[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 »

Halconnen wrote:On that note, I can't help but constantly pick the Advanced Start just because of Dash in the portrait.

Darnit. :|
Equinophobia?
Halconnen wrote:EDIT: Ha. It looks like Germany is now rickroll proof. That video is blocked in Germany due to GEMA issues. Snerk.
Shhh....!

How about this one?

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

morikaane wrote: How about this one?

M.
I've gotten rick rolled so many times I'm completely immune to it :D, a few more times and hell I might start singing along that song XD
Halconnen
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Post by Halconnen »

morikaane wrote:Equinophobia?
Wouldn't it be 'philia' if I KEEP PICKING IT? That said. No.
morikaane wrote:How about this one?

M.
Also doesn't work. :p
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mr.WHO
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Post by mr.WHO »

Paul could you post expnobody's M2+ ingame screenshots? I mean most of his ships looks Ok when rendered in modeling program and wonderful ingame.

This time (M2+) it looks wonderful even before ingame so I think that ingame screen should be nothing less than eyegasm.
paulwheeler
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Post by paulwheeler »

joelR wrote:
PS: Is the advanced universe map really TC only or is that a typo? I was under the impression its the same map used i the regular XRM.
It uses its own unique map. I've not had time to create one for the AP map yet so yes, it's TC only at the moment.
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:Paul could you post expnobody's M2+ ingame screenshots? I mean most of his ships looks Ok when rendered in modeling program and wonderful ingame.

This time (M2+) it looks wonderful even before ingame so I think that ingame screen should be nothing less than eyegasm.
I will when I get a chance. I'm very busy over the weekend, so it probably won't be till monday.
paulwheeler
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Post by paulwheeler »

mr.WHO wrote: Back on topic - Paul is it possible to make mines somehow detonate only when hostiles closing and ignoring friendly/neutral tragets?
Also command for AI ship (player owned, but NPC might be interesting too) to drop x-mines in designated area would be nice too.
That kind of stuff is way beyond my current scripting ability. You'd be better off asking Gazz.
Probe1
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Post by Probe1 »

I'm a little confused on the install instructions. Patch 1.16 for AP- do I rename it 04.dat/04.cat (since the last vanilla cat,dat were 02 and I renamed the XRM cat,dat as 03?

Please answer :)
deca.death
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Post by deca.death »

Probe1 wrote: I hope. Here goes the download, 1 hour to go!
I looked but didn't see- is there a big pdf readme of all the changes and ship information somewhere to tide me over? :)
No it sadly lacks something like that, but you'll pick up, it's not that different. Major changes you'll notice is limited availability of "common" goods like JDs (not for small ships anymore, small like fighters I mean) docking comp. Scanner Mk3 (same) bigger prices on ship improvements too. You have xls sheet with (now outdated) ship stats in first post, but it's good reference point. You can always ask here if you get stuck.
Probe1
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Post by Probe1 »

Oh it's out dated? I took some of that to heart already haha. Oh well I'm sure the broad strokes like megalodons having docking bays are still there. Thank you.

Now the install question above your post.. I'm still adding in compatible scripts atm and I want to get the actual mod right before I start the game :)
deca.death
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Post by deca.death »

Probe1 wrote:Oh it's out dated? I took some of that to heart already haha. Oh well I'm sure the broad strokes like megalodons having docking bays are still there. Thank you.

Now the install question above your post.. I'm still adding in compatible scripts atm and I want to get the actual mod right before I start the game :)
Well outadated, because all vettes and fighters gain 20% on speed (but at least it was uniformly), all vettes gain one shield, split weapons got buffed ...

Instalation, well read everything carefully, I don't have AP, just TC version, our last game CAT DAT files were 13. But yes, you should add both renamed files right "on top" of old ones, ie. if game files were 2.cat /2.DAt, you will add first (bigger) XRM file to 3.cat/3.dat and other (smaller) to 4.cat/4.dat

then all other mods you choose from recommended mods, in the same way.


EDIT, Oh patch? I'm not sure, you probably install XRM -after- patch (2, game, 3 patch, 4&5 xrm). Probably.
Shadow_Wolf33
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Post by Shadow_Wolf33 »

When I picked up a jumpdrive for my TM I noticed that the jumpdrive was only a large sized ware not XL, and the price certainly wasn't 2 million. I haven't tweaked anything, but I'm using the medium hull pack (shouldn't make a difference) and the CODEA ware size fix for the docking computer.

