[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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creidiki
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Post by creidiki » Fri, 15. Jul 11, 16:30

paulwheeler wrote:
blspblackdeath wrote:COMPATIBILITY Question:
What's with Luckies Script Collection?

With his economic scripts the game would be perfect. :-)

By the way XRM sounds fantastic.
I think they will be fine.
I guess it depends on how big you made the Jumpdrive (trading scripts), and the docking computer (codea).

edit: also, is it compatible with the bonus steam mission, or will it need a disable fix like XTC does?
I am not as think as you drunk I am.

Mizuchi
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Post by Mizuchi » Fri, 15. Jul 11, 16:35

creidiki wrote:edit: also, is it compatible with the bonus steam mission, or will it need a disable fix like XTC does?
Which one is the Bonus Steam Mission?

Kadatherion
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Post by Kadatherion » Fri, 15. Jul 11, 16:36

paulwheeler wrote: I've added Immersive Environments to the compatibility notes above.
Thanks, that's perfect. I had done some personal rebalancing of IE's Tbackgrounds, it's a relief to see these will keep working without further effort :)

creidiki
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Post by creidiki » Fri, 15. Jul 11, 16:40

Mizuchi wrote:
creidiki wrote:edit: also, is it compatible with the bonus steam mission, or will it need a disable fix like XTC does?
Which one is the Bonus Steam Mission?
Its called X3: A Sunny Place, it was one of the Steam Summer Camp prizes. Here's the info from the XTC guys.
I am not as think as you drunk I am.

Mizuchi
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Post by Mizuchi » Fri, 15. Jul 11, 16:44

creidiki wrote:Its called X3: A Sunny Place, it was one of the Steam Summer Camp prizes. Here's the info from the XTC guys.
If it's located at 17,8 between Gaian Star and Midnight Star (which is the impression I got from the XTC post - thanks for adding that, it was informative!) then it should be 100% compatible.

The "A New Home" plot(s) are also fine with XRM. I didn't use any of the ANH names for the new sectors in the expanded universe map, and I took care to avoid changing things to that part of the universe too much.

Mad_CatMk2
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Post by Mad_CatMk2 » Fri, 15. Jul 11, 16:45

Oh boy! Can't wait to see how it goes.

Congrats on getting this far Paul (...and the pony guy.) Yeah you, ponies! :D

cough mizuchi

Paul, if you say don't put a separate EMP, how should we deal with the plugin manager again? (i.e. delete the Twaret that it generates?)
Last edited by Mad_CatMk2 on Fri, 15. Jul 11, 16:46, edited 1 time in total.
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creidiki
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Post by creidiki » Fri, 15. Jul 11, 16:46

You're welcome, I thought I'd give you enough info to know for sure if you needed to post a blocker like XTC's or not :)
I am not as think as you drunk I am.

Mizuchi
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Post by Mizuchi » Fri, 15. Jul 11, 16:46

Mad_CatMk2 wrote:cough mizuchi
Blame KloHunter for that. Ponies are the new lolcats, it seems. :3

(And I for one welcome our new meme overlords.)

paulwheeler
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Post by paulwheeler » Fri, 15. Jul 11, 16:59

Links are up!

XRM is now in the wild....



....Lets hope it works! :wink:

paulwheeler
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Post by paulwheeler » Fri, 15. Jul 11, 17:01

Mad_CatMk2 wrote:Oh boy! Can't wait to see how it goes.

Congrats on getting this far Paul (...and the pony guy.) Yeah you, ponies! :D

cough mizuchi

Paul, if you say don't put a separate EMP, how should we deal with the plugin manager again? (i.e. delete the Twaret that it generates?)

Nope - just run the plugin manager. It should integrate the XRM changes into the TWareT is generates.

creidiki
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Post by creidiki » Fri, 15. Jul 11, 17:03

NOTICE: LEECHING OCCURS.

I notice no trails packs, is this something you intend to add in the future, or a design decision?
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paulwheeler
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Post by paulwheeler » Fri, 15. Jul 11, 17:06

Trail are fully integrated. You have no choice in the matter I'm afraid!


Managing all those addons in the SRM became such a pain. So for the XRM I have decided to not bother and just merge them in.

creidiki
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Post by creidiki » Fri, 15. Jul 11, 17:09

Ah, that would have been option 3, but I saw nothing about that in the OP ...

And to restate a question from the first page, how much of the SSRP did you integrate? Jumpdrive and Docking Computer ware-size changes can affect some scripts.
I am not as think as you drunk I am.

Mad_CatMk2
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Post by Mad_CatMk2 » Fri, 15. Jul 11, 17:10

paulwheeler wrote:Trail are fully integrated. You have no choice in the matter I'm afraid!


Managing all those addons in the SRM became such a pain. So for the XRM I have decided to not bother and just merge them in.
Hmm what if you do an installer a la XTC style? Would that be too much work? It seems they've got a cool way to make everyone happy...

But thanks, I'm gonna start downloading this.
I fly an OWP. What about you?

paulwheeler
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Post by paulwheeler » Fri, 15. Jul 11, 17:17

creidiki wrote:Ah, that would have been option 3, but I saw nothing about that in the OP ...

And to restate a question from the first page, how much of the SSRP did you integrate? Jumpdrive and Docking Computer ware-size changes can affect some scripts.
All of the SSRP has been merged.

I will provide a addon to convert the docking computer back to S for CODEA compatibility, but that will have to wait till Monday (need time off from modding and time for playing!).

creidiki
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Post by creidiki » Fri, 15. Jul 11, 17:23

Another question: What is the 'KOG mod' you mention in the compatibility notes?
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paulwheeler
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Post by paulwheeler » Fri, 15. Jul 11, 17:26

creidiki wrote:Another question: What is the 'KOG mod' you mention in the compatibility notes?
That is Killerog's mod. It adds several ships and missions. It should be compatible with the XRM as the SRM compatibility was ported across.

creidiki
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Post by creidiki » Fri, 15. Jul 11, 17:31

I feel old, when stopped coming here last year we were still calling it "Killerog's mod" or "Killerog's ships", we didn't have this fancy nacronym thang for it ...
I am not as think as you drunk I am.

killerog
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Post by killerog » Fri, 15. Jul 11, 17:34

I changed it to KOG after I released a massive update for it.
Image

creidiki
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Post by creidiki » Fri, 15. Jul 11, 17:45

Duly noted, my good man :)

BTW guys, there's something I've been meaning to change in my game:

As far as I'm concerned, the Buster and Discoverer models are obviously switched around when it comes to class. Either the cockpit on the Buster holds 3 people in full comfort, or, if they are both single-seater ships, the "Buster" is the M5 its the smaller ship.

What do I need to switch them around? I guess I'll need Max to add guns to the disco scenes and remove them from the Buster scenes, and switch them around?
I am not as think as you drunk I am.

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