probably your trails showing up in front of you, it happens in vanilla as well, but trails there are dark, so it is harder to noticegreypanther wrote:My FPS performance with XRM + TC seems to be fine at the moment and I just love the new Boron ships.
However I have noticed one glitch, when I use seta, at 8x, I get a couple of odd flash sort of effect at the top of the screen. Only sporadically, but it is a little annoying.
Any ideas anyone?
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Is there any way to conveniently change how say, Pirate fleets spawn?
I am using Lazcorp's sector claimer and I guess even though it changes the sector ownership to your name, it doesn't prevent Pirate fleets (strangely always a Brig/Tern or a Galleon/Carrack) from spawning in Nopileos and Brennan's, even though I technically own them now. I even had a pirate anarchy port respawn in Hatikvah's.
I have no problem with pirate fleets spawning in other places and jumping to sectors I've claimed from them, and I understand you don't maintain the sector claiming mod, but I was wondering if there was a file/script I could edit to change that behavior. (Or perhaps, a more full featured sector claiming mod -- I remember using STO awhile back, but it was sorta buggy)
Thanks in advance,
I am using Lazcorp's sector claimer and I guess even though it changes the sector ownership to your name, it doesn't prevent Pirate fleets (strangely always a Brig/Tern or a Galleon/Carrack) from spawning in Nopileos and Brennan's, even though I technically own them now. I even had a pirate anarchy port respawn in Hatikvah's.
I have no problem with pirate fleets spawning in other places and jumping to sectors I've claimed from them, and I understand you don't maintain the sector claiming mod, but I was wondering if there was a file/script I could edit to change that behavior. (Or perhaps, a more full featured sector claiming mod -- I remember using STO awhile back, but it was sorta buggy)
Thanks in advance,
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I think you want to avoid claiming pirate sectors, as they will continually stream pirates out of no where. I am not sure if there are any "unknown" sectors left, as Paul seems to have made alot of unknown sectors pirate sectors now.
One sector I found though, called Eta Pisa, near Enduring Light over by Argon Sector 148, seems to have nothing at all in it, and is completely devoid of activity. Is this used for anything? I was thinking about putting my player home in here and claiming it as my base of operations.
One sector I found though, called Eta Pisa, near Enduring Light over by Argon Sector 148, seems to have nothing at all in it, and is completely devoid of activity. Is this used for anything? I was thinking about putting my player home in here and claiming it as my base of operations.
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Basically, I agree. XRM is, and nobody questions it, improved, overhauled and polished vanilla game in all aspects, but it's hard to appreciate all that without knowing what all the fuss is really about. X3 even in vanilla version is terribly addictive and amazing game, and when you pass all that and want for even more, XRM is always here.Slashman wrote:I'm with nankura.
I'd play a vanilla game first. At least long enough to grasp the basics and feel comfortable with the game before plunging into a mod as extensive as XRM.
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it jumps around so that's not a problem,greypanther wrote:I have a Strong Arms weapon dealer station in Eta Pisa.
speaking of sectors - I for one really like the sector near Ianamus Zura, and I would have used it as my home sector (it has that peaceful goner music that after patch 2.0 plays in Elysium of Light I think) but unfortunately I have already dropped my HQ in Privateers Gate, its kind of low on resources but I never build complexes in my home (PHQ/shipyard) sector anyway, so for me that does not matter at all, quite the opposite actually, it would be a waste for me to drop PHQ in a sector with lots of minerals, as that would render all those minerals useless
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Its something that is tricky to sort out. The XRM spawns ships via jobs rather than scripts - its much more straight forward and pretty bug proof than scripts - and jobs only has certain flags to control spawning of ships. In order to get the spread of pirate ships that we have done, we have had to specify sectors for ship spawning for some of the jobs (named command ships for example) rather than just having a flag like "pirate owned".caliban02GMAIL wrote:Is there any way to conveniently change how say, Pirate fleets spawn?
I am using Lazcorp's sector claimer and I guess even though it changes the sector ownership to your name, it doesn't prevent Pirate fleets (strangely always a Brig/Tern or a Galleon/Carrack) from spawning in Nopileos and Brennan's, even though I technically own them now. I even had a pirate anarchy port respawn in Hatikvah's.
I have no problem with pirate fleets spawning in other places and jumping to sectors I've claimed from them, and I understand you don't maintain the sector claiming mod, but I was wondering if there was a file/script I could edit to change that behavior. (Or perhaps, a more full featured sector claiming mod -- I remember using STO awhile back, but it was sorta buggy)
Thanks in advance,
This means that once the sector is taken over, some of the jobs will still spawn. There is no easy way to change that without losing the XRM design or moving to a more complicated scripting method which would mean XRM would likely still be on the drawing board.
It can be done via a jobs spawning suppression routine - e.g. keep scanning a taken sector looking for these jobs and instantly destroying them - but this would be better built into the STO script than the XRM (MBRR has something like this).
I could put a sector ownership check into the job spawning scripts. The ships would still spawn, but the script could instantly destroy them. I've not tested it, but I suspect it would be so quick that you'd never notice. I have done something similar in the Terran/Argon war job scripts, but this would take a fair bit of work to implement in the rest of the scripts and is not something that I've thought about before. I will put it on my "to-do" list perhaps for a future release.
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Thanks for your replay, paulwheeler. I'd definitely love to see it in a future release! 
I haven't really involved myself in the Argon/Terran war script in XRM, will they actually take sectors from each other? How far will it go if you help them wipe out Earth?
Also, does anyone know of a more fully featured sector takeover script/mod that would be compatible with XRM? (I'm playing Albion)

