[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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nap_rz
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Post by nap_rz »

paulwheeler wrote:You can increase rep using the cheat scripts, or edit the "start.xml" director file from part 2.
non cheat way? please?

and paul, can you tell me where's the menu for bail addon, etc I mentioned above?
PRiME2007
Posts: 32
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Post by PRiME2007 »

YOU can do it in the script editor "Thereshallbewings" as pilot name and then inside menu there, can't remember but its there at top.

In there you can create new script and use the SETNOTORIETY function, basically the bottom part of the script creation is were you add it, it should be somewhere in the Generals selection of code. Just browse around and you will figure it out.

I believe Max notoriety in AP is like 200000 number wise..
kush
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Post by kush »

After several hours of serious games play, let me also add my praises for a job well done – wiki, wiki, wicked! Well worth the wait (as expected) – now let the good times roll! :D :D :D :D
paulwheeler
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Post by paulwheeler »

morikaane wrote:Paul,

Terran Lasertowers seem to be invisible in my game. Fairly confident that I installed the mod properly, can anyone confirm this? (just in case).

Also noticed that the Kyoto (USC Ship) is available for purchase from the ATF Headquarters in the Moon.

And... strangely... noticed a Terran Boron Freighter with a bunch of different race ships escorting it (all marked as terran). Is this deliberate?

Cheers,
M.
I noticed that too. Seems to be an issue with the new terran lasertower. I've double checked the tships entry and it's identical to vanilla. That's why I've not used it and put the standard commonwealth lasertower in for sale in Terran space instead and in sectors. That way you get the proper weapon too.

I've forgotten about updating atf headquarters. Ill check it.

As for the freighter, that happens sometimes. Its a bug in the x3 jobs engine. Next time you spot it, tell me the name of the job and i can check it. Otherwise, it's a needle in a haystack.
Last edited by paulwheeler on Sat, 21. Jan 12, 13:14, edited 2 times in total.
nap_rz
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Post by nap_rz »

PRiME2007 wrote:YOU can do it in the script editor "Thereshallbewings" as pilot name and then inside menu there, can't remember but its there at top.

In there you can create new script and use the SETNOTORIETY function, basically the bottom part of the script creation is were you add it, it should be somewhere in the Generals selection of code. Just browse around and you will figure it out.

I believe Max notoriety in AP is like 200000 number wise..
is there a non cheat way to increase my terran reputation in the hunted hero start?

and how do I configure salvage command and npc (the one that let AI claim ships, and the NPC bail addon parameters too?)

sorry if I keep asking lol :lol:
paulwheeler
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Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote:You can increase rep using the cheat scripts, or edit the "start.xml" director file from part 2.
non cheat way? please?

and paul, can you tell me where's the menu for bail addon, etc I mentioned above?
The non-cheat way is, kill enemies in Terran space, same as with the other races. There's plenty of pirates, khaak and xenon there.

Has anyone noticed if ap has sorted the lack of terran fight missions?

I am going to try and sort out rep in non-owned sectors, so if you attack an enemy of a race, even in someone else's sectors you still get rep and reward.

Doesn't the npcbailing need cycrows community plugin configuration script?
Teladidrone
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Post by Teladidrone »

The "winnable" war.

What happens if it actually is won?
Peace and flowers for ever or will it eventually start again?
morikaane
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Post by morikaane »

paulwheeler wrote:As for the freighter, that happens sometimes. Its a bug in the x3 jobs engine. Next time you spot it, tell me the name of the job and i can check it. Otherwise, it's a needle in a haystack.
I'm pretty sure it was a Terran Heavy Load Transporter. If it helps, this one had an escort.

Also, just noticed an unescorted Terran Heavy Load Transporter that was a Teladi Vulture.
Teladidrone wrote:Peace and flowers for ever or will it eventually start again?
Flowers, yes. Peace, no. *grins wryly*

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:The "winnable" war.

What happens if it actually is won?
Peace and flowers for ever or will it eventually start again?
Spoiler
Show
Basically there are a few objectives.

On the argon side:

Destroy the main task force command ship and the task force will retreat. But the task force will rebuild and the attack will come again.

Destroy both terran bases in mars and mccallum relay and all terran invasions will cease and you have effectively won the war.

However, these bases will eventually respawn and the war will restart, unless you keep a fleet in both staging areas and destroy the respawned stations as soon as they appear (or use a sector take over script with spawn supression).

For the terrans:

Wipe out everything in the argon sectors south of heretics end. The task forces priority are the stations, so keep any argon forces off their back.

Also, take out the bases in farpoint relay and argon sector m148 and all argon strikes in Terran space will cease and you will win. Again, these bases will eventually respawn unless you use sector take over.
nap_rz
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Post by nap_rz »

paulwheeler wrote:
nap_rz wrote:
paulwheeler wrote:You can increase rep using the cheat scripts, or edit the "start.xml" director file from part 2.
non cheat way? please?

and paul, can you tell me where's the menu for bail addon, etc I mentioned above?
The non-cheat way is, kill enemies in Terran space, same as with the other races. There's plenty of pirates, khaak and xenon there.

Has anyone noticed if ap has sorted the lack of terran fight missions?

I am going to try and sort out rep in non-owned sectors, so if you attack an enemy of a race, even in someone else's sectors you still get rep and reward.

Doesn't the npcbailing need cycrows community plugin configuration script?
who the terran enemies are other than argon?

btw who else at war? only terran vs argon? no split vs boron or something?

yes I have community plugin config but cannot figure out how to access the menu...
paulwheeler
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Post by paulwheeler »

morikaane wrote:
paulwheeler wrote:As for the freighter, that happens sometimes. Its a bug in the x3 jobs engine. Next time you spot it, tell me the name of the job and i can check it. Otherwise, it's a needle in a haystack.
I'm pretty sure it was a Terran Heavy Load Transporter. If it helps, this one had an escort.

