[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 »

NOValdemar wrote:...there isn't really a good missile to take out stations. Maybe this is intentional (?).
I've had that problem myself. Even a Kyoto with two Nagoya and twenty katanas take a while to destroy a single station. Omega Torpedoes speed it up somewhat but getting enough of a supply to take out an entire sector is extremely difficult / time consuming.

The stations were the most time consuming thing when I took Omicron Lyrae. Their hulls are way too strong. I don't understand why most stations, especially factories, have such a high hull rating. They should be much more fragile in hull the department. I certainly understand the powerful shields though. That makes perfect sense.

It'd be a much better alternative to a 'doomsday bomb' but... I have a sneaking suspicion that you can't change the hull / shields of a station, certainly isn't an entry for it in the TFactories or TDocks.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
A5PECT
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Post by A5PECT »

How do M7M barrages fare against stations?
Admitting you have a problem is the first step in figuring out how to make it worse.
deca.death
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Post by deca.death »

.
nap_rz wrote:for those who play XRM AP with Immersive Environment, do you see 2 suns on sol sectors? I see this huge orange star on sol systems besides the normal sun... is that intentional? but what is it? :lol:
I believe you're talking about commonly known "fried egg" IE+XRM issue. I have it too, it's in Tempestine. Try searching for expression for more info. I'm serious :)
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NeverSnake wrote: And if you want a spectacular anti-fighter frigate try the Split Wolf with Phased Array Laser Cannons all round.
Just traded mine for Snotra. It's too frail with 2GJ of shielding. PALCS are precise but overall damage output is not spectacular. Wing of xenon fighters + pair of P's and you're in trouble. Snotra doesn't hit as often (we'll see if it means problems with G's and their missiles) but at least it can take some damage (4GJ) and is as fast.

Nick 031287 wrote:these Tau missiles, are they meant to do 320k damage? they only M class ware and they cost 2'000 credits, is this right?
It's not "real" missile, but "unguided" so it's OK. In XRM all unguided missile have rudimentary guidance and proximity fuse btw. For example it will often miss khaak cluster /but when it hits ... :)
deca.death
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Post by deca.death »

.

I just finished boarding Privateer Cerebrus in Hatikva's last night, when I caught glimpse of some, seemingly very unfair fight nearby. 20 race ships pounded poor single pirate nova ... who just refuse to die! It's well known vanilla issue but I was still surprised to find it here. 5 minutes later I was in my spacesuit, "attacking" pirate with my repair laser (it's how is done folks, and don't ask me why, nobody knows :). It didn't work out immediately, but three reloads later brave boron jumped out and now I'm in possession of UNDEAD nova :) Yes, it virtually cannot die, IS or OOS. Seems like somebody forget to include "if HULL=0; explode" line if code :D

Anyway it would be stupid to use it for fighting (and slow, hull does hit 0 IS) but as remote satellite dispatcher in unknown and pirate sectors ... it's just perfect. Here is the whole story from vanilla;

One coincidence and one lucky boarding /Undead LX
Grimshad
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Post by Grimshad »

Valenzio wrote:
Grimshad wrote:I started playing today and all of the AP and XRM corp shipyards now have the name <Invalid>, their station icons have turned to a Kha'ak station Icon and I can no longer dock at some of them. Any ideas anyone??
have any custom ship addons?

might have to reinstall the mod... maybe....
No custom ships other than the ones that come with XRM.

Reinstalling XRM and its addons did not work.

Currently running:
The AP Bonus pack
XRM part 1 & 2
Cockpit mod for XRM
Medium hull multiplier for XRM

My custom GUI
Flat+Square map
Bounce
Improved Races Chaos Edition
No Floating Icons
No Station Wrecks
NPC Bailing Addon
Numeric Ranks
Pirate Guild 3
Rename Ships with Expression
Salvage Commands and NPCs
Ship killed Notifications
Universal Best buy/sell Locator
Universe Explorers
Economy and Supply Trader
Last edited by Grimshad on Thu, 26. Jan 12, 08:31, edited 1 time in total.
deca.death
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Post by deca.death »

Grimshad wrote: Bounce

Did you include CAT/DAT files of "bounce" to your root folder? Because if you did, here is your answer (You shouldn't - and next time, RTFM ;)
Grimshad
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Post by Grimshad »

deca.death wrote:
Grimshad wrote: Bounce
Did you include CAT/DAT files of "bounce" to your root folder? Because if you did, here is your answer (You shouldn't - and next time, RTFM ;)

No I didn't.
Last edited by Grimshad on Thu, 26. Jan 12, 08:31, edited 1 time in total.
mkrco
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HUB sector altered by XRM

Post by mkrco »

Paul,

I did a little bit more digging into the hub gates problem. I wiped all traces of X3 from my machine and did a new clean install of just X3TC..

With only cycrow's cheat scripts installed (and nothing else) on a new game start warping (by cheat) to the hub sector shows that the sector has thick red fog..The gates are visible, but they're not selectable as targets. They're also all inactive.

Then installing XRM (without advanced universe or anything else) and doing the same thing, the gates are still all there and inactive. But the red fog is completely gone, and all the gates ARE selectable as targets (they're marked by Xs).

So I think it's safe to say it's XRM that's affecting the HUB sector somehow which is preventing the activation of the gates later when one actually does the plot.
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joelR
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Post by joelR »

Grimshad wrote: Reinstalling XRM and its addons did not work.

Currently running:

Flat+Square map

That's not compatible
dougeye
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Post by dougeye »

its a strange one this plugin manager and the tfiles. Ive got xrm installed as a fake patch and im runing about 10 script based mods through plugin manager. The changes i made to the the twaret file are as i have set them, now ive launched the game both normally and through PM many time since making the chnages and all is as i set it.

