[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Hi Paul,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.
So your plans include something similar to the work of dillpickle?
http://forum.egosoft.com/viewtopic.php?t=319762
Very interesting

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Why is it not compatible?Tiek wrote:Hi Paul,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.
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!
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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.
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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joelR wrote:Why is it not compatible?Tiek wrote:Hi Paul,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.
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!
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.
EDIT: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.
Hi Paul,
Sorry for my response that I added to your. You have me burned at the time while I was writing

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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.
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.
Admitting you have a problem is the first step in figuring out how to make it worse.
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As do I. I run IR, XRM, and Improved Yaki/Pirate Guild, and my universe remains pretty sane. Busy, but sane.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.
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@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.
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.
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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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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.
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.
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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!
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All other aspects of the mod are working.Lorric wrote:What is the highest number your cat/dat files use, and what have you called your own files?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?
Also, where exactly did you put them?
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.