[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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FalconGrey
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Post by FalconGrey »

Mizuchi wrote:(And then they have no one to blame but themselves when the Xenon are all, "That's a very nice Sector you have there...")
Last time they stopped by to pay me a visit, it wasn't that polite... it was more like, "Humanities children have returned..." :xenon:

They were kind enough to let me soil myself before blowing my HQ and fleet to shreds and start dropping nukes planet side. :rant:

Going by the "If it's not on the incompatible list, it's compatible" statement, I'll make the jump that Salvage Command Suite will have no problems. (granted, my Salvage Start is going to need to be edited to have a X-Rebalanced start and a non-X-Rebalanced start :P )
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joelR
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Post by joelR »

creidiki wrote:
joelR wrote:It appears that putting an edited Globals.txt file in the types folder causes the game to freeze. Not sure if its related to XRM though. It wasn't an issue with SRM.

The only change I made was:

SG_OOS_FIGHT_MODE;1;

Removing the file from the types folder stopped the freeze.
Isn't that for the experimental ES OOS mode that wasn't officially released because of bugz?
I dont know why it wasnt officially released. I do know that it worked fine before XRM. Its nothing I really must have. Mostly curious why it wouldnt work
creidiki
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Post by creidiki »

I'm curious myself, although I use Gazz's OOS v1.
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joelR
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Post by joelR »

creidiki wrote:I'm curious myself, although I use Gazz's OOS v1.
Without issues?
creidiki
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Post by creidiki »

None that I've noticed, but I'm not the kind of player that has lots of ships hanging around doing OOS defense.
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joelR
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Post by joelR »

creidiki wrote:None that I've noticed, but I'm not the kind of player that has lots of ships hanging around doing OOS defense.
Well as long as its not freezing....
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FalconGrey
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Post by FalconGrey »

Just a request before I am to do this on my mod and post it; may I edit your game start files to add my custom starts and post it as a 'compatible' start for your mod?
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Mad_CatMk2
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Post by Mad_CatMk2 »

joelR wrote:
creidiki wrote:I'm curious myself, although I use Gazz's OOS v1.
Without issues?
It should be fine. Just make sure logging is disabled (it should be by default!)

I would rather take a small performance hit than have some group of disco's rape my M2.

Oh and also consider implementing the 'expensive cpu time thingy' script by Litcube? Maybe also glenmcd's gen mission script.
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djrygar
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Post by djrygar »

Mad_CatMk2 wrote: I would rather take a small performance hit than have some group of disco's rape my M2.
I have yet to see that with CMOD and high hull installed

from my experience, these 2 make OOS rebalance almost redundant (save for ammo cheat), and frankly not worth using considering performance drop it introduces. (without them it's a must, I agree)
Wintersdark
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Post by Wintersdark »

I use the OOS v1 scripts as well, without any issues. Mind you, it hasn't been tested under XRM yet in any major conflict, but I can't see why it wouldn't work properly.

Gazz's v2 mod, however, would probably not function properly, but I'm just guessing there.

As to Globals.txt; I use the plugin manager to generate a modified file. I'm only modifying comm range, beam distance, and docking computer distances though - most importantly the comm range. 25k comm range is just ridiculous.

No freezing or issues thus far. I'd revert that fight mode change, just in case.
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joelR
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Post by joelR »

Oh yeah I forgot the PM can edit globals. Im not worried about OOS rebalancing though. I just wanted to use the updated egosoft version. I use high hulls as well, and as djrygar says, it goes a long way towards fixing things.
Last edited by joelR on Sat, 16. Jul 11, 08:05, edited 1 time in total.
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joelR
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Post by joelR »

Mad_CatMk2 wrote:
joelR wrote:
creidiki wrote:I'm curious myself, although I use Gazz's OOS v1.
Without issues?
It should be fine. Just make sure logging is disabled (it should be by default!)

I would rather take a small performance hit than have some group of disco's rape my M2.

Oh and also consider implementing the 'expensive cpu time thingy' script by Litcube? Maybe also glenmcd's gen mission script.
Ive been running those since they were first "released"

Im ruined now. I couldnt imagine playing without them!
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Litcube
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Post by Litcube »

Congrats on the release, Paul & Mizuchi! Looks rad.
NOValdemar
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Post by NOValdemar »

Awesome... simply awesome... If you can get around some time to making a version with an S-class docking computer I will be even more happy. thanks alot!

