[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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BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

Arsozah wrote:
BlackArchon wrote:If you see your engine trails in front of your ship, this usually means that ypur CPU is too weak for this SETA level. Lower your SETA level until your CPU can handle it. :)
so... the i5 2410m (2.3ghz turboed to 2.9ghz) cant handle it? Wow, SETA with that mod truly eats up processor power then :O
Correct, even here my 4.4 GHz Haswell can hardly do more than SETA 6x. You can disable the engine trails which gives a nice performance boost. There is a manual for doing so: http://forum.egosoft.com/viewtopic.php?p=3700456
Arsozah
Posts: 6
Joined: Tue, 6. May 14, 10:39
x4

Post by Arsozah »

thanks for the info. Guess i'll be stuck going to unknown sectors to SETA :S
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

Arsozah wrote:I now only have one gripe with this mod, and that's the incredible framedrop when I hit SETA.

When I hit it, I see the exhausts from my engine IN FRONT of the ship. Is this a bug, or did I screw up loadorder of mods again?
It just lag from all the extra stuff XRM adds. Even with a killer rig XRM + a few other mods can kill your FPS. What SETA speed are you using? I pretty much can't use SETA unless I am in a empty system, auto pilot and turbo booster and a book are my answer to long travel times lol.

If your like me you a prolly CPU bound, as X3 is a single threaded game. The core I run X3 on is 100% maxed out even with almost 5 gig per core.
gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
x4

Post by gilboa »

d_ka wrote:@Gilboa:

I used to play with "high hulls", but switched to "medium" because of the Xenon caps beein way too durable, thus me having to refit and repair any of my heavy ships after each single fight - i got tired of that tbh ^^

The thing with Boreas, or any other heavy ship capable of holding of IC is that it can lame a single enemy capital ship, while taking moderate damage, and destroying within a reasonable timeframe ( the PBC are very usefull vs. the hull ). Of course, if needed i used to assist in my personal ship, using lots of missiles sometimes when the next enemy capital was getting too close. The Boreas was struggling with weapon recharge itself, but it was enough to fire salvo after salvo, while even a Xenon I could onle fire its guns from time to time. If Boreas was about to become significant shield damage, it used to start evasive manouvers ( like in vanilla ), thus missing the shots with beams, and getting in danger.

Concerning performance: i think there are some lags due to Cronos´ scripts in my games, but since it is heavily modified, and is beeing run on a i7 laptop ( 2.4 ghz - 2.8 turbo max. ) i can´t tell for sure when it´s his scripts, and when it´s something else, but as long as the battles are moderatlely large, it´s ok.

Greetings.
Interesting, thanks.

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Arsozah
Posts: 6
Joined: Tue, 6. May 14, 10:39
x4

Post by Arsozah »

Eidolan wrote:
Arsozah wrote:I now only have one gripe with this mod, and that's the incredible framedrop when I hit SETA.

When I hit it, I see the exhausts from my engine IN FRONT of the ship. Is this a bug, or did I screw up loadorder of mods again?
It just lag from all the extra stuff XRM adds. Even with a killer rig XRM + a few other mods can kill your FPS. What SETA speed are you using? I pretty much can't use SETA unless I am in a empty system, auto pilot and turbo booster and a book are my answer to long travel times lol.

If your like me you a prolly CPU bound, as X3 is a single threaded game. The core I run X3 on is 100% maxed out even with almost 5 gig per core.
I WANT to run 1000 seta, but dropped down to 600 (still lagging) and gotta drop lower.

But if I have to travel, I generally just use autopilot and a JD. I rarely fly anything that cant fit a jumpdrive, because... well, JUMPDRIVE :D
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

Arsozah wrote:
Eidolan wrote:
Arsozah wrote:I now only have one gripe with this mod, and that's the incredible framedrop when I hit SETA.

When I hit it, I see the exhausts from my engine IN FRONT of the ship. Is this a bug, or did I screw up loadorder of mods again?
It just lag from all the extra stuff XRM adds. Even with a killer rig XRM + a few other mods can kill your FPS. What SETA speed are you using? I pretty much can't use SETA unless I am in a empty system, auto pilot and turbo booster and a book are my answer to long travel times lol.

If your like me you a prolly CPU bound, as X3 is a single threaded game. The core I run X3 on is 100% maxed out even with almost 5 gig per core.
I WANT to run 1000 seta, but dropped down to 600 (still lagging) and gotta drop lower.

