[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Hi, I seen it too. Overwhelming numbers of m3's (never seen before) dropping my fps dramatically. Playing version 1.0 with IR 15.26Can someone was already in the sector Split Fire?
Remark, I use "All_Plots_Complete_1.5" and that works ok.
Question, will "Dynamic Colored Sector Names v2.1b" work or is it conflicting in any way?
Oh yes and great job! Thanks.
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IR 15.27 is out as well as XRM 1.01c. Not sure if that will help the over whelming numbers.Emerentius wrote:Hi, I seen it too. Overwhelming numbers of m3's (never seen before) dropping my fps dramatically. Playing version 1.0 with IR 15.26Can someone was already in the sector Split Fire?
Remark, I use "All_Plots_Complete_1.5" and that works ok.
Question, will "Dynamic Colored Sector Names v2.1b" work or is it conflicting in any way?
Oh yes and great job! Thanks.
IR 15.27 addressed issues with pirates and a few others.
It's not if we win or lose that matters, it's that we stood and faced it.
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Yes I know. I'm sorry, I wrote wrong before. What I meant was that the script does not use IR. So the number of pirate ships is not the fault of the IR, only the XRM.FalconGrey wrote:IR = Improved Races Mod
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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I've run through the XRM Jobs file and fixed a few erroneous JobWings references (which may have been leading to the old "Lead Ships calling Lead Ships calling Lead Ships as escorts" exponential increase thing).
The thing is this: I have heard reports of there being a LOT of Falcons in one sector or another... but there are no Jobs in XRM Jobs that have that number of Pirate Falcon escorts assigned to them.
Hopefully these tweaks to the JobWings file will fix the pirate issue, anyhow.
Next update, peeps.
The thing is this: I have heard reports of there being a LOT of Falcons in one sector or another... but there are no Jobs in XRM Jobs that have that number of Pirate Falcon escorts assigned to them.
Hopefully these tweaks to the JobWings file will fix the pirate issue, anyhow.
Next update, peeps.

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Thanks for that. I want to catch every single universe bug for the Monday release so I only have to force you to restart once.NOValdemar wrote:Trinity Corp Headquarters appears to have a gate problem. Its a East gate but is located in the north and connected to a south gate in the sector above. No biggie but if you are gonna fix the other sector i found might as well do this one too!
So if anyone has any other universe issues now is the time...
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Behind the tag:malanthor wrote:Paul and Mizushi, may i ask what kind of other mods/scripts you are using in addition to XRM yourself?
Spoiler
Show
ADS | AI Ammo Cheat | Auto Rename Player Property | Automated Satellite Network | Bounce | BTU | CAG | Claim Derelict Ship | Claim Unkown Sector | CLS | Collect Wares MK2 | Community Plugin Configuration | Convenient Wares | CSegG | CWP | Enhanced Combat Commands | EST | Follow Me | Freight Distribution Network Lite | Game Start Sector Reveal | Hotkey Manager | Jump to Me | Marine Repairs | MARS | No Gate Hit Rep. Loss | Numeric Race Ranks | Phanon Corp. | Player Workshop | Race Response Fleets | Reduced Enemy Missiles | Refuel Ships Fix | Remove Products from Docks | Rename Ships With Expression | Safe Undocking | Scan Target Object | Security Services | Ship Killed Notifications | Target Nearest Unclaimed Ship | Terran MOB | Universal Best Buys/Sells | Unknown Terran Pirate Base | Ware Manager | Wing Commands | XRM
The XRM Expanded Universe was designed with IR in mind - but the XRM Jobs files were designed with RRF in mind (and also with better placement for Vanilla in mind, too). :3
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I dunno. I did that without knowing anything about the mod in general or the lasers in particular.
It was already online when Paul told me that he would have a TFile for a new mod ready... presently.
I have no idea which version works better.
It was already online when Paul told me that he would have a TFile for a new mod ready... presently.
I have no idea which version works better.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Of course. Damage is easy. I have that bit parsed for me automatically from the game files.paulwheeler wrote:Well the one I've posted has correct damage for all the XRM weapons...
A spreadsheet reads TLaser/TBullets, correlates lasers with bullets, does a multiplication. Not rocket science.
The tricky bit are the details. For instance, your file would report in game that it's for:
X3 v2.7.1\\CMod4 \(JMan77\)
Also, in the 1st post you mention a change to the PSG while in your MARS data file you still have it flagged as an AOE weapon that must not be used when friendlies are close.
That's just what I saw at a glance. I don't use this mod so I have no practical experience with it. Didn't do any kind of careful analysis, either.
If that's intended, I'll just use yours. No problem.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Paul's file doesn't have the EOF that Gazz' has, either. Not sure how important that is, and the ignore lines for Mining Laser and friends are different, too.
Either way, the difference MARS makes is amazing. Threw it onto my Heavy Centaur a few hours ago, using Gazz' new file, and compared to the basic turret scripts... I'm amazed I made it without MARS the past few days, lol.
Either way, the difference MARS makes is amazing. Threw it onto my Heavy Centaur a few hours ago, using Gazz' new file, and compared to the basic turret scripts... I'm amazed I made it without MARS the past few days, lol.
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