[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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Requiemfang
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Post by Requiemfang »

this is why it's always good to install a script that allows you to repack the stations and redeploy it elsewhere
paulwheeler
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Post by paulwheeler »

PHQ changes will be in 1.19.
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Tiek
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Post by Tiek »

paulwheeler wrote: Well I'm not going to add new ships just for this, but I do have plans to be able to purchase blueprints for some of the rarer ships from various locations in addition to other "useful" wares and information.

Thats all in my plans for 1.20 - alot of MD coding to be worked out for that though.
Hi Paul,

So your plans include something similar to the work of dillpickle?

http://forum.egosoft.com/viewtopic.php?t=319762

Very interesting :), because as I understand his work is not currently compatible!
Iceciro
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Post by Iceciro »

Requiemfang wrote:this is why it's always good to install a script that allows you to repack the stations and redeploy it elsewhere
That's a good point, I do have station repacker! AlthoughI think I'll still lose PHQ research.
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joelR
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Post by joelR »

Tiek wrote:
paulwheeler wrote: Well I'm not going to add new ships just for this, but I do have plans to be able to purchase blueprints for some of the rarer ships from various locations in addition to other "useful" wares and information.

Thats all in my plans for 1.20 - alot of MD coding to be worked out for that though.
Hi Paul,

So your plans include something similar to the work of dillpickle?

http://forum.egosoft.com/viewtopic.php?t=319762

Very interesting :), because as I understand his work is not currently compatible!
Why is it not compatible?
paulwheeler
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Post by paulwheeler »

Its not compatible because the xrm has its own SRST file to enable spawning of xrm added ships in missions. In fact, this file is changing in 1.19 to add all the recently added ships. Although from reading the thread it sounds as if it will function if you remove the SRST file from that mod so it uses the xrm version.

What I'm planning is something similar although it will offer more than just blueprints. It will also offer sector coordinates, rare weapons and other goodies.
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Tiek
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Post by Tiek »

joelR wrote:
Tiek wrote:
paulwheeler wrote: Well I'm not going to add new ships just for this, but I do have plans to be able to purchase blueprints for some of the rarer ships from various locations in addition to other "useful" wares and information.

Thats all in my plans for 1.20 - alot of MD coding to be worked out for that though.
Hi Paul,

So your plans include something similar to the work of dillpickle?

http://forum.egosoft.com/viewtopic.php?t=319762

Very interesting :), because as I understand his work is not currently compatible!
Why is it not compatible?

Hi joelR,

I was referring to the first reply to my question from dillpickle which showed that if XRM included (in \addons\director or \director) a modified SRST.xml, then it is derived was not compatible; however, dillpickle has analyzed XRM and concluded that inserting only the file 2.161 Buy Blueprints.xml everything should work (including new ships introduced from XRM) with the possible exception of vanilla Prototype\Special ships.
dillpickle wrote: I have had a look at XRM, and it does have a modified SRST.xml, if you unzip the enhanced blueprints and just move the 2.161 Buy Blueprints.xml into your director folder it should work, you probably won't get any of the vanilla Enhanced/Prototype/Special ships, but it will pick up alll the XRM ships that got added to the SRST file.
EDIT:

Hi Paul,

Sorry for my response that I added to your. You have me burned at the time while I was writing :lol: !
pgfujg
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Post by pgfujg »

I'm having the disappearing betty problem. I followed the instructions and read the exchange earlier in the thread about this. What can I do here?
Lorric
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Post by Lorric »

pgfujg wrote:I'm having the disappearing betty problem. I followed the instructions and read the exchange earlier in the thread about this. What can I do here?
What is the highest number your cat/dat files use, and what have you called your own files?
Also, where exactly did you put them?
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Shuulo
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Post by Shuulo »

Have a question, if im using ImprovedRaces 2.0 and dont wish to use built-in RRF of this great mod what should i delete to remove it? Is there a wat to disable bult-in Skirmishes?
Thanks
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joelR
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Post by joelR »

