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

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x3-AmModer
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by x3-AmModer » Mon, 25. Mar 19, 22:50

BlackArchon wrote:
Mon, 25. Mar 19, 20:09
Thank you! I will use your patch when I start my new XRM game. Do you also start a new XRM playthrough? If yes, please inform us when you find other problems. I also have a few fixes and small improvements done to my XRM installation, maybe we could then combine our fixes to a patch which is worth it for other players. :)
Ok, and yes I will start a new game with XRM, my firsttime. If I will find something, I will report it here.... 😉

Have a good day!

x3-AmModer
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by x3-AmModer » Tue, 26. Mar 19, 20:29

x3-AmModer wrote:
Mon, 25. Mar 19, 22:50
BlackArchon wrote:
Mon, 25. Mar 19, 20:09
Thank you! I will use your patch when I start my new XRM game. Do you also start a new XRM playthrough? If yes, please inform us when you find other problems. I also have a few fixes and small improvements done to my XRM installation, maybe we could then combine our fixes to a patch which is worth it for other players. :)
Ok, and yes I will start a new game with XRM, my firsttime. If I will find something, I will report it here.... 😉

Have a good day!
Hey, BlackArchon!

And... what fixes and improvements do you think? Just out of curiosity. 😃

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

Post by BlackArchon » Tue, 26. Mar 19, 21:06

I'm using the following fixes and enhancements:
- Removed the wrong turret entry from Terran and Xenon capital ships which indicates a light blue weapon that doesn't exist.
- The combat performance patch (have a look at my signature), with an additional change to the Plasma Beam Cannon (PBC), Ion Cannon (IC) and Fusion Beam Cannon (FBC): they have their active firing time (that is the time the laser is actually visible) reduced by 50%; this means it is now easier to deliver the full damage to moving enemies. As it turned out rather surprisingly, enemies don't like to be shot at with lasers and try to avoid getting hit - this is now more difficult and makes lasers more viable compared to conventional capital ship weapons like PPC.
- I added energy cells to nearly all Equipment Docks to make refueling your capital ships more comfortable.
- The Yaki Akuma (M2) got a shield enhancement from 6 to 8 GJ.
- The Yaki Kariudo (M7) got their Teladi turrets replaced by Paranid ones; I hoped to fix the problem that AI Kariudos get abysmal weapons when this type of ship gets spawned, but this didn't help too much - I have to further investigate this issue.
- The ATF Valhalla (M2) is now a proper ATF ship again, so it will get spawned by the game (and with additional scripts like Improved Races).
- I changed the maximum communication range of the player and maximum view distance of satellites to their much larger values from Litcube's Universe (LU).
- All docks can now hold way more wares like in LU, although this comes with a slight cosmetic issue on military bases (way too many marines are sold). It is now more difficult for the galaxy-wide economy to die because of lacking resources.
- Pirate shipyards sell more types of Pirate ships.

x3-AmModer
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by x3-AmModer » Tue, 26. Mar 19, 21:33

BlackArchon wrote:
Tue, 26. Mar 19, 21:06
I'm using the following fixes and enhancements:
- Removed the wrong turret entry from Terran and Xenon capital ships which indicates a light blue weapon that doesn't exist.
- The combat performance patch (have a look at my signature), with an additional change to the Plasma Beam Cannon (PBC), Ion Cannon (IC) and Fusion Beam Cannon (FBC): they have their active firing time (that is the time the laser is actually visible) reduced by 50%; this means it is now easier to deliver the full damage to moving enemies. As it turned out rather surprisingly, enemies don't like to be shot at with lasers and try to avoid getting hit - this is now more difficult and makes lasers more viable compared to conventional capital ship weapons like PPC.
- I added energy cells to nearly all Equipment Docks to make refueling your capital ships more comfortable.
- The Yaki Akuma (M2) got a shield enhancement from 6 to 8 GJ.
- The Yaki Kariudo (M7) got their Teladi turrets replaced by Paranid ones; I hoped to fix the problem that AI Kariudos get abysmal weapons when this type of ship gets spawned, but this didn't help too much - I have to further investigate this issue.
- The ATF Valhalla (M2) is now a proper ATF ship again, so it will get spawned by the game (and with additional scripts like Improved Races).
- I changed the maximum communication range of the player and maximum view distance of satellites to their much larger values from Litcube's Universe (LU).
- All docks can now hold way more wares like in LU, although this comes with a slight cosmetic issue on military bases (way too many marines are sold). It is now more difficult for the galaxy-wide economy to die because of lacking resources.
- Pirate shipyards sell more types of Pirate ships.
:thumb_up: :thumb_up: :thumb_up: 8) Awesome

x3-AmModer
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by x3-AmModer » Wed, 27. Mar 19, 15:19

