[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...

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Wintersdark
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Post by Wintersdark »

That's due to too many addons loading at gamestart. The mission director times out and gives you pretty much nothing.

The cure - easiest solution by far - is to disable IR, start your new game, save, exit, enable IR, then restart and load your game.

Just have less major scripts running at game start. IR is a good choice for this, as you can enable it after a game start with no problems at all.
Sim108
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Post by Sim108 »

Wintersdark wrote:That's due to too many addons loading at gamestart. The mission director times out and gives you pretty much nothing.

The cure - easiest solution by far - is to disable IR, start your new game, save, exit, enable IR, then restart and load your game.

Just have less major scripts running at game start. IR is a good choice for this, as you can enable it after a game start with no problems at all.
IR?

i dont have anyother scripts running... it is a fresh installation.. (uninstall then deleted the folder/s.)
SRM is the first plugin, after Cycrow PM..
Mizuchi
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Post by Mizuchi »

In my experience, the "no equipment, no money, no love" issue on a new game start is down to either:

A) Something breaking either the "start.xml" or "gamestart.xml" files, or...

B) A script/mod that needs to configure itself on first-run not firing properly.

The way to get around it is simply to reinstall everything and then start a new game to see if everything equips correctly, and then install one mod/script at a time until you figure out which one (if any) is causing the issue.

If SRM is the only modification you're running, then just remove it (including the additional scripts, if installed) and start a new game.

If all the equipment loads fine then you'll know it's an SRM installation error (in which case, reinstalling it all - spks included - may fix the problem).

If you wind up with no equipment, no money, and no love again, then you'll know it's an installation/patch error (which the corrupted game error seems to suggest).

It's nothing to do with the number of scripts, per se - but if one of them goes a little awry, then having more scripts rather than a few will make tracking down which one has fallen-over-gone-boom a little trickier.

(And Paul's seen how many scripts I run together without issue alongside SRM and CMOD. :D )
paulwheeler
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Post by paulwheeler »

The SRM does not touch game starts. It must be something else causing your issue.


Edit - yes ive seen how many scripts mizuchi runs - a lot!
Sim108
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Post by Sim108 »

Mizuchi wrote:In my experience, the "no equipment, no money, no love" issue on a new game start is down to either:

A) Something breaking either the "start.xml" or "gamestart.xml" files, or...

B) A script/mod that needs to configure itself on first-run not firing properly.

The way to get around it is simply to reinstall everything and then start a new game to see if everything equips correctly, and then install one mod/script at a time until you figure out which one (if any) is causing the issue.

If SRM is the only modification you're running, then just remove it (including the additional scripts, if installed) and start a new game.

If all the equipment loads fine then you'll know it's an SRM installation error (in which case, reinstalling it all - spks included - may fix the problem).

If you wind up with no equipment, no money, and no love again, then you'll know it's an installation/patch error (which the corrupted game error seems to suggest).

It's nothing to do with the number of scripts, per se - but if one of them goes a little awry, then having more scripts rather than a few will make tracking down which one has fallen-over-gone-boom a little trickier.

(And Paul's seen how many scripts I run together without issue alongside SRM and CMOD. :D )
did that already... only SRM gives me this problem... although last year i didnt have SRM, BUT i had a script that gave me the same problem........ dont know why..... :?

EDIT - i also checked the "start.xml" and "gamestart.xml"... it all looks good...
Mizuchi
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Post by Mizuchi »

You have X3TC updated to the latest official version (3.1) and you've downloaded the most-recent versions of the core SRM mod and any additional extras you want, I assume?

If you've done that all okay, then I can only think it might be a .cat installation error.

If you're not using anything else, your SRM mod should be named 14.cat and 14.dat, with incremental naming depending on what (if anything) you use after that.

So:

13.cat/.dat - Latest official patch file(s).
14.cat/.dat - SRM
1x.cat/.dat - Hull Multiplication Pack (if using).
1x.cat/.dat - CMOD (if using).
1x.cat/.dat - Cockpits (if using).
1x.cat/.dat - Missile Rebalance (if using).
1x.cat/.dat - Engine Trails (if using).

