[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

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Aldebaran_Prime wrote: So please modifiy this gamestart in a way, to start not in a central paranid sector...
All gamestarts are modified to fit with the xrm. If youre not starting in the correct sector something is wrong with your installation.
Adusad
Posts: 11
Joined: Fri, 12. Mar 10, 22:46
x3

Post by Adusad »

Hi, I have a quite big problem with jumpdrive. When I order my AI ships to jump, the order is accepted but nothing happens.Funny is, that jumpdrive on my personal ship work properly. It is really getting me angry, because I cannot use UT's :evil: Can anyone help me please?
User avatar
Aldebaran_Prime
Posts: 1387
Joined: Sat, 20. Feb 10, 17:47
x4

Post by Aldebaran_Prime »

All gamestarts are modified to fit with the xrm. If youre not starting in the correct sector something is wrong with your installation.
you are right - the Paranid Prime Problem was based on a installation issue. I re-installed everything on AP without any additional mod now - and now I spawn also in different Paranid sectors.

BUT anyway, also in the correct sectors I survive just 30s until missiles destroy my TS
:evil: :evil: :evil:

- what do I wrong?
Aven Valkyr
Posts: 228
Joined: Thu, 13. Mar 14, 23:52
x3ap

Post by Aven Valkyr »

Aldebaran_Prime wrote:you are right - the Paranid Prime Problem was based on a installation issue. I re-installed everything on AP without any additional mod now - and now I spawn also in different Paranid sectors.

BUT anyway, also in the correct sectors I survive just 30s until missiles destroy my TS
:evil: :evil: :evil:

- what do I wrong?
That's something that XRM does a lot of, and unfortunately frustrates the hell out of me a lot too, but for different reasons. It seems that all capital ships (m7 and up) in this game are LOADED with torpedo's and do nothing but torp the crap out of anyone they think are enemies. So while I started as an ATF Veteran and didn't really see this right off the bat, I do notice it a LOT whenever I'm doing missions. For example, on a "kill" mission, I go to where the enemy is spawned, only to see anywhere between 5 - 15 torpedo's already on their way to my target. Makes things extremely frustrating.

I wish I could figure out a way to limit the levels and usage of torpedo's that NPC military has while using this mod. Although the upside to it, it makes for watching epic battles between xenon and argon (or any other military) both amusing and entertaining :)
Aven Valkyr
Posts: 228
Joined: Thu, 13. Mar 14, 23:52
x3ap

Post by Aven Valkyr »

paulwheeler wrote:Adding all missing missile fabs is on the to-do list. Ive got no eta though.
Thanks paul, hope to see them added soon :) I use up those zeta's like crazy. Thankfully the dark space weapons dealers seem to spawn them quite often so all I need to do is is run there to pick up batches of them when needed :)
Master of the Blade
Posts: 2259
Joined: Fri, 6. Feb 09, 20:52
x3tc

Post by Master of the Blade »

Aven Valkyr wrote:For example, on a "kill" mission, I go to where the enemy is spawned, only to see anywhere between 5 - 15 torpedo's already on their way to my target. Makes things extremely frustrating.
My favourite one is when you go spacewalking to claim a bailed fighter and suddenly BOOM you're dead because that firestorm torpedo that was chasing it across the sector finally catches up because it stopped when its pilot jumped ship. Yet another stupid death...


Something that may be worth looking at is some of the fighter missiles (Possibly Firelance, Blizzard or one of the other small swarms) - sometimes when dogfighting, missiles hitting ANOTHER target will hit me with splash, and the repeated splashes cause the 'stunning' effect where your ship spins uncontrollably. With the high missile fire chance the XRM AI ships seem to have, I have on a few occasions been LAUNCHED ~20km across a sector by repeated missile splashes off of another ship. I'd say there's a light missile whose splash radius is set too high, as it doesn't do much actual damage?
Allergic to work.

If at first you don't succeed, delegate the job to a minion.
Aven Valkyr
Posts: 228
Joined: Thu, 13. Mar 14, 23:52
x3ap

Post by Aven Valkyr »

hmm I have been hit by torpedo's a lot so far and I've never been thrown across the map. Something must be up with your install 'cause that's not supposed to happen :) I never spin out of control from that...

But my favorite is when my fighters have taken an NPC down to 5% hull and BOOM several torps hit at the same time, and not only destroy the NPC but also most of my fighters. While I use CODEA in conjunction with XRM, I have decided the fleets of small fighters (m4 and m5 primarily but most m3's as well) are almost completely useless in this game now, since they almost always get torped to death. So I have decided that my smallest ship should be an M6, since they at least have some survivability :)
delta440
Posts: 2
Joined: Mon, 31. Mar 14, 03:23
x3ap

Post by delta440 »

Not sure how im installing this mod improperly, but when i start the game the weapons and most of the mods functions work i get the message saying its installed but the first message i get from terran/argon command says textid not found and every sector is devoid of combat ships no terran/argon war no xenon ships in xenon sectors no khaak ships is khaak sectors why is everything empty? :? :?
CrimsonCrow
Posts: 17
Joined: Thu, 11. Aug 05, 01:48
x4

Post by CrimsonCrow »

paulwheeler wrote:- INSTALLATION INSTRUCTIONS -

-To install the hull packs, cockpit packs and background pack simply extract the contents to the X3TC directory and rename the hull pack or cockpit pack cat/dat to a higher number than the main XRM mod.