1) does it happen after a certain amount of time?

2) do you have anything in the mods folder?

3) do you have any other fake patch mods that load after xrm that would modify tfiles?

4)mabye it is a particular mod you guys are using that i am not which is effecting PM's behaviour?

now i dont have the answers whatever the case may be but it would be good to establish these facts for reference as my game has none of the above :)
I used to list PC parts here, but "the best" will suffice!
dougeye
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Post by dougeye »

joelR wrote:
Grimshad wrote: Reinstalling XRM and its addons did not work.

Currently running:

Flat+Square map

That's not compatible
yes you DO NOT need flat / square map as its already implemented in XRM
I used to list PC parts here, but "the best" will suffice!
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joelR
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Post by joelR »

dougeye wrote:its a strange one this plugin manager and the tfiles. Ive got xrm installed as a fake patch and im runing about 10 script based mods through plugin manager. The changes i made to the the twaret file are as i have set them, now ive launched the game both normally and through PM many time since making the chnages and all is as i set it.

1) does it happen after a certain amount of time?

2) do you have anything in the mods folder?

3) do you have any other fake patch mods that load after xrm that would modify tfiles?

4)mabye it is a particular mod you guys are using that i am not which is effecting PM's behaviour?

now i dont have the answers whatever the case may be but it would be good to establish these facts for reference as my game has none of the above :)
the twaret file that the PM is making is using XRMs values not vanilla AP or any other mod. XRM is the only mod that changes the JD to XL.

The only way I could make it work was to extract the twaret and tlasers files and put them in an addon\types folder and edit those.
i64man
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Post by i64man »

Guys,

One question, I started the AP-XRM as an OTAS Operative and as soon as I entered Roll Legacy, I got jump by a Boron Frigate. I never made back through the gate.

Isn't the Borons friends with the Argon?
paulwheeler
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Re: HUB sector altered by XRM

Post by paulwheeler »

mkrco wrote:Paul,

I did a little bit more digging into the hub gates problem. I wiped all traces of X3 from my machine and did a new clean install of just X3TC..

With only cycrow's cheat scripts installed (and nothing else) on a new game start warping (by cheat) to the hub sector shows that the sector has thick red fog..The gates are visible, but they're not selectable as targets. They're also all inactive.

Then installing XRM (without advanced universe or anything else) and doing the same thing, the gates are still all there and inactive. But the red fog is completely gone, and all the gates ARE selectable as targets (they're marked by Xs).

So I think it's safe to say it's XRM that's affecting the HUB sector somehow which is preventing the activation of the gates later when one actually does the plot.
Are you playing AP or TC?

If TC:

Have a look back through this thread - there are plenty of people who have said they have completed the Hub plot while having XRM installed. The Hub sector is exactly the same in the XRM map as it is in the TC map.

In fact, I've used the hub myself in an XRM game - albeit after running the All Plots Complete script - but that does exactly what the plot does to the hub.

The XRM does not alter fog unless you install the backgrounds pack - and even then it only reduces it.

My guess is you are unwittingly adding something else into the mix which is altering the universe file, and since it is removing fog, possibly IE?



If AP:

The Hub sector is exactly as it is in the TC map - that might possibly be a reason, but as fat as I'm aware, AP doesn't give any access to the hub anyway.
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joelR
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Post by joelR »

If he cheats himself to the sector then the plot wont trigger.
paulwheeler
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Post by paulwheeler »

Grimshad wrote:I started playing today and all of the AP and XRM corp shipyards now have the name <Invalid>, their station icons have turned to a Kha'ak station Icon and I can no longer dock at some of them. Any ideas anyone??
You say that they "now have the name" - does that mean they were OK before?

It sounds as if you have a mod conflict of some kind. Check for something that alters TFactories.
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joelR
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Post by joelR »

What are you doing awake paul!
paulwheeler
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Post by paulwheeler »

deca.death wrote:.
nap_rz wrote:for those who play XRM AP with Immersive Environment, do you see 2 suns on sol sectors? I see this huge orange star on sol systems besides the normal sun... is that intentional? but what is it? :lol:
I believe you're talking about commonly known "fried egg" IE+XRM issue. I have it too, it's in Tempestine. Try searching for expression for more info. I'm serious :)
Advanced forum search
Actually, I believe this is due to IE embedding the sun into the solar system texture, rather than having a standard X3 sun. Of course, the XRM universe file still includes the standard X3 sun - hence you get two.

Your options?

1 - Write an MD script that removes the sun for all the Terran sectors.

2 - Remove the solar system background from IE.

3 - Edit the XRM Universe map to remove the sun from Terran sectors.



Quickest way out and still have a decent look:

Install the XRM backgrounds below IE, remove the solar system background from IE. Then you'll get IE everywhere else, but the XRM background of the solar system.
paulwheeler
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Post by paulwheeler »

joelR wrote:What are you doing awake paul!

err.... it 9am here in good old Blighty.
Grimshad
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Post by Grimshad »

paulwheeler wrote:
Grimshad wrote:I started playing today and all of the AP and XRM corp shipyards now have the name <Invalid>, their station icons have turned to a Kha'ak station Icon and I can no longer dock at some of them. Any ideas anyone??
You say that they "now have the name" - does that mean they were OK before?

It sounds as if you have a mod conflict of some kind. Check for something that alters TFactories.
Paul .. XRM has flatmap integrated? You think of everything don't you!

Yes the names WERE correct, but NOTHING has changed.

IE: have installed no more mods than what was installed when the names were correct.

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