[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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paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

-EposOne- wrote:Hi Paul
This is a great mod and I am enjoying it so far, nice work!

I have already installed the mod but now i like to fake patch the following Complex Cleaner, FDN v7, MPM v7, SSDN v7.
I have seen they come before the base XRM files, is this still possible at this stage to install them or will this void my current game saves and I have to start from scratch?

thanks much
You can install these at any stage in a game - just make sure you follow the ordering instructions from the Compatibility Notes section on the first page of this thread.
Last edited by paulwheeler on Fri, 28. Nov 14, 10:12, edited 1 time in total.
-EposOne-
Posts: 72
Joined: Sun, 28. Sep 08, 10:30
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Post by -EposOne- »

paulwheeler wrote:
-EposOne- wrote:Hi Paul
This is a great mod and I am enjoying it so far, nice work!

I have already installed the mod but now i like to fake patch the following Complex Cleaner, FDN v7, MPM v7, SSDN v7.
I have seen they come before the base XRM files, is this still possible at this stage to install them or will this void my current game saves and I have to start from scratch?

thanks much
You can install these at any stage in a game - just make sure you following the order instructions from the Compatibility Notes section on the first page of this thread.
Great, thanks Paul
Cheers
Bozz13
Posts: 14
Joined: Tue, 6. Aug 13, 18:16
x3ap

Post by Bozz13 »

hey sorry for my english, I just wanted to say thank you for this mod, I'm playing it for a year and now after XR I'm coming back to X3AP with XRM.

I'm installing the mod right now and I wanted to know more about the Advanced universe, because I'm really interested to play with it, but I wonder if the AI can adapt to it, will Improved races or MBR ships still be sent to defend sectors that are under attack, will they jump to the sector or will they have to travel all the way to that sector.

Thank you very much !!
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Bozz13 wrote:hey sorry for my english, I just wanted to say thank you for this mod, I'm playing it for a year and now after XR I'm coming back to X3AP with XRM.

I'm installing the mod right now and I wanted to know more about the Advanced universe, because I'm really interested to play with it, but I wonder if the AI can adapt to it, will Improved races or MBR ships still be sent to defend sectors that are under attack, will they jump to the sector or will they have to travel all the way to that sector.

Thank you very much !!
The AI has to follow the same rules as the player - they will jump to the nearest beacon and then fly to the sector they are trying to get to. This includes all jobs and RRF ships. No idea what happens with IR or MBRR.
Bozz13
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Joined: Tue, 6. Aug 13, 18:16
x3ap

Post by Bozz13 »

Okey thank you Paulwheeler :)
For what I have seen it looks like MBRR ships are using their jumpdrives as if there was no restrictions jumping to any sectors.
Nemesis_87
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Post by Nemesis_87 »

Advanced universe is awesome, but you can get a bit frustrated when your property is under attack hehe
Bozz13
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Post by Bozz13 »

yeah it is, but it seems that it is not compatible with lost colony because when I install LC and then Advanced universe I have no more gates in the new sectors and some of them have no name... I don't see why it's related...
joejccva71
Posts: 5
Joined: Wed, 3. Dec 14, 00:23
x3ap

Post by joejccva71 »

I just installed this mod after installing the game for the first time and I'm curious on how to remove the "ship nose" from my screen? I want to just see an open main screen with my hud. I'm using the Mercury ship and I have this long view of my ship in my main screen and it's obstructing somewhat.

How do I get my main viewing screen back to the way it was in the vanilla AP game?
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

joejccva71 wrote:I just installed this mod after installing the game for the first time and I'm curious on how to remove the "ship nose" from my screen? I want to just see an open main screen with my hud. I'm using the Mercury ship and I have this long view of my ship in my main screen and it's obstructing somewhat.

