[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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AcidWeb
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Post by AcidWeb »

Kadatherion wrote:
AcidWeb wrote:Both Lazerath's LazCorp Claim Sector and Trickmov's STO versions are ancient. There is any other newer script (compatible with XRM) that allow to have own territory or I should use one of them?
No new script that I know of, but the issue with them is simply the fact XRM doesn't use the original trade/EQ docks, so they can't recognize them for activating the takeover routine.
You can either fix the scripts yourself (it isn't very hard, a couple lines of code; see here: http://www.strikingsoftware.com/forum/i ... pic=2486.0), or simply use the cheat package to have the shipyards sell the old stations again.
OK. Thank you.

@OP - I would suggest cleaning up RECOMMENDED SCRIPTS section.
paulwheeler
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Post by paulwheeler »

digdug83 wrote:
paulwheeler wrote:Can you jump to the Terran gates yourself using the standard jump mechanic? If you can, then there is nothing fundamentally wrong as far as the XRM is concerned.
I can't jump to anywhere (Terran or otherwise) without the Advanced Jumpdrive from Cycrow.
paulwheeler wrote:Silly question... the ships do have jumpdrives installed and enough ecells?
Lol no worries I understand the necessities of helping people. Yeah the ships have JD's, EC's and all the usual software upgrades.

Edit: A new game didn't fix the issue. I'll try re-installing the whole game and see what that gets me.
Yes I'd say there is definitely a problem with the base X3 install if you cannot jump anywhere in your own personal ship. With the XRM installed correctly, all gates (except between the moon and Earth) should be jumpable.
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digdug83
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Post by digdug83 »

Well I just tried a completely fresh install with mods and a new game and I still can't jump normally to any gate anywhere. I'm at wit's end with this one. I've used pretty much all the mods I have loaded in here for ages (except MBRR) and never had a problem. XRM is the only thing new in the mix and I love it too much to just give up on it. Obviously I'm doing something wrong as no one else seems to have the problem but I'll be damned if I can think of what.
gr4vediggr
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Post by gr4vediggr »

Hi,

I have recently gone back to X3 AP with XRM and have a question. These questions might have to do with other mods that I have installed in conjunction with XRM (if so, I will ask there).

In my new game, I currently have 4 ships: 2 freighters, my m3+ and a TM. The TM has a few marines and the 2 freighters are Economy and Supply traders (low level, set to food and e-cells).

I also have Marine Repairs but the TM is fully repaired.

During play I noticed my money dropping, then I ran SETA for a little while, and my money dropped hard. What could be the cause for this?

I know repairing with marines costs some money, but the ship is fully repaired. Are perhaps the E&S freighters costing me money (according to the trader info, they make money), or are the marines still costing me some salary?

Thanks!

Edit: I think its the marine repairs and training. I forgot about the training part of it! I have turned it off for now.
paulwheeler
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Post by paulwheeler »

digdug83 wrote:Well I just tried a completely fresh install with mods and a new game and I still can't jump normally to any gate anywhere. I'm at wit's end with this one. I've used pretty much all the mods I have loaded in here for ages (except MBRR) and never had a problem. XRM is the only thing new in the mix and I love it too much to just give up on it. Obviously I'm doing something wrong as no one else seems to have the problem but I'll be damned if I can think of what.
Well the basic XRM does not alter gates at all (except for the swirl graphics) and it swaps out the Terran TOAs for standard jump gates. So whatever is stopping you from jumping, its not the XRM.

So, let me get this straight... Even in your personal ship, with a jumpdrive and ecells, if you hit the jump hotkey nothing happens? Does the map open? What ship are you flying?
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digdug83
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Post by digdug83 »

I finally found the culprit in Cycrow's Advanced Jumpdrive Overrides. The AJ itself is perfectly fine, it's the secondary set of scripts he provides to interface with commands that was clogging things up. For whatever reason it doesn't like XRM at all because it always worked flawlessly in the past. It's not important enough to bother trying to fix since I'm fairly sure Gazz's auto/terran jump fix does much the same thing anyway.