Shuulo wrote:Have a question, if im using ImprovedRaces 2.0 and dont wish to use built-in RRF of this great mod what should i delete to remove it? Is there a wat to disable bult-in Skirmishes?
Thanks
RRF is built into AP not XRM. RRF wont "conflict" with IR though.
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Shuulo
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Post by Shuulo »

joelR wrote:RRF is built into AP not XRM. RRF wont "conflict" with IR though.
I thought XRM somehow modifies RRF, but anyway how can i disable it? I just dont want RRF and IR at the same time.
A5PECT
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Post by A5PECT »

Paul said he lowered the total number of RRF ships in the universe at a given time (or the respawn times or something like that.) I guess it would be possible to set that number to zero and have RRF essentially "off."

But I use IR 2.0 and most of the time I can't tell the difference between RRF and IR response ships. Running them both (in AP) doesn't cause any technical problems or any major balancing ones.

Paul may not want to remove RRF since he worked to integrate it into XRM as an element of game balance. If he doesn't feel like creating an RRF-less version then your only choice would be to learn scripting and edit the files yourself.
Last edited by A5PECT on Sat, 17. Mar 12, 18:58, edited 5 times in total.
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Iceciro
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Post by Iceciro »

KloHunt3r wrote:
But I use IR 2.0 and most of the time I can't tell the difference between RRF and IR response ships. Running them both doesn't cause any technical problems or any major balancing ones.
As do I. I run IR, XRM, and Improved Yaki/Pirate Guild, and my universe remains pretty sane. Busy, but sane.
Sn4kemaster
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Post by Sn4kemaster »

Ok so i have installed AP from my new shiny disk, but 1 question....

Where the hell are the game file's?

How do you guys mod AP to XRMAP?

help confused :oops:
d_ka
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Post by d_ka »

@sn4kemaster: there are under Programfiles/Steam/SteamAPPs. There you can find the folders of XTC and AP; and since you want to mod XRM with AP just install all the stuff in the addon AP folder.

Edit: Uhm.. sorry, just noticed you ment "disc", hm, i was under impression that Steam is a must to play AP anyway, but i´m not quite sure how it´s with retail install from a DVD.
Alan Phipps
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Post by Alan Phipps »

The retail X3AP 2.0 DVD installs the Steam versions of AP into the usual Steam locations of X3TC, and then game activation on Steam finishes it off by loading/unlocking the necessary Steam exe file(s) and applies any other updates available. Once all done it is identical to a normal Steam download install only without much actual downloading.
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swatti
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Post by swatti »

QUESTION:

Is it possible to respawn lost fighters on carriers upon player entering same sector or starting combat with the carrier or just coming into range with on?

Fighters get pwned pretty hard in OOS and only a handfull usually remain when i arrive. As carriers are less armed versions of M2s by themselfs and usually without any escorts/fighters once i reach the scene, its easy pickings.

If possible, this could improve carriers and make em pretty nasty enemies.
Smart_Bomb
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Post by Smart_Bomb »

:?: I have three questions: :?:

1) How can I increase my goner rep so I can buy the jumpdrives? (is their somewhere else I should buy, I'm on argon start.)

2) Where can I find buy-able illegal goods factory's ie space weed & fuel?

3) Can I buy Kha'ak weapons anywhere and if not do you think it will ever be implemented?

Thanks!
- Please check out & vote on my X4:F expansion idea thread

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pgfujg
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Post by pgfujg »

Lorric wrote:
pgfujg wrote:I'm having the disappearing betty problem. I followed the instructions and read the exchange earlier in the thread about this. What can I do here?
What is the highest number your cat/dat files use, and what have you called your own files?
Also, where exactly did you put them?
All other aspects of the mod are working.

I named the files 03 and 04, which is +1 and +2 higher than the ones in the addon folder. Like I said, I followed the instructions.
Last edited by pgfujg on Sat, 17. Mar 12, 23:16, edited 1 time in total.

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