I haven't really involved myself in the Argon/Terran war script in XRM, will they actually take sectors from each other? How far will it go if you help them wipe out Earth?

Also, does anyone know of a more fully featured sector takeover script/mod that would be compatible with XRM? (I'm playing Albion)
Last edited by caliban02GMAIL on Sat, 14. Apr 12, 00:20, edited 1 time in total.
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There is an old sector takeover script called STO, which I used to use before the creator stopped supporting it and started working on XTC. It has exactly what you're looking for.
http://forum.egosoft.com/viewtopic.php?t=243791
http://forum.egosoft.com/viewtopic.php?t=243791
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XRM Trailer - XRM Installation Guide VideoSamuel Creshal wrote:Keyboards: What separates the men from the boys.
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You can also use the Improve Races 2.0 scripts, they have also the Player sector take over implemented (but you have to pay 35M credits), and its compatible with XRM and AP, also if you like the AI to take sectors from each other you can enable race wars... but your FPS may suffer depending on your config, there can be A LOT of ships in one sector and XRM has a very demanding/beautifull ships... so if you want only player STO then you can only enable that in the config and youre done.
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Yeah that's the issue, I don't know whether it is or not. Its an amazing script though. It worked with the latest TC but I really don't want to use it with AP just in case.caliban02GMAIL wrote:That's what I used to use! If it is compatible with the newest AP, then that's amazing.
Thanks!
EDIT: I wonder if it would be possible for Paul to put this in XRM, perhaps the people who run IR won't mind him using their script.
In Flames We Trust
Listening to Whitechapel soothes the soul!!
¹ ¤ ¹ But, the nuns are watching...
Listening to Whitechapel soothes the soul!!

XRM Trailer - XRM Installation Guide VideoSamuel Creshal wrote:Keyboards: What separates the men from the boys.
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I have not been playing XRM long, but the change that has been made to the cargo size of the docking computer is starting to annoy me.
I do not get Paul changing it at all. It is pure tedium watching the docking sequence over and over again, that is not why I play this game. Never mind that the docking sequence sometimes slows right down. If I wanted to do the same thing over and over again I would become an accountant.
Does someone want to explain to me how to change the size back where it belongs? I do not know how long I can take it before I uninstall XRM, which would be a shame because its a great mod.

