[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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paulwheeler
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Post by paulwheeler »

Nemesis_87 wrote:Well, i went with this processor because it is very good with games using single cores which is especialy useful for x3

Also i seem to have coem across another bug, There seems to be argon shipyards everywere. There is 1 in paranid prime and for some reason produces ice lol
Thats a TFactories conflict - normally due to leaving the bounce cat/dat in place after building a wall file.
KRM398
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still playing after all this time

Post by KRM398 »

hi Paul..its been a long time. My modded game is still going strong but did find one bug that was worth mentioning,(not thinking the mods still being updated or anything though) it seems when a fight is over there is always lots of salvage many,many missiles and occasionally but rarely other stuff. Capped a xenon K, dont want to fly it so put it in Farpoint Relay behind the station there and added a Buster to help gather free missiles. When I hear the message 'your ship is under attack' I check and yes...pirates are...I wait and then after their dead order my buster to gather the salvage...it never does because.....there is none. OOS fighting of owned ships does not create salvage materials, we need to be in sector for that to happen. Having a battleship sitting next to a pirate trade lane makes absolutely none..no matter how many fighters get destroyed there.
Okkim
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Post by Okkim »

Thank you Paul for answering my previous questions.

There is a minor bug with the PHQ plot mission descriptions. The missions you get until you receive the UFJD have the plot name Atreus Corp even though it should be Nividium Mining and Manufacturing Corporation. However when I received the UFJD the mission chain name changed to what it should be. This bug might also be present in vanilla AP but I have little experience of it.

I would also like to know if there are any differences between vanilla plot missions and XRM plot missions. For example you have Corporation Troubles plot playable from the start and PHQ plot seems to also have different starting requirements but it is not mentioned anywhere. Are there other such differences?

Another thing is that ships that have more than 5x200mj shields undock with damaged shields. 6x200mj shields are at 83% and 7x200mj are at 72% if I recall correctly. This happens only if player is in the ship. AI undocks with full shields. I tested with only XRM and cheatpack installed.
paulwheeler
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Re: still playing after all this time

Post by paulwheeler »

KRM398 wrote:hi Paul..its been a long time. My modded game is still going strong but did find one bug that was worth mentioning,(not thinking the mods still being updated or anything though) it seems when a fight is over there is always lots of salvage many,many missiles and occasionally but rarely other stuff. Capped a xenon K, dont want to fly it so put it in Farpoint Relay behind the station there and added a Buster to help gather free missiles. When I hear the message 'your ship is under attack' I check and yes...pirates are...I wait and then after their dead order my buster to gather the salvage...it never does because.....there is none. OOS fighting of owned ships does not create salvage materials, we need to be in sector for that to happen. Having a battleship sitting next to a pirate trade lane makes absolutely none..no matter how many fighters get destroyed there.
Thats vanilla behaviour. The XRM doesn't touch it.
paulwheeler
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Post by paulwheeler »

Okkim wrote:Thank you Paul for answering my previous questions.

There is a minor bug with the PHQ plot mission descriptions. The missions you get until you receive the UFJD have the plot name Atreus Corp even though it should be Nividium Mining and Manufacturing Corporation. However when I received the UFJD the mission chain name changed to what it should be. This bug might also be present in vanilla AP but I have little experience of it.

I would also like to know if there are any differences between vanilla plot missions and XRM plot missions. For example you have Corporation Troubles plot playable from the start and PHQ plot seems to also have different starting requirements but it is not mentioned anywhere. Are there other such differences?

Another thing is that ships that have more than 5x200mj shields undock with damaged shields. 6x200mj shields are at 83% and 7x200mj are at 72% if I recall correctly. This happens only if player is in the ship. AI undocks with full shields. I tested with only XRM and cheatpack installed.
The XRM does not alter the PHQ plot, so if there is indeed an issue, its in vanilla.

The only differences with the plots are the starting conditions - as some are not achievable with the XRM - the main condition that has been removed is completing the main AP Argon plot as this is not possible with the XRM.