Thanks for trying though :D
catt0
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Post by catt0 »

I just came across a problem with the player sector plot. While I am not entirely sure this is related to XRM, it is currently my best guess.
I am at the point where the Terracorp scientist (Daye Poler) wants me to dock at Terracorp HQ with a TL to get a Jumpgate from an unknown sector, however I just can't get him to come onboard. I tried with an Elephant (~28k free space) and a Mammoth (fresh out of the shipyard, so ~60k free). Both ships had a Jumpdrive and Energy Cells on board, also the Cargo Life Support is a built-in component. My mission points me to the HQ, but nothing happens when I dock and talking directly to Poler only gives the standard options. One thing that surprised me was, that even though I hadn't done the NMMC plot yet, so I didn't have an UFJD, that guy said it will come in handy. I quickly did the missions to get the drive, but still nothing happens.
Is this related to XRM and if yes how can I fix it?

My current setup:
X3 AP 3.1 with Expansion pack
IE immersive environments 1.1
IEX1.5a
XRMi 1.30.5a
XRM1.30c
XRMDOCKINGWARESIZE
Complex Cleaner 4.09
Pure X v6

In addition the following is installed via Plugin Manager:
Community Plugin Configuration 1.51
Hotkey Manager 1.21
Plugin Manager Library Scripts AP 1.1
Ware Manager 1.10
Logain Industries CSecG-V2-12.9.2010
JSON parser library 1.1
NPC Bailing Addon 1.7.8
Salvage Commands and NPCs 1.5
POED 1.12

Thanks for reading!
Kadatherion
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Post by Kadatherion »

catt0 wrote:Both ships had a Jumpdrive and Energy Cells on board, also the Cargo Life Support is a built-in component.
There's your problem. It shouldn't be: built in Cargo Life Support isn't recognized by several plot missions. And it has been removed as such from TLs for that very same issue, which means you don't have the latest XRM tships. Maybe the docking ware size pack you have there in the list is outdated?
cjm3fl
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Post by cjm3fl »

cellsafemode wrote:
cjm3fl wrote:
cellsafemode wrote:I think it would be even better if using a jump drive required your shields to drop to function during the entire charge. And charging was directly related to how many energy cells the jump requires. Likewise, coming out of a jump drive jump would result in your shields needing to charge back up as if they were depleted fully.
This would make jumping into Paranid space pretty hairy.
The gates in their sectors are notorious for having multiply collisions happen.
If this 'reduction of shields when jumping' were possible, it might work if the player ship emerged in a sector somewhere other then at a gate...maybe.

I don't think this 'reduction of shields' would work out too well though, for any ship that is OOS when it needs to use the 'emergency jump' option to escape when being attacked.
Or for the player ship, for that matter, when you sudden realize you're being totally spammed by missiles and just need to "get out of here".

That's the point. Jumping to escape is easy. Too easy. Especially with the unfocused jump drive. One could jump into a system near a base. Torpedo the hell out of it from a decent distance. Jump out and the base is gone and unless you have the entire sector locked down with fleet patrols and orbital defense stations, you're done. Jumping needs to make you defenseless to make the player and ai have to decide if it's worth it. Also, there is good in-game logical reasoning to make it require a drop in shields where as going through a gate doesn't. In a gate setup, the jump energy and "warp" field is external to the ship ...provided by the rings. In a jump drive setup, the field has to be generated from within the ship and you could easily see that maybe shields interferes with it.

As an alternative, jumping with shields could simply screw up the jump navigation ....leading you to jump to adjacent systems that you were intending or cause an unfocused jump to revert to exiting at a gate of the same system / nearby one.
Yeah, I understand your points, except the one about using the UFJD as you describe. My game's UFJD only takes me to those "special sectors" that don't really exist on the map (actually it's different parts of the same sector, as I underestand).

I think I could fall a bit more on your side, about the shield drop, IF the UFJD could take ships into known sectors away from the Gates, as NP ships can do.

The 'jump-in-and-torp-spam' you mentioned would be a real pain, especially when an X comes in the sector followed by a G! But I haven't noticed NP ships doing this...my game is TC. Maybe this is why I haven't. 'Foe' NP ships enter the sector, attack or travel to a Gate. I've never seen the "in-and-out" method used by them.

I don't play the 'in-and -out' method, personally. I come into a sector, attack, and stick around. That's just my style of play. I know it is possible if someone wants to play that way.


