[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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morikaane
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Post by morikaane »

Nick 031287 wrote:hey whats that big complex mod i forgot what it was, you know the mod that makes the Complex hub larger? maybe one that also docks capitals?
Production Modules?

M.
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dougeye
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Post by dougeye »

advanced complex hub. i think the thread is in german though. also if you havnt already remember to grab tubeless complex mod! both run as fake patches :)
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Nick 031287
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Post by Nick 031287 »

dougeye wrote:advanced complex hub. i think the thread is in german though. also if you havnt already remember to grab tubeless complex mod! both run as fake patches :)
i like the tubes, it dont make my computer lag like most peoples little machines
Teladidrone
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Post by Teladidrone »

Fighter drones.

I noticed you removed the pre-installed Fight command software Mk1/Mk2 from them in XRM.
Why?
This makes them pretty useless especially because you can no longer broadcast combat orders to them...
Last edited by Teladidrone on Tue, 24. Jan 12, 19:00, edited 1 time in total.
A5PECT
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Post by A5PECT »

Teladidrone wrote:I am not complaining at all; this whole discussion started because someone was trying to figure out optimal bail settings for XRM:AP and I was only sharing my settings...
[ external image ]

Oops, my bad.
paulwheeler wrote:I'm going to try and sort something out, but it will probably mean doing something to remove the Torus wreck's collision box.
How about removing the highways' collision boxes? They're causing some serious screw ups in the Albion sectors. You can reposition them a little bit so nothing ends up flying through them (I'm thinking of the paths between gates in Albion Beta).
nap_rz wrote:btw, anyone know where do these salvagers come from? just spawned nearby? and what do they do with all these salvaged ships?
From what I observed, they spawn at a random point in space in a sector or two away from a bailed ship, then fly over to it and claim it. The claimed ship is sent to a shipyard and "sold," and the salvage ship starts wandering around until it finds another derelict.

But as I said, that's what I observe in-game. Someone who looked into the script files would be able to tell you more. Better yet, go ask Harsh. :p
Last edited by A5PECT on Tue, 24. Jan 12, 19:06, edited 1 time in total.
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Drockt1
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Post by Drockt1 »

Drockt1 wrote:To clarify, i don't mind a bit of a challenge in boarding. Having a few marines per ship is fine, but when its near the maximum a ship can carry, and you then are boarding with even numbers(add on internal sentry lasers), it can get kinda silly.
morikaane wrote:I'm not 100% sure, but I think it could be the equipment spawner that XRM uses (which is integrated into it).
Does anyone know what Tfile to open up to maybe edit the mass extra marines out with the x3 editor?
Last edited by Drockt1 on Tue, 24. Jan 12, 19:06, edited 1 time in total.
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Nick 031287
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Post by Nick 031287 »

KloHunt3r wrote:
Teladidrone wrote:I am not complaining at all; this whole discussion started because someone was trying to figure out optimal bail settings for XRM:AP and I was only sharing my settings...
[ external image ]

Oops, my bad.
paulwheeler wrote:I'm going to try and sort something out, but it will probably mean doing something to remove the Torus wreck's collision box.
How about removing the highways' collision boxes? They're causing some serious screw ups in the Albion sectors. You can reposition them a little bit so nothing ends up flying through them (I'm thinking of the paths between gates in Albion Beta).
nap_rz wrote:btw, anyone know where do these salvagers come from? just spawned nearby? and what do they do with all these salvaged ships?
From what I observed, they spawn at a random point in space in a sector or two away from a bailed ship, then fly over to it and claim it. The claimed ship is sent to a shipyard and "sold," and the salvage ship starts wandering around until it finds another derelict.

But as I said, that's what I observe in-game. Someone who looked into the script files would be able to tell you more.
i thought the Highways were some sort of Stream of energy? if you look at X rebirth screenshots, you see they dont have physical tubes going through the system but like an energy stream to accelirate your ships.
Maskelyne
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Post by Maskelyne »

I'm having some minor problems after updating to the most recent version. The main menu is slightly out of whack, there's a green line running through the "intro" option and some odd rectangles under the new game menu. Additionally, at the start of a new game I'm not getting the XRM-characteristic pause. Aside from that everything appears to be functioning correctly, but I haven't gone very far into the game yet since I'll probably have to restart if the issue gets resolved.

