[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Figge04
Posts: 55
Joined: Wed, 18. Dec 13, 16:59
x4

Post by Figge04 »

No.
Of course if you knew how to merge mods (dummies, tships, tdocks etc) you can merge Lucike mods with XRM (CODEA Force Base, OTAS Outpost. KOL Battleship Triton, Aran Armament, Minotour Luxury Cruiser, Xenon upgrade, Storage Capacity, Orbital Weapons Platform) and play with them, or you can ask nicely Paul to do it.
hmm, I'll wait then
I have so many neat stuff in my game, so it's better to wait and not break anything

I installede the Advaneced complex hub, that seems to work
Pretty neat having 2 elefants docked :D


and happy new year to you to, in 12 hours, I guess. heh

[/quote]
Valen68
Posts: 276
Joined: Wed, 8. Jun 05, 18:23
x4

Post by Valen68 »

gastovski wrote:
cjm3fl wrote:The XL size of the Jump Drive is part of XRM.
Fighter sized craft can not have it installed, neither can a few of the TS's.
There are a couple TS's, mainly the 'tanker' versions that can only handle 'L' sized cargo and installs...so no JD for them either.

This is one of the changes with XRM that makes us think and play differently.
That's why when i start a new game i immediately spawn a M6 and take control via Cheat. It's very boring without jumpdrive after playing so many hours :D.
Yeah I didn't realize and I was searching every station to find a Jump drive that would fit! lol It's all good though. Just need to upgrade to a bigger ship. I found an abandon damaged M7 in a sector but it will cost a small fortune to get it back online so I am just storing it at a shipyard until I figure out if I should sell or repair and arm it.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

TMs are very cheap, can fit a jumpdrive and you can dock 4 - 6 fighters. They are mini-carriers, perfect for early in the game.
Valen68
Posts: 276
Joined: Wed, 8. Jun 05, 18:23
x4

Post by Valen68 »

paulwheeler wrote:TMs are very cheap, can fit a jumpdrive and you can dock 4 - 6 fighters. They are mini-carriers, perfect for early in the game.
Thanks for the tip Paul. Any recommendations on TM's? Meaning is there some that can hold more fighters and/or load out than others?
Etyneo
Posts: 253
Joined: Fri, 25. May 12, 00:21
x4

Post by Etyneo »

Might want to compare the TMs from the XRM Stats Page. You can simply search for 'TM' without the 's and it wil list all the TM class ships. Unfortunately, it will also list the Terran Atmospheric Lifter, a TL simply because 'tm' appears within any of the text strings.

Most TMs can hold 4 fighters, there's the regular Yaki Chokaro that only holds 3. Those above 4 are the Terran Advanced Macanna which holds 8, the ATF Lofn, which holds 6, and the Yaki Advanced Chokaro, which also holds 6.

As for gun count, you've got the Split Boa tied with the Pirate Caravel at 8 total guns, both ships only have 2 turrets. Of the two, the Boa has the better weapon recharge. The Argon (OTAS) Zephyrus has 6 guns split amongst 2 turrets and main guns. Be warned, I found the weapons generator on the Zephyrus to be incapable of running even 4 PRGs constantly.

When comparing shield strength, the PAranid Helios comes out on top with a max of 4 x 200 MJ shields, followed by a tie for 3x 200 MJ with the Argon (OTAS) Zephyrus, the ATF Lofn, the Teladi Pelican, and the Terran Advanced Macanna.

Feel free to look over the various stats yourself as there's often more to it than just fighter count, gun count, and shielding. Speed and maneuverability is usually somewhat important as well. Then there's shield regen rates. From the look of things, the weapon reactors on these aren't really meant to keep any serious weapons load going continuously, so your fighters are your primary weapon.

Edit: I just noticed that the OP has the stats listed as being current for XRM 1.28, and the stats page itself lists it as being for XRM 1.24. However, I'm fairly certain that the XRM files it reads from are updated with each new release, even if the OP or web page isn't updated to reflect this.
HP Pavilion dv6T Quad Edition | CPU: Intel i7-2670QM @ 2.2 Ghz | RAM: 8GB DDR3 @ 1333 Mhz | Primary GFX: ATi Radeon HD 7690M XT @ 725 Mhz w/ 2GB GDDR5 @ 800 Mhz | Secondary GFX: Intel HD Graphics | OS: Windows 7 Ultimate x64
User avatar
Spectre01
Posts: 465
Joined: Tue, 23. Dec 08, 10:15
x4

Post by Spectre01 »

A small problem...

