[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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greypanther
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Post by greypanther »

Arrrggh I am stuck in Grand Exchange!
I keep geting ctd, its said because of the missile boat script!
I cannot work out how to fix it, I have asked in that thread.

Please Paul will you upload the fix for that? If not please give some pointers?

*edit* I just tried to download the exscriptor program to try and add the fix, bloody Norton removed the download as a risk! I think I give in. :(
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
paulwheeler
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Post by paulwheeler »

OK - give me an hour and I'll see what I can do.
paulwheeler
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Post by paulwheeler »

MICRO-TC-UPDATE RELEASED v1.19f
------------------------------------------------

This update includes the fix for Litcube's missile boat script. Hopefully it will finally stop the crashing in TC.


ONLY TC USERS NEED THIS UPDATE


COMPONENTS THAT REQUIRE UPDATING:

XRM Part 2


You only need to copy the scripts from part 2 - in fact its only one script: Lib.Cmd.Turret.Barrage.xml


This fix is pretty untested so I'm not certain at all that it will solve the problem - its worth a try though!





Hmm.... that was a really short hour...
greypanther
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Post by greypanther »

Thanks, I will download and try. :)
I will report back tomorrow. I get the ctd when the spacebourne teladi M3 bombers fire at the roaming xenon, does that fit your fix?
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
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InFlamesForEver
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Post by InFlamesForEver »

greypanther wrote:Thanks, I will download and try. :)
I will report back tomorrow. I get the ctd when the spacebourne teladi M3 bombers fire at the roaming xenon, does that fit your fix?
Considering it is a fix for a script controlling missiles, then it may well do ;)
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XRM Trailer - XRM Installation Guide Video
paulwheeler
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Post by paulwheeler »

The thought is that it is docked bombers that are trying to fire while docked. Its not my fix - so I've really no idea if its going to work. I don't even have XRM installed to TC anymore so I can't test.

It may be that all the bombers in a wing are trying to fire but some are still docked at the carrier. I think it will only affect M3 Bombers as M8s are usually never docked, which is likely why Litcube could never reproduce the crash.
xxnaptownxx
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Post by xxnaptownxx »

I was having some problems with the game/mods so i uninstalled ap/plugin manager and reinstalled everything. Anyways, when the plugin is in Vanilla mode XRM runs fine, but when i went to add mods i had to change it to modified obviously, so now in modified mode all mods enabled or disabled xrm loads up incorrectly and locks up after about 30 seconds. At a loss here, what to do?
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InFlamesForEver
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Post by InFlamesForEver »

xxnaptownxx wrote:I was having some problems with the game/mods so i uninstalled ap/plugin manager and reinstalled everything. Anyways, when the plugin is in Vanilla mode XRM runs fine, but when i went to add mods i had to change it to modified obviously, so now in modified mode all mods enabled or disabled xrm loads up incorrectly and locks up after about 30 seconds. At a loss here, what to do?
Well, first off, what other things are you using? That may help.
In Flames We Trust
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
paulwheeler
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Post by paulwheeler »

The PM must be installing a cat/dat which is blocking some part of the XRM.

A simple fix is to enable all your scripts and mods in the PM and then install the XRM so it is the highest cat/dat.

However, the best thing to do is list everything you have installed so we can check out the list for possible compatibility issues.
Gungy
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Post by Gungy »

you know with regards to performance. I'm starting to see a pattern here. it's shaped a bit like a river in Egypt.
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Litcube
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Post by Litcube »

paulwheeler wrote:I think it will only affect M3 Bombers as M8s are usually never docked, which is likely why Litcube could never reproduce the crash.
Ah! Good thinking!
Torminator
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Post by Torminator »

Wow. I jumped in around page 600 and read up to the end. I have to say I'm very impressed with how attentive you are, Paul, to people's issues. I think I would have lost patience with... certain persons quite a ways back. (EDIT: This is due to my lack of patience.)

Loving the mod, by the way. There are certain balancing decisions I'm not sure I agree with, like having to repair the hull of my Nagoya every time I come across some argon M3's, but part of the fun is being forced to play differently than I usually do. I don't think I could ever go back to Vanilla.


