[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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NGR
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Post by NGR » Mon, 2. Dec 13, 09:34

Have an issue with the change to remove the cargo life support from TLs.

I recently started playing again after the Rebirth launch and I started a new game with the latest 1.30 version of XRM. The TLs still have the inbuilt cargo life support, which was said to be removed with the 1.29 version, and I am wondering if anyone else has that problem and whether someone can point to a remedy.

paulwheeler
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Post by paulwheeler » Mon, 2. Dec 13, 09:36

DrBullwinkle wrote:
AcidWeb wrote:Global Script Task is completely flooded by stale al.xrmbounty.corescripts.main. It is there over 60 times and they don't disappear.

I guess that is bad? :P
Yes, it is bad. That is an AL Pile-up. The whole point of Artificial Life loops is that you should only ever see *one* instance of them in the Global Script Task list.

You can delete them manually, but they will return if the same set of circumstances happens again.

@Paul: The common way of preventing AL pile-ups is to make sure that the timer is long and the script is fast. However, there is no guarantee that some combination of SETA, hardware, Jobs, and other scripts will never cause a pile-up.

A really easy way to kill them forever is to use a mutex. In the Timer event, set a global variable "mutex" when you enter the loop, and clear it at all exit points. Immediately before setting the mutex, add a test that skips the loop if the mutex is already set. That way, the loop can *never* run more than once at any given moment in time.
All the bounty AL plugin does is clean up routines for the main bounty arrays. It goes through each array and checks that the ship still exists - if not it deletes the entry. It should never really find any problems, its more of a fail-safe script. IIRC the timer is set to about 30 or 40 minutes.

The actual bounty system itself is not in an AL plugin.

paulwheeler
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Post by paulwheeler » Mon, 2. Dec 13, 09:37

NGR wrote:Have an issue with the change to remove the cargo life support from TLs.

I recently started playing again after the Rebirth launch and I started a new game with the latest 1.30 version of XRM. The TLs still have the inbuilt cargo life support, which was said to be removed with the 1.29 version, and I am wondering if anyone else has that problem and whether someone can point to a remedy.
Are you using a hull pack? Apparently I missed it in the base XRM, but did so in the hull packs. So if you're simply using the base version, you'll still see CBLS. I'll try and get an update up ASAP to fix this.

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DrBullwinkle
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Post by DrBullwinkle » Mon, 2. Dec 13, 09:40

PaulWheeler wrote:It should never really find any problems, its more of a fail-safe script. IIRC the timer is set to about 30 or 40 minutes.


In that case, if others get the pile-up, then it suggests a bug. From your description, it does not sound as though pile-ups would be likely. Somehow, AcidWeb got them.

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AcidWeb
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Post by AcidWeb » Mon, 2. Dec 13, 09:42

DrBullwinkle wrote:
PaulWheeler wrote:It should never really find any problems, its more of a fail-safe script. IIRC the timer is set to about 30 or 40 minutes.


In that case, if others get the pile-up, then it suggests a bug. From your description, it does not sound as though pile-ups would be likely. Somehow, AcidWeb got them.
Killing them manually don't increase FPS anyway. This save is simply faulty on some level.

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DrBullwinkle
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Post by DrBullwinkle » Mon, 2. Dec 13, 09:45

AcidWeb wrote: This save is simply faulty on some level.
I assume you checked your SEWN satellites?

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AcidWeb
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Post by AcidWeb » Mon, 2. Dec 13, 09:46

DrBullwinkle wrote:
AcidWeb wrote: This save is simply faulty on some level.
I assume you checked your SEWN satellites?
No FPS difference. With SEWN enabled/disabled.

NGR
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Post by NGR » Mon, 2. Dec 13, 09:47

paulwheeler wrote:
Are you using a hull pack? Apparently I missed it in the base XRM, but did so in the hull packs. So if you're simply using the base version, you'll still see CBLS. I'll try and get an update up ASAP to fix this.

Yes still using the base version.

paulwheeler
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Post by paulwheeler » Mon, 2. Dec 13, 09:49

DrBullwinkle wrote:
PaulWheeler wrote:It should never really find any problems, its more of a fail-safe script. IIRC the timer is set to about 30 or 40 minutes.


In that case, if others get the pile-up, then it suggests a bug. From your description, it does not sound as though pile-ups would be likely. Somehow, AcidWeb got them.
I didn't even have that script in the first release with the bounty system. It was only after a few discussions with Gazz that I thought it would be prudent to add some fail safe clean up routines.

I'd have expected a build up to be far more likely with the XRM core functions AL plugin as that does far, far more, such as weapon dealer stocks, moving hidden stations etc. But I did do extensive SETA tests over a good few hours to see if there would be any long term problems.

paulwheeler
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Post by paulwheeler » Mon, 2. Dec 13, 10:11

MINI-UPDATE RELEASED
--------------------------------

This just includes the removal of Cargo Bay Life Support from TLs to the basic version of AP which I missed in the initial 1.30 release (it was already in the hull packs).