But if I have to travel, I generally just use autopilot and a JD. I rarely fly anything that cant fit a jumpdrive, because... well, JUMPDRIVE :D
Turbo Booster helps a lot as well. Some M6's can get to 700+ MS with turbo on.
RicoOcho
Posts: 438
Joined: Mon, 12. Apr 10, 13:22
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Post by RicoOcho »

Installed the newer update and saw on the notes "automated repair drones"
can they now repair ships for you or do you still have to enter them and pew repair your ships?
Thanks
An object in motion, stays in motion unless acted on by an outside force.
Sir Isaac Newton, The meanest person in space.
Master of the Blade
Posts: 2259
Joined: Fri, 6. Feb 09, 20:52
x3tc

Post by Master of the Blade »

The OTAS maintenance pod can be set to automatically repair ships, for as long as it has quantum tubes as ammo. No player intervention required, though I've not tried having it repair OOS.
Allergic to work.

If at first you don't succeed, delegate the job to a minion.
RayF
Posts: 456
Joined: Wed, 22. May 13, 12:30

Post by RayF »

Hey guys,
Two questions if i may,

I seem to have a script problem of what i have read on the forum. When i go to USC shipyard i can see various entries of zzPLACEHOLDER GAZZ and a ReadText17-12001

I have searched and found this post with the same problem : http://xudb.pl/topic/2498-patch-30-dla- ... ge__st__10
You can also see a pic at the end of the post that shows the problem...

However, I dont understand what they say. Anybody knows the language?
Anybody knows how to fix or if this bug will present a problem to my game?



Moving on, i 'rented' the unknown sector next to legends home and made it my own garage:)

i currently have around 100mil. I am thinking to buy something to park everything there, but also something that will be useful to me in the future.

So, whats the best to buy:?

a) HQ
b) ED
c) Shipyard

or something else??

thanks to all!
User avatar
CoreX
Posts: 191
Joined: Tue, 18. Mar 08, 00:46
x4

Post by CoreX »

hi guys, i'm new to this mod ^^

i don't understand why my sectormap shows some ships with yellow "$" Unit.

If i destroy them, ill get more money due to police licence? Or what is the meaning of yellow "$"
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

The "$" sign means this target has a bounty on it. Go to the game's options and bind a key to XRM check bounty. Then target the ship and use this key. You will see which races will give you a bounty for killing this ship if you have the corresponding police licences.
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

OK trying to see if this is normal or not. My game has been starting to come to a crawl, I think one of the problems is the MASSIVE amount of trade ships I see in some sectors. I swear one sector had 50+ "Terran heavy load transporters".

Is it normal for the universe to just me slam full of traders in late game? Also some capital ships spitting out dozens and dozens of fighter drones in a battle turns my game into a slide show, anyway to stop them from using fighter drones? Its not even like they are helping the battle much, in a battle between M2s and M2+s the drones are just getting blasted out of the sky by flack and doing nothing to impact the battle.

As for computer specs I have a AMD 8 core (I know X only uses 1) coverclocked to about 5Ghz per core, 16 gigs of ram (X only uses 4?) and a GPU with over 2 gigs of Vram.

I know X is an old engine but does every one pretty much just have to accept a slide show FPS rate late game due to being CPU bound or am I rare and possibly need to tweak some things.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

RayF wrote:Hey guys,
Two questions if i may,

I seem to have a script problem of what i have read on the forum. When i go to USC shipyard i can see various entries of zzPLACEHOLDER GAZZ and a ReadText17-12001

I have searched and found this post with the same problem : http://xudb.pl/topic/2498-patch-30-dla- ... ge__st__10
You can also see a pic at the end of the post that shows the problem...

However, I dont understand what they say. Anybody knows the language?
Anybody knows how to fix or if this bug will present a problem to my game?



Moving on, i 'rented' the unknown sector next to legends home and made it my own garage:)

i currently have around 100mil. I am thinking to buy something to park everything there, but also something that will be useful to me in the future.

So, whats the best to buy:?

a) HQ
b) ED
c) Shipyard

or something else??

thanks to all!
Sounds like you have not correctly installed the xrm scripts. You need to copy the scripts from the scripts_ap folder into the addon/scripts folder.

You will need to restart your game - there will be alot more wrong than just readtext errors.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Eidolan wrote:OK trying to see if this is normal or not. My game has been starting to come to a crawl, I think one of the problems is the MASSIVE amount of trade ships I see in some sectors. I swear one sector had 50+ "Terran heavy load transporters".