If you used all of those mods, they'd be named 15.cat, 16.cat, 17.cat, in descending order.

I'm probably telling you Stuff You Already Know™, but if that's all in order and you're using the latest version of Cycrow's plugin manager to install the additional SPKs, I don't really know what else it could be.

If you're doing that and it's still giving you the "NE, NM, NL" issue, try starting a few new games on the off-chance that one of them will actually do what it's supposed to.

I had this problem in April of 2010 (a few patches ago!) without SRM installed, and that's basically what I had to do to get past it.

(At the time I thought, man, this game start is pretty difficult!)
Last edited by Mizuchi on Sat, 7. May 11, 13:46, edited 1 time in total.
Sim108
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Post by Sim108 »

Boh!...
done, done and done..
yea, i have been using cycrow PM... but ever way, this shouldnt have happen....
ill try again... but ill do it manually..


strange... :?

thank :)
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robalexhall
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Post by robalexhall »

The way I read it, the order is supposed to be:

SRM
Cockpits
Hull pack
Combat mod
Trails
Mizuchi
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Post by Mizuchi »

Well, basically, all that happens is that files in the higher numbered .cat/.dat packages take precedence over the ones in lower numbered .cat/.dat packages, so X3TC uses those instead.

I think the exception is any loose files in the X3TC directory, which take precedence above all others.

(So a loose TShips file will be used instead of a TShips file in 15.cat. A loose TShips file in 15.cat will be used instead of a TShips file in 13.cat. And so on.)

As long as the Missile Rebalance comes after CMOD, CMOD comes after SRM, the Hull Multiplication Pack comes after SRM, and Engine Trails comes at the end, it's generally okay to mix the order(s) around a little.

I'm not 100% sure where the Cockpits are meant to go because I don't use them.

So YMMV, as they say. :)

(As a side note, I love your avatar image, Rob. :D )
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robalexhall
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Post by robalexhall »

Yeah I have no clue what the files are actually doing, that's just how I read the front page of this thread. :?

And I'm always torn on the cockpits. I think they add a lot of atmosphere.... but they take up a lot of screen space and you lose a sense of how huge many structures like stations are... and it's easier to prang your frigate on something cos you don't realise the front end is 500 metres aways :o

I've stuck with the cockpits but I tend to use exterior views quite a bit more than I would otherwise.

(the avatar is just something I picked up here http://dogs.icanhascheezburger.com/)
Mizuchi
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Post by Mizuchi »

robalexhall wrote:And it's easier to prang your frigate on something cos you don't realise the front end is 500 metres aways :o
I usually have the opposite problem: I tend to prang the tail of my destroyer(s) on Jumpgates when turning around to go back through them. :(

Oh, Terran Conflict.
paulwheeler
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Post by paulwheeler »

As far as cat/dat orders are concerned, the important thing is that the main srm comes first and that the trails come after the cmod.

so:

SRM - all other packs and cmod - trails.

The packs in the middle can go in any order (cmod packs must come after base cmod). So just make sure the SRM and the trails pack are your "bookends".
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Locksley
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Post by Locksley »

Helü,

1. I am wondering if the changes to TDockswrecks is important for the function of this mod? As I am using "no station wrecks" that include a modified Tdockwreck file.

2. EDIT - Never mind, I found it. Which Ware file sets up the ships included wares and extensions? I have to remove some to balance my gaming style.

3. This is directed towards CMOD. The included Tmissile has Hammerhead missile set to 1.250.000 dmg, 300m/s. Guess this is a typo in the T file?
EDIT Clarification. Well, what I mean is; yes it is very expensive and a capital ship weapon, but M3 can all equip it - not only the bombers. END EDIT

Thank you again Paul!
Cheers!
Last edited by Locksley on Sun, 27. Mar 11, 17:15, edited 2 times in total.
Projects:
Onhold..... time time....
Sim108
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Post by Sim108 »

Qustion... what about "Unleashed-RC2"???? want place does it go?

btw i got it working... i did a fresh install... and this time i put "Thereshallbewings", witch i didnt do before....
builder680
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Post by builder680 »

Sim108 wrote:Qustion... what about "Unleashed-RC2"???? want place does it go?

btw i got it working... i did a fresh install... and this time i put "Thereshallbewings", witch i didnt do before....
You shouldn't have a cat/dat for the SRM version of Unleashed-RC2 (with or without Civilians) so you shouldn't have to worry about what place it goes. You can download it here (it's also linked in the OP of this thread).

