[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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Valangar
Posts: 6
Joined: Fri, 27. Feb 15, 20:05
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Post by Valangar »

Ok, I scrapped everything and redownloaded the mod. 4 hours in, seems to work this time, although I'm getting some serious stutter again when encountering Xenon P or PX. But all in all it's not too bad.

Were station stats altered? I theorycrafted a small complex in Xadrian's tool and the supply was slightly off.
Can I make it compatible with the mod?
Siryath
Posts: 7
Joined: Sat, 24. Feb 07, 16:05
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Post by Siryath »

Is there a mod for this that makes ships faster? If not i'd be really cool if you made speed packs, like the increased hull packs.

I'd love to be able to go fast without cheating, as well as fight other similarly fast ships.
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DrBullwinkle
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Post by DrBullwinkle »

The Bonus Pack has the Turbo Booster, which gives you short bursts of high speed.

Slipstream Drive 2 is handy for traveling long distances. It is not good for combat, and requires some skill to fly with precision.

Pandora Tuning crates are engine and rudder over-tunings that are found randomly throughout the 'verse. Detector can help you to find them.
Siryath
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Post by Siryath »

Thanks for the suggestions. But I was refering to making all ships faster rather than just the player ship, particularly fighter craft, in the same fashion the hull packs multiply all hulls. Like 1.5x - 2x increase in fighter speeds and 1.2-1.5 in capital speeds :D
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

Can someone tell me how to get the XRM hull pack script to run. I know you have to run it manually from the script editor, I have fond the script inside the editor but then I press (L) for load or (R) for run I get asked to input values and I have no idea what to enter.
RayF
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Joined: Wed, 22. May 13, 12:30

Post by RayF »

solved...
Last edited by RayF on Mon, 9. Mar 15, 17:44, edited 2 times in total.
BlackArchon
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Post by BlackArchon »

Eidolan wrote:Can someone tell me how to get the XRM hull pack script to run. I know you have to run it manually from the script editor, I have fond the script inside the editor but then I press (L) for load or (R) for run I get asked to input values and I have no idea what to enter.
Simply confirming with the <Return> key (without typing anything) doesn't work?

PS: Eidolan, I sent you an PM some days ago. Have you read it already? :)
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

BlackArchon wrote:
Eidolan wrote:Can someone tell me how to get the XRM hull pack script to run. I know you have to run it manually from the script editor, I have fond the script inside the editor but then I press (L) for load or (R) for run I get asked to input values and I have no idea what to enter.
Simply confirming with the <Return> key (without typing anything) doesn't work?

PS: Eidolan, I sent you an PM some days ago. Have you read it already? :)
I don't think I ever would have noticed the tiny little message on the side of my screen telling me I had a PM unless you told me to look for it lol. I have read it and written a response, prolly to long of one but oh well. I will see if just hitting enter works, I can not remember if I did or not. I will feel dumb if that was all it took....
paulwheeler
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Post by paulwheeler »

Eidolan wrote:Can someone tell me how to get the XRM hull pack script to run. I know you have to run it manually from the script editor, I have fond the script inside the editor but then I press (L) for load or (R) for run I get asked to input values and I have no idea what to enter.
Press R and then I believe its just enter - ignore the question asking for input values.
paulwheeler
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Post by paulwheeler »

Siryath wrote:Thanks for the suggestions. But I was refering to making all ships faster rather than just the player ship, particularly fighter craft, in the same fashion the hull packs multiply all hulls. Like 1.5x - 2x increase in fighter speeds and 1.2-1.5 in capital speeds :D
The X3 pathfinding engine can't really handle fast speeds - you'll end up with lots of ships crashing into stations and asteroids.
BlackArchon
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Post by BlackArchon »

The crashes can be mitigated by using Litcube's Bounce (you can find a wall file for XRM 1.30d in my signature), but this is still a problem - at least IS.
BlackArchon
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Post by BlackArchon »

Eidolan wrote:...
I don't think I ever would have noticed the tiny little message on the side of my screen telling me I had a PM unless you told me to look for it lol. I have read it and written a response, prolly to long of one but oh well. I will see if just hitting enter works, I can not remember if I did or not. I will feel dumb if that was all it took....
You could also enable an email notification for incoming PMs. :)

I think we can correct the issue with the repair drones. :)
Master of the Blade
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Post by Master of the Blade »

Discovered something that was prooooobably causing most of my issues. Reinstalling TC apparently hadn't removed some aspects of my old XTC install, so that was interfering with XRM without having any obvious effects. Oops. :lol:


Should the Nemesis Sentinel have Tri-Beam Cannon compatibility in its top/down turrets? Because that would make a lot of sense - it's straight up underpowered compared to the other sentinel corvettes IMO, but the coloured box indicating TBC compatibility is there in its info, though the gun isn't listed in its actual compatibilities and can't actually be mounted.
Having the TBCs in its U/D turrets would both make it unique and less lackluster.