You only need to update if you are NOT running a hull pack, or if you remove a hull pack and revert to the base hull values.


COMPONENTS THAT NEED TO BE UPDATED:

XRM Part 2 - the cat/dat only.

Barleyman
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Post by Barleyman » Mon, 2. Dec 13, 10:51

Is there a mechanism in X3TC + XRM + military bases to spawn warships without rearguard?

I have seen Xenon and Yaki battlegroups wipe out sector defenses + neighboring sector reinforcements. At this point I switched on rearguard with 50 ship limit as I had no way to eject carrier/destroyer battlegroups from racial space. I have all the invasion bits turned off in military bases.

If I didn't do that the terrorists would have essentially won and sectors overrun would stay overrun?

Does that happen to core sectors too?

paulwheeler
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Post by paulwheeler » Mon, 2. Dec 13, 11:07

The sectors would not have stayed overrun. As the XRM invasions are built on jobs, their numbers are strictly limited. That means eventually the local defences will win. The TC balance assumes you have some kind of defensive script like Military Base Response Revamp. There are options in that to balance the defences to keep the playing field fairly level.

Slashman
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Post by Slashman » Mon, 2. Dec 13, 14:53

I'm not far into my new game but I am finding that often I am getting shot at and killed by random privateers.

What are the rules governing what privateers think of you?

Some of them are red but leave me alone, but for some reason, every M6 privateer I see wants to shred me.

I'm playing the nostalgic Argon start. Still in my Buster.
If you want a different perspective, stand on your head.

FlightJunkie
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Post by FlightJunkie » Mon, 2. Dec 13, 16:53

BEEP BOOP BAAP

ERROR ERROR

C\:-Speed upgrade-INVALID PRICE AMOUND
C\:-Police license-INVALID PRICE AMOUND

WARNING:INCONVINIENT GRINDING DETECTED!

Requesting immidiate solution
this is not a xenon-> :xenon: its a Borg

Reido
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Post by Reido » Mon, 2. Dec 13, 19:53

cellsafemode wrote:When building defense stations around gates it's extremely difficult to gauge where you are actually placing the defense stations. And then once they are placed, they can't be moved. This makes it very difficult to secure systems from xenon and khakk invasions without significant military presences or lots of laser towers.
Orbital Weapons Platforms or "defence stations" as you call them can be moved around. You need to buy and install a tractor beam on a compatible M6 (might be smaller ships that support the TB) or larger ship, then you can move them around if the original spot isn't working right, you can even tow them through gates to other sectors or install a jumpdrive on them (since they're classed as M1 'ships') and tow them to the exact spot you want once it's jumped to the new sector.

EDIT: grammer

Reido

Barleyman
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Post by Barleyman » Tue, 3. Dec 13, 01:05

paulwheeler wrote:The sectors would not have stayed overrun. As the XRM invasions are built on jobs, their numbers are strictly limited. That means eventually the local defences will win. The TC balance assumes you have some kind of defensive script like Military Base Response Revamp. There are options in that to balance the defences to keep the playing field fairly level.
I see. So the local ships do respawn eventually then.

It's not really an universe where you can loose AI scripted traders to do their job with automated supervision. I do assume core sectors are not targets for such invasions? I need to look into the blacklisting/whitelisting business.

XRM makes getting started on trading a fairly darn steep proposal. Mk3 trader? That'd be 2 million thank you. Jump drive? Another 2 million. the Actual ship is rather economical in comparison. I wonder how long does it take on average for a CAG to break even.

Capping M3s is good money although escort jobs start spawing corvettes which apparently will not bail much.

cellsafemode
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Post by cellsafemode » Tue, 3. Dec 13, 01:23

Reido wrote:
cellsafemode wrote:When building defense stations around gates it's extremely difficult to gauge where you are actually placing the defense stations. And then once they are placed, they can't be moved. This makes it very difficult to secure systems from xenon and khakk invasions without significant military presences or lots of laser towers.
Orbital Weapons Platforms or "defence stations" as you call them can be moved around. You need to buy and install a tractor beam on a compatible M6 (might be smaller ships that support the TB) or larger ship, then you can move them around if the original spot isn't working right, you can even tow them through gates to other sectors or install a jumpdrive on them (since they're classed as M1 'ships') and tow them to the exact spot you want once it's jumped to the new sector.

EDIT: grammer

Reido
HRm... I forgot about tractor beams altogether. I really need to do that because having a hundred laser towers in a system to stop the xenon spawns from overrunning adjacent sectors is getting annoying.

Also, I use STO to takeover sectors and prohibit respawning original owners. It's an awesome script though it does have a couple bugs here and there. Like it would be interesting to have the AI of the races aware of it give them the desire for empire building as seen fit inside the X3 universe.

