[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

deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

TouchMyNipple wrote:Many compatability notes on different mods but how about IR? I realy love the way IR is dealing with racial wars and response forces and wonder if these two will wok together.
Paul doesn't recommend it:
unofficial FAQ links: XRM.AP and IR, MBRR...?

But many people run IR sucessfully with XRM, with few cavetats:
unofficial FAQ links: IR recommended settings by KloHunt3r
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

In the lower bar, im still getting messages "got X money for killin something" and larger payouts come in the log along with a betty saying it.

Something wrong?

Installed 1.18b by just copying over new files, overwriting old.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

swatti wrote:In the lower bar, im still getting messages "got X money for killin something" and larger payouts come in the log along with a betty saying it.

Something wrong?

Installed 1.18b by just copying over new files, overwriting old.
Betty does not say anything in the xrm or vanilla bounty system. If you are hearing betty then you must have another script installed which offers bounties.

It is possible to obtain two bounties from a kill if a ship is wanted by two races. In this case you will only see one pop-up subtitle but get two incoming messages.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

No, just says "incoming message" and in the lower bar it shows money gained for some kills. These correct?

Question: Why is Terran heavy cap-ship beam fire-rate 4/min and argon version 8/min?
Power-wise both quite similar, but terran feels rather poor with half the fire-rate. Were it 7/min it would match Argon version.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

The FBC does a hell of a lot more damage per shot. Remember the in-game stats show damage per second, not per shot. It also has a bigger range.
Dinoff
Posts: 190
Joined: Thu, 21. May 09, 12:56
x4

Post by Dinoff »

can anyone tell me how to get rid of that song that plays in two grand and several other sectors? i find that it just doesnt fit into the game and its starting to annoy.
Bishop Weyland
Posts: 192
Joined: Tue, 17. May 11, 11:59
x3ap

Post by Bishop Weyland »

paulwheeler wrote:
Texhnolyzed wrote:So, I installed version 1.18 over my previous 1.17 version, updated the Hull Pack and removed that one file from the "director" folder. I didn't start a new game and now all the new sectors don't have individual names, but instead are just called "Sector 03-14" for example.

What did I do wrong?
That would indicate that x3 can't see the xrm text files in part 2. Check that part 2 is installed correctly.
Hy Paul I have the same problem I have only 1.18 installed(correctly) what can I do to fix that? sorry for my english :)
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Lt. Karl Agathon wrote:
paulwheeler wrote:
Texhnolyzed wrote:So, I installed version 1.18 over my previous 1.17 version, updated the Hull Pack and removed that one file from the "director" folder. I didn't start a new game and now all the new sectors don't have individual names, but instead are just called "Sector 03-14" for example.

What did I do wrong?
That would indicate that x3 can't see the xrm text files in part 2. Check that part 2 is installed correctly.
Hy Paul I have the same problem I have only 1.18 installed(correctly) what can I do to fix that? sorry for my english :)
As I said, if you are not seeing any sector names, then the xrm is not installed correctly and part 2 is not being loaded correctly.

Make sure you have both part 1 and part 2 installed. Check that your cat/dat numbering is consecutive and make sure it has two numerals (eg 03 and 04, rather than 3 and 4).
User avatar
alt3rn1ty
Posts: 3533
Joined: Thu, 26. Jan 06, 19:45
x4

Post by alt3rn1ty »

Paul, thank you for the amazing amount of work you have put into this.

I have been away from X3TC for a while so just catching up again....

.. and here come the questions :)

There is no mention of the 4.1.0.1 bonus pack, but I presume thats a given along with using version 3.2 of X3TC (I dont own AP) - Just curious if there are any parts of the bonus pack which ideally should not be installed.

And assuming the bonus pack is fine, then the usual array of scripts with regard to trading should be fine? (Updates to CAG being the main one I am concerned with, and additionally using EST from Lucikes scripts)
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Yes, the bonus pack works fine.

Yes, Lucike's trade scripts work fine.
Admitting you have a problem is the first step in figuring out how to make it worse.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

been playing Mass Effect 3, kinda wish the crappy normandy been replaced with nagoya so that I don't have to run away from reapers while scanning some stupid sectors :lol: see some reapers? throw some black holes to them... :P
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

paulwheeler wrote:The FBC does a hell of a lot more damage per shot. Remember the in-game stats show damage per second, not per shot. It also has a bigger range.
FBC fires 4 times a minute with 7k'ish (dps?)
PBC fires 8 times a minute with 6k'ish (dps?)

4x7=28
8x6=48
Still seems a big difference and ingame i noticed FBC doing bit more per shot but WAY slower rate of fire.

Be it dps or not, they are fairly close to eachother, other just fires twice as fast. Maybe increse time the beam is active if that is possible. Both seem to last same amount.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

swatti wrote:
paulwheeler wrote:The FBC does a hell of a lot more damage per shot. Remember the in-game stats show damage per second, not per shot. It also has a bigger range.
FBC fires 4 times a minute with 7k'ish (dps?)
PBC fires 8 times a minute with 6k'ish (dps?)

4x7=28
8x6=48
Still seems a big difference and ingame i noticed FBC doing bit more per shot but WAY slower rate of fire.

