[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Ok so I just reinstalled the XRM mod for Albion to see if I could get it all working again and the craziest stuff is happening. It says XRM is installed and has all the options but the Albion plot is there and none of the starts are open. Not only that but the universe is the same as albion prelude without the XRM mod. I'm pretty sure cause I've double checked that all the cars were after the first one in the addon folder and errything. Does anyone know what's up? Should I try downloading this a third time? Haha
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hm so the conflicting files are somewhat many and important?deca.death wrote:Alternatively, you can just choose (win7) not to copy conflicting files overdougeye wrote: what i actually said if you read the pm back is it "may" overwrite some xrm scripts so after you have "finished installing" yaki armada and pirates guild copy all the "xrm part 2 scripts" back in to the scripts folder "again" and let them overwirte any duplicates, that way xrm will have everything it needs and will function properly, I have used this method and the yaki and pirate mods work fine will no side effects for xrm. Read it slower next time lolI've installed pirate guild too, it does sound awesome, but I'm not sure how comfortable I am with a mod that left behind 23 scripts and 4 files from "t", just like that. It smells of disaster to me but you guys assure that everything works fine ... Btw script "hotkey install" was also left behind (xrm has same script too) - does this mean that important configurable keys are off? Probably. All scripts left behind begin with "plugin.sk.ecs" and names vary; register, call.script, dialog.menu, commscript, setup, uninstall, getrandom, register, unregister....
As I've said, this doesn't look too well, but apparently works /doesn't crash ... for now.

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No sense in redownloading. You have the files. Im guessing you just installed it wrong.Benticus wrote:Ok so I just reinstalled the XRM mod for Albion to see if I could get it all working again and the craziest stuff is happening. It says XRM is installed and has all the options but the Albion plot is there and none of the starts are open. Not only that but the universe is the same as albion prelude without the XRM mod. I'm pretty sure cause I've double checked that all the cars were after the first one in the addon folder and errything. Does anyone know what's up? Should I try downloading this a third time? Haha
Where did you install XRM and would you do me a favor and tell me the order if cats/dats in your game? For example :
01 AP
02 AP
03 XRM part 1
04 XRM part 2
Or whatever it is for you. That will help narrow it down.
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what's the problem with the new nagoya? does that mean you are going to delay it?paulwheeler wrote:@sn4kemaster
I've not received the argon m3b yet. I'm also waiting for a fix to the nagoya model as there is an issue with it.
At the moment I'm not going to include his m1+ as it's not very optimised (30mb for a ship model after compression is huge - double most capital ships).
As for the turrets, I've kept it the same as the old nagoya for two reasons; one - it means the ship won't need to be cloned; two - I just love cadius's quad turrets!

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Well when I reinstalled it I did a clean XRM install so there was nothing after XRM. The folder was steam/X3TC/AddonsjoelR wrote:What comes after XRM? Also, what folder did you install it to?Benticus wrote:That cat dat setup is exactly how I had it installed. It goes 01 Ap, 02 Ap, 03 XRM 1.15, 04 XRM 1.16.
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Well I hate to say it but if you have done exactly as you say here then your game would be running fine. I cant imagine what you have done.Benticus wrote:Well when I reinstalled it I did a clean XRM install so there was nothing after XRM. The folder was steam/X3TC/AddonsjoelR wrote:What comes after XRM? Also, what folder did you install it to?Benticus wrote:That cat dat setup is exactly how I had it installed. It goes 01 Ap, 02 Ap, 03 XRM 1.15, 04 XRM 1.16.
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Oh man why didn't I look at the heavy hydra before I bought it. The thing is hideous :X Why couldn't it have been colored like an orca! That brackish brown makes it look like someone pulled it out of the water and let it die on the shore.
I guess I'm reinstalling cockpit mod hehe
Hey is Anarkis Defense System compatible? It's not showing my mobile research station (lol) or my Heavy Hydra as a ship and I hate the in game wing command stuff.
I guess I'm reinstalling cockpit mod hehe
Hey is Anarkis Defense System compatible? It's not showing my mobile research station (lol) or my Heavy Hydra as a ship and I hate the in game wing command stuff.
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ADS works fine. Just be sure you have carrier command software installed.Probe1 wrote:Oh man why didn't I look at the heavy hydra before I bought it. The thing is hideous :X Why couldn't it have been colored like an orca! That brackish brown makes it look like someone pulled it out of the water and let it die on the shore.
