[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

Aven Valkyr
Posts: 228
Joined: Thu, 13. Mar 14, 23:52
x3ap

Post by Aven Valkyr »

hello mr. wheeler. I applied to join your forum so that I could ask this question there. But let me first start off by making a comment. I played vanilla about a year ago for a grand total of 7 hours. I put the game down. I was about to uninstall it when I was very recently talking to a friend on steam, and he said he runs XRM. I decided to give it a shot and to restart the game as an ATF Veteran. Let me tell you, because of your mod I have never played such an awesome game in my life. X3 is the SHIZZ now.

Now for my question. I got frustrated with the several reloads after having my fighters crash into my ship and blow up. So I started looking around. I was pointed towards CODEA which I have installed and everything seems to be working OK. The question here is, is there any way to reduce the price of a docking computer back down to original state? Can you please release a small patch to the game for those who wish to run CODEA with XRM that makes buying docking computers for hundreds of fighters a viable option? From what I understand vanilla docking computers ran at 19K per unit. In your mod they are 850K per unit. That's the price of several fitted M5's or one well fitted M4. As you can imagine after fitting a fleet of even say, 20 fighters, you could have bought another small squadran with the 17 mil I could have spent otherwise. Please look into this and thanks :)
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Aven Valkyr wrote: Can you please release a small patch to the game for those who wish to run CODEA with XRM
See the first post of this thread, about three quarters of the way down. :wink:
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

unit757 wrote:Edit - Nevermind, apparently it's McCallum and Mars that need to be hit. I hit Mars, but mistook ATF Forseti to be the other target, so I'll go ransack McCallum >.>
That will stop the war for a while. Eventually though God will respawn those stations and the war will restart.
Aven Valkyr
Posts: 228
Joined: Thu, 13. Mar 14, 23:52
x3ap

Post by Aven Valkyr »

Thanks Paul, and yes I already have that one installed actually :) But I'm not just talking about the ware size, I'm talking about the price of the docking computer.

It's a little absurd putting a unit on a small, squishy fighter that's worth 850K, when that squishy fighter fully fitted is only worth 200k otherwise. Can you please update your xrmdockingcomputer.zip file to not only reflect the size difference but also reduce the price?

I'm thinking like $25K for the docking computer. In vanilla they are 19K to install. This would make fitting dozens of small fighters viable, since like I said without the docking computer I can fully fit 6 small fighters for the price of one docking computer. Once I spend the money to buy my fleet docking computers I could have bought myself another M7. If you could take a look at that I would greatly appreciate it :)

Thanks again :)
FischAP
Posts: 17
Joined: Sat, 7. Dec 13, 15:42
x3ap

Post by FischAP »

Aven Valkyr wrote:when that squishy fighter fully fitted is only worth 200k
A fully outfittet M3 is more like 3-5 Million cr, a M3+ like the Cutlass I use is about 7.5 Million cr per ship.
850k cr is still a lot, but the docking computer is what actually keeps the fighters alive.
Even a M4+ like the Solano is close to 2 Million cr.
Aven Valkyr
Posts: 228
Joined: Thu, 13. Mar 14, 23:52
x3ap

Post by Aven Valkyr »

FischAP wrote:
Aven Valkyr wrote:when that squishy fighter fully fitted is only worth 200k
A fully outfittet M3 is more like 3-5 Million cr, a M3+ like the Cutlass I use is about 7.5 Million cr per ship.
850k cr is still a lot, but the docking computer is what actually keeps the fighters alive.
Even a M4+ like the Solano is close to 2 Million cr.
Right and I do have a fleet of 10 M4's and 7 M3's none of which have docking computers. That's 17 ships in total, times that by 805K. That's 13,865,000 to fit a small fleet such as this with docking computers. IMO that's another desperately needed M6 to my fleet :( Now at 25K, it would only be 425K to fit them all.

Please mr. wheeler, even if you don't want to make the change public, do it for me. I know it would only be a small adjustment for you to make, you can email me the file or even whisper me a private upload or something. I'm begging you to change it..
demnpercy
Posts: 19
Joined: Wed, 25. Dec 13, 01:21
x4

Post by demnpercy »

14 million credits really isn't that much money in XRM, especially if you already have a decent combat fleet. Get some hackerchips and system override software, steal a couple of M6s or a TL, sell it, and you've got your docking computers paid for. If you don't want to do that, get as many police licenses as you can and go bounty hunting. With the fleet you have, killing a Xenon M7 should be trivial, and it's not uncommon to make 2-3 million in bounties off of one of these. If you can find an RRF fighting the Xenon, get some powerful missiles and try to get the kill shot on a destroyer or carrier - you can easily make 20-30 million credits with a couple of Hornet missiles and a strafing run this way.
Aven Valkyr
Posts: 228
Joined: Thu, 13. Mar 14, 23:52
x3ap

Post by Aven Valkyr »

right or that 20-30 million could go towards another ship, such as a TL or a couple more M6's. Yes it's easy to make money with XRM but things are also much more expensive. For example a the Shrike I bought was 42 mil base cost whereas in vanilla a Shrike is 23 mil base cost. Ships are nearly double the cost with this mod installed.