Be it dps or not, they are fairly close to eachother, other just fires twice as fast. Maybe increse time the beam is active if that is possible. Both seem to last same amount.
:headbang: DPS has already taken the shots/minute factor

PBC = 9 shots/minute with 44667 shield damage/shot = 9*44667/60 = 6700.5 DPS

FBC = 8 shots/minute with 54000 shield damage/shot = 8*54000/60 = 7200 DPS

some people better learn the stats mechanic first lol
User avatar
alt3rn1ty
Posts: 3533
Joined: Thu, 26. Jan 06, 19:45
x4

Post by alt3rn1ty »

KloHunt3r wrote:Yes, the bonus pack works fine.

Yes, Lucike's trade scripts work fine.
Thank you :)
Vhyle
Posts: 39
Joined: Thu, 12. Feb 09, 17:21
x3tc

Post by Vhyle »

Hey Paul, I'm playing the Terran Start: ATF Veteran (mostly because I couldn't figure out a good start to go with for the Terrans, was hoping for one that put you on par with, say XTC's Aragon Emigrant) and was wondering, in that starting system, why does the fog effect look so weird? It has a weird effect, like it's a film covering, hazy but pixellated to all hell.

Is that intended to look like that? I was expecting a more clearish type environment, not the weird look it has right now. Maybe it's just the system I'm in, that starter one for the start (I forget the name). However, this is the very first time I've ever played XRM before. I'm playing it with AP, just for reference. I'll play around looking around at the Terran systems before I head to bed, but wanted to bring this up because it just felt weird to me.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Vhyle wrote:Hey Paul, I'm playing the Terran Start: ATF Veteran (mostly because I couldn't figure out a good start to go with for the Terrans, was hoping for one that put you on par with, say XTC's Aragon Emigrant) and was wondering, in that starting system, why does the fog effect look so weird? It has a weird effect, like it's a film covering, hazy but pixellated to all hell.

Is that intended to look like that? I was expecting a more clearish type environment, not the weird look it has right now. Maybe it's just the system I'm in, that starter one for the start (I forget the name). However, this is the very first time I've ever played XRM before. I'm playing it with AP, just for reference. I'll play around looking around at the Terran systems before I head to bed, but wanted to bring this up because it just felt weird to me.
The XRM doesn't actually alter the fog textures. What you are seeing is a vanilla fog texture. Its not great I know, but the way X3 renders fog is not great - basically just a static texture in front of your view which you fly through. I could up the resolution of the fog, but that would have a hit on performance.

If you really dislike it, try the XRM backgrounds pack. This substantially reduces the fog intensity in all sectors. Or the XRM is fully compatible with the no-fog mod, which totally removes the fog effect from all sectors.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

nap_rz wrote:
swatti wrote:
paulwheeler wrote:The FBC does a hell of a lot more damage per shot. Remember the in-game stats show damage per second, not per shot. It also has a bigger range.
FBC fires 4 times a minute with 7k'ish (dps?)
PBC fires 8 times a minute with 6k'ish (dps?)

4x7=28
8x6=48
Still seems a big difference and ingame i noticed FBC doing bit more per shot but WAY slower rate of fire.

Be it dps or not, they are fairly close to eachother, other just fires twice as fast. Maybe increse time the beam is active if that is possible. Both seem to last same amount.
:headbang: DPS has already taken the shots/minute factor

PBC = 9 shots/minute with 44667 shield damage/shot = 9*44667/60 = 6700.5 DPS

FBC = 8 shots/minute with 54000 shield damage/shot = 8*54000/60 = 7200 DPS

some people better learn the stats mechanic first lol
I'm glad someone has some basic maths skills! :wink:



Oh BTW nap_rz, a totally new M/AML (and IPG) bullet effect is coming in 1.19.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

alt3rn1ty wrote:
KloHunt3r wrote:Yes, the bonus pack works fine.

Yes, Lucike's trade scripts work fine.
Thank you :)
I recommend that you use the stand-alone scripts from this forum rather than the ones in the bonus pack. The stand-alone scripts are kept up-to-date whereas the bonus pack is not.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

paulwheeler wrote:
I'm glad someone has some basic maths skills! :wink:



Oh BTW nap_rz, a totally new M/AML (and IPG) bullet effect is coming in 1.19.
haha thanks... what about the hitbox/firing problem though? I still think MAML need to be rebalanced again as corvette weapon than FLAK because the way it is now it is more FLAK than heavy weapon...
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote:
I'm glad someone has some basic maths skills! :wink:



Oh BTW nap_rz, a totally new M/AML (and IPG) bullet effect is coming in 1.19.
haha thanks... what about the hitbox/firing problem though? I still think MAML need to be rebalanced again as corvette weapon than FLAK because the way it is now it is more FLAK than heavy weapon...
The bullet is bigger now and connects just fine. It will be rebalanced a bit more as well, although not as a corvette weapon. It will be like a mini-gauss so will be getting a much longer range at the cost of some damage (but not too much). If you want something more like a corvette weapon use the FPD (which is practically identical to the CIG in terms of stats).

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