[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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gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
x4

Post by gilboa » Sat, 16. May 15, 20:00

Sorkvild wrote:Hey, not sure if y'all know the fact that Egosoft is working on a new patch for... X3 :)

http://forum.egosoft.com/viewtopic.php? ... sc&start=0
Beyond that big thumb up for Egosoft for actually taking the time to improve X3:AP, I would imagine that the patch will be rather minor.
Unless they plan to release a 4'th installment of X3 some time in the future (E.g. X3:Comeback) and use to patch to keep existing players interested.

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.

olek_skilgannon
Posts: 52
Joined: Wed, 4. Apr 12, 12:57
x3ap

Post by olek_skilgannon » Sun, 17. May 15, 06:28

While I think it's great that Egosoft are willing to improve one of my favourite games, I do however have a concern that it may break many mods, and a lot of the modders have moved on or may not have the time or motivation to make them compatible.

I fear I would be losing much more content than gaining.

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon » Sun, 17. May 15, 08:59

olek_skilgannon wrote:While I think it's great that Egosoft are willing to improve one of my favourite games, I do however have a concern that it may break many mods, and a lot of the modders have moved on or may not have the time or motivation to make them compatible.

I fear I would be losing much more content than gaining.
Nobody forces you to patch your X3 installation folder with your favorite mods and scripts installed. :)

Yosharian
Posts: 17
Joined: Thu, 14. May 15, 23:21

Post by Yosharian » Sun, 17. May 15, 21:22

Hello, I am contemplating a playthrough with the following mods:

- XRM
- Enhanced Briefings + v5 fix
- Bonus package scripts /OR/ Lucikes Script Collection

Do any of you veteran players have any idea if this combination of scripts/mods is ok, or whether there are any conflicts?

Thanks!

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler » Mon, 18. May 15, 10:07

BlackArchon wrote:Paul, a few pages before we discussed some occasions where AI ships aren't well equipped. I just had another such observation: There was a Split Military Ocelot (and some escorts) in Family Njy attacking a damaged Xenon K. The Ocelot only used Ion Shard Railguns - with the exception of the back turret, it got PALCs. There were definitely no Plasma Burst Projectors. Quite sad to see this...
Well I can certainly make ESS more agressive in giving the best possible loadouts, but this would be at the expense of variety. ESS uses the same ranking system for all ships, so it has to be a one size fits all solution.

I spent a lot of time tweaking ESS to give varied but strong loadouts. The system isn't perfect, but I don't think I can make it much better without sacrificing variety. You'll begin to hardly ever see beam weapons on capital ships for instance, fighters will always be maxed out, etc.

Are you sure your install of the XRM is working correctly? Do you ever see ships with no weapons? Especially check paranid capital ships as without ESS working, they will almost always be unarmed.

olek_skilgannon
Posts: 52
Joined: Wed, 4. Apr 12, 12:57
x3ap

Post by olek_skilgannon » Mon, 18. May 15, 13:05

BlackArchon wrote:
olek_skilgannon wrote:While I think it's great that Egosoft are willing to improve one of my favourite games, I do however have a concern that it may break many mods, and a lot of the modders have moved on or may not have the time or motivation to make them compatible.

I fear I would be losing much more content than gaining.
Nobody forces you to patch your X3 installation folder with your favorite mods and scripts installed. :)
I am aware of that, though I don't think you put too much thought into it why that may not always be an option.

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon » Mon, 18. May 15, 16:21

paulwheeler wrote:...
Well I can certainly make ESS more agressive in giving the best possible loadouts, but this would be at the expense of variety. ESS uses the same ranking system for all ships, so it has to be a one size fits all solution.

I spent a lot of time tweaking ESS to give varied but strong loadouts. The system isn't perfect, but I don't think I can make it much better without sacrificing variety. You'll begin to hardly ever see beam weapons on capital ships for instance, fighters will always be maxed out, etc.