Maybe I shouldn't complain though, I like jumpdrives. :P
Probe1
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Post by Probe1 »

Okay cool I think everything installed correctly except Gazzs detailed notoriety (which is odd but I'll sort that out). Awesome! All I can say is
[ external image ]


Thanks for the assurance that I did it right deca.death !
Friznit
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Post by Friznit »

Having played TC to death, I did what I imagine many of us did and bought AP to keep Egosoft happy until they can release the NBT (or whatever it's called these days). But being a loon I slapped XRM on straight away because it looks pretty cool and I've been meaning to play it for some time. Well, after spending an hour just watching the battles unfold I can confirm that it actually is pretty cool.

Everything seems to be working - Intel jobby, new ships (though I have no idea if they're AP or XRM tbh), some privateer bunch of nutters hanging around; some pirates like me, other don't (:confused:), just shoot red things (yay!); Split M2 weaponary made me a little damp but....

...where the hell are these PAR shipyards and Weapon Dealers? I've explored half the universe and not found one yet. Also TS/TLs seem to be in their normal place...have I screwed up the installation or just not looking hard enough?

Is there a way to debug to ensure I have everything that I should be expecting with XRM?
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joelR
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Post by joelR »

Probe1 wrote:Okay cool I think everything installed correctly except Gazzs detailed notoriety (which is odd but I'll sort that out). Awesome! All I can say is
[ external image ]


Thanks for the assurance that I did it right deca.death !
To answer your question above there will always be 2 XRM cat/dat pairs. So if youre using AP its 03 and 04. That number is not the rule though. For example if you use a mod that needs to come before XRM such as "enhanced equipment docks", then you would name that 03 and XRM part 1 and 2, 04 and 05 respectively.
paulwheeler
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Post by paulwheeler »

Friznit wrote:Having played TC to death, I did what I imagine many of us did and bought AP to keep Egosoft happy until they can release the NBT (or whatever it's called these days). But being a loon I slapped XRM on straight away because it looks pretty cool and I've been meaning to play it for some time. Well, after spending an hour just watching the battles unfold I can confirm that it actually is pretty cool.

Everything seems to be working - Intel jobby, new ships (though I have no idea if they're AP or XRM tbh), some privateer bunch of nutters hanging around; some pirates like me, other don't (:confused:), just shoot red things (yay!); Split M2 weaponary made me a little damp but....

...where the hell are these PAR shipyards and Weapon Dealers? I've explored half the universe and not found one yet. Also TS/TLs seem to be in their normal place...have I screwed up the installation or just not looking hard enough?

Is there a way to debug to ensure I have everything that I should be expecting with XRM?
It sounds like you have another mod installed which is blocking the xrm universe. So you're seeing the xrm jobs but not any xrm factories, docks or new sectors.

A likely culprit would be immersive environments.
paulwheeler
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Post by paulwheeler »

Shadow_Wolf33 wrote:When I picked up a jumpdrive for my TM I noticed that the jumpdrive was only a large sized ware not XL, and the price certainly wasn't 2 million. I haven't tweaked anything, but I'm using the medium hull pack (shouldn't make a difference) and the CODEA ware size fix for the docking computer.

Maybe I shouldn't complain though, I like jumpdrives. :P
That means either the game isn't seeing part 2 of the xrm, or you didn't open and close the plugin manager after installing the xrm so it's still using the vanilla twaret.
Probe1
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Post by Probe1 »

Damn man this is all fantastic. The new sounds are great. The new sectors are awesome. The whole feeling is friggin buttery. Ty man great work

Hooold up Khaak Sector 926 in x3AP? Does that mean you've reenabled my favorite unfocussed jump drive? :D
Friznit
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Post by Friznit »

[quote="paulwheeler"]It sounds like you have another mod installed which is blocking the xrm universe. So you're seeing the xrm jobs but not any xrm factories, docks or new sectors.

A likely culprit would be immersive environments.[/quote]

It would seem so. I'll have to restart the game by the looks of things. To the cheat mobile! Recreate where I left off....
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mr.WHO
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Post by mr.WHO »

Is there is a chance to have Aamon Prototype be buyable in as secret location (like some sort of Argon Intelligence base) just like Xperimental Shuttle?

I think that despite some diffrence both ship are quite simillar as they are created to be able to use both Terran and CW weapons.


BTW Does "Dark Space" organizationn in Terran terriory is a corporation or a pirate/criminal sindicate like Yaki?

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