My fleet is small atm and yes, the 13.5 mil to fit docking computers onto my fighters doesn't seem like much now, but wait till I have 3 or 4 carriers each with a hangar capacity of 80 ships. now that 13.5 mil is more like 400 mil. Just for docking computers. Just doesn't seem right to me :( I'm not asking for much here.. if you want to play your version of the game where docking computers are 800K, then great for you. But I don't. I can't justify spending that kind of money on something so trivial. But it helps immensely with CODEA.

I'm not looking for arguments or ways to justify the cost. I just want it changed. Thanks..
Aven Valkyr
Posts: 228
Joined: Thu, 13. Mar 14, 23:52
x3ap

Post by Aven Valkyr »

Update: I figured it out. I don't think mr. wheeler is going to like what I'm about to say here but it worked. I downloaded the X3 Editor 2 and opened the main cat file for XRM that handles wares. I opened TwareT.pck and went to docking computers. Changed ware size to small and both the price adjustment intergers to 1. The prices listed were 28,675. I deleted the waresizechange cat/dat file for CODEA users. I then loaded up my game. Viola, ware size is S and the price (for some reason) is $33,xxx something. I don't understand why it is slightly higher than the cost as noted in the editor but whatever. 33K for the docking computers is more reasonable and now I'm going to go back in game and fit my fleet up :) Thanks anyway :)

p.s. if anyone else would like the file as edited send me a private message and we can figure out a way to get it sent over to you.
unit757
Posts: 116
Joined: Fri, 21. Feb 14, 21:20
x4

Post by unit757 »

paulwheeler wrote:
unit757 wrote:Edit - Nevermind, apparently it's McCallum and Mars that need to be hit. I hit Mars, but mistook ATF Forseti to be the other target, so I'll go ransack McCallum >.>
That will stop the war for a while. Eventually though God will respawn those stations and the war will restart.
Now, what if I were to have a script that allows me to board and take over stations, and I took them over rather then destroy them, would that both kill the Terrans war effort, and prevent GOD from respawning them?
MrBubble
Posts: 36
Joined: Fri, 28. Mar 14, 08:21
x4

Post by MrBubble »

Greetings paulwheeler. I have the following question.
Do you have scripts, that reduce the frequency of Terrans invasion fleet in Omicron Lyrae? Often meet the situation, when the first Earth fleet has not yet destroyed, but new fleet already comes in a system. Is it possible to reduce the time spawn of Terran invasion fleet?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

unit757 wrote:
paulwheeler wrote:
unit757 wrote:Edit - Nevermind, apparently it's McCallum and Mars that need to be hit. I hit Mars, but mistook ATF Forseti to be the other target, so I'll go ransack McCallum >.>
That will stop the war for a while. Eventually though God will respawn those stations and the war will restart.
Now, what if I were to have a script that allows me to board and take over stations, and I took them over rather then destroy them, would that both kill the Terrans war effort, and prevent GOD from respawning them?
To be honest I have no idea...
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

MrBubble wrote:Greetings paulwheeler. I have the following question.
Do you have scripts, that reduce the frequency of Terrans invasion fleet in Omicron Lyrae? Often meet the situation, when the first Earth fleet has not yet destroyed, but new fleet already comes in a system. Is it possible to reduce the time spawn of Terran invasion fleet?
The fleet spawning is tied to the command ship - its not possible for the entire fleet to respawn if this ship isnt destroyed. Its is possible for the command ship's escorts to respawn - essentially they are reinforcements. Once the command ship is destroyed, all escorts will retreat. The fleet will eventually respawn, but it takes a couple of hours.
MrBubble
Posts: 36
Joined: Fri, 28. Mar 14, 08:21
x4

Post by MrBubble »

paulwheeler wrote: The fleet spawning is tied to the command ship - its not possible for the entire fleet to respawn if this ship isnt destroyed. Its is possible for the command ship's escorts to respawn - essentially they are reinforcements. Once the command ship is destroyed, all escorts will retreat. The fleet will eventually respawn, but it takes a couple of hours.
Strange, is not noticed what would escorts retreated.
It seemed to me, the frequency of intrusion bit overstated, but thanks for the reply, I will understand.
Barleyman
Posts: 127
Joined: Sun, 16. Apr 06, 00:52
x3

Post by Barleyman »

Shush wrote:
Barleyman wrote:Would XRM teleport some angry Yaki on top of me after capping their capital ships or something?
If this is not doable in XRM, I can implement it in LIFE, (I really like this idea, hence my reply).

