[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

joelR wrote:@dougeye

Have you had any issues with the values not changing even after saving and opening the PM?

I noticed that I could change things in the part 2 cat without issue but the PMs twaret file is still showing the old values. Changing that does no good as it just creates a new one with the old values.
i think i know what you are saying but no i havnt had any values revert back! I have however spent hours modifying a tships but not the right one lol

if you are using tc the file path is xrmpart2.cat/t/(select twarest)

if you are using AP i made the mistake of forgetting the AP specific files are in the addon folder so the file path should be xrmpart2/addon/t/ (select twarest)

provided xeditor 2 is pointed at the correct location whether it be tc or AP and provided you have opened the correct version of the tfile and saved it back in the same place overwriting the old file then i dont see why values would "revert back".

edit -i may have gone off on the wrong track with my reply, what do you mean PM??
Last edited by dougeye on Wed, 25. Jan 12, 19:33, edited 1 time in total.
I used to list PC parts here, but "the best" will suffice!
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

Paul ive been testing mega battles with 50 capitals on either side loaded with missiles the lot and not got any crashes lol only a couple of blue screens but they are hardware related at my end i think.
I used to list PC parts here, but "the best" will suffice!
User avatar
InFlamesForEver
Posts: 2266
Joined: Fri, 22. Jul 11, 13:42
x3tc

Post by InFlamesForEver »

paulwheeler wrote:I spotted this vid on youtube:

http://www.youtube.com/watch?v=ohGfo86X ... ata_player

Gives a good impression of the size of the battle between the argon and terrans.
Well by the looks of that I am going to be doing some clips in AP after all.
Quite annoyed with College atm as I haven't actually had any time to play or make that video I promised.
I will get it done eventually but H/W is heavy atm.
In Flames We Trust
Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

25 hours non stop???

Also @Dougeye... all that lovely hardware and still blue screens :D SLI is usually the issue there, causes all sorts of nightmares in amongst the eye candy goodness.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

"Oh look, another mod for X..."

Some time later

"Whoa!? What's that? MORE! MORE!! MORE!!!"

Im not very far into my new game but ALLREADY i've simply fallen in love. You guys should be the ones making content for this game, simply GODLIKE, this is how it was meant to be, its still the same game but just so, so much more. I love the "old" ships being there and the new ones are simply stunning, weapon balance seems very good and racialicing weapons was brilliant idea, new cannon and beam sounds actually make big battles not only awasome to watch but to listen...

I could go one for hours how cool this is and i cant say how much i thank everyone for making this mod for my all time favorite game.

However, few snakes made into paradice / Bugs:
- Centaur Sentinel(looks awasome btw) has its view a bit low. The nose blocks quite much of it.
- Engine-trails(very nice addition btw) flicker in front of you when using 10x SETA

Small ideas:
- Super destroyers are meant to be nasty. Use the same idea from the Centaur Sentinel and add a second set of turrets, but these only mount anti-fighter weapons. True multitasking.
- Turrets should still be MUCH bigger and noticable in some ships, makes it look even more awasome, or hide em in "gunports" with boron for example

I will follow this mod very closely ^^

EDIT:
Making freight drones MUCH more easy to use:
- Return home makes em "kamikazi" into into SHIPS to return into their cargo-bay. If target is full or cant take the cargo = do follow.
If docking bays are full, they go "idle" and fly away.
- If possible add command "collect wares in sector and return"
A command that collects wares in selected sector and then returns to you if full or all collected
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

dougeye wrote:
joelR wrote:@dougeye

Have you had any issues with the values not changing even after saving and opening the PM?

I noticed that I could change things in the part 2 cat without issue but the PMs twaret file is still showing the old values. Changing that does no good as it just creates a new one with the old values.
i think i know what you are saying but no i havnt had any values revert back! I have however spent hours modifying a tships but not the right one lol

if you are using tc the file path is xrmpart2.cat/t/(select twarest)

if you are using AP i made the mistake of forgetting the AP specific files are in the addon folder so the file path should be xrmpart2/addon/t/ (select twarest)

provided xeditor 2 is pointed at the correct location whether it be tc or AP and provided you have opened the correct version of the tfile and saved it back in the same place overwriting the old file then i dont see why values would "revert back".

edit -i may have gone off on the wrong track with my reply, what do you mean PM??
Nothings reverting back. I mean the plugin manager. The twaret file it makes has the default XRM values. I changed the XRM cat without issue. I deleted the PM twaret and it makes no difference. Also the files youre talking about are in the types folder not \t.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

QUESTION: is combat-behaviour "moddable" in AP / X-games? Does XRM modify the combat-behaviour in any way?

