[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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Rizkerd
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Post by Rizkerd »

there is literally nowhere selling laser tower factories.... checked terran, split and taladi space to no avail.

Please help :)
Iceciro
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Post by Iceciro »

Argon do.
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InFlamesForEver
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Post by InFlamesForEver »

Rizkerd wrote:there is literally nowhere selling laser tower factories.... checked terran, split and taladi space to no avail.

Please help :)
Yeah they're hard to come by, I resorted to making my own :lol:

EDIT: Misread what you posted.
Last edited by InFlamesForEver on Tue, 17. Apr 12, 01:57, edited 1 time in total.
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paulwheeler
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Post by paulwheeler »

Hmm - cant remember if i decided to leave LT fabs in military shipyards or put them into corporation showrooms. Check both. There should be just as many selling locations as vanilla though.
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InFlamesForEver
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Post by InFlamesForEver »

I think I misread that post, LT factories are in
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Split Military shipyards, but that's all I know
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Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video
zhukov032186
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Post by zhukov032186 »

Bug report :

Pirate Carrack seems to have issues passing through tradelanes on an irregular basis. When the antennae on the nose touch the portal it "hits", usually seems to hang the ship up when it does it too, resulting in a quick death. Sometimes, if not going full speed, I can accelerate and once the antennae pass through the portal, the hull touches it and the ship will go ahead and jump.
No other ships seem to be having this issue. Can't say if it was doing it "before" either, because I've never used a Carrack before.

(note, this is based on several attempts with the Formidable Freebooter start)
TouchMyNipple
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Post by TouchMyNipple »

There happens to be a little issue between XRM and IR. Mostly they seem to work nice but job ships keep spawning in sectors taken over.
I must admit - that makes controloing a sector a real job, but maybe compaitability patch could be made?
I.e. force the game to check sector ownership before spawning them.

Btw if that's the way the coockie crumbles - i won't whine and just setup a nice defence position.
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Mizuchi
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Post by Mizuchi »

TrixX wrote:The discussion had already moved to PM's regarding hardware anyway, so no real need to point that out is there.
I have many talents, but the ability to detect if a conversation has moved to PMs without any overt indication of it doing so is not one of them.

Anyhow, I quoted you just because of the conversation flow, not because I was trying to "single you out" or anything. At the time I thought, man, what if that quote makes him think I'm specifically directing the comment at him?

In any case, I wasn't, so... sorry if it read like that in text. :3
greypanther
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Post by greypanther »

Can I ask again if there will be an issue rergarding the conflicting size of the jumpdrive in Argonaught's shipyard and XRM? Or will it be ok if I just use the jumpdrives from XRM and ignore the shipyard's JDs?
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dougeye
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Post by dougeye »

TouchMyNipple wrote:There happens to be a little issue between XRM and IR. Mostly they seem to work nice but job ships keep spawning in sectors taken over.
I must admit - that makes controloing a sector a real job, but maybe compaitability patch could be made?
I.e. force the game to check sector ownership before spawning them.

Btw if that's the way the coockie crumbles - i won't whine and just setup a nice defence position.
That is the way the cookie crumbles i believe, someone wiser than me will probably say you could remove the offending jobs but it would require you to do it on an individual basis.
I used to list PC parts here, but "the best" will suffice!
TouchMyNipple
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Post by TouchMyNipple »

completley removing these jobs would harm the whole thing. Thus i asked if such a workaround could be included in further updates or maybe a standalone fix. It doesn't hurt that much actualy as when you manage to take over a sector you should be able to guard it.
Still fighters apearing out of thin air seems a little wired in a universe where JD can't be fit on a fighter)
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paulwheeler
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Post by paulwheeler »

Im going to look into adding a little sector ownership check into the job setup scripts. This should solve the issue. Ill try and get it into 1.20 - its a fair bit of work though as there are quite a few scripts that will need adjusting.
paulwheeler
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Post by paulwheeler »

greypanther wrote:Can I ask again if there will be an issue rergarding the conflicting size of the jumpdrive in Argonaught's shipyard and XRM? Or will it be ok if I just use the jumpdrives from XRM and ignore the shipyard's JDs?
Its no problem - the size is set by whatever TWareT file the game loads. I dont think Argonaught's script alters TWareT so it will simply show the XRM JD ware size.
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Jack08
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Post by Jack08 »

paulwheeler wrote:Im going to look into adding a little sector ownership check into the job setup scripts. This should solve the issue. Ill try and get it into 1.20 - its a fair bit of work though as there are quite a few scripts that will need adjusting.
Therese a far easier way to do it; use the global signal SIGNAL_CHANGEDSECTOR to detect the jobs ship spawn, and if it spawns in a sector that its not supposed to, jump out of existence.

I am going to implement this in IR anyway.
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TrixX
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Post by TrixX »

Mizuchi wrote:
TrixX wrote:The discussion had already moved to PM's regarding hardware anyway, so no real need to point that out is there.
I have many talents, but the ability to detect if a conversation has moved to PMs without any overt indication of it doing so is not one of them.

Anyhow, I quoted you just because of the conversation flow, not because I was trying to "single you out" or anything. At the time I thought, man, what if that quote makes him think I'm specifically directing the comment at him?

In any case, I wasn't, so... sorry if it read like that in text. :3
All good, I think my reply came off a little harsh. Just had a day of dealing with idiots and my frustration spilt over.
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paulwheeler
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Post by paulwheeler »

Actually thinking about it - all XRM ships run CWP, so i can put the ownership check into the CWP script - that will be the easiest and quickest way.
yarrick5
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Post by yarrick5 »

Paul, you mentioned that you extract all the spk files from various addons. Since the plugin manager doesn't want to work, I'm trying this too. Do you simply explore the downloaded file, which appears tailored for pluginmanager, or is there some other way I need to do this?
paulwheeler
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Post by paulwheeler »

Yes. Use the SPK explorer from the Plugin Manager install. It can extract the files, then all you have to do is drop the files into the relevant folders, remembering to put them in "addon".
Ragemaster9999
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Post by Ragemaster9999 »

So i finally did the mini plot and got the player hq. I set up shop in eta pisa and begun my empire. Anyone have any suggestions on xrm compatable script to use for managing this new beast of a station? Also, if i buy an equipment dock, does that mean i can upgrade and software fit my newely produced ships? Im assuming producing the nova for example will come with stock tunings.
Jumee
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Post by Jumee »

Ragemaster9999 wrote:Also, if i buy an equipment dock, does that mean i can upgrade and software fit my newely produced ships? Im assuming producing the nova for example will come with stock tunings.
No, EqD's are just storage stations until you get a script to allow tunnings, also produced ships are bare hulls they do not have tunnings or anything for that matter

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