I understand your point about shield drop when using the jump-drive. I've just never known it to be a X-verse thing. But I've only been playing X games since the X3 Gold Ed came out.

Now, "IF" using the UFJD, I can kinda see the shield drain...you're pulling power from your own engines to take your ship into the "unknown'.
But it's a pretty big change from the X-verse for the shield drain when using regular Jump Gates or using your onboard JD for known-space jumps.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
Khior
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Joined: Mon, 25. Nov 13, 15:50

Post by Khior »

Fresh recruit on the forum for a couple of questions :)

I'm sort of TC/AP veteran (pardon me if it sounds bold :P) but it's my first try on XRM.

I hop'd on the train with the "Formidable Freebooter" gamestart feeling sure of my abilities, and found out that XRM is way harder :)
After the first disappointments, I started to get the hang of the new mechanics, but i have a couple of questions :)

1)I follow'd the link for the gamestarts details, and I see that Formidable Freeboter lists a 5GJ shield, while my carrack actually had 1GJ, and 2GJ is the max the carrack can mount (I actually found this already reported but I confirm that it's still there).
I notice the "nice": "Notable Enemies: Argon; Boron; Paranid; Split; Terran."
Ouch.. and that wasn't nice at all.
Anyway, I worked my way to rise reputation with everything and it's all nice and good.. Paranids seem bad guys, though.. I have rank 5 with 'em, and i still get a few hostile M6s and even an hostile big and ugly M2 with 10 ships or so as escorts. No problem so far with other races (well, dunno with Terrans tbh since I kill 'em on sight).. Working as intended? Paranids are just like that?
(Even a fix sector relations from the cheat package didn't help.. they turn neutral for 1-2 seconds, then hostile again).

2)It seems I always get some hostile pirates.. every pirate sector, 70-80% are neutral, and the rest is hostile no matter what.
I even installed Pirate Guild 3 mod, set Pirate Guild and "Other Pirates" friendly.. it change a few to neutral, but a few are still hostile.
Is there no way to be friendly with every pirate in the wor.. universe? I took that for granted given my gamestart.

3)Terran-Argon War. I read in the feature that it's winnable and all.. I read a few posts where it says the objective are underlined in the start message. In my formidable freeboter play, I didn't have anything like that. I started a OTAS operative to test a few things and I saw that with that gamestart it's true, it gives pointers.
As a "formidable freeboter" can i still partecipate and "win" the war? I went there, blow up a few terrans but noone seems to care.


Sorry for the lengthy message :)
Last edited by Khior on Mon, 25. Nov 13, 16:55, edited 1 time in total.
Cedric_FP
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Post by Cedric_FP »

Regarding the Springblossom -- is it supposed to be so hard in combat? It seems every shot I fire, either with EMPC, Proto MAML or Proto SSC all fire wide. What's up with that? I've tried with autoaim on both "On" and "Semi" and it seems to make no difference.

Definitely don't have this issue in other M6's I've tried. Any tips, or am I just that bad?
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Sairaf
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Post by Sairaf »

digdug83 wrote:
I can't jump to anywhere (Terran or otherwise) without the Advanced Jumpdrive from Cycrow.
Don't you need to target a Jump Beacon when using the regular Jumpdrive?
Kadatherion wrote: [info about adding custom ships]
Would you be willing to PM me how you got the turrets to fire and move?
Cedric_FP wrote:Regarding the Springblossom -- is it supposed to be so hard in combat? It seems every shot I fire, either with EMPC, Proto MAML or Proto SSC all fire wide. What's up with that? I've tried with autoaim on both "On" and "Semi" and it seems to make no difference.

Definitely don't have this issue in other M6's I've tried. Any tips, or am I just that bad?
Are you saying all turrets fire, including the right, left and back ones? Or just the cockpit ones, but all six?
If the latter: Simply change the Weapon Group. They are all firing because they are all in Group 1, or 2, or 3, or 4. Or all.
If the former: You got me, I really don't know.
Khior wrote: [questions]
1) I. Two 2GJ shields and a 1GJ make a 5GJ Shield. Or are you saying you only get a single 2GJ?
II. I can't say for certain, but I guess it's normal. The Paranid are hostile towards the Terrans and some of the Commonwealth.

2) There are several pirate factions, and I suppose you can't be friends with all of them.