Edit: In ATF Forseti I can see with a simple map reveal that there are stations without proper names: eg named {1000,122}{1000,20032}. There are 5 in total. Is the supposed to be happening?

I have the mod fully installed on a vanilla game with only the cheat scripts installed.
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Litcube
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Post by Litcube »

Mad_CatMk2 wrote: Oh and also consider implementing the 'expensive cpu time thingy' script by Litcube?
I just downloaded XRM, and saw that the "vanilla rewrite" (what a stupid name) is included with it already. I suppose I should take it out of beta, eh?

NOValdemar wrote:Edit: In ATF Forseti I can see with a simple map reveal that there are stations without proper names: eg named {1000,122}{1000,20032}. There are 5 in total. Is the supposed to be happening?
Mizuchi, I don't see the station.idle.cmd thing we talked about in the XRM package to fix the above mentioned, FYI.
freelancer91
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Post by freelancer91 »

Is it just me, or are the upgrades for ships much more expensive now?

Also, why was the jump drive upgraded to XL cargo and the triplex scanner to XXL?
soulmonarch
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Post by soulmonarch »

freelancer91 wrote:Is it just me, or are the upgrades for ships much more expensive now?

Also, why was the jump drive upgraded to XL cargo and the triplex scanner to XXL?
SSRP has been merged into XRM. (See the list of changes it makes here.)

I don't like it much either. :(
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Kadatherion
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Post by Kadatherion »

NOValdemar wrote:Awesome... simply awesome... If you can get around some time to making a version with an S-class docking computer I will be even more happy. thanks alot!

Edit: In ATF Forseti I can see with a simple map reveal that there are stations without proper names: eg named {1000,122}{1000,20032}. There are 5 in total. Is the supposed to be happening?

I have the mod fully installed on a vanilla game with only the cheat scripts installed.
I confirm the issue: when IS, targeting them makes betty say their name (ATF command post, and so on), but the actual text ID seems to be unrecognized.



Also, all of a sudden I began having another issue: start.pck seems to not be read anymore. Gamestarts.pck, the vanilla file, works, as I begin in the correct sector on the correct ship, however all the <rewards> of the actual start.pck (money, other ships like the additional M5 of the Humble Merchant, weapons, shields, ship extensions) are not added. I start with a completely bare ship and 0 money in each and every start.
Doesn't seem to affect the plots though, as starting as Terran I'm still being hailed by the patrol for the first mission.

The problem began once I finished ordering my cat/dats yesterday, so I thought I had messed something up. But now just to be sure I've done a clean reinstall, and even with just Complex Cleaner ----> Xchange Gates ----> Immersive Environments ----> XRM ----> Hull pack High and the barebones plugin manager (+ cheat scripts) to handle the wares the issue is back.

Doesn't seem to be anything of serious game related content handled by that md script, so who cares, the cheat package is there to fix issues like that, but I really can't pinpoint what could be causing the issue on my end. Could it be that since XRM now is merged with the once separate packages that were activated separately (shipyards, fabs, dealers, etc), it's trying to load too much at the start and - as it is known - this might cause some things to not be registered? CWP equipping the jobs, XRM replacing what's sold where and creating several new fabs all around, this all at the same time in an expanded universe with 50 more sectors... might be overkill. Otherwise, I'm really at a loss :?


Finally, yup, please, could you release a version without the system rebalance integrated? There are several scripts that are badly affected or anyway not balanced to be able to fully function with that(the prices ----> scripts like Phanon corp, the sizes ----> scripts like Anarkis Defense System, and so on).
Last edited by Kadatherion on Sat, 16. Jul 11, 10:45, edited 1 time in total.
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Sorkvild
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Post by Sorkvild »

freelancer91 wrote:Is it just me, or are the upgrades for ships much more expensive now?

Also, why was the jump drive upgraded to XL cargo and the triplex scanner to XXL?
Duplex scanner has slightly wider range. Triplex scanner is for huge ships. From now you have to rely on your carriers.
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paulwheeler
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Post by paulwheeler »

If you are seeing those text IDs please check that you have installed all the scripts correctly. A script runs at startup to put the correct names in.

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