[Mod/Patch] X3-Unleashed [RC2] [Aug-06-2010] - X3 Performance gains up to 38%

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Ocede
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Post by Ocede » Thu, 19. Jul 12, 00:39

Thanks! This should be fun. :D

rekTa
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Post by rekTa » Thu, 19. Jul 12, 08:02

Jaga_Telesin wrote:Sure, why not. :)

Unleashed for AP (RC1)

As with all fake patches, put in your /addon folder and rename the .cat/.dat to the highest number available. Starting a new game isn't required, but is highly recommended. With old games, orphaned ships without tasks will appear, but slowly be cleaned up over time by the game engine.
So which one to use with X3: Terran Conflict 3.2, this one or RC2 from the first page of this thread, or neither?

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Jaga_Telesin
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Post by Jaga_Telesin » Thu, 19. Jul 12, 10:16

rekTa wrote:So which one to use with X3: Terran Conflict 3.2, this one or RC2 from the first page of this thread, or neither?
The download for the latest TC I posted here. Both that one and the latest for AP are release candidates, but should run just fine.

rekTa
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Post by rekTa » Thu, 19. Jul 12, 19:18

Jaga_Telesin wrote:
rekTa wrote:So which one to use with X3: Terran Conflict 3.2, this one or RC2 from the first page of this thread, or neither?
The download for the latest TC I posted here. Both that one and the latest for AP are release candidates, but should run just fine.
Thank you very much, don't know how I missed that post. :? Gonna start a new game now. I haven't played an X game in five years, really excited about it. Thanks again!

Ocede
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Post by Ocede » Fri, 20. Jul 12, 01:41

Started a new game after a fresh install and all seems well. It may just be my imagination but I swear the game is a LOT more fluid performance wise. I don't see a traffic difference but I suppose that is the whole point.

Going to cheat myself an Amarr fleet and see how a war with the Boron goes. Thursdays are better with squid on the menu :twisted:

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Jaga_Telesin
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Post by Jaga_Telesin » Fri, 20. Jul 12, 02:06

If you notice a difference in traffic I'd be stunned. My game has ships everywhere, in large numbers, and performance remains at 60 FPS.

Since Egosoft hard capped FPS at 60, I did reverse performance testing and now compare busy cycles of CPUs with Unleashed installed. Makes a big difference.

Schabernack
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Post by Schabernack » Sat, 1. Sep 12, 13:06

Improving Performance while keeping atmosphere, you Sir are my personal hero :)
As i have put together a mod using only mods which tune the performance of the game, so i put yours into it there too, with credits to you naturally. Nevertheless i'd like your permission for using it in that way. To be found here

while i compared another another mods changes to IconData.txt, i noticed that one didn't use the latest AP patch file out of addon/01.cat. I am using the AP 2.0 patch. Question is what base does your files use?
learn from the past, live the moment, dream of the future
tc-ap minimax

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Jaga_Telesin
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Post by Jaga_Telesin » Sat, 1. Sep 12, 19:23

Thanks for the kind words. Welcome to re-use the mod in another package with credits.

The base for Unleashed-AP was 2.0a. All Jobs file changes from Egosoft through that point were current in Unleashed.

Mowen
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Post by Mowen » Mon, 17. Sep 12, 23:16

Jaga_Telesin wrote:I'll do some auditing and shoot you a PM. :)

--------------------------------

With regards to Unleashed, I whipped up a small v1.0 test cat/dat that works with X3:TC 3.2a. Anyone wanting to play/test with it is welcome.

Download is here.

It contains all the stuff RC2 had in it for 2.7.1, and is updated with all Job changes since.
I missed it. But thanks for this update for X3TC 3.2. Testing in progress on a new game. Unleashed is still a great mod.
J'ai du me pencher de trop près sur le chaos de l'univers, j'ai tout pris dans la tronche. :-)

Jonas801
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Post by Jonas801 » Thu, 8. Nov 12, 03:02

Nice work! Well done. I wonder if someone would want to make this for XRM.
Mu

MonsterMod
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Post by MonsterMod » Tue, 20. Nov 12, 00:15

Lian wrote:First of all, amazing mod! Thank you verry much for this.
But, is there any way to make this work with XRM?
I am curently using X-Unleashed with SRM and CMOD 4 and works just fine but judging by the description of XRM, unleashed will conflict with the jobs file. Having the two of them in some way would be great as SRM and CMOD4 will slowly get discontinued as single mods ( i think ) and we will be left with nothing but XRM.
Wondering this also, and no one answered him. Assuming the Unleashed CAT/DAT were after everything else, would the jobs file just overwrite the XRM jobs file? Or would I horribly destroy my game somehow? Guess I can test it and see what happens.

