[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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Nicoman35
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Post by Nicoman35 »

DrBullwinkle wrote: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.
I'll do that mutex thing, I am already using it sometimes :).
There is only one thing: There is no while loop or whatever being able to cause a hang of this script. Only possibility is an issue caused by another script it calls.
The only thing I have found is plugin.xrm.bountycleanup, which, under certain circumstances, will have *millions* of loop cycles inside, each loop with a wait time of 100-200 ms. If that occurs, then, to my thinking, it will be very likely to cause a hang.
Though it puzzles me, that I do not see it in the global script list.
So, I thought it would be better to optimize things. But for that I need to know what the purpouse of plugin.xrm.bountycleanup is.
Hey doc, if you like, just have a look at that script and tell me your opinion.
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DrBullwinkle
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Post by DrBullwinkle »

Artificial Life Plugins (ALPs) are like a global loop that repeats each time the timer event fires. Often there is no need for While loops inside of an AL Plugin.

Loops with Waits will never hang, although they may run slowly. Sometimes it is much faster to *not* use a Wait if there are many iterations and the loop only happens rarely (such as the Cleanup event which fires only when the ALP is turned off in the Artificial Life settings).
  • (Waits are interruptible, so that other scripts can always run. This avoids hangs.)

But be *very* careful if you remove the Waits, because any mistake (or unexpected condition) that causes the loop to not exit *will* result in a hang.
paulwheeler
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Post by paulwheeler »

Masterdwarf wrote: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.
They are already there - they just have different names.

They are the TS sentinel variants.
paulwheeler
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Post by paulwheeler »

Nicoman35 wrote: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.
All that script does is integrity checks on the bounty arrays. Sorting this issue is on my to do list if you can hang on till the next release. Its not a particular heavy script so i doubt the build up makes a massive difference in the big scheme of things.

I dont think the script is getting stuck, i just think i did not allow enough time for it to complete between AL loops so they build up over time.

Shortening the waits would help - dont remove them - the script engine cannot multitask. Waits allow other scripts to take their turn.

Or increase the AL timer.

Or add Bullwinkles mutex code.

Ill get it sorted as soon as i have time - probably in June.
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DrBullwinkle
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Post by DrBullwinkle »

Yeah, my comment about not using a Wait is an "advanced topic" -- I only mentioned it for completeness in my response. Normally, all loops should have Waits.

The Mutex code has the same effect as increasing the event timer, although it happens automatically, whenever the computer and script(s) is/are stressed.

As you say, using the longest possible event timer that works reliably is a good idea. Sixty seconds is frequent enough for most ALP's, and some run considerably less often than that. If you need a shorter event timer for some reason, then be sure to optimize your code for performance.
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Nick 031287
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Post by Nick 031287 »

after coming across yet again Game breaking bugs on X rebirth i decided to officially shelf it for a much longer period of time... so in the mean time

X3ap with XRM

i want to make this the ultimate X3 game so :P i need help with a list of mods that is compatible with this

are there mods that adds new sectors, mods that adds more weapons, ships, side missions, boarding etc.

i want to be greedy an take it all. but i want to make sure it definetly works with XRM.

if anyone can contact me or just reply here let me know what works best.
IamSp00ky
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Post by IamSp00ky »

I've attempted to download the no-steam exe at with every version of chrome and firefox possible. I've added it to the exemption list on all my ad blockers, no matter what it still tells me I need to enable cookies. Is there an alternative place I can get the no-steam executable?
Alan Phipps
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Post by Alan Phipps »

@ IamSp00ky: You need to register your game of X3TC, X3AP or the Superbox with the Egosoft forums to be able to download the NoSteam exe. That is the only authorised way to get it.
A dog has a master; a cat has domestic staff.
Boringnick
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Post by Boringnick »

Click on this:

http://forum.egosoft.com/profile.php?mode=editprofile

And scroll down ("EGOSOFT-Preferences").

There you should be able to register your game. Enter the key code of X3TC, X3AP or the Superbox under "Game Registration Code #1:".
Adusad
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Post by Adusad »

Hi guys, can anyone help me pls? I bought the terran M7, but the problem is, that I just can't find any FPD (fusion pulse disruptors) for it. The patrol bases are still empty and also there aren't any factories. Is there any way, how to gain them? :(
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Yacek
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Post by Yacek »

Adusad wrote:Hi guys, can anyone help me pls? I bought the terran M7, but the problem is, that I just can't find any FPD (fusion pulse disruptors) for it. The patrol bases are still empty and also there aren't any factories. Is there any way, how to gain them? :(
Use Scorp's Map (info first post) and / or search for station Weapons Dealer.
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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d_ka
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Post by d_ka »

@Adusad:

There must be a Terran Weapons Dealer somewhere in Neptun, or 1 sector arround, iirc. It has all Terran weapons you need.
"Only fools seek power, and only the greatest fools seek it through force".
paulwheeler
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Post by paulwheeler »

Adusad wrote:Hi guys, can anyone help me pls? I bought the terran M7, but the problem is, that I just can't find any FPD (fusion pulse disruptors) for it. The patrol bases are still empty and also there aren't any factories. Is there any way, how to gain them? :(
You should see FPD factories dotted around Terran space - also Darkspace Weapons Dealers.