In XRM is there a reason why my reverse engineering a ship on one base doesn't allow my other bases to see the blue prints ? How do i transfer them to all my bases? I could have cheated it in but i spent literally over 3 in-game days reverse engineering a kyoto and i'm not doing it for every home base or shipyard i eventually create. It stands to reason that if i'm treated like an independent race in the game that all of my bases should share fundemental things like my tech, similar to how i can share my relations. At the very least i should be able to buy and sell (maybe configurable to my race only or to anyone ) blueprints so i can manually transfer them once reverse engineered.


Also on a unrelated note, has anyone tried to implement a political element to the game yet? Like have a B5 type station where embassadors can make alliances or break them and trade agreements or treaties based on mutual notoriety interactions and black magic along with in-game actions? The player maybe could (if they have high enough notoriety) request things of their embassador to do on their behalf. Like wipe out bad notoriety with a certain race and make all relations neutral...etc.

A political routine would make the game in-sandbox style much more interesting. As wars can spark up and be settled without having to totally destroy a race. That along with the STO idea would lead to a more changing X3 universe. Possibly unstable..but i think in a sense more real. Like I can't imagine everyone aligning together to destroy and take over every Xenon system. They are universally hated because they hate everyone in the universe. So i guess XRM would have to make Xenon sectors almost unwinnable, or they would be eliminated from the game pretty quickly.

anyway. Enough ranting. back to X3



Edit:
Oh, and another thing that would be cool would be to have the paint shop feature in home bases apply to all your ships that dock at your home base (or all ships / stations in general). I kind of use it like my identifier in my current game.

And as far as XRM in-game universe goes. Wouldn't the advent of jump beacons negate the need to make what would obviously be trans orbital accelerators in the terran systems into jump gates? It seems like it would make way more sense for the Sol system to be linked by trans orbital accelerators with strategically placed beacons for long distance or slow traveling ships.

Reido
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Post by Reido » Tue, 3. Dec 13, 03:15

cellsafemode wrote:In XRM is there a reason why my reverse engineering a ship on one base doesn't allow my other bases to see the blue prints ? How do i transfer them to all my bases?
XRM has the same limitation as vanilla where any blueprints you buy are added to the last PHQ that you built. I'm not sure if the same applies to blueprints acquired through reverse engineering or if those are only available at the PHQ where the ship was reverse engineered, but at any rate the blueprints aren't shared among multiple PHQ's.

Once you acquire a blueprint you could use the cheat script to add it to the other bases, but again I'm not sure how the underlying game engine will handle that, someone else who knows will need to chime in.


Reido

firestorm79
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Post by firestorm79 » Tue, 3. Dec 13, 08:35

paulwheeler wrote:MINI-UPDATE RELEASED
--------------------------------

This just includes the removal of Cargo Bay Life Support from TLs to the basic version of AP which I missed in the initial 1.30 release (it was already in the hull packs).

You only need to update if you are NOT running a hull pack, or if you remove a hull pack and revert to the base hull values.


COMPONENTS THAT NEED TO BE UPDATED:

XRM Part 2 - the cat/dat only.
I'm a bit lost with my XRM versions... I'm afraid I didn't make a note of which cat/dat was which. I don't think I've updated the last 1.30 update and I am running the basic hull pack...

Can I now add a hull pack and then add the standard 1.30 update without a restart?

If not how can I do the mini update if I've forgotten which cat/dat is which?? In fact is there anyway to use the cheat pack to make a TL without the inbuilt CBLSS? I'm just stuck in the breaking grounds plot where you have to park a TL with a CBLSS - The plot does not progress even when I part the TL at Terracorp HQ...

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imperium3
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Post by imperium3 » Tue, 3. Dec 13, 09:15

firestorm79 wrote:
paulwheeler wrote:MINI-UPDATE RELEASED
--------------------------------

This just includes the removal of Cargo Bay Life Support from TLs to the basic version of AP which I missed in the initial 1.30 release (it was already in the hull packs).

You only need to update if you are NOT running a hull pack, or if you remove a hull pack and revert to the base hull values.


COMPONENTS THAT NEED TO BE UPDATED:

XRM Part 2 - the cat/dat only.
I'm a bit lost with my XRM versions... I'm afraid I didn't make a note of which cat/dat was which. I don't think I've updated the last 1.30 update and I am running the basic hull pack...

Can I now add a hull pack and then add the standard 1.30 update without a restart?

If not how can I do the mini update if I've forgotten which cat/dat is which?? In fact is there anyway to use the cheat pack to make a TL without the inbuilt CBLSS? I'm just stuck in the breaking grounds plot where you have to park a TL with a CBLSS - The plot does not progress even when I part the TL at Terracorp HQ...
You could just delete both of your cat/dat and then replace them with the latest version. It might take a little time downloading but it's probably all you can do. I don't know about whether you can add hullpacks mid-game though, I suspect not.

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