Are you sure your install of the XRM is working correctly? Do you ever see ships with no weapons? Especially check paranid capital ships as without ESS working, they will almost always be unarmed.
Everything else (with the rare exception of Xenon M2s which have sometimes no QSCs, but DMBCs instead) is fine and adequately equipped, including Paranid ships.

hexer1234
Posts: 2
Joined: Mon, 18. May 15, 22:46
x3tc

Post by hexer1234 » Wed, 20. May 15, 22:32

Im not sure if I'm just obviously missing something or what, but why am I not able to select my carrier as a homebase, or even order fighters to dock in my carrier? The carrier isn't showing up when I want to give either of those orders.

calvhugs
Posts: 117
Joined: Wed, 7. Jun 06, 08:27
x3tc

Post by calvhugs » Fri, 22. May 15, 11:54

I havent played this game with this mod installed for a year now but i still feel the need to come back here almost on a daily basis to see what going on....

:)

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon » Fri, 22. May 15, 18:25

Something strange is going on with my OTAS Astraeus: it has docked a M6 and a M5, then I docked a TS on it - everything docked with the docking computer. Now I wanted to switch from the Astraeus to the docked TS. My HUD states that I'm in the TS now, but I can't move. The sector map shows only the Astraeus being in the sector, not the TS (it is shown still as docked on the Astraeus). I cannot change ships, either (all of them have the transporter installed).

Help! :D

Edit:
If I reload the game and try to undock the TS via autopilot, it still can't do anything. However, If I first undock the M6 and then the TS, it works. Seems the TS is blocked somehow by the M6.

ZargoN92
Posts: 5
Joined: Tue, 12. May 15, 16:54
x4

Post by ZargoN92 » Sun, 24. May 15, 19:20

Hi All, thx for this fantastic mod BUT I have a question for the modders:

It's possible to win the war ( Argon/Terran ) and stop the invasion from Xenon/Khaack ( btw nice ships ) and Pirates if I destroy they shipyard ( and relative HQ?

MysterHay
Posts: 14
Joined: Sat, 23. May 15, 12:03
x4

Cockpit issues and possible glitch

Post by MysterHay » Thu, 28. May 15, 08:28

Hi all,

Just installed XRM and looking good so far.

1) Trinity Corp HQ in sector of the same name is called (1000,1043) (17,6161) in the sector map. Has my install of XRM glitched out or is this a known bug? Obviously I do not want to continue in my current save if I should re-install.

2) Tried out the cockpit packs- overall they are really great. Not a fan of the tinted glass, but in the no reflections/tint cockpit there are still the default missile icons in the bottom left of the screen... I find this a little strange as this info is also displayed in the cockpit anyway at the top.

Additionally below my target cross-hair (in fairly large text) there is my ship's speed, target distance and target's speed. Because of the text size this doesn't look great. Is there a more minimal cockpit pack without the glass/tint effect? The speed/target info is again also displayed elsewhere in the cockpit so is fairly pointless and a bit of an eyesore IMO [/url]

User avatar
Sorkvild
Posts: 3432
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild » Thu, 28. May 15, 16:21

ZargoN92 wrote:Hi All, thx for this fantastic mod BUT I have a question for the modders:

It's possible to win the war ( Argon/Terran ) and stop the invasion from Xenon/Khaack ( btw nice ships ) and Pirates if I destroy they shipyard ( and relative HQ?
Not sure about Argon Terran war - I'm using No War Plugin.

Regarding Xenons and Pirates. You can't destroy them. They will spawn no matter what and shipyard is just a decoration that serves no purpose.They will continue to spawn even if you claimed the sector :/
Actually the weakest side of XRM is spawning of enemy ships that is based on cyclical and defined values no matter what.
If you're after conquering the Xenon or Pirate sectors with your fleets - XRM will only give you a butt hurt while trying.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Re: Cockpit issues and possible glitch

Post by paulwheeler » Sun, 31. May 15, 11:02

MysterHay wrote:Hi all,

Just installed XRM and looking good so far.