I'm sure I installed correctly. Fresh TC install, then patched to 3.2, then Bonus pack, then fake-patch XRM(part 1-14.cat/dat, part 2-15.cat/dat). No other mods or scripts and no addons.
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paulwheeler
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Post by paulwheeler »

mkrco wrote:
morikaane wrote:
mkrco wrote:Hmm..Ok I did that, and found the hub..But it looks different, none of the gates are active at all (they're all Xs on the sector map)..The plot did continue though..And I got up all the way to the realignment of the first set of gates, but when I go to realign them no available gate pairs are listed..Also, the hub looks different, it doesn't have that reddish tint that I remember from my vanilla playthrough. I wonder what could be causing this. I've got advanced universe add-on installed, does that do something to the gates?
No idea. You'll have to wait for an answer from Paul.

Sorry :(

But... actually, now that I think about it... Paul said he turned the Gates in the advanced universe into TOAs - that's probably why it isn't working.

M.

Hmm..that's interesting..It sounds quite plausible since the HUB is not supposed to be able to connect to TOAs anyways, and I have noticed that what used to be defined as gates are now jump beacons, and what used to be TOAs are now gates..

Paul, It looks like you're the authority on XRM. Can you give me a definitive answer? In short, I'm playing XRM with advanced universe and none of the HUB gate pairs seem to be active. I can't get into the sector without cheating and once I do all six gates are inactive, even realigning doesn't seem to bring the gates to life.


EDIT: I just tried disabling advanced universe, started up a new game and cheated my way into the HUB..all the gates are still inactive. But it's possible they don't activate until the hub plot is activated, I just don't have time right now to actually go start up the plot in a new game.
thanks,
m
One set of gates should be active, I think, at the beginning of a game - and I know it works with straight TC-XRM as many people have commented on playing the HUB plot.

I may have messed something up with the Advanced Universe perhaps - I'll have to check (although I'm pretty sure the hub gates are a different ID to standard gates so wouldn't have been swapped to TOAs like the others.

Sounds like for some reason the HUB is not being activated in your game. It is activated by a director script. It is disabled as you decribe in the universe map.
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:Fighter drones.

I noticed you removed the pre-installed Fight command software Mk1/Mk2 from them in XRM.
Why?
This makes them pretty useless especially because you can no longer broadcast combat orders to them...
I've not made any changes to fighter drones. IIRC - fighterdrone loadouts are preset by the ship class "fighterdrone" and can't be changed...
paulwheeler
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Post by paulwheeler »

Maskelyne wrote:I'm having some minor problems after updating to the most recent version. The main menu is slightly out of whack, there's a green line running through the "intro" option and some odd rectangles under the new game menu. Additionally, at the start of a new game I'm not getting the XRM-characteristic pause. Aside from that everything appears to be functioning correctly, but I haven't gone very far into the game yet since I'll probably have to restart if the issue gets resolved.

I'm sure I installed correctly. Fresh TC install, then patched to 3.2, then Bonus pack, then fake-patch XRM(part 1-14.cat/dat, part 2-15.cat/dat). No other mods or scripts and no addons.
If you're not getting the pause, something is wrong. Double check that you copied all the scripts from part 2.

As for the menu issue - that sound like a graphics card or driver problem...
dougeye
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Post by dougeye »

The hub does not work in AP strait off without an MD script i think. well at least the cheat pack could not force the gates to realign. as has been said all the gates are inactive! mabye there is a simple fix to activate all the hub gates in AP. mabye give the hub to the player in some starts as an inheritence bonus lol

edit i should add the gates are completly dead no glow in the middle at all and just to confirm i have not used Adv universe with AP or tried too lol
Last edited by dougeye on Tue, 24. Jan 12, 20:15, edited 1 time in total.
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paulwheeler
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Post by paulwheeler »

KloHunt3r wrote:
paulwheeler wrote:I'm going to try and sort something out, but it will probably mean doing something to remove the Torus wreck's collision box.
How about removing the highways' collision boxes? They're causing some serious screw ups in the Albion sectors. You can reposition them a little bit so nothing ends up flying through them (I'm thinking of the paths between gates in Albion Beta).
The problem with removing collision boxes is that ships will start flying through them, which might look even wierder. I assume thats why the accelerator models are way out of the centre of the sectors.