Also, just noticed an unescorted Terran Heavy Load Transporter that was a Teladi Vulture.

M.
Ok, ill check that job out. Thanks for the heads up.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote:
nap_rz wrote:
paulwheeler wrote:You can increase rep using the cheat scripts, or edit the "start.xml" director file from part 2.
non cheat way? please?

and paul, can you tell me where's the menu for bail addon, etc I mentioned above?
The non-cheat way is, kill enemies in Terran space, same as with the other races. There's plenty of pirates, khaak and xenon there.

Has anyone noticed if ap has sorted the lack of terran fight missions?

I am going to try and sort out rep in non-owned sectors, so if you attack an enemy of a race, even in someone else's sectors you still get rep and reward.

Doesn't the npcbailing need cycrows community plugin configuration script?
who the terran enemies are other than argon?

btw who else at war? only terran vs argon? no split vs boron or something?

yes I have community plugin config but cannot figure out how to access the menu...
Access the cpc by assigning it a hotkey in the control configuration.

Terran are enemies to argon, split, teladi, paranid (not boron for some reason), and the usual xenon, yaki, pirates and khaak.

Only argon and terran are at full war, but as usual things are tense between boron and split, and paranid and argon, and fights can break out in border sectors.
Teladidrone
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Post by Teladidrone »

I've read a lot about new ships but are there any new stations already included as well?

I dont mean (npc) stations in general (read about ship showcases or some special places with secret merchandise and stuff) but stations that are purchasable and (more!) useful to the player than the vanilla ones.
You know, something similar like the depots and player shipyards from the Extended mod or the OTAS Outpost from Lucike's mod collection?
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Erenar
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Post by Erenar »

I hope you're not asking about the terran combat mission fix because you want to play x.... you don't get to play, you have to develop develop develop.... no time for play for you sir!

;)
Halconnen
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Post by Halconnen »

Short question I probably missed the answer to in the OP since I'm sometimes blind when it comes to reading those:

Dropping the part 2 onto the stock AP 1.1 directory overwrites not just the missile attack script, but also several others, with different, smaller versions.

Namely !config.create.nearplanet, four !config.add.wares and eight !config.faction scripts.

I assume this is intentional?

Just asking to make sure. :o
Last edited by Halconnen on Sat, 21. Jan 12, 14:15, edited 1 time in total.
morikaane
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Post by morikaane »

Paul,

Noticed that the Aldrin forces are spawning AP Gunners as freighters. The ship in question was an Aldrin Agricultural Transporter. Hmmn... its available for sale at the Aldrin Shipyards.

However, noticed that it has an XXL cargo bay. Also, is it worth considering, later on, renaming it to Earthfleet Type-IV? AP Gunner is a reference to a specific argon ship......... which doesn't make much sense in Aldrin Shipyard, considering that they're Terran.

(sorry for being a bit of a pest :))

Cheers,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
impress
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Joined: Sat, 29. Jan 11, 14:15

Post by impress »

Halconnen wrote:Short question I probably missed the answer to in the OP since I'm sometimes blind when it comes to reading those:

Dropping the part 2 onto the stock AP 1.1 directory overwrites not just the missile attack script, but also several others, with different, smaller versions.

Namely !config.create.nearplanet, four !config.add.wares and eight !config.faction scripts.

I assume this is intentional?

Just asking to make sure. :o
I think here is your answer:
- Copy the contents of the "scripts" folder to the scripts folder in your main AP (addons) directory. If a scripts folder does not exist then create one. Overwrite any existing files.
dougeye
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Post by dougeye »

Paul got another one for you....

the kyoto is being used as the ATF command ship bragi in ATF forseti, it is also the only non ATF ship available at ATF headquarters the moon. me thinks its been flagged as ATF rather then USC?
I used to list PC parts here, but "the best" will suffice!
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joelR
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Post by joelR »

@Paul,

It appears that when being shot at, trails disappear for a moment. The ship that was shooting my ship was firing PRGs. Not sure if the issue is specific to that weapon or not.

-Joel

EDIT: I was flying an Eclipse.

EDIT 2: When turning at a steep angle, trails look really weird at high speeds too...
Last edited by joelR on Sat, 21. Jan 12, 15:00, edited 3 times in total.
garrry34
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Post by garrry34 »

paulwheeler wrote:
morikaane wrote:Paul,

Terran Lasertowers seem to be invisible in my game. Fairly confident that I installed the mod properly, can anyone confirm this? (just in case).

Also noticed that the Kyoto (USC Ship) is available for purchase from the ATF Headquarters in the Moon.

And... strangely... noticed a Terran Boron Freighter with a bunch of different race ships escorting it (all marked as terran). Is this deliberate?

Cheers,
M.
I noticed that too. Seems to be an issue with the new terran lasertower. I've double checked the tships entry and it's identical to vanilla. That's why I've not used it and put the standard commonwealth lasertower in for sale in Terran space instead and in sectors. That way you get the proper weapon too.

I've forgotten about updating atf headquarters. Ill check it.

As for the freighter, that happens sometimes. Its a bug in the x3 jobs engine. Next time you spot it, tell me the name of the job and i can check it. Otherwise, it's a needle in a haystack.
paul its not, I copied in the vanilla orbital from vanilla nad it works now, change the stats to match XRM of course lol, the model file is where scene path needs to go rather than ship scene part...

paul have I balls something up, are the war sectors supposed to be no longer red?
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