRF strike most likely caused this.
I case anyone wonders - that was the Terran invasion fleet ransacking Omicron Lyrae for a long time unopposed...

It reverted back to "sane" levels soon after RRF fixes kicked in...
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joelR
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Post by joelR »

Paul did anything actually change in the part 2 cat/dat? I was hoping to avoid re-doing all the miscellaneous changes I made.

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