X3 is simply not designed to take such huge models.

As for the Torus... I could remove the wreck model I guess - its a pretty poor piece of modelling anyway - looks like something I would make! :wink:

I'll have a think about it.
paulwheeler
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Post by paulwheeler »

dougeye wrote:The hub does not work in AP strait off without an MD script i think. well at least the cheat pack could not force the gates to realign. as has been said all the gates are inactive! mabye there is a simple fix to activate all the hub gates in AP. mabye give the hub to the player in some starts as an inheritence bonus lol
I believe he is playing TC...
dougeye
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Post by dougeye »

ah yeah sorry ive just littlerly been messing around with the hub myself but in AP and got confused lol, is there a way to activate the hub gates in AP?
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Maskelyne
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Post by Maskelyne »

paulwheeler wrote:
Maskelyne wrote:I'm having some minor problems after updating to the most recent version. The main menu is slightly out of whack, there's a green line running through the "intro" option and some odd rectangles under the new game menu. Additionally, at the start of a new game I'm not getting the XRM-characteristic pause. Aside from that everything appears to be functioning correctly, but I haven't gone very far into the game yet since I'll probably have to restart if the issue gets resolved.

I'm sure I installed correctly. Fresh TC install, then patched to 3.2, then Bonus pack, then fake-patch XRM(part 1-14.cat/dat, part 2-15.cat/dat). No other mods or scripts and no addons.
If you're not getting the pause, something is wrong. Double check that you copied all the scripts from part 2.

As for the menu issue - that sound like a graphics card or driver problem...
I'm certain I copied all the scripts. I even downloaded part 2 again and tried the .spk version to make sure I wasn't missing any. As for the menu thing, I was running version 1.12 prior to updating and never had the problem. I'm gonna completely reinstall everything and try it without patching to 3.2, as that's the only thing other than XRM 1.16 that I've changed.
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Grimshad
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Post by Grimshad »

Does anyone know of a mod or which file I need to look into editing to make it so that collisions with other ships only do shield damage? I am sick of my allied ships running into me and making me restart from previous save.
mkrco
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Post by mkrco »

paulwheeler wrote:
dougeye wrote:The hub does not work in AP strait off without an MD script i think. well at least the cheat pack could not force the gates to realign. as has been said all the gates are inactive! mabye there is a simple fix to activate all the hub gates in AP. mabye give the hub to the player in some starts as an inheritence bonus lol
I believe he is playing TC...
Yup, I'm playing TC. I have AP on steam, but haven't installed it yet. However, what dougeye describes sounds like what I've got..The hub sector on the whole just seems inactive, even the reddish glow isn't there.

EDIT: You know, if I'm the only one experiencing this problem don't worry about it. I'll just use one of the gate building mods (like Advanced Hyperdrive) and sort of role-play the hub plot for my game...Each time I complete one stage of the hub plot I'll just add a new pair of gates to the hub, and that'll work well enough for me. If someone else comes out complaining about it, then you'll know there was at least one person who it happened to before. Otherwise, a fix is not necessary for me personally right now as it seems like you've got plenty on your plate Paul..GREAT mod by the way..A big improvement over vanilla.

PS: I don't know if this is a leftover from vanilla or XRM, but on the Albion adventurer start you start off with a Springblossom. Equipping 6 prototype Starburst Shockwave Cannons onto it seems a bit nerfed. The energy consumption is such that you only get about 4 shots before you're empty, and they're not powerful enough to justify that kind of energy cost..Perhaps just increasing the Springblossom's laser energy a little bit in future versions would be more balanced.
Last edited by mkrco on Tue, 24. Jan 12, 20:47, edited 1 time in total.
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joelR
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Post by joelR »

Grimshad wrote:Does anyone know of a mod or which file I need to look into editing to make it so that collisions with other ships only do shield damage? I am sick of my allied ships running into me and making me restart from previous save.
You mean you dont use bounce!!?? Seriously though. You need it. It doesnt solve every issue but it helps immensely. Thats your only option.
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Nick 031287
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Post by Nick 031287 »

whats the best missile to take down those pesky M5s?

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