The last issue is not something I have ever seen before and has never been reported to me before. Again, it is not a behaviour the XRM touches so if there is an issue its a vanilla bug and probably unfixable by anyone other than Egosoft. However, some M6s are too big to leave the internal docks safely - are you sure your ship is not clipping the hanger as it exits? The AI has collision disabled when it undocks.
KRM398
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Hopes And Prayers

Post by KRM398 »

Hi Paul, here's a wishlist for anyone making another new mod for TC ( I absolutely will not play Rebirth, what a disaster)...all the items you currently have in this mod and then:

1) different drops..missiles are fine but other things can drop too, weapons drop in the mod now about 1/100 to missiles, shields never drop, and there should be more items that never dropped in a X game that could (like missiles launchers...in 3 sizes fighter class, medium class and heavy for capitol ships only)
2) new weapons at equipment docks...missile launchers as an upgrade comes to mind, there can be generic launchers that do the job but are slow doing it then one upgraded version thats faster loading and firing, for example (weapons not usually made for the ship can be used...at a premium price for customization)
3) might to medium carriers in missions...this never happens, why? Arent they just as likely to be used for heavy patrol missions as a corvette or a pair of corvettes?(OK I've seen a Kariuto once or twice but thats all)
4) by adding the M3M fighter bomber we made full sized bombers obsolete, might as well remove them, or make them equal by letting them dock to carriers too.
5) full sized capitol ships can use jump drive for everything, and have enough room on board for the generators to run them, no more ecells for cap ships for the jump drives
6) Black Market shipyards...not just pirate shipyards but places to buy an assortment of ships from other races that you might not be allowed to fly...for a higher price of course.

Here's my current wishlist. Paul did a great job on this mod and I'm still enjoying it..but with no new ego games coming..maybe ever..then mods will be the only way to save the games we still play. Just keep that in mind out there, modders. :roll:
d_ka
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Post by d_ka »

@ paul:
a. The thing with shield drop by over 5x200 Mj used to happen to me all the time, but i can´t say if it´s XRM issue, since i´ve never played vanilla AP ( and i don´t remember how it was in XTC, it´s been a while, and they may have very different scripts for that, idk ).

b. In all my playthrough´s i´ve never been able to trigger the Shady Buiseness plot ( the one with Split bride.. ), though i seemingly have fulfillled the starting conditions ( unless they are even more specific then in vanilla ? )
And the Corporations Troubles plot used to get stuck in one of my saves ( the option to contact the Paranid char was not there any more ).

@ KRM398:

There are weapons drops, and there are even shield bats drops, but they come with higher fight rank, unfortunatly ( vanilla behaiviour, afaik ); the reason there are not so many of them is because XRM ships ( and caps ) are preamred, or so, and it´s the missiles they have in abundance, and therefore those plentyfull drops. You still can have quite a bit of them when pilots bail.
The missile launchers sound quite cool, a feature i´ve suggested a while ago on XRM dedicated forum, but as most of new features, i think Paul has not the time right now, and also is not too keen to redo the whole mod ( and thus make it save game incompatible, me thinks ), that involves too much work, he is a one man team atm, afaik, at least.

The thing with carriers, oh yea, that would be a hell of a fun, if a Light Carrier with full fighter ensemble would appear out of nowhere, and you are flying a tiny M6 - at least those are super heavy M3++ now in XRM
:D
The M8 - i do not consider obsolete, they are just very underpowered shield wise, but would make perfect Torpedo Boats, imo.
If you are tired of E-Cells shortage just install Capital ships E-CellGenerator hacked by Dr.Bullwinkle, or use Replicators by Shimrod ( the latter would even allow missile production on the fly ).