[ external image ]

Position 1 is where the current cockpit view camera(F1 view in game) located. I want to "fix" it so it sticks to position 2. I've tried everything I can, like toying in the scene files etc. but I just couldn't fix it. Is there any other way to fix this other than manually adjust the camera object in 3Dmax then export it into scene file again? I like using the PoA as a personal ship due to unable to play Rebirth (average 15 FPS on a crappy computer is not fun), and this bug really irritate me.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Well firstly, this is a bug with X3, not the XRM.

Secondly, the only way to fix it is to alter the camera coordinates in the scene file. I will put this on the to-do list for the next update.
Valen68
Posts: 276
Joined: Wed, 8. Jun 05, 18:23
x4

Post by Valen68 »

Etyneo wrote:Might want to compare the TMs from the XRM Stats Page. You can simply search for 'TM' without the 's and it wil list all the TM class ships. Unfortunately, it will also list the Terran Atmospheric Lifter, a TL simply because 'tm' appears within any of the text strings.

Most TMs can hold 4 fighters, there's the regular Yaki Chokaro that only holds 3. Those above 4 are the Terran Advanced Macanna which holds 8, the ATF Lofn, which holds 6, and the Yaki Advanced Chokaro, which also holds 6.

As for gun count, you've got the Split Boa tied with the Pirate Caravel at 8 total guns, both ships only have 2 turrets. Of the two, the Boa has the better weapon recharge. The Argon (OTAS) Zephyrus has 6 guns split amongst 2 turrets and main guns. Be warned, I found the weapons generator on the Zephyrus to be incapable of running even 4 PRGs constantly.

When comparing shield strength, the PAranid Helios comes out on top with a max of 4 x 200 MJ shields, followed by a tie for 3x 200 MJ with the Argon (OTAS) Zephyrus, the ATF Lofn, the Teladi Pelican, and the Terran Advanced Macanna.

Feel free to look over the various stats yourself as there's often more to it than just fighter count, gun count, and shielding. Speed and maneuverability is usually somewhat important as well. Then there's shield regen rates. From the look of things, the weapon reactors on these aren't really meant to keep any serious weapons load going continuously, so your fighters are your primary weapon.

Edit: I just noticed that the OP has the stats listed as being current for XRM 1.28, and the stats page itself lists it as being for XRM 1.24. However, I'm fairly certain that the XRM files it reads from are updated with each new release, even if the OP or web page isn't updated to reflect this.
Thanks for the tip Etyneo! The stat's page is very helpful.
User avatar
Spectre01
Posts: 465
Joined: Tue, 23. Dec 08, 10:15
x4

Post by Spectre01 »

paulwheeler wrote:Well firstly, this is a bug with X3, not the XRM.

Secondly, the only way to fix it is to alter the camera coordinates in the scene file. I will put this on the to-do list for the next update.
Yeah... I knew that this is not xrm's fault because poa is made by the dev.

Anyway, Ive went through the scene file, all I can find is 1 cameradummy which is for the view position for the back turret, turret dummy which is the actual turret, 4 weapondummys for the weapon model position, 2 engine effect dummys for the engine flame, and 1 entry for the position of the actual ship itself. and if I adjust the model position, the front viewpoint also moves around with the ship like it's stuck there.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Then its set in one of the types files... Cant remember off the top of my head which one - either components or dummies I think. There's a set of cockpit positions for ships that dont specify a camera dummy for the cockpit in the scene file.
User avatar
Spectre01
Posts: 465
Joined: Tue, 23. Dec 08, 10:15
x4

Post by Spectre01 »

Yeah, it's component.pbk.

Here's the (best possible)readjusted camera position so you can include it in the next update :D

Code: Select all

ships\X3AP\argon\PrideOfAlbion; 1;
NULL; 0.16000;-0.2723;1.018; 0.000000;0.000000;0.000000;
AjdinV
Posts: 5
Joined: Tue, 26. Nov 13, 14:35
xr

Post by AjdinV »

So I am in the mood to start a new game, but I love the Piracy mod from XRM to much to start anything without it.
Is there anyway to take it out of the XRM pack and add it as a stand alone mod to the Vanilla game?
arnak
Posts: 3933
Joined: Sat, 3. Jul 04, 18:53
x3tc

Read Text Error.