And if it IS intentional that it can't use the TBC, can I use X3 Editor 2 to add compatibility in those top/bottom turrets, and if so how?
Allergic to work.

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

No the Nemesis shouldn't have the Tri-beam in its turrets.

Ignore the coloured bars with the XRM - they are not the same as vanilla - I have swapped around many of the subtypes. Its a bit of a bugged system anyway.vThe named weapons are correct.

The tri-beam is a very powerful weapon. It would make the Nemesis way too overpowered by adding that.

The Nemesis is not that under-powered. Its fast and has the biggest laser energy of all the M6 Sentinels. With the sheer number of turrets it makes it one of the best options for anti-fighter operations.
Master of the Blade
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Post by Master of the Blade »

Fair enough, I respect the effort you put into getting everything balanced. The reason I feel the Nemesis Sentinel is weaker than other M6S is that it only has FPD compatibility in its forward turret, and only a single laser mount in its up/down turrets.

Meanwhile, the Hydra Sentinel and Osprey Sentinel have IPG and Fusion Bomb Launcher compatibility in both of their side turrets, making them much better suited to anticapital support fire. The Hydra also has IPGs in the forward turret, while the Osprey has PBGs.

The Dragon Sentinel has the amazing ISR in all its turret slots, making it devastating against fighters and pretty good against everything else to boot, with great speed for a sentinel M6.

The Centaur and Vidar Sentinel have the doubled up side turrets, meaning they have 8x M3-class weapons on each side, which again makes them great against fighters and good at sustained damage against other M6.

The Nemesis-S on the other hand has only 4x fighter-class weapons in its side turrets, only 4 FPDs across the whole ship and a single fighter class gun in the top/bottom. While I've been able to justify using pretty much every other M6S at some point, the Nemesis just doesn't seem to have any real redeeming features. Laser generator is nice if you're firing lots of corvette-class weapons at once, but the Nemesis-S can't do that, meaning its laser gen advantage is fairly moot.
Allergic to work.

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

Hey Paul, sorry for having to post here but the StrikingSoftware forums seem to have deleted my old account, and trying to create a new one just gives me endless "an error has occurred" messages.

Anyway, I've gotten back into XRM lately but I've run into a new problem. My SETA stays at about 10x for all of about 10 seconds, and then it quickly drops down to something like 2-3x. This makes the game pretty much unplayable, unless you enjoy spending an hour crossing a sector in some ships. I've googled the problem and found only two other instances of it, one in this very thread some 500-600 pages back that was unresolved and another that an Egosoft moderator addressed. They said that it was probably related to poor hardware or too many scripts.

The weird thing is, I loaded up my old campaign to test, and it works perfectly fine despite being on the exact same hardware (i7 4550k, GTX 770 4gb). It has some 12500 active scripts and is 13 days in, while the new, broken game has 14000 active scripts and 7 hours. Do you think that extra 1500 scripts would be enough to make the game go from 100% to super slow? My FPS remains at max, there is no real stuttering (maybe 1-2 microstutters while crossing an entire zone at max SETA) and despite it automatically dropping down to 2-3x SETA, it remains perfectly smooth.

I'm using the latest drivers, latest version of XRM, and latest versions of a handful of the recommended scripts (mostly NPC bailing addon, with the rates turned way down such that it only runs ~600 scripts at any time in both games).

I'd greatly appreciate any help you could lend me. I was looking forward to playing the Terrans for once, but those massive sectors coupled with this SETA bug and my newly captured Morrigu makes it unbearable.
BlackArchon
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Post by BlackArchon »

Paul, can you give us a hint about the NPC MARS drone repair problem? My observations are as follows:

- If a ship of mine got its hull damaged and it's IS, the drones are working fine - they are swarming the damaged ship and are constantly repairing it.
- If a NPC ship got its hull damaged and it's IS, its drones are also swarming the ship and shooting it, but the hull hitpoints won't change.
- If I leave the sector (so that this damaged NPC ship is OOS) and return to it immediately, the hull hitpoints of the ship are increased! So at least OOS, the NPC's repair drones seems to be working.
- Changing the energy consumption of the repair laser from the default 5 per shot to 1 seems to have no effect.