I guess I'm reinstalling cockpit mod hehe
Hey is Anarkis Defense System compatible? It's not showing my mobile research station (lol) or my Heavy Hydra as a ship and I hate the in game wing command stuff.
I see it on my Mammoth. Thats all i have right now!
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OH Carrier command software now WHY would that be required? XD
You know in vanilla I by default buy every piece of software. Not so much in XRM
I completely forgot about Carrier Command. Thank you. I was google searching both threads to try and see if someone else had my problem and the entire time it was because I didn't buy the upgrade 
You know in vanilla I by default buy every piece of software. Not so much in XRM


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Hey just a heads up I got it to work, I just did another reinstall and this time deleted (every) file that there was in the steam folders. It works now and the race response is showing as well. Thanks for the help there though. Is anyone testing scripts and addons? Or do you guys need a tester for addons and XRM? I could probably go through this a few times before I get far in a game or whatever.
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Ha! Well at least it was an easy fix. Glad its working.Probe1 wrote:OH Carrier command software now WHY would that be required? XD
You know in vanilla I by default buy every piece of software. Not so much in XRMI completely forgot about Carrier Command. Thank you. I was google searching both threads to try and see if someone else had my problem and the entire time it was because I didn't buy the upgrade
I knew it! Glad its fixed. Your experience is almost always the reason someone has a trouble getting XRM to work. Now you can pass on your wisdom to the next guy who gets stuckBenticus wrote:Hey just a heads up I got it to work, I just did another reinstall and this time deleted (every) file that there was in the steam folders. It works now and the race response is showing as well. Thanks for the help there though. Is anyone testing scripts and addons? Or do you guys need a tester for addons and XRM? I could probably go through this a few times before I get far in a game or whatever.

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You mean "pod launching ship" probably. Well any M7 will do but if you can choose go with the fastest, I believe it's still cobra. One more thing, pirate capital ships (carrack and brigantine) can shoot pods too, so it's nice alternative. Boarding techiques form vanilla (flail tunnel) don't work here btw ;)Nick 031287 wrote:trying to decide what Boarding Ship i want. i wanna get the Terran one but i dunno, what the best boarding ship?
I believe I've noticed this too. I've noticed this on building missions, when I bought my first elephant, I was happy because of building missions which can be quite profitable. Then I've noticed that after several building missions my cash stayed the same (I was saving to buy something back then, otherwise I wouldn't probably noticed)incarnyte wrote:Ummm I don't think I am receiving money from the missions I am completing. The mission shows as complete, and the guy says the money transfer is on it's way......but it never comes. Has happened three times now. The guys picture also stays up in the upper right hand corner until I dock somewhere. Checked message log and it says mission is complete....but doesn't say anything about money transfer.
One more thing, "station protect" missions often end even before they start, raiding ships destroyed before entering sector. Supposedly "normal" behavior but it happens to me very, very often.
This forum is technically a disaster. I don't visits forum too much but all others I visited are much better and few are light years away.Sorkvild wrote:Does anyone know how to 'jump to page' in this goddamn medieval forum ?! I'm sick of browsing hundreds of pages in order to find a release notes from 400 something page. :evil: :evil: :evil:
Nice that you find a way that works for you. I fully endorse using of 3rd party scripts to make boarding easier - game should be challenging but never frustrating. I've tried your "M6 distraction team" method on few difficult targets (ray and kvasir). It worked although it was messy and I had causalities (Adv.H.nemesis RIP :) For now I've just turned on SMART and increased speed of pods by 33%. It's easier now, not easy, but easier.NOValdemar wrote:@in particular Deca
So I found a few hours to give boarding a detailed look through and thought id share a bit.
EDIT: Medusa is obviously not necessary for the technique. It was just a nice way of making the flying process less stressful.
I just approach on same side as my cobra, 5km away (in my H.hydra or U.Object) and when pods are launched (20km away) I saturate same side with wasps or polters. Chances vary on different ships but mostly with several reloads I can force the pods thru. For tough targets I send in 5 pikes with 50-70% wasp launch chance to arrive just before pods, blasting missiles. I's not foolproof (yesterday I game up on privateer tiger, damn PALCs : ), but it mostly works. I have nice ship collection.
One war story for end.
EDIT
moved to my post on next page of this very thread.
Last edited by deca.death on Sat, 25. Feb 12, 23:04, edited 1 time in total.