You must unzip the folder and rename whichever jobs file you want to use to "Jobs.txt," and copy that + "Jobwings.txt" to your \x3 terran conflict\types folder.
__________________________________________________________

The SRM jobs 3.6b .zip file on that page comes with the following files inside its \types folder:

Jobs-NamedCivs.txt
Jobs-NamedCivs-ReunionNaming.txt
Jobs-NoCivs-ReunionNaming.txt
Jobs-Unleashed-Civs.txt
Jobs-Unleashed-NoCivs.txt <-------
JobWings.txt <-------
__________________________________________________________

Since you want the Unleashed jobs, you'd take the Jobs-Unleashed-NoCivs.txt and rename it to Jobs.txt. If you wanted the one with Civilians, rename the one above it instead.

Then you take your newly named Jobs.txt, and copy it along with JobWings.txt to your \x3 terran conflict\types folder.

Hope that helps. :)
paulwheeler
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Post by paulwheeler »

Locksley wrote:Helü,

1. I am wondering if the changes to TDockswrecks is important for the function of this mod? As I am using "no station wrecks" that include a modified Tdockwreck file.

2. EDIT - Never mind, I found it. Which Ware file sets up the ships included wares and extensions? I have to remove some to balance my gaming style.

3. This is directed towards CMOD. The included Tmissile has Hammerhead missile set to 1.250.000 dmg, 300m/s. Guess this is a typo in the T file?
EDIT Clarification. Well, what I mean is; yes it is very expensive and a capital ship weapon, but M3 can all equip it - not only the bombers. END EDIT

Thank you again Paul!
Cheers!
No, the TDockswrecks changes are not important.

Warelists is the file that sets built in wares. Be careful though as this file also sets wares for trading by jobs.

I assume from the missile stats you are quoting that you are not using the new missile rebalance pack... The missile stats in the base cmod are from the Missile Rebalance Mod by Imperium3. The hammerhead is a heavy torpedo. Yes, it has higher damage than a Hammer, but its very slow and easily shot down, plus you can only fire one at a time and the refire rate is very slow.
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Locksley
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Post by Locksley »

Thanks Paul.

1. Well, I edited the 136 ware that contains only Explorer software and Triplex scanner. I substituted the scanner for a Nav software. This made all the Explorer M5s getting Nav instead of Triplex. Hope I didn't break anything :P

2. Hammerhead missile. Yeah, the re-fire is 20 but should ordinary M3's like the Nova really be able to equip them? Slow, well 300m/s but with 90 in acceleration it might be a bit of a slow starter. Eh, sorry - I should be discussing this in the CMOD thread. It just felt like I was spamming the topics in this forum.
Anywho, what pertains to this thread is that I think only the M3 bombers should be able to equip it on the M3 ships. What do you think, or why don't you think so (something I didn't think of perhaps)?

Cheers!
Projects:
Onhold..... time time....
paulwheeler
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Post by paulwheeler »

The problem is that there arent many subtypes for missiles. Basically you've got dumbfire, light, medium and heavy. I could remove heavy from m3s, but that would also include hornets, typhoons, firestorms etc. I will consider it though as it would give m6s another advantage over m3s...
Sim108
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Post by Sim108 »

oh there is one thing i dont quite understand....
does SRM have Xtra Ship and Station pack inside???
HotSake
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Post by HotSake »

It has most of it. Paulwheeler updates the SRM as the X-tra gets updated, keeping the models and textures while changing the stats to fit the "SRM ideal" which is basically what he feels is a better balance.

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