3) Well, the Formidable Freebooter is Argon. I guess if you rise in Argon ranks, you can join them.
Last edited by Sairaf on Mon, 25. Nov 13, 17:49, edited 1 time in total.
Khior
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Post by Khior »

digdug83 wrote:
I can't jump to anywhere (Terran or otherwise) without the Advanced Jumpdrive from Cycrow.

I had this very same problem (on vanilla though, not with XRM) .. I just uninstalled Advanced Jumpdrive and things went back to normal.
Dunno if it was a mod-conflict or what.. didn't care to investigate :)
catt0
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Post by catt0 »

Kadatherion wrote:
catt0 wrote:Both ships had a Jumpdrive and Energy Cells on board, also the Cargo Life Support is a built-in component.
There's your problem. It shouldn't be: built in Cargo Life Support isn't recognized by several plot missions. And it has been removed as such from TLs for that very same issue, which means you don't have the latest XRM tships. Maybe the docking ware size pack you have there in the list is outdated?
I just double checked and according to the X3 Editor the newest zip contains a .cat with CBLS as built in extension. I just downloaded this again, which is the newest version linked in the download section, just to be sure. Is this the wrong file or am I doing something wrong with the editor, never used it before?
Also no higher number .cat contains a TShips and I don't have one in the types folder, so it is not overwritten by something else either.
Last edited by catt0 on Mon, 25. Nov 13, 18:01, edited 1 time in total.
cjm3fl
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Post by cjm3fl »

Falcrack wrote:So I am relatively new to XRM, and I was wondering what are some recommendations for a good money making factory/factory complex?
"Secondary resources"!
At least for non-military commerce.

In the XRM universe, at least in my TC game, local sectors have plenty of "Primary resource" suppliers but every few, if any, "secondary resource" suppliers close by.
Many 'vanilla' guides tell us Delexian Wheat is pure GOLD in the Argon Core sectors. In XRM the Argon sectors are crawling with Wheat Farms.

But...there's no local suppliers of Stott Spice for Cahoona Bakeries.
Nor Plankton sources for Cattle Ranches..stay away from the Scruffin Fruit. Doesn't seem to sell very well. I'll get into that a little further down.

I build my complexes to be either totally self-sufficient or build my own Power complex to supply my complexes only, (no selling) in the same sector. I also don't "sell" wares personally by using my own ships. I have them come to me. I only use my own TS's to move e-cells from my Power complexes to my Resources complexes.

The "second" listed secondary resources, like Scruffin Fruit for Cattle Ranges, don't seem to sell very well in the long run.

Several times, in a number of games, I've build a Plankton/Scruffin complex. Two or three 'L' sized factories of each, supplied e-cells from my own Power complex.
The Plankton sells like crazy and continuously. I can't make it fast enough. But the Scruffin Fruit will sell in the beginning...then slow to a trickle, then pretty much stops selling at all. I've "saved" these complexes by adding a Masson Mill or two to 'use' the Scruffin and produce a product that sells better.

I don't know why Scruffin doesn't sell but I "think" (and here's where I start getting into trouble) it's because it's listed as the 2nd secondary resource where Plankton is listed 1st. Maybe the game puts a higher priority on items in the order they are listed.
Could be that Plankton gets used at a higher rate then the Scruffin--needing faster re-supply...? I don't know why. Just my experience to date.

Stott Spice is the only 'secondary' resource listed for Cahoona Bakeries and I can't keep this "on the shelves" either. Sells faster then I can make it (actually faster then I can supply with e-cells).

Teladianium seems to sell just about ANYWHERE (when there isn't a foundry within 2 sectors)!

A Silicon mine in the Ore Belt sector does really well too.


To cut this short, I've racked in billions (!!!) just selling secondary resources.

Oh, and just to add...another way to "build" a complex and "make" money---
Download Gazz' RoF (Ring of Fire) script. It's compatible with XRM TC and AP.
Then build a Laser Tower and Microchip complex.
Use this script to "blockade" the Gates of neighboring sectors that the Xenon use a lot.
Example: I "blockade" (TC map) Twisted Skies, Family Zyarth, and Grand Exchange. This effectively cuts-off Xenon sector 598! The destruction the Xenon do in Zyarth's Dominion just adds to the bounty pay-out.
Get the Law Enforcement License from all the races so you can collect the bounties, along with the "regular" cash for taking out Xenon ships.