Vanilla AP has some very odd combat and corvettes for example are simply stupid as they seem to try to fly like they are fighters(and not even using the full turning-rate of the ship). If the way they fly can be changed depending on ship-class, there are TONS of improvements to be made. Depending how the combat is scripted i'd be happy to help out with some.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

morikaane wrote:
Erenar wrote:To reduce them in TC I applied the LAA patcher which prolonged gameplay as i think the crashing was lack of addressable ram for the most part.
Pretty sure its already enabled, my system has been using near 3GB in X3:AP.

M.
3GB? it's 5.1GB for me... and I've crashed 3x with this XRM AP...
Master of the Blade
Posts: 2259
Joined: Fri, 6. Feb 09, 20:52
x3tc

Post by Master of the Blade »

Why does the Thresher cost 58Mcr? The Shrike costs 41Mcr, is faster than the Thresher (118 vs 113), has 8xIBLs in the front and more shielding than the Thresher, plus a bigger hangar bay. The Thresher has its heavy weapons split into two turrets meaning less damage to one target, less shielding and a useless main array (IPGs barely get more than a ship's length away and are inaccurate to the point of uselessness on corvettes and smaller, CFAs have too little range). Why the massive cost discrepancy? Is there something about Ion Cannons/PPCs that I'm missing?

That said, it is fun to use the Thresher's ICs to kill enemy frigates' speed and sidestrafe away while their shields are drained. :twisted:


That's the only real glaring imbalance in stats that I've seen so far. Once again, amazing job.
Allergic to work.

If at first you don't succeed, delegate the job to a minion.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

oh yeah I forgot to ask this

all these capital ships, can we know what kind of ships that can dock onto them?
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

BIG REQUEST

Please remove Mass Drivers from enemy loadouts! No matter what, theres gonna be a one helluva repair-bill after meeting one with MD mounted as they bypass shields...

Or better yet! Make it proper "minigun" as its said to be a rotary-barrel cannon. As in: Huge fire-rate, minimal oneshot damage that WONT bypass shields and ofc a large spread so it can be used to mop up hard to hit fast targets. Also since ive heard some "familiar" sounds, its a good time to go find that coolest minigun-sound too ^^

Would be the perfect "pirate-gun" while EBC is the "modern" more refined version of the MD.
NOValdemar
Posts: 238
Joined: Mon, 20. Dec 10, 22:39
xr

Post by NOValdemar »

Guys two quick questions on install procedures for AP. Did you guys install it on a fresh install of X3TC or can in install the folder I have with the XRM Mod and scripts also installed? If the later is possible can you still play XRM TC with XRM AP installed?

Also about the request against the MD, I highly doubt it will be removed as most players like it. What you can do is install a script which allows marines to repair ships they are on or ships that are dock to their ship. Or if you really don't want it you can just edit the laser yourself for your own game!
keminsky
Posts: 1
Joined: Wed, 25. Jan 12, 18:32

Post by keminsky »

hello

sorry the noob question.. is everyone being able o run this mod with Albinion Prelude version 1.1.0.0 ??? (patch 2 for AP)

trying to make the basics here work (part 1 and 2 of the mod) and i have a loading loop after character/mission screen=cant enter game after choosing "new game"

thx
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

joelR wrote:
dougeye wrote:
joelR wrote:@dougeye

Have you had any issues with the values not changing even after saving and opening the PM?

I noticed that I could change things in the part 2 cat without issue but the PMs twaret file is still showing the old values. Changing that does no good as it just creates a new one with the old values.
i think i know what you are saying but no i havnt had any values revert back! I have however spent hours modifying a tships but not the right one lol

if you are using tc the file path is xrmpart2.cat/t/(select twarest)

if you are using AP i made the mistake of forgetting the AP specific files are in the addon folder so the file path should be xrmpart2/addon/t/ (select twarest)

provided xeditor 2 is pointed at the correct location whether it be tc or AP and provided you have opened the correct version of the tfile and saved it back in the same place overwriting the old file then i dont see why values would "revert back".

edit -i may have gone off on the wrong track with my reply, what do you mean PM??
Nothings reverting back. I mean the plugin manager. The twaret file it makes has the default XRM values. I changed the XRM cat without issue. I deleted the PM twaret and it makes no difference. Also the files youre talking about are in the types folder not \t.


my bad i got my folder names confused lol i know what im doing i swear! lol + strange i have been using and launching from plugin manager and i get no issues like yours, although i have not messed with the plugin manager version. i simply edited the xrm tware and thats the one the game reads. perhabs its a particular mod plugin manager is running that is overiding, anyways at least you figured it out and its working :)
I used to list PC parts here, but "the best" will suffice!
omegaflux
Posts: 19
Joined: Sun, 8. Jan 12, 09:08

Post by omegaflux »

greetings paul, is there a way you could add station and m1 m2 m7m station shockwave damage when they blow up ? as it i right now its really a immersion killer for me

-omega
NeverSnake
Posts: 5159
Joined: Thu, 9. Oct 03, 20:44
x3tc

Post by NeverSnake »

nap_rz wrote:3GB? it's 5.1GB for me... and I've crashed 3x with this XRM AP...
AP can't be using 5.1GB itself (unless it's a 64-bit executable, which I doubt) but if it's LAA then it'll be able to use 2GB on most 32-bit systems, 3GB on 32-bit systems configured for that and 4GB on 64-bit systems.