1) Trinity Corp HQ in sector of the same name is called (1000,1043) (17,6161) in the sector map. Has my install of XRM glitched out or is this a known bug? Obviously I do not want to continue in my current save if I should re-install.

2) Tried out the cockpit packs- overall they are really great. Not a fan of the tinted glass, but in the no reflections/tint cockpit there are still the default missile icons in the bottom left of the screen... I find this a little strange as this info is also displayed in the cockpit anyway at the top.

Additionally below my target cross-hair (in fairly large text) there is my ship's speed, target distance and target's speed. Because of the text size this doesn't look great. Is there a more minimal cockpit pack without the glass/tint effect? The speed/target info is again also displayed elsewhere in the cockpit so is fairly pointless and a bit of an eyesore IMO [/url]
1 - that indicates you have either not copied the scripts into the "scripts" folder or the xrminst.xml to the "director" folder. Youll need to restart your game as there will be more wrong with the game.

2 - the large text will shrink when you change sectors. Its a temporary glitch. It can't be removed I think, but it will go back to its original size when you change sectors.

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler » Sun, 31. May 15, 11:07

Sorkvild wrote:
ZargoN92 wrote:Hi All, thx for this fantastic mod BUT I have a question for the modders:

It's possible to win the war ( Argon/Terran ) and stop the invasion from Xenon/Khaack ( btw nice ships ) and Pirates if I destroy they shipyard ( and relative HQ?
Not sure about Argon Terran war - I'm using No War Plugin.

Regarding Xenons and Pirates. You can't destroy them. They will spawn no matter what and shipyard is just a decoration that serves no purpose.They will continue to spawn even if you claimed the sector :/
Actually the weakest side of XRM is spawning of enemy ships that is based on cyclical and defined values no matter what.
If you're after conquering the Xenon or Pirate sectors with your fleets - XRM will only give you a butt hurt while trying.
Actually they should stop spawning when you claim the sector - I added a sector owner check to the spawn scripts several versions ago. The only thing I can't stop is the hard coded 3 ship pirate patrols that spawn from pirate bases - but just find the base and destroy that.

The war can be won by destroying the objectives mentioned in the initial comms message you get at the start of the game. Although the war will restart eventually when the objectives respawn. To stop the war completely use the no-war addon.

BlackwaterCorp
Posts: 9
Joined: Tue, 26. May 15, 16:40
xr

Post by BlackwaterCorp » Sat, 6. Jun 15, 13:38

Hi guys,

i have just one little problem:

I can't change any Datas in your Mod with X3 Editor 2.

I can't even read out the real value for f.e. TBullets.pck

Why??

I changed some stats, but there is no effect in the game.

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler » Sun, 7. Jun 15, 19:51

The mod contains two versions of each game file - one for TC and one for AP (in the addon folder). Make sure you're editing the right one.

epion
Posts: 264
Joined: Fri, 21. Jan 05, 21:47
x4

Post by epion » Wed, 10. Jun 15, 18:23

I found a very small problem with the game that is rather annoying. I very much love all those new ships introduced with the XRM, however, for some reason I can't read the text fast enough when identifying a new ship.
Meaning I click on a ship, for example of the ATF Minesweeper, click on info and don't even have enough time to read the info displayed on the screen. Every text line is over after 1,5 seconds or so ...

Somebody know how to fix this?

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon » Wed, 10. Jun 15, 20:57

You can re-read the ship's description text in the in-game encyclopedia. :)

ascendence
Posts: 3
Joined: Thu, 18. Jun 15, 22:51
x3ap

Post by ascendence » Fri, 19. Jun 15, 13:55

hey guys, first time player here, i installed the mod and everything works so far, i also installed the cockpit mod but i dont like those at all so i deleted those two files and the cockpit is now gone ingame, but it looks like this now :(

what do i do?


http://i.gyazo.com/e341564973398cf145f8d0f2a9c0bf7a.jpg

<Oversize image replaced by link. Alan Phipps>

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