[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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DrBullwinkle
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Post by DrBullwinkle »

Etyneo wrote:What is SETA?
In German it is called SINZA.
Etyneo
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Post by Etyneo »

Etyneo wrote:Looks like none of my old saves from AP2.1, XRM 1.24b will load. they all cause CTDs. A shame, really.

Edit: I stand corrected. It seems that when I did a System Restore, Windows decided to remove several of the .cat files from my X3AP directory...

2 of my old saves are not salvageable, but at least one is. Now that I'm going through the upgrade scripts, I'm noting there doesn't seem to be one that covers 1.27 > 1.28.
I think I'm just going to let my old saves die as CODEA and other addons I don't have seem to re too tightly integrated. I can get at least one of my old saves to load, but I get such a low framerate that it's unplayable, nor do I really feel like trying to go in and ensure that only needed scripts are running. I'm also tired of the Sirokos I was flying having no weapons energy (and the alarm that ensues as a result), even after running all the upgrade scripts I could find.
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DrBullwinkle
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Post by DrBullwinkle »

Saved games are linked to your installed files. If the saved game depends on something that no longer exists in your installation, then the save may not load.

Therefore, the most common reason for a save to not load is because something has been removed from the game.

Mods are more sensitive than scripts. Most scripts can be removed without breaking the saved game. Many mods cannot. In particular, mods that affect something in the same sector where the game was saved. That means that it *might* be possible to load a different save made in a different sector with different assets.

(I hope that is helpful rather than confusing!)
Etyneo
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Post by Etyneo »

DrBullwinkle wrote:Saved games are linked to your installed files. If the saved game depends on something that no longer exists in your installation, then the save may not load.

Therefore, the most common reason for a save to not load is because something has been removed from the game.

Mods are more sensitive than scripts. Most scripts can be removed without breaking the saved game. Many mods cannot. In particular, mods that affect something in the same sector where the game was saved. That means that it *might* be possible to load a different save made in a different sector with different assets.

(I hope that is helpful rather than confusing!)
3 of the 4 saves were in the same sector with essentially the same assets. I'd been starting to build my infrastructure in Unknown Sector 9-7 (the one East of Legend's Home). 1 save was in Argon Prime, but X3 told me that that one may have been corrupted.
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DrBullwinkle
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Post by DrBullwinkle »

If none of your old saves will load, then you have two choices:
  • 1) Recreate your previous installation state.
    2) Give up.


But... you only have 4 old saves?! You can (and probably should) back them up just by copying them to a subfolder. And you can install the game into any folder that you like. So I have several versions of the game, with the related saved games in subfolders with the same name as the game's installation folder.

That way, I can switch back to an older version of the game, and know that I have saved games that will match.
Etyneo
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Post by Etyneo »

DrBullwinkle wrote:If none of your old saves will load, then you have two choices:
  • 1) Recreate your previous installation state.
    2) Give up.


But... you only have 4 old saves?! You can (and probably should) back them up just by copying them to a subfolder. And you can install the game into any folder that you like. So I have several versions of the game, with the related saved games in subfolders with the same name as the game's installation folder.

That way, I can switch back to an older version of the game, and know that I have saved games that will match.
Unlike some here, I only run the 1 copy of X3AP.

In any case, I'm going to enjoy the challenge of running the Xenon Rogue start...I just hope I can find a way to improve relation with the races that start as hostile (Argon, ATF, Terran, whoever else aside from Pirates)...
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DrBullwinkle
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Post by DrBullwinkle »

Etyneo wrote:Unlike some here, I only run the 1 copy of X3AP.
OK, but you have multiple *versions*, which is what your question is all about, right?

Anyway, enjoy your new game. :)
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Post by Etyneo »

DrBullwinkle wrote:
Etyneo wrote:Unlike some here, I only run the 1 copy of X3AP.
OK, but you have multiple *versions*, which is what your question is all about, right?