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did you use custom turret scripts?deca.death wrote:
One war story for end.
Yesterday I was cleaning Nopileos of xenon ships, testing few of my newest war vessels. Then I docked to station, doing some economical trivial tasks, like CAG setups and I was almost blown away by G attacking stationI jumped out my H.Hydra and G was in perfect attack position, just 10km from south gates, so I called cavalry in, to punish insolent machine. Ocelot almost got to it, it survived 3, almost 4 shadow volleys. G had few P's and PXes around, nothing scary but not good when you are on 0% shield. My anti missile defenses proved inadequate. Mossies launched too late and too rarely (should I try to increase their range...). ISRs are precise but shoot to rarely. They would take down just few incoming shadows. PALCS were much better but 40-50% of shadows down won't make you survive forever.
Then I've tried with Argon command ship, M2+, armed with 36 plasma beam canons. Damn thing went poof in first volley or so. Ocelot at least evaded half of missiles being thin and they had to turn /were attacked by PALCs. But this argon behemoth just took all punishment, and CFAs /mossies proved almost useless. I said this many times and I will say it again M2+ look nicely, they can probably be nice gate blockade or OOS defensive ships, but as combat vessels are next to useless. Big target, slow target, dead target. With Taipan as possible exception.
Then I took Agamemnom. IT good pwned very fast. Volley or too, and it went poof. I've noticed before that quarduple AA batteries on wings killing xenon fighters quite slowly. For AA duties take ship with as much as smallest turrets as possible. Snotra has only double turrets but it's very effective AA ship. Aggy looks even better on paper, but not in real usage. And I doubt it's because of weapon type, stats are similar enough.
So three of my finest combat vessels vs single G, all failed miserably. This was more of a test, I could gate in more ships and divide damage or be more creative but it doesn't look good, when you put it like this. It doesn't matter in what ship you are, if you trying to get near G, and he peppers you, you will fail. You can shrug off damage from M8 to extent, but not volley after volley of shadows.
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There's a large hole in the top left hand thruster - I think he accidentally deleted too many vertices when making holes for the launch catapults.nap_rz wrote:what's the problem with the new nagoya? does that mean you are going to delay it?paulwheeler wrote:@sn4kemaster
I've not received the argon m3b yet. I'm also waiting for a fix to the nagoya model as there is an issue with it.
At the moment I'm not going to include his m1+ as it's not very optimised (30mb for a ship model after compression is huge - double most capital ships).
As for the turrets, I've kept it the same as the old nagoya for two reasons; one - it means the ship won't need to be cloned; two - I just love cadius's quad turrets!
I'd have a go at fixing it myself, but I'm no modeller...
I've not heard from Expnobody about it yet though and I emailed him last thursday...
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Some good news:
I had a chat with Gazz last night over PM and it appears the vanilla AP missile turret script is far more full-featured than I thought.
It already respects the number of missile tubes on the ship as well as the refire rates of the missiles.
This means - it already does everything that Litcubes missile boat script does in TC (albeit with a slight difference in the refire calcs).
So I now don't need to wait for Litcube to update his script - I can get right on with balancing the missile boats. So expect them to be a bit more balanced in the next release.
Features for the next release:
- new Nagoya model
- new Ariadne model
- new ship - Medusa Vanguard
- improved pirate behaviour
- pirate fabs in their SYs
- jumpdrive kits for easy deployment of jumpdrives
- jump beacons for sale
- missile rebalance
- improved PSP effect
- lots of other fixes and tweaks
- a gentle turn of the screw on enemy race numbers.
I had a chat with Gazz last night over PM and it appears the vanilla AP missile turret script is far more full-featured than I thought.
It already respects the number of missile tubes on the ship as well as the refire rates of the missiles.
This means - it already does everything that Litcubes missile boat script does in TC (albeit with a slight difference in the refire calcs).
So I now don't need to wait for Litcube to update his script - I can get right on with balancing the missile boats. So expect them to be a bit more balanced in the next release.
Features for the next release:
- new Nagoya model
- new Ariadne model
- new ship - Medusa Vanguard
- improved pirate behaviour
- pirate fabs in their SYs
- jumpdrive kits for easy deployment of jumpdrives
- jump beacons for sale
- missile rebalance
- improved PSP effect
- lots of other fixes and tweaks
- a gentle turn of the screw on enemy race numbers.