And the last, the Black Market shipyards - they are in XRM, they just don´t sell all the ships available, but rather better version, the Advance/Prototype versions, but they require the same standing with the founder race, which maybe could be changed ( it´s Pauls mod, and it´s his call ).
But there is still a good old way of boarding ( with Boarding Transporter, and Marine Repairs & Training - both hacked by Dr. Bullwinkle, again^^ ), you will be perfectly suited for any delicate operation in space ;)
And if it all failes: get yourself SOS, and some Hackerchips, shoot your enemy till it can barely fly, keep it´s shields down, and hack it from a, preferably, superior ( read: higher tier ) ship, till you crack it.

There are plenty of scripts which add a special flavour to XRM, and i still encounter things i´ve never payed attention to, but seeing your reg. date i would imagine you should know them all ( no offence ment, btw :) )
"Only fools seek power, and only the greatest fools seek it through force".
KRM398
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Post by KRM398 »

this link wasn't for Paul to rethink his entire mod...its great, but for anyone reading this thinking of a new mod and yes...there are abundant cheats all over the mod pages. But the ideas I dropped were for steady, full time play. Yes there are shipyards selling proto ships...but not standard ships from every race. That would be a Black Market yard where race and faction means nothing only cash. I used hacking software to get ships in the past, and made it harder on myself (I do that a lot) because it became too easy. I wouldn't hack anything my size or smaller...ever... only bigger ships (why hack something you already have, try to better yourself.) And now just use Bailing extension set to its lowest level (it comes with settings of 6 (for fighters) 4 (for medium ships) and 2 (for cap ships) I immediately reset that to 2,2,1...then play. You get a few but its not too easy.I also play so that I NEVER buy a ship. If I cant cap it, I dont fly it...right now after weeks of play just got a argon M7 after a big fight with the xenon in Wastelands...I wont attack friendlies but will accept free ships if I was actually in the battle. :roll:
Nemesis_87
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Post by Nemesis_87 »

I know its been ahwhile since playing xrm but has building XXL weps like tri beam lasers a 12 hour process?
t-master
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Post by t-master »

Edit: Seems like I remembered the behavior of some guns wrong, but seriously, what's with that awful sound of the PAC and PRG? Both sound like some Star Wars toy guns
jacare
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Post by jacare »

Hi. Someone can help me?

I have a BIG problem.

I installed the MOD XRMInstallerAP, but the game continues in Vanilla mode!! Not changed anything, but in the folder addon, files 05 and 06 cat / dat were created, and in the folder SCRIPTS there are several files XML. I don´t understand what's happening.
Someone can help me?

Thanks
d_ka
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Post by d_ka »

@KRM398

If you never buy ships, why would you want a Black Market shipyard to be in game? ^^
If a ship in question is of a friendly race i can buy it, if it´s of an enemy/not so friendly race i can cap it. If i won´t buy a ship of a friendly race, but would like to have it anyway, i´d wait for a retrieve mission for the ship in question, and keep it ( though this kind of behaiviour i´d only consider when i´m playing kind of a immoral char like pirate, or smuggler, and only pretend friends with a race i need something from ).

I do not use bailing scrpts at all, because there are already way too many fighters bayling at me ( esp. with higher military rank + when you fly M7 and bigger, and the flak massacres fighters, so they choose to bail way more often ).

The only downside immersion wise for me is that i can barter a ton of rare, or simply expensive weapons, but they rarely drop, like you pointed out, so while playing a more fighting oriented char i often have to rely on caping the ships to get them ( which is more difficult at the start, when your rank is low - i play with a script stopping you from getting higher ranks too fast, and the notoriety too - and you have very limited possibilities to performm boarding operations ).

Edit: Oh, yea, why hacking/caping ships lower tier then yours? Simply because one can use them for different tasks, or add the fighters to a carrier etc. etc.
"Only fools seek power, and only the greatest fools seek it through force".
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Maj. Tom
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Post by Maj. Tom »

t-master wrote:Edit: Seems like I remembered the behavior of some guns wrong, but seriously, what's with that awful sound of the PAC and PRG? Both sound like some Star Wars toy guns
:teladi: teladi agree. PAC does sound like the AT-ST cannons...
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
paulwheeler
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Post by paulwheeler »

jacare wrote:Hi. Someone can help me?