Is it normal for the universe to just me slam full of traders in late game? Also some capital ships spitting out dozens and dozens of fighter drones in a battle turns my game into a slide show, anyway to stop them from using fighter drones? Its not even like they are helping the battle much, in a battle between M2s and M2+s the drones are just getting blasted out of the sky by flack and doing nothing to impact the battle.
"
As for computer specs I have a AMD 8 core (I know X only uses 1) coverclocked to about 5Ghz per core, 16 gigs of ram (X only uses 4?) and a GPU with over 2 gigs of Vram.

I know X is an old engine but does every one pretty much just have to accept a slide show FPS rate late game due to being CPU bound or am I rare and possibly need to tweak some things.
What other scripts do you have installed? The xrm shouldnt spawn that many traders or drones.
Rutka
Posts: 7
Joined: Fri, 31. May 13, 09:53
x4

Post by Rutka »

Paul hello want ask next update?
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

paulwheeler wrote:
Eidolan wrote:OK trying to see if this is normal or not. My game has been starting to come to a crawl, I think one of the problems is the MASSIVE amount of trade ships I see in some sectors. I swear one sector had 50+ "Terran heavy load transporters".

Is it normal for the universe to just me slam full of traders in late game? Also some capital ships spitting out dozens and dozens of fighter drones in a battle turns my game into a slide show, anyway to stop them from using fighter drones? Its not even like they are helping the battle much, in a battle between M2s and M2+s the drones are just getting blasted out of the sky by flack and doing nothing to impact the battle.
"
As for computer specs I have a AMD 8 core (I know X only uses 1) coverclocked to about 5Ghz per core, 16 gigs of ram (X only uses 4?) and a GPU with over 2 gigs of Vram.

I know X is an old engine but does every one pretty much just have to accept a slide show FPS rate late game due to being CPU bound or am I rare and possibly need to tweak some things.
What other scripts do you have installed? The xrm shouldnt spawn that many traders or drones.
The other big mods I have are, Improved Races ,only thing turned on is sector take over, no respoce fleets or improved Xenon/Kaath and the economy booster is off.

MARS: I have attempted turning off AI ships use MARS and didn't see any improvement

LIFE: I have "turned off" this mod via the AI plugins command, but I still see some of its scripts running, not sure how to get rid of them competently as I was told just deleting them was a bad thing to do.

ADS: tho I don't have it running on any ships yet.

Pirate guild and Yaki armada

Improved Mk3 trader scripts, not sure if this might make the AI's traders more CPU hungry, just my own or not at all, It should not spawn any more traders from the mods description.

And TC plots in AP.

My GPU usage levels are pretty low, but do you think lowering graphics settings would lighten the load on the CPU? I notice a lag spike when firing Ka'Ath(sp?) or beam weapons.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Well I'd put my money on a problem with one of those scripts.

XRM ships are spawned by jobs - this means there are strict limits on the number of ships present in the universe at any one time. A job has a specific number of ships - it cannot spawn more until one gets destroyed. You will have the exactly the same amount of traders at the start of the game as you will have several weeks into a game.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Rutka wrote:Paul hello want ask next update?
I'm afraid its not ready yet. I hope to find time to complete it at some point in the not too distant future - but I cannot promise anything.
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

paulwheeler wrote:Well I'd put my money on a problem with one of those scripts.

XRM ships are spawned by jobs - this means there are strict limits on the number of ships present in the universe at any one time. A job has a specific number of ships - it cannot spawn more until one gets destroyed. You will have the exactly the same amount of traders at the start of the game as you will have several weeks into a game.
If somehow my normal XRM job file got replaced by an other mod (I'd guess LIFE mod) can I just override it with the file inside the XRM Cat files? Or will doing this mid game explode my universe?

For other people playing XRM how are your FPS rates later game? If most people seem to keep a steady FPS in mid to late game (I don't even have complexes yet) then I must have over modded my game and should start anew as it is just about unplayable now and I don't even have massive fleets doing battle like I know others do.

I know AMD's are not as good as intels for single thread games but can the difference really be Unplayable to good?

And their are always the same amount of traders? So if you do a bunch of station building missions and add to the NPC economy no new trader ships will spawn to support it? If so it seems like doing these missions will soon or later tank NPC markets.
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

Looking at the script editor (trying to find what mod might be killing my game) On average there are about 23000 "Current script tasks". Is this normal or way to many? Of all the script tasks !Jobfollowspacefly is at a whooping 2,000! Not sure what that task is but it is by far the single largest one. The free trader task is about 1,900. Not sure if these numbers have anything to do with CPU usage just trying to provide more info on my situation

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