How do I get my main viewing screen back to the way it was in the vanilla AP game?
The only reason its like that in vanilla is because the bridge camera is in the wrong place. The XRM has corrected all the bridge cameras to the correct position on the model - there's no way to easily put it back without editing the model scene files.
paulwheeler
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Post by paulwheeler »

Bozz13 wrote:yeah it is, but it seems that it is not compatible with lost colony because when I install LC and then Advanced universe I have no more gates in the new sectors and some of them have no name... I don't see why it's related...
The AU is a completely new universe map - as LC alters the XRM map, they would have to produce an LC version of the AU map.
paulwheeler
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Post by paulwheeler »

Nemesis_87 wrote:Advanced universe is awesome, but you can get a bit frustrated when your property is under attack hehe
That was exactly the reason I created it - it adds yet another element of strategy to the game.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Bozz13 wrote:Okey thank you Paulwheeler :)
For what I have seen it looks like MBRR ships are using their jumpdrives as if there was no restrictions jumping to any sectors.
Any script that calls the vanilla jump scripts to initiate jumps will follow the AU rules. If a script has its own jump mechanism that bypasses the "find nearest jumpable gate" command and goes straight to the "add ship to environment" bit will not follow the rules (quite often the case with response scripts as then they don't have to wait in turn if the gate is in use).
fatlarry1954
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Joined: Sat, 23. Mar 13, 19:56
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Post by fatlarry1954 »

I am at a loss. Having played various X3AP starts with XRM, I cannot get the XRM to start. Deleted the game for space and now wish to play again. Clean install, followed printed dirctions, as well as a video and no joy at the start of a new game. Other mods, including the Cockpit SPK install well and truely. Any ideas Friends?
OTAS
Posts: 80
Joined: Mon, 2. Jul 12, 17:54
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Post by OTAS »

Is this mod finished or will there be future updates?
In case the latter is true, I can recommend the following mods:
- Encyclopedia mod: adds stations and ships from the X novels into the game, accompanied by better backgrounds and a rotating planet earth with improved textures.
- Lucikes script collection: I can't play X without them.
- GalaxyExplorer: script that handles automatic galaxy exploration.
- BiggerJumpGates: increases the gate sized for bigger ships.
- Life: more talking/swearing during battles adds to the immersion
- A bank account mod with interest and loans would also be great
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

fatlarry1954 wrote:I am at a loss. Having played various X3AP starts with XRM, I cannot get the XRM to start. Deleted the game for space and now wish to play again. Clean install, followed printed dirctions, as well as a video and no joy at the start of a new game. Other mods, including the Cockpit SPK install well and truely. Any ideas Friends?
Post a screenshot of your installation folder and ill see if I can spot whats causing the problem.
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

According to the ingame encyclopedia, the Valhalla isn't an ATF destroyer - only the Tyr and the Bragi are ATF destroyers. Why is this so?

And yes, I just bought one from the ATF shipyard in The Moon, so it should be visible in my encyclopedia.
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xxx_L.E.O.P.A.R.D_xxx
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Joined: Sat, 5. May 12, 23:02
x3ap

Post by xxx_L.E.O.P.A.R.D_xxx »

Hello everyone!
When is the next update? Is there any improvement in terms of performance?
I'll just leave a link here ...
https://www.youtube.com/user/MrLEOPARDIST/videos
zanzal
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Post by zanzal »

@BlackArchon, There are a few ships in XRM that won't appear in your in-game encyclopedia because they do not have a maker race. If the race appears in the Ship Browser as 'Unknown' then they won't appear in the in-game encyclopedia. The reason why they don't appear in the encyclopedia is that it only shows ships grouped by their maker race and doesn't show ships that do not have a maker race attached to them in the TShips file. I have always assumed that Paul did that intentionally because the ships that don't appear are usually pretty OP.
paulwheeler
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Post by paulwheeler »

The reason for this is so that those ships dont get spawned by scripts such as improved races. I made the change after reports of fleets of Valhallas with IR installed. Setting the race to 0 stops them from spawned - but also hides them from the encyclopedia.
BlackArchon
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Joined: Wed, 4. Feb 04, 17:37
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Post by BlackArchon »

Ok, thank you for your quick explanations. :)

So this is only a workaround for someone else's script? Wow... :sceptic:

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