I do not get Paul changing it at all. It is pure tedium watching the docking sequence over and over again, that is not why I play this game. Never mind that the docking sequence sometimes slows right down. If I wanted to do the same thing over and over again I would become an accountant.

Does someone want to explain to me how to change the size back where it belongs? I do not know how long I can take it before I uninstall XRM, which would be a shame because its a great mod.

Pray that there's intelligent life somewhere up in space
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There is a fix for this on the front page I do believe. Under CODEA docking computer size change.greypanther wrote:I have not been playing XRM long, but the change that has been made to the cargo size of the docking computer is starting to annoy me.![]()
I do not get Paul changing it at all. It is pure tedium watching the docking sequence over and over again, that is not why I play this game. Never mind that the docking sequence sometimes slows right down. If I wanted to do the same thing over and over again I would become an accountant.![]()
Does someone want to explain to me how to change the size back where it belongs? I do not know how long I can take it before I uninstall XRM, which would be a shame because its a great mod.
EDIT: The actual title "Docking Computer Ware Size Fix for CODEA"[/b]
In Flames We Trust
Listening to Whitechapel soothes the soul!!
¹ ¤ ¹ But, the nuns are watching...
Listening to Whitechapel soothes the soul!!

XRM Trailer - XRM Installation Guide VideoSamuel Creshal wrote:Keyboards: What separates the men from the boys.
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Yeah I thought that too, but I'm using it now and its fine without CODEA.greypanther wrote:Thank you for that InFlamesForEver, I had assumed that was just for use with CODEA. Silly me.
In Flames We Trust
Listening to Whitechapel soothes the soul!!
¹ ¤ ¹ But, the nuns are watching...
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XRM Trailer - XRM Installation Guide VideoSamuel Creshal wrote:Keyboards: What separates the men from the boys.
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Regarding docking computer ware size, I'm guessing it's because of the possible abuse. Docking computers can be a bit of a cheat since your ship's shields are fully restored upon landing at a station. So if you fight close to a station you can just keep using the docking computer to land at the station, instantaneously recharge, undock, and continue fighting without having to actually retreat.
This is less applicable for capital ships because equipment docks and shipyards are much harder to come by.
I wonder if Paul would be willing to decrease the ware size of docking computers if someone wrote a script to remove it from the player's ship while enemies are near and/or the player's ship is under attack. Based on my (extremely) limited understanding of programming, it seems like a simple enough script to create.
This is less applicable for capital ships because equipment docks and shipyards are much harder to come by.
I wonder if Paul would be willing to decrease the ware size of docking computers if someone wrote a script to remove it from the player's ship while enemies are near and/or the player's ship is under attack. Based on my (extremely) limited understanding of programming, it seems like a simple enough script to create.
Last edited by A5PECT on Sat, 14. Apr 12, 03:26, edited 1 time in total.
Admitting you have a problem is the first step in figuring out how to make it worse.
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I did not know that happened.KloHunt3r wrote:Regarding docking computer ware size, I'm guessing it's because of the possible abuse. Docking computers can be a bit of a cheat since your ship's shields are fully restored upon landing at a station. So if you fight close to a station you can just keep using the docking computer to land at the station, instantaneously recharge, so you can keep fighting without having to actually retreat.
This is less applicable for capital ships because equipment docks and shipyards are much harder to come by.
I wonder if Paul would be willing to decrease the ware size of docking computers if someone wrote a script to remove it from the player's ship while enemies are near and/or the player's ship is under attack. Based on my (extremely) limited understanding of programming, it seems like a simple enough script to create.

In Flames We Trust
Listening to Whitechapel soothes the soul!!
¹ ¤ ¹ But, the nuns are watching...
Listening to Whitechapel soothes the soul!!

XRM Trailer - XRM Installation Guide VideoSamuel Creshal wrote:Keyboards: What separates the men from the boys.