Anyway, enjoy your new game. :)
With only 1 installation of X3AP, I only have the one version. I did have an older version, where the save files came from. That version got wiped and otherwise updated to what I'm using now.
ColManiac
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Post by ColManiac »

I have captured a Xenon J, most of its weapons were intact, I am short of the Dark Matter beam cannon that fits it. I know you can barter for some non vending equipment, I did buy some khaak beam weapons from bartering.

Can I still get the heavy Xenon weapons from bartering? If so is there an area/location I am more likely to get it? In the earlier version of XRM before AP came along I did manage to outfit a K from bartering at stations, mostly split sectors. Atm not having much luck.
Thanks
Kadatherion
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Post by Kadatherion »

ColManiac wrote:If so is there an area/location I am more likely to get it?
Look at privateer outposts or research stations (the OTAS one seemed to be especially lucky in my games) in unknown sectors. I also believe stations and outposts near/bordering Xenon sectors have higher chances of having Xenon weapons for barter.
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Yacek
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Post by Yacek »

@ColManiac: You must look for the station Weapons Dealer. You buy there any weapon, except Kha'ak weapons.
However, the location of the station is random. Also varies throughout the game. Preferably, look for them using Scorps Map (first post in this topic).
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Creyn
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Post by Creyn »

I got a problem with missile ships:

It took me a while to figure out that the "Missile Barrage" command is gone but using the standard turret commands only fires a max of 4 missiles.
I tested it with a Kraken and an Ares, both the same problem. And those ships have 16 or more launchers.

Firing 3 or 4 missiles every 15 seconds makes them completely useless.

Interestingly it only is a problem for MY ships, controlled directly or AI controlled. NPC ships have no problems firing tons of missiles at me in large salvoes:(

I'm playing XTC 3.2+XRM and a bunch of other stuff, all of it working without a hitch together.

If this was posted somewhere before then I'm sorry, but searching didn't help me there.
paulwheeler
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Post by paulwheeler »

If everything is installed correctly then the number of missiles fired should depend on the size of the target. So you may only get a couple fired against a fighter, but against an M2, all tubes should fire.
ColManiac
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Post by ColManiac »

Kadatherion wrote:
ColManiac wrote:If so is there an area/location I am more likely to get it?
Look at privateer outposts or research stations (the OTAS one seemed to be especially lucky in my games) in unknown sectors. I also believe stations and outposts near/bordering Xenon sectors have higher chances of having Xenon weapons for barter.
Ok, thanks for tip I found one research station in an unknown sector, but didnt really check lol.
Yacek wrote:@ColManiac: You must look for the station Weapons Dealer. You buy there any weapon, except Kha'ak weapons.
However, the location of the station is random. Also varies throughout the game. Preferably, look for them using Scorps Map (first post in this topic).
I think I did see a station in a split sector a few days ago, il check it out, thanks
Kadatherion
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Post by Kadatherion »

Ah, yes, silly me: the secret weapons dealer should stock Xenon weapons too.
It's the sort-of-hidden one though, the strong arms weapons dealer XL: it's not owned by a major race (so you can buy whatever you want regardless of your rep standings), and always spawns in independent sectors (so it can't be the one you saw in a split sector: that probably was a regular split weapons dealer).
It's almost always been in the southern area of the map for me, usually around Zeta Rho, but I suppose every sector of unknown ownership could apply.

As for the research stations for bartering (it's actually very useful to get the Khaak sector coordinates, rare blueprints and equipment), the OTAS one seems to be particularly effective because it's not a shipyard. Based on my experience, other research stations that sell rare ships instead of rare equipment, seem to pick from a much more limited pool of bartering merchants.
Last edited by Kadatherion on Tue, 10. Dec 13, 16:55, edited 1 time in total.
Creyn
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Post by Creyn »

paulwheeler wrote:If everything is installed correctly then the number of missiles fired should depend on the size of the target. So you may only get a couple fired against a fighter, but against an M2, all tubes should fire.
That could be the problem. I only tested it against a Kha'ak Adv. Corvette. I'll do more testing later.

Update:

I tested it now against an M2 and, as you said, the M7M fires it's full broadside at the start of the fight.
Interestingly it slows down the missile spam when the enemy ships's shields and hull start to drop, in the end firing only singletons. I guess that's how it is intended.
Question for me is now only how to make use (or not) of that, which tactics to use.