Edit: Installed your latest AP release candidate to my Addon directory, and put the cat/dat to be highest number. I don't see any issues running with XRM in game, but I have not tested much. I also have not done a performance test pre/post, will do that later. I still see many civilian ships though, so either this does nothing if using XRM, or your AP version that I installed is a "reduced" version of civilians. Call me clueless lol.
Last edited by MonsterMod on Tue, 20. Nov 12, 01:24, edited 1 time in total.

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DrBullwinkle
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Post by DrBullwinkle » Tue, 20. Nov 12, 01:21

Unleashed might work on top of XRM, but you will kill any special jobs that XRM adds (or changes). That includes XRM's more-aggressive enemies which are one of the best features of XRM. So you might speed up your game, but at the cost of much of the goodness of XRM.

Remember that it takes an in-game day or two to fully experience a change of Jobs file, so thorough testing takes a long time.
Last edited by DrBullwinkle on Tue, 20. Nov 12, 01:28, edited 1 time in total.

MonsterMod
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Post by MonsterMod » Tue, 20. Nov 12, 01:24

Ahh, thanks. Will wait and see. Also, updated my post a bit. Edit: from doing some research, it looks like only one jobs file is used, so this would indeed overwrite the jobs file from XRM. Oh well, hopefully the author puts out an XRM version.

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alt3rn1ty
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Post by alt3rn1ty » Sun, 19. May 13, 09:39

Jaga_Telesin wrote:Sure, why not. :)

Unleashed for AP (RC1)

As with all fake patches, put in your /addon folder and rename the .cat/.dat to the highest number available. Starting a new game isn't required, but is highly recommended. With old games, orphaned ships without tasks will appear, but slowly be cleaned up over time by the game engine.
Jaga would this still be okay with AP v3.0

Probably a bit early in v3's life to be bugging you with this question but someones got to ask :)

Edit: For anyone interested in CMOD4 .. Paulwheeler has said he will take a look at updating CMOD4 for AP v3.0 once he has finished the XRM update for AP v3.0

vkerinav
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Post by vkerinav » Sun, 19. May 13, 13:47

No. It may not do much harm to use it, but the current unleashed for AP is for version 2.0. The new ships--to whatever extent the 3.0 crew integrated them into Jobs--will not appear in the universe at all. Sorry.

If you'd care to fix that for yourself(I don't have access to AP3.0, sorry; us Mac people are well behind the times), all you need to do is copy the new lines from the 3.0 Jobs file to whichever Unleashed version you're using. Try Compare file mode, from Notepad Plus.

JendrykEpsilon
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Post by JendrykEpsilon » Wed, 9. Jul 14, 02:23

I've experienced what amounts to a near-galaxy wide economic crash shortly after installing this. Primarily, I've just set it to where all the races are at peace with each other, with the Xenons being the invader. The option is included where they lay waste to surrounding sectors.

Before I set up several hefty defense fleets along particularly troublesome Xenon sector border worlds, they literally destroyed everything in places like menelaus' paradise and many of the sectors on the eastern fringe of the galaxy. After putting large fleets in place, and assisting every time an invasion happened, stations were eventually rebuilt but the damage was done. There's very little trading and I'm watching what was a vibrant trade empire being crippled. The once very profitable stations are no longer providing the income they once did, and half of my trade fleet is in standby mode. At my HQ/missile trade stations, there's hardly any AI trades trickling in anymore.

I also installed Jaga's performance upgrade mod which removes some civilian ships and their military escorts. Not sure if this would do it?

Regardless, the economy is screwed and I'm actively losing money. Will defending the border sectors and letting them rebuild eventually restore the economy?


EDIT:

I should also note that many of my stations are spread out throughout- with my HQ on the farthest southern sector on the eastern side of the map under menelaus oasis. My trading fleets are mostly based around Home of Light, Kingdom End, Argon Prime, and the various Terran sectors near the solar system.
sig?

unavoidablefate
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Post by unavoidablefate » Fri, 22. Aug 14, 09:07

why was this mod never finished?

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Post by Deleted User » Tue, 23. Dec 14, 14:02

Jaga_Telesin wrote: With regards to Unleashed, I whipped up a small v1.0 test cat/dat that works with X3:TC 3.2a. Anyone wanting to play/test with it is welcome.

Download is here.

It contains all the stuff RC2 had in it for 2.7.1, and is updated with all Job changes since.
Where can I get a copy of Unleashed v1.0 test for X3:TC 3.2a as the original link is no longer active. :?
Last edited by Deleted User on Tue, 23. Dec 14, 18:48, edited 1 time in total.

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JSDD
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Post by JSDD » Tue, 23. Dec 14, 17:49

To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.


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Post by Deleted User » Tue, 23. Dec 14, 18:33

Hi JSDD, unfortunately this is not the version I am looking for. I am referring to the last update for x3tc 3.2a:
Unleashed-WithCiv-v1.0_Test_July-06-2012.zip

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