Lack of memory shouldn't be crashing a new game like AP, it's almost certainly something egosoft have tested for given how many people are up against that 2GB limit.
nap_rz wrote:all these capital ships, can we know what kind of ships that can dock onto them?
I asked that myself but I don't think anyone's made a list yet, if you've got a specific ship or two in mind someone might have one to check.
Master of the Blade wrote:Why does the Thresher cost 58Mcr? The Shrike costs 41Mcr, is faster than the Thresher (118 vs 113), has 8xIBLs in the front and more shielding than the Thresher, plus a bigger hangar bay.
IBLs do 7k damage per second and have a 6.5km range while PPCs do 9k damage per second and have an 8km range. The Thresher also has 50% higher weapon regeneration and while the IPG are a disappointing downgrade from PPCs/ICs they still give it far more damage potential than the Shrike.

Compare the Thresher with something like the Raven, I don't think the borons have an all-rounder like the Shrike and Deimos, but their light carrier the Coelacanth is probably closer than the thresher.
swatti wrote:However, few snakes made into paradice / Bugs:
- Centaur Sentinel(looks awasome btw) has its view a bit low. The nose blocks quite much of it.
- Engine-trails(very nice addition btw) flicker in front of you when using 10x SETA

Small ideas:
- Super destroyers are meant to be nasty. Use the same idea from the Centaur Sentinel and add a second set of turrets, but these only mount anti-fighter weapons. True multitasking.
- Turrets should still be MUCH bigger and noticable in some ships, makes it look even more awasome, or hide em in "gunports" with boron for example
1. The Centaur Sentinal looks fine to me in the model viewer. There are ships that obscure much more - try flying a Split Drake for example.

2. As the FAQ linked from the second post in the thread says, the trails going in front of your ship at high SETA speeds are a TC issue and not one XRM can solve without removing trails from small ships entirely.

3. I believe X3 is limited to 7 or 8 sets of guns on a ship so not possible unfortunately.

4. Remodelling every ship with turrets is an awful lot of work, so unless you're volunteering I'd put that down as wishful thinking rather than a practical suggestion.

EDIT:
omegaflux wrote:greetings paul, is there a way you could add station and m1 m2 m7m station shockwave damage when they blow up ? as it i right now its really a immersion killer for me
Shockwaves in what? I know some of the nebulas are rather thicker than expected but this is empty space and you're supposed to be able to stand next to an explosion with no ill effects (assuming you avoid the shrapnel)
Last edited by NeverSnake on Wed, 25. Jan 12, 21:48, edited 1 time in total.
"There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

thinking about mass driver i was playing a ww2 strategy game earlier and was thinking about the english anti tank crews that did not try and destroy the tank but rather pierce the hull to kill the crew. obviously that is not possible with x but consider this with sheild and hull.the mass driver round still ignores sheilds and the weapon fires considerably slower but does more damage per bullet. this will let realy fast fighters avoid it.

Also i would recommend asking for permissions to implement marine repairs into XRM as standard so m6's up, effectivly have a crew that repairs the vessel.

otherwise the mass driver is obsolete and need changing but i dont think any vanilla weapons should be completly removed.
I used to list PC parts here, but "the best" will suffice!
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

dougeye wrote:Also i would recommend asking for permissions to implement marine repairs into XRM as standard so m6's up, effectivly have a crew that repairs the vessel.
It's already in the recommended mods section. I think it's fine that way, as I'm fairly certain not everyone wants to use it.

I use the medium hull pack and Mass Drivers aren't devastating to large ships (in low numbers); I'm fine without the marine repair script.
Admitting you have a problem is the first step in figuring out how to make it worse.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

For capital ship docking, check out the BSD mod thread (I think 3rd post). The majority of external docking quotas are stated there. Otherwise, for new ships, check the descriptions.
NeverSnake
Posts: 5159
Joined: Thu, 9. Oct 03, 20:44
x3tc

Post by NeverSnake »

Even without the marine repair script, XRM's repair options are very efficient, the spacesuit repair laser is boosted over Vanilla and the OTAS maintenance pods repair very fast indeed while using little ammo, they're certainly many times the speed of mass drivers.
"There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”