For the record, I get silky smooth performance 98% of the time running in windowed mode with a thousand other things going on in windows.
paulwheeler
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Post by paulwheeler »

Torminator wrote:.
For the record, I get silky smooth performance 98% of the time running in windowed mode with a thousand other things going on in windows.
Thats good to hear. :wink:
swatti
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Post by swatti »

Issues with mass-driver baddies? Marine Repairs. Nuf said.

SUGGESTION: tractorbeam into good use

Vanilla ion-d had some form of autoaim that hit anything in the general direction and stuck on to it.
90% of ships mount tracktorbeam and i for one have never seen any use for it.

Turn that into a weapon causing no hull-dmg but slowing targets down, fighters at that. Lower the massive rabid box on flaks a bit to compensate.
Sacrifice a weapon-slot for tractorbeam to slowdown fighters to get a better shot.

I'd like some variaty in cap-ship anti-fighter weaponry.

Also, beams suffer a bit poor hitrates when mounted in some frigates. Cyclops, Hyabusa and Astreus mostly as their beams "last longer"
Jumee
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Post by Jumee »

some people do use tractor beam you know :D :P... for its original purpose
Yushatak
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Post by Yushatak »

Goner Ranger has crazy-different stats in XRM, like being able to mount some guns, and having 1/6 the hull.. I'm trying to compare some ships and can't due to not knowing things like the weapon capacity in J, and the recharge rate in J. What are they? :P I'm comparing Scimitar, Chimera, Tenjin, and the Ranger. I know I'm keeping the Scimitar, but I'm not sure which of the other two I should swap for the Ranger - if either (I'm filling a TM). Advice?

Edit: Oh, and I have all of these ships (captured 'em, I use NPC Bail with toned down numbers), so price is not a factor.
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Eriodas
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Post by Eriodas »

You tried to use the ranger as an M3?, that's not a fighter... Is a "short range freighter".

It has a very good speed and cargo capacity. A hole fleet of those can make money very fast in theory.
Torminator
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Joined: Wed, 18. Apr 12, 00:57

Post by Torminator »

swatti wrote:Issues with mass-driver baddies? Marine Repairs. Nuf said.

SUGGESTION: tractorbeam into good use

Vanilla ion-d had some form of autoaim that hit anything in the general direction and stuck on to it.
90% of ships mount tracktorbeam and i for one have never seen any use for it.

Turn that into a weapon causing no hull-dmg but slowing targets down, fighters at that. Lower the massive rabid box on flaks a bit to compensate.
Sacrifice a weapon-slot for tractorbeam to slowdown fighters to get a better shot.

I'd like some variaty in cap-ship anti-fighter weaponry.

Also, beams suffer a bit poor hitrates when mounted in some frigates. Cyclops, Hyabusa and Astreus mostly as their beams "last longer"
I've experienced this as well with the beams, but I think that's due to the Capital beam weapons- FBC, PBC, Ion Cannon- being anti-capital weapons rather than for smaller ships. Against a frigate or another capital ship, they do incredible damage, especially against the hull. Phased Array Laser Cannon can hit just about anything, but does much less damage over a shorter range to compensate. I haven't experimented with the Tri-beam or any others yet unknown.

As for the repairs; it's not so much an issue on big ships, but it gets frustrating in, say, the Xperimental Shuttle, which has incredible shields that are completely useless against MD's. When I see my hull going down with full shields, I just start spamming Spectre missiles. Works every time.
Ragemaster9999
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Joined: Mon, 17. May 10, 08:53
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Post by Ragemaster9999 »

Anyone point me in the direction of an XRM compatable script mod that lets me easily add ship upgrades like rudder and engine tunings, to my player HQ? Or is this a hardcoded shortcoming of the HQ? Seems like a big oversight on egosoft part if we cannot actully upgrade our ships at a player owned asset. Any tips? Right now im using PM and FDN, and I can produce wares but not upgrades. I even deployed a Equipment dock and it didnt come with tunings...
darkelfsin
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Post by darkelfsin »

God, update comes again........ :roll: :twisted:

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