- To install the Advanced Universe Addon Pack Place the cat/dat for the addon pack at a higher number than XRM Part 2.
Well "higher number" can look one of two ways for a newb never doing this before. Looking up to down in the order that the (.cat/.dat) are loaded by the game. I would say the hull pack would be 05 and the main RXM (.cat/.dat) files would be 06, 07, ect... 05 being higher number in the load order (considering up to down or load order).

The other way to look at it is that 05 is a higher number than 01 - 04 so that would make the main RXM (.cat/.dat) files be renamed as 05, 06 and then the hull pack at 07 (07 as an example of being the highest number).

So which is it I'm wondering? :o

Thanks for any help.

CC
DevilishMoney
Posts: 114
Joined: Tue, 29. Dec 09, 14:01
x3ap

Post by DevilishMoney »

07 is higher then 06. 06 is higher then 05.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

delta440 wrote:Not sure how im installing this mod improperly, but when i start the game the weapons and most of the mods functions work i get the message saying its installed but the first message i get from terran/argon command says textid not found and every sector is devoid of combat ships no terran/argon war no xenon ships in xenon sectors no khaak ships is khaak sectors why is everything empty? :? :?
I suspect that you have not copied the scripts from the scripts_ap folder in part 2 into your addon\scripts folder.
Doctor Uburian
Posts: 7
Joined: Fri, 31. Aug 12, 16:55
x3ap

Post by Doctor Uburian »

Yacek wrote:
Doctor Uburian wrote:What can i do to get through the mission?
Mission accomplished several times in the XRM.
A good solution is to raise your reputation with the pirates before execution.
You can also before it is clear the pirate sectors, but it requires a large fleet of combat.
Thanks for the help :) I'll try to befriend them.
agleave
Posts: 183
Joined: Thu, 24. Nov 05, 10:28
x3tc

Shady Business Plot

Post by agleave »

With regards to the Shady Business Plot ( http://forum.egosoft.com/viewtopic.php?p=4308352 ) I just had a look through Spychotic's Plot walkthrough, and he mentioned that if there's any issues with it, its likely a mod is causing problems. My question is, has anyone finished this plot with XRM installed?

I am at the part where I have just entered Elysium of Light, and spoken to a Goner there. He wants me to get a TP ship and go pick up a Terran and Argon person to try to convince them to work together to fight off the impending Xenon invasion. The Terran person is marked as being at the Stock Exchange in Mars, however there is no guidance option available for the Argon person, so I cannot complete this mission as I do not know where to collect him.

Having looked at the walkthrough, it is stated there the Argon ambassador is at the Orbital Defence station in Black Hole Sun. Well, I've been there but the ambassador "Brent Kareen" is not at the station...... I can't progress from here.

EDIT: A further bit of investigation by loading a previous save game. The Terran ambassador is at the Mars Stock Exchange before this part of the mission even starts. The Argon ambassador is NOT at the Military Outpost in Black Hole Sun however, and this is where the problem exists. I know for a fact that due to the Xenon being far more active in XRM than vanilla, they have quite often attacked this sector in the past, and I'm guessing the Military Outpost has been destroyed one or more times in the past...I think this is where the missions has become broken.

Any ideas how I can "fix this" or some other way of "completing" this part of the mission so I can go on??
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Lots of XRM users have completed this plot with no problems.

As far as I know, all Egosoft plots set all "mission critical" objects, such as stations, to invincible when the plot initialises. Any missing stations automatically get respawned. So I don't think that would be causing your issue.
Morthias
Posts: 11
Joined: Fri, 21. Mar 14, 12:35

Post by Morthias »

I keep getting a corrupt zip file when downloading part 1 and 3. Is there a mirror of some sorts?

edit: downloading it with IE instead of chrome seems to have fixed it :)
Shimrod
Posts: 907
Joined: Tue, 18. Feb 03, 01:43
x4

Post by Shimrod »

In case it's not deliberate, I noticed that flail barrage missiles aren't set as swarm missiles in my current 1.30d game.
delta440
Posts: 2
Joined: Mon, 31. Mar 14, 03:23
x3ap

Post by delta440 »

I have an Interesting question How come there are no mods that add space anomalies like quasars blackholes and etc. It would be pretty cool to see how a blackhole would effect things in a sector
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Shimrod wrote:In case it's not deliberate, I noticed that flail barrage missiles aren't set as swarm missiles in my current 1.30d game.
Thats deliberate - with the fact that AI M7Ms actually fire missiles now, they're way too overpowered as swarm missiles.
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

Hi Paul,

Playing OTAS style at the moment and I think I've come across an oddity, the Auster M8 has 3x200 shielding but only 3.9 of rudder.....which makes it a unbelievably tough if a pig of a ship to fly and seems totally at odds with the other races M8's!

So is a oversight or deliberate?
Master of the Blade
Posts: 2259
Joined: Fri, 6. Feb 09, 20:52
x3tc

Post by Master of the Blade »

The Auster's 600MJ of shielding is several times stronger than any other M8, and its other stats are pretty decent as well. I'd say slow turning is an attempt to make it somewhere near balanced, since as an actual bomber I'd say it's incredibly strong, even overpowered. :lol:
Allergic to work.

If at first you don't succeed, delegate the job to a minion.

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