It's not possible to detect if a ship is currently being boarded in the MSCI, but it is possible in the MD. In LIFE I would simply build up a list of ships currently being attacked by the player in the MSCI, hand that list over to the MD, the MD would then check each ship within the list using "{object.boarding@object}" in an instanced boarding handler, (exactly the same way as my News Representatives and Ship/Pilot missions work now). If a ship is found to be currently boarding, then the MD would call an appropriate RRF script to the boarding ship's position and voila, no more easy monies and a potential torrent of player tears.
It turns out the enchanced boarding mod (hacked by Bullwinkle) already does something like this. If you turn on NPC boarding, you'll get a steady stream of M7Ms incoming after you snatch a Yaki frigate.

The problem is that those spawned missile frigates are unarmed, they don't even carry boarding pods. So basically it's a license to print money until you turn the NPC boarding off.

On the other hand, loading those ships with hammer torpedoes would probably end up them blowing up the prey. I'd say boarding parties should have at least 1 frigate escort to provide fire support.
OAndersson
Posts: 2
Joined: Fri, 28. Mar 14, 17:20

Post by OAndersson »

I appear to have a, er, problem with the ported treasure hunt plot: I can't get past the first mission.

See, I looked up where to go (Ore Belt) and what to do (shoot asteroids in a certain area until a data storage device appears), but I've done this on and off for a good while, and well, the aforementioned data storage device and the asteroid supposedly containing it appears to simply not exist.

Now, now, I know this doesn't relate to XRM in particular, but since XRM provides the port for this plot, I was hoping you'd have some light to shed on the matter.

What can I do? Am I stuck without the rewards or is there a fix to be had?
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

For plot questions, I have always been able to find the answers in Spike's Walkthroughs. He makes heavy use of spoiler tags, so you can read only the clue that you need.

If you are talking about the first clue, then you are not supposed to fly around and randomly shoot asteroids... that would make a mess and take approximately forever.

Instead, the clue gives you the exact coordinates. Fly there. When you get close, your sensors will lock on to the target asteroid. Shoot *that* asteroid.

1) Tip 1 about plot clues: Coordinates are given in kilometers. So, when you command your ship to Move to Coordnates, remember to type in "k": xk, yk, zk" (rather than just x, y, z).

2) Tip 2 about plot clues: Clues are sometimes given in x, y, z coordinates, but the in-game map is in x, z, y (for reasons known only to 3D modelers, who are artists rather than mathematicians). So try flipping the second and third number if they do not work as given.
OAndersson
Posts: 2
Joined: Fri, 28. Mar 14, 17:20

Post by OAndersson »

DrBullwinkle wrote:Instead, the clue gives you the exact coordinates. Fly there. When you get close, your sensors will lock on to the target asteroid. Shoot *that* asteroid.
I understood as much from the various guides, the problem being that the area where the asteroid was supposed to be, according to them, is blank...
DrBullwinkle wrote:1) Tip 1 about plot clues: Coordinates are given in kilometers. So, when you command your ship to Move to Coordnates, remember to type in "k": xk, yk, zk" (rather than just x, y, z).
...this however, is new. I'll try the given coordinates again, but this time I'll follow your advice. :)
Doctor Uburian
Posts: 7
Joined: Fri, 31. Aug 12, 16:55
x3ap

Post by Doctor Uburian »

Hello paulwheeler, i have a doubt about XRM and maybe you can help me.

If i recall correctly, in XRM when you kill a criminal/enemy on a race controlled territory and you have the security license of said race you get paid from it, and a message pop up notifies you the payment, and you receive a message on the "incoming message" mailbox. However, suddenly those messages have stopped to appear in the mailbox (the popup works well), although i still receive the money. Also, i loaded a previous save to see if the problem didn't occur on it, but it did.

The question is. How did this happen? Could it be a bug, or is it simply that the game has decided that i was receiving to many kill payment messages and deactivated that feature?

Thanks in advance
Aven Valkyr
Posts: 228
Joined: Thu, 13. Mar 14, 23:52
x3ap

Post by Aven Valkyr »

If I am correct, the popup only happens if the ship has accumulated bounty. Which means the enemy needs to have had killed another ship in order to accumulate that bounty. Otherwise you get the standard payment from the pilots license. For example, you kill a Xenon P, and you get 80K in reward from having the pilots license. That is usually shown at the bottom of your screen in the yellow lettering. Had that Xenon P killed another ship and accumulated say an extra 200K in bounty, then you not only get the base 80K, but you also get a message saying you have eliminated a pirate or whatever, and "here is your payment for eliminating the threat".

You can tell which NPC's have accumulated a bounty by looking at their ship in the map window. If there is a $ next to the ship, then that ship will reward you with bounty by killing it, and you will get the message you are looking for.

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