Anyway, thanks a lot for answering! Another question I can scratch off the list :)
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Trip_Fantastic
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Post by Trip_Fantastic »

First of all -- great overhaul -- really got me sucked back into X after the rebirth fiasco.

Quick question/issue:

As I understand it (and I'm seeing some recent posters reference this as well), the launch barrage command was supposed to have been removed, as spamming it was considered by you to be an i-win button.

So, I've been playing for a week now, dealing with this new toned down role for the M7M, when lo and behold -- I just noticed that the command it still exists in my game:

http://i.imgur.com/OcBMkAu.png

Is this a mod conflict or what's going on? The only turret/combat mods/scripts I have installed are Mars and Turrets On/Off hotkey.

(TBH -- I kind of like having the command back -- what I don't like is that there is no delay between barrages -- you can really just spam 'em, and that is totally unbalancing. But I do love the ability to control exactly when my M7M launches missiles -- if that is something you could implement in a future patch -- a launch barrage command, but with the 20 sec delay and some tuning as far as the number of missiles vis-a-vis target class, shields, etc.)


EDIT:

I'm also having trouble getting my M7M to actually launch missiles when turrets are set to Attack My Target. It fires just fine when set to something like Attack Capital Ships, but set to Attack My Target, it does nothing. Any ideas?
paulwheeler
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Post by paulwheeler »

That would iindicate that you have not copied the scripts from the scripts_ap folder in part 2 into your addon/scripts folder in your x3 installation. This also means youre missing a lot of the xrm. Youll need to restart your game once you have fixed the problem.
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Trip_Fantastic
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Post by Trip_Fantastic »

paulwheeler wrote:That would iindicate that you have not copied the scripts from the scripts_ap folder in part 2 into your addon/scripts folder in your x3 installation. This also means youre missing a lot of the xrm. Youll need to restart your game once you have fixed the problem.
Thanks for the quick reply, Paul.

Now, I'm 99.8% sure I copied scripts as per installation instructions. Just to be absolutely certain, I just checked the install folder against the files in XRM1.30c_PART_2.zip, and they all match.

Like I said, I've been playing for a week and, unless I'm going crazy, have been experiencing and enjoying all the XRM features as described on the first page. Can't say I've experienced any other problems.

I do have a few other mods installed -- most from the recommended list, as well as a bunch of others that are common and known to work with XRM. As far as relevant ones (ones that affect missiles/turrets) I can think of, I have:
Mars (bullwinkle's repack for major mods)
Gazz's Missile display, missile safety and turrets on/off
Missle Defence Mosq

I did search through the thread and there were some mentions back in 2012 of missile boats not responding to Attack My Target, though the Launch Barrage command being available seems to be affecting only me :)

EDIT/UPDATE 1:

Just went back into the game to make sure I can tell you exactly what's happening with the Launch Barrage command. It does not show up under Additional Commands when piloting the M7M -- the only thing there is Launch Marines, and the barrage command is missing -- as, I'm assuming, intended by XRM. However, if you're piloting another ship, have any non-player ship or station targeted, then in sector view -- click on your M7M and go to the Orders fly-out -- I see both, Launch Marines *and* Missile Barrage (as you can see in the screenie http://i.imgur.com/OcBMkAu.png)

EDIT/UPDATE 2:
So, I figured out why Attack My Target wasn't working -- two settings for turret command config apparently, one for turrets on your ship, one for turrets on all your ships. So -- that's all set then. Now, I just need to get that Launch Barrage thing sorted out :)
Last edited by Trip_Fantastic on Tue, 10. Dec 13, 21:11, edited 2 times in total.
Reido
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Post by Reido »

I have a couple of questions regarding marines in XRM-AP.

1. Is it normal to only ever have 8 of 18 marines available at military outposts? I always assumed it was to simulate the manpower shortage due to the war.

2. If only having 8 marines is normal due to the war would installing the "No War" pack and starting a new game reset the number of available marines back to maximum?

Reido

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