Post by arnak »

Hi,

Can anyone advise me which script may be missing as for a Pirate ship I am getting a read text 9950-86 error. :?

That is in the TC game with the XRM mod.

Thanks,

Arnak
Just remember that Murphy was an optimist!!

i7 4ghz, R290 vid card, 16 gig Ram, W7.
Cedric_FP
Posts: 191
Joined: Thu, 13. Apr 06, 17:56
x4

Post by Cedric_FP »

AjdinV wrote:So I am in the mood to start a new game, but I love the Piracy mod from XRM to much to start anything without it.
Is there anyway to take it out of the XRM pack and add it as a stand alone mod to the Vanilla game?
May I ask what piracy mod you are referring to? Or is it specifically the strengthened, racified pirates with micro economies?

I've just started as a Yaki hellbent on destroying the Argon scum and I love that Weaver's Tempest has a full on sector-economy going.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Re: Read Text Error.

Post by DrBullwinkle »

arnak wrote:I am getting a read text 9950-86 error. :?
According to the Community Script & Mod Library , page 9950 is Killerog's mod.
User avatar
Yacek
Posts: 3157
Joined: Wed, 18. Jul 07, 11:44
x3tc

Re: Read Text Error.

Post by Yacek »

DrBullwinkle wrote:
arnak wrote:I am getting a read text 9950-86 error. :?
According to the Community Script & Mod Library , page 9950 is Killerog's mod.
File 9950 is also used by the XRM mod.
XRM also includes X2 Ships Callback Mod v1.07 by Killerog: http://forum.egosoft.com/viewtopic.php? ... 18#3636818

<page id="9950" title="XRM Scripts Text" descr="AL Plugin Text">
<t id="86">\033Y$\033X</t>
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.
[ external image ]
User avatar
Zaitsev
Posts: 2009
Joined: Tue, 2. Dec 08, 01:00
x4

Post by Zaitsev »

paulwheeler wrote:Well firstly, this is a bug with X3, not the XRM.

Secondly, the only way to fix it is to alter the camera coordinates in the scene file. I will put this on the to-do list for the next update.
If you aren't already planning to do so, could you please take a look at the right front turret on the Blastclaw Prototype? It's currently located inside the hull of the ship.
I'm sorry, I can't hear you over the sound of how awesome I am :D

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
Hotpot
Posts: 211
Joined: Sat, 14. Feb 04, 23:10
x3

Post by Hotpot »

I appear to keep getting robbed.
I was making headway after the TC plot and was saving up for Trade Software but there appeared to be money disappearing from my account.
Now I'm damned sure of it as I have a save game in which I can actually see the money go. As I pass the Teladi Shipyard in PTNI Headquarters, over 75,000 credits vanish from my account. No wonder I felt like I was pissing in the wind.
Either the parasitic Rothschild and Royal Family have somehow made it into the game or there's a bug somewhere. All the ships I have are parked up in stations so they are not fines for hitting friendlies. My freighter which I was piloting was not firing at anything. The money just goes, same amount every time I reload the save.

Any ideas anyone?

Edit: Found that one of my Scabbards was trying to dock but must have been stuck colliding with the station. As I have Marine Repairs running, they were constantly charging me for repairs! All that cash gone!
Last edited by Hotpot on Thu, 2. Jan 14, 19:35, edited 2 times in total.
arnak
Posts: 3933
Joined: Sat, 3. Jul 04, 18:53
x3tc

Post by arnak »

HI DrBullwinkle and Yacek,

Thanks very much for that and for the location of where to find the info. :D

I can only assume that something has not gotten installed or copied over correctly, at least I can now check.

Arnak
Just remember that Murphy was an optimist!!

i7 4ghz, R290 vid card, 16 gig Ram, W7.
User avatar
Yacek
Posts: 3157
Joined: Wed, 18. Jul 07, 11:44
x3tc

Post by Yacek »

arnak wrote:HI DrBullwinkle and Yacek,

Thanks very much for that and for the location of where to find the info. :D

I can only assume that something has not gotten installed or copied over correctly, at least I can now check.

Arnak
Check to make sure the files have copied from scripts_TC to scripst.
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.
[ external image ]

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”