RoF: http://forum.egosoft.com/viewtopic.php?t=221915
--I know how you can make this Mod play like vanilla..
--Play vanilla!
Cedric_FP
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Post by Cedric_FP »

Sairaf wrote: Are you saying all turrets fire, including the right, left and back ones? Or just the cockpit ones, but all six?
If the latter: Simply change the Weapon Group. They are all firing because they are all in Group 1, or 2, or 3, or 4. Or all.
If the former: You got me, I really don't know.
No. I'm talking about front 6 user-controlled lasers. I don't mix and match lasers either. I'm talking 6x EMPC, 6x PMAML, or 6xPSSC at a time. They are incredibly inaccurate, and the lasers seem to come out so far from each other (from the center or aka my reticule) that they never converge on my actual reticule.

MARS is far better at killing stuff with EMPCs on my right/left/back turrets than I am with much more powerful PSSCs on the front guns because they just never hit anything.
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Sairaf
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Post by Sairaf »

Cedric_FP wrote:
No. I'm talking about front 6 user-controlled lasers. I don't mix and match lasers either. I'm talking 6x EMPC, 6x PMAML, or 6xPSSC at a time. They are incredibly inaccurate, and the lasers seem to come out so far from each other (from the center or aka my reticule) that they never converge on my actual reticule.

MARS is far better at killing stuff with EMPCs on my right/left/back turrets than I am with much more powerful PSSCs on the front guns because they just never hit anything.
Then there is something wrong with your game. I fly a Springblossom armed with 6 PSSC on the main cannons and kill small ships with no problem.
Torsion
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Post by Torsion »

Hi guys; quick question for all XRM users out there:

I just started a new playthrough with a frsh install of X3AP with XRM, Universal Cargo Transfer and Universe Explorer. Everything is qorking great, except I can't seem to get onto the Argon stock exchange. I built two stations, one in Red Light, then one in Argon Prime itself, but still no stock exchange. Is there maybe a rule in XRM that states that the station should actually be producing stuff or maybe something to do with notoriety? Stock exchange would be nice at this time, since things can be expensive in XRM, especially in the beginning.

Hope someone can help! thx
Kadatherion
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Post by Kadatherion »

catt0 wrote:
Kadatherion wrote:
catt0 wrote:Both ships had a Jumpdrive and Energy Cells on board, also the Cargo Life Support is a built-in component.
There's your problem. It shouldn't be: built in Cargo Life Support isn't recognized by several plot missions. And it has been removed as such from TLs for that very same issue, which means you don't have the latest XRM tships. Maybe the docking ware size pack you have there in the list is outdated?
I just double checked and according to the X3 Editor the newest zip contains a .cat with CBLS as built in extension. I just downloaded this again, which is the newest version linked in the download section, just to be sure. Is this the wrong file or am I doing something wrong with the editor, never used it before?
Also no higher number .cat contains a TShips and I don't have one in the types folder, so it is not overwritten by something else either.

You are right, just checked my installation with X3 Editor: the "fix" seems to be missing from the main package, while the hull pack(s) do indeed have the CBLS removed from TLs as it should. Funny nobody noticed it before, I guess pretty much everyone is using an hull pack :P



Sairaf wrote: Would you be willing to PM me how you got the turrets to fire and move?
It's been a while (a long while), but basically the trick I used was to let the manager do its thing with the xsp (so it generates correct turret entries, a nightmare to do otherwise), manually port over the new entries into the XRM files, save as a fake patch, and then delete everything the ship manager created.
You can see a quite thorough step by step explanation here: http://forum.egosoft.com/viewtopic.php? ... t=#3664736 but it's in the italian forum. You could give it a try with a translator to see if it spits out something that makes sense to you.
catt0
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Post by catt0 »

Kadatherion wrote:You are right, just checked my installation with X3 Editor: the "fix" seems to be missing from the main package, while the hull pack(s) do indeed have the CBLS removed from TLs as it should. Funny nobody noticed it before, I guess pretty much everyone is using an hull pack :P
Well time to install a hull pack then^^
Thanks for your help!

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