BlackArchon wrote:
Tue, 26. Mar 19, 21:06
I'm using the following fixes and enhancements:
- Removed the wrong turret entry from Terran and Xenon capital ships which indicates a light blue weapon that doesn't exist.
- The combat performance patch (have a look at my signature), with an additional change to the Plasma Beam Cannon (PBC), Ion Cannon (IC) and Fusion Beam Cannon (FBC): they have their active firing time (that is the time the laser is actually visible) reduced by 50%; this means it is now easier to deliver the full damage to moving enemies. As it turned out rather surprisingly, enemies don't like to be shot at with lasers and try to avoid getting hit - this is now more difficult and makes lasers more viable compared to conventional capital ship weapons like PPC.
- I added energy cells to nearly all Equipment Docks to make refueling your capital ships more comfortable.
- The Yaki Akuma (M2) got a shield enhancement from 6 to 8 GJ.
- The Yaki Kariudo (M7) got their Teladi turrets replaced by Paranid ones; I hoped to fix the problem that AI Kariudos get abysmal weapons when this type of ship gets spawned, but this didn't help too much - I have to further investigate this issue.
- The ATF Valhalla (M2) is now a proper ATF ship again, so it will get spawned by the game (and with additional scripts like Improved Races).
- I changed the maximum communication range of the player and maximum view distance of satellites to their much larger values from Litcube's Universe (LU).
- All docks can now hold way more wares like in LU, although this comes with a slight cosmetic issue on military bases (way too many marines are sold). It is now more difficult for the galaxy-wide economy to die because of lacking resources.
- Pirate shipyards sell more types of Pirate ships.
Please, could you tell me something? Is XRM better play in AP or in TC version? Comes AP with something better?

And one more question. Do you have the same problem with mouse - cursor speed in AP? When I start TC, all is fine with it. But as soon as I start AP, the mouse cursor is slower in game than I am moving with mouse on the table... Do you know why?

Resolution = the same like res. of monitor
TC and AP = the same graphic settings

Just if you know....

Thank's 🙂

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

Post by BlackArchon » Wed, 27. Mar 19, 18:43

I'm answering here instead of via PM. I've never tried to use XRM with TC because I'm exclusively playing XRM with AP. On these very rare occasions where I use the mouse ingame (why would I use the mouse? I'm coming from X:BtF and X2, which didn't have mouse support), I never noticed anything strange.

x3-AmModer
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by x3-AmModer » Sat, 30. Mar 19, 04:07

This is something for someone, who want no trails behind ships.... :)


http://www.mediafire.com/file/3s1j3j47p ... or_XRM.rar


X3-AmModer

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

Post by BlackArchon » Thu, 11. Apr 19, 17:59

I just don't get it why new spawned Yaki ships (tested with Akurei, Kariudo and Akuma) with their default equipment get too few weapons. Not all of their turrets will have weapons in them... can someone confirm this?

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

Post by AshToDust » Thu, 18. Apr 19, 23:24

Hi,

I searched a bit but didn't find any thread about an issue I have with XRM and some station naming.

My setup :
- X3AP
- nosteam exe
- X³AP All In One Bonus Package (v5.1.0)
- XRM (with cockpit)
- TC plot for AP
- TC plot for AP compatibility patch (final version)

Some station have weird name like {1000,1012}-{17,811113}

I suppose they are station spawned by the AI but I have no other clue.

Some of you already met that kind of issue?

Thx

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

Post by BlackArchon » Fri, 19. Apr 19, 10:10

Such an error usually indicates a mod conflict, like installing them in the wrong order, or using incompatible mods. I suggest you start with a new install of X3:AP and then add your mods, one at a time, to see when you start to get these kinds of errors.

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

Post by AshToDust » Fri, 19. Apr 19, 22:42

Thx.

Sound like I screwed the AP TC plot install. After a fresh install, I saw that the map is not the same. Some sector (like the ATF sector near Asteroid Belt) are no more.

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

Post by genarus » Tue, 14. May 19, 21:23

For some odd reason even after removing the JAP language code from my system when trying to put \ in the setup bat i get a Yen sign. I cant seem to Alt + code it on here all i get is . And trying to alt + to get \ on the setup bat just gives me the yen sign still. This is conflicting with creating a path...

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

Post by Xechran » Wed, 26. Jun 19, 17:55

Need a spot of help understanding the salvage/claim system. I can not seem to claim ships with the hotkey/menu, gives the message "requires system override software". I thought salvage command software negated that? I checked in plugin manager and I have it set to require SCS with salvage commands enabled. My Sabre has the SCS suite installed. SCS will scan for ships and containers, but I cant claim without SOS. Havent gotten SOS to test yet, found a juicy Xenon P that I'm trying to collect.

Is there a conflict, a bug, or did I miss something basic?

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

Post by BlackArchon » Wed, 26. Jun 19, 18:16

I've never used the Salvage Command Software script, so I don't know if this script is compatible. But the message "requires system override software" may also indicate that you try to hack the enemy ship (which is a new XRM feature of the System Override Software). Are you 100% sure that you aren't invoking SOS with your hotkey instead of SCS?

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

Post by Xechran » Wed, 26. Jun 19, 18:29

I have a key bound to the SCS menu which is context sensitive, it tries to claim ships as well. There is an option in the menu to claim a ship, and that menu option is invoking the SOS function, in spite of the pluggin manager selection to use SCS over SOS for claims.

Sounds like the standard SCS behavior may be overridden in XRM.

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