If you are not seeing them - then something is wrong with your installation and you are not seeing the XRM map.
d_ka
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Post by d_ka »

@paul:

While i see you writing, i´ve got a small question, please:
Is it possible to switch the "hull cat/dat" files and keep playing a save, or do i have to restart?
Wanted to try out the medium version to see how the balance goes, but don´t want to start a new game/would like to continiue an old one if possible.

Thanx in advance.
"Only fools seek power, and only the greatest fools seek it through force".
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Yacek
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Post by Yacek »

d_ka wrote:@Adusad:

There must be a Terran Weapons Dealer somewhere in Neptun, or 1 sector arround, iirc. It has all Terran weapons you need.
Neptun?
For me it is always in the Mercury, Titanium and Dark Space Cluster.
d_ka wrote: Is it possible to switch the "hull cat/dat" files and keep playing a save, or do i have to restart?
You can. You just have to manually run the script temp.srm.hull.reload.xml, after replacing the file cat / dat.
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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dfm5000
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Post by dfm5000 »

http://roguey.co.uk/x3ap/help/guides/co ... /page1.php

I'm experiencing some huge problems with corporation troubles. I am using 1.30d the mini patches and what not are confusing, I don't know if this mini patch was included in the update to 1.30d or not.

Also the walkthrough I've posted above starts automatically when you install XRM. You are to go to third redemption no mini requirements like stated on that link, and upon talking to the primary plot person it says contact him again which gives no dialog.

Tuffonmeluks seems to be in two spots also, one with a blue book over his head in the equipment dock, and in the paranid trading dock, which is where the mission marker points.

So how have people resolved this?
paulwheeler
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Post by paulwheeler »

Ive not had any reports of problems with this plot with the latest version of the XRM. Ive not actually played the plot myself though. The xrm doesnt actually alter the workings of the plot.
Nemesis_87
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Post by Nemesis_87 »

Just wondering if anyone has any tips to handle missiles, my current method is paranid tri beam cannons with smart turrets but would be nice to use other races (mosquito defense just completely misses)
valefore
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Joined: Mon, 28. Apr 14, 23:20
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problems with Chimera PAR

Post by valefore »

Hi all,
I don't know if this was mentioned before but when I activate the Chimera PAR ships, they do not arm the first two weapon slots. They still have the weapons though so I can arm them manually, but that's a pain. When I use other PAR ships like the Kea PAR, all weapons are armed normally.

More specifically this is after I made Chimera PAR from my HQ and armed them using the PAR arm command. Can anybody confirm this problem?


Also, is there a way to search only in this thread? There's 1664 pages of posts and I feel there's a lot of useful info here but I just can't search for it.
d_ka
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Post by d_ka »

@ paul:

I´ve mentioned problems wth Corporation Troubles plot a while ago, and also in one of my last postings, actually.

@ Yacek:

Thank you, it worked perfectly. You will be right about the Terran WD, i´ve played my Terran save a while ago :oops:

@ Nemesis_87:

Custom turret commands might help if smart turrets don´t work as you wish. I usually create two of them with the priority in taking out incoming missiles first, the one anti fighter, and another more generalized. You also can edit the standard commands.
Moskitos are actually quite effective against heavy, and slow missiles, esp. when targeting them at straigh trajectory ( facing the incomming barrage, or running from them ).
Try to use Hurricanes at a range of under 25km, and target a single torpedo from the incomming barrage - the blast radius will destroy the rest ( Aurora, or Tornado have even greater blast readius, but they have shorter range/bad tracking abilities, and miss to much ).
If you have troubles with "torpedoes" ( Hammers or Tommahawks ) try to keep distance to M7M/M8 and let them deplete their ammo, if you close in, and try to fight them head on while they are heavily guarded, you´ll die ( An example from my last experience: I´ve entered the Xenon Relay sector under Matriarchs Vanguard, and all that was left ther were 2 G´s, 1 K, couple of M3B, M6 and fighters, while i had a CODEA battlegroup consisting of Lothan as flagship, 1 =I=, and 4 Frigates + 1 Heavy Dragon, and i was personaly flying a Python, and their missiles boats were half empty on missiles, and all that was left was the I, the Shrike, and my damaged Python! - medium hull pack, btw.).
As to the weapons: Gaus Cannons are great at incoming heavies, and PALC is THE flak weapon.
"Only fools seek power, and only the greatest fools seek it through force".

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