What can I do to further debug this problem?
paulwheeler
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Post by paulwheeler »

BlackArchon wrote:Paul, can you give us a hint about the NPC MARS drone repair problem? My observations are as follows:

- If a ship of mine got its hull damaged and it's IS, the drones are working fine - they are swarming the damaged ship and are constantly repairing it.
- If a NPC ship got its hull damaged and it's IS, its drones are also swarming the ship and shooting it, but the hull hitpoints won't change.
- If I leave the sector (so that this damaged NPC ship is OOS) and return to it immediately, the hull hitpoints of the ship are increased! So at least OOS, the NPC's repair drones seems to be working.
- Changing the energy consumption of the repair laser from the default 5 per shot to 1 seems to have no effect.

What can I do to further debug this problem?
I have no idea - I've never had a report of the drones not working correctly before.

I assume the drones use the standard repair laser? If so the only difference to vanilla is that it actually uses less energy already.

Are you using a hull pack? Remember the hull points are so much bigger than vanilla when using a hull pack so it will take a lot longer to repair.
paulwheeler
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Post by paulwheeler »

Mordrith wrote:Hey Paul, sorry for having to post here but the StrikingSoftware forums seem to have deleted my old account, and trying to create a new one just gives me endless "an error has occurred" messages.

Anyway, I've gotten back into XRM lately but I've run into a new problem. My SETA stays at about 10x for all of about 10 seconds, and then it quickly drops down to something like 2-3x. This makes the game pretty much unplayable, unless you enjoy spending an hour crossing a sector in some ships. I've googled the problem and found only two other instances of it, one in this very thread some 500-600 pages back that was unresolved and another that an Egosoft moderator addressed. They said that it was probably related to poor hardware or too many scripts.

The weird thing is, I loaded up my old campaign to test, and it works perfectly fine despite being on the exact same hardware (i7 4550k, GTX 770 4gb). It has some 12500 active scripts and is 13 days in, while the new, broken game has 14000 active scripts and 7 hours. Do you think that extra 1500 scripts would be enough to make the game go from 100% to super slow? My FPS remains at max, there is no real stuttering (maybe 1-2 microstutters while crossing an entire zone at max SETA) and despite it automatically dropping down to 2-3x SETA, it remains perfectly smooth.

I'm using the latest drivers, latest version of XRM, and latest versions of a handful of the recommended scripts (mostly NPC bailing addon, with the rates turned way down such that it only runs ~600 scripts at any time in both games).

I'd greatly appreciate any help you could lend me. I was looking forward to playing the Terrans for once, but those massive sectors coupled with this SETA bug and my newly captured Morrigu makes it unbearable.
SETA x10 rarely stays consistent with the XRM installed - there's just too much going on. I'd be surprised to hear that you were able to get consistent x10 on your old game - and I expect things are not quite right there.

Remember SETA does not just speed your ship up - it also speeds up every other ship and also every single script. Imagine trying to run 14000 scripts ten times faster than normal.

I recommend SETA x6 when using the XRM. The problem is, once the stuttering starts, things bottle up very quickly and you descend into a slide show. This can cause lots of problems, including auto-pilot errors and even script problems. You want the fastest SETA value that doesn't induce stuttering.
Mordrith
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Post by Mordrith »

paulwheeler wrote:SETA x10 rarely stays consistent with the XRM installed - there's just too much going on. I'd be surprised to hear that you were able to get consistent x10 on your old game - and I expect things are not quite right there.

Remember SETA does not just speed your ship up - it also speeds up every other ship and also every single script. Imagine trying to run 14000 scripts ten times faster than normal.

I recommend SETA x6 when using the XRM. The problem is, once the stuttering starts, things bottle up very quickly and you descend into a slide show. This can cause lots of problems, including auto-pilot errors and even script problems. You want the fastest SETA value that doesn't induce stuttering.
I'm not sure what caused it, but starting this morning the new game is mostly back to normal. Somehow I'm down to 12800 active scripts, which seems to have made a huge difference. I get around 2-3 stutters per 100km SETA in a busy sector, but it rarely slows down now (at least, not noticeably). I've been testing it, and compared to vanilla the SETA x10 seems to be pretty consistent in my old XRM game. I might knock it down a few notches in case it's causing problems, but for now everything seems mostly back to normal.

Also noticed during testing that the ship engine trails aren't a vanilla feature. I guess I've been playing XRM so long that I forgot, so nice job with them.

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