I have a BIG problem.

I installed the MOD XRMInstallerAP, but the game continues in Vanilla mode!! Not changed anything, but in the folder addon, files 05 and 06 cat / dat were created, and in the folder SCRIPTS there are several files XML. I don´t understand what's happening.
Someone can help me?

Thanks
I didnt write the installer so ive no idea what the problem is. All i can suggest is that you start again following my installation instructions on the first page of this thread.
Boringnick
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Post by Boringnick »

jacare wrote:Hi. Someone can help me?

I have a BIG problem.

I installed the MOD XRMInstallerAP, but the game continues in Vanilla mode!! Not changed anything, but in the folder addon, files 05 and 06 cat / dat were created, and in the folder SCRIPTS there are several files XML. I don´t understand what's happening.
Someone can help me?

Thanks
I wrote the installer.

Looks like the game cannot find the mod: Steam is a bit funky with mods, you should download the NoSteam.exe, copy it into the X3 folder XRM is installed in and run the game with it.

Albion Prelude 3.0 NoSteam.exe:

http://www.egosoft.com/download/x3ap/bonus_en.php
t-master
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Post by t-master »

Is there any way to configure (= reduce) the amount of khaak, xenon and pirate activities?
I'd like to at least the core sector be safe without me investing billions in defense.
Masterdwarf
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Post by Masterdwarf »

This question probably has been asked a milion times. But is there anny plan to add the TS+ ships (Drake, Hayabusa) from vanilla AP to the game? Because in this harsh universe my traders could use the extra guns and shields.
I know about the renames. but i cant seem to find them annywhere.
Nicoman35
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Post by Nicoman35 »

Paul,
who wrote the bounty part of the XRM mod? I am asking because I have the same pileup of the global script al.xrmbounty.corescripts.main that was mentioned a few months ago.
I would like to know, what function plugin.xrm.bountycleanup has.
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DrBullwinkle
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Post by DrBullwinkle »

Nicoman35 wrote:I have the same pileup of the global script al.xrmbounty.corescripts.main
There may (or may not) be code that should be fixed, but there is an easy way to kill AL pileups forever: Use a mutex lock to prevent the loop from running if it is already running.

In the timer event, add code like this:

Code: Select all

if not get global variable: name='g.xrmbounty.mutex'
  set global variable: name='g.xrmbounty.mutex' value=[TRUE]
  return null
end

* ... rest of timer event ...

* Before *every return point*, add this:
set global variable: name='g.xrmbounty.mutex' value=null
return null
Last edited by DrBullwinkle on Sun, 4. May 14, 18:47, edited 1 time in total.
d_ka
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Post by d_ka »

@Masterdwarf:

There are actually those TS+ ships in XRM where they are called "Sentinels" , and they are even heavier armed and shielded then their vanilla counterparts ( 3-6 x 200 Mj, Flak weapons in turrets, some are really speedy and agile too ); the OTAS Mistrals are also still there.

Btw: i´ve never used the script myself, but from what i hear the OK Traders by Shimrod are very effective in avoiding enemies ( using "attack signal" to jump away even before they actually get attacked ).

@t-master:

Apperently with X3-editor, editing the XRM cat.s by changing the job.files, but don´t ask me how, here are plenty of knowlegable people who might help you, though.
I myself consider those jobs set way with to high frequency btw., but i don´t think some rides on core sectors are wrong per se. The only thing that bothers me is that Pirates are simply suicidal in their behaviour, but thats a vanilla issue, afaik ( at least they should try to flee at overwhelming odds, and their larger ships should try to jump out, just like the RRF ships do, imho ).
Spoiler
Show
For everyone who likes to maintain permanent military presens OOS/IS i´d recommend Lucikes SRD service, where your ships are manned by actual pilots, follow predefined routes if you like, in multiple sectors, and jump out quite successfully if it gets to hot for them etc.
"Only fools seek power, and only the greatest fools seek it through force".

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