[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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Sn4kemaster
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Post by Sn4kemaster »

Mizuchi wrote:
NOValdemar wrote:Any chance you would consider expanding the role of the ATF?
Yes, but not by much. My issue with the ATF is that they're essentially fluff; they're a Task Force who, for some reason, happen to have better ships than the USC Military and more of them. (And also talk down to the USC, or something? What's the deal there?)

So in XRM I want the fact that they are basically just a Task Force and not an entirely different military a little more apparent.

But at the moment their operations are limited to ATF Forseti, The Moon, and Mars. (I made sure that every ship they have is present at least once).

I'd consider adding one or two extra ATF M7 and M6 patrols in Terran Space, and maybe an additional fighter patrol or two in the ATF Sectors, but that's about it.

I'm not 100% sure about what happens in the Unknown Terran Sectors because I've never managed to get that far into the plot (and Vanilla Jobs doesn't seem to have any Jobs assigned to those Sectors, so I assume any ships there are either randomly placed or created by the MD).

What numbers are you thinking, Nova?
I have to admit i prefer the the ATF jobs (and every thing else) that Muzuchi has done for the XRM.

The ATF should be a rare sight, i think in previous jobs versions in the SRM they were just too common a sight.

I think Egosoft never really explained the ATF/USC relationship to well, so its all a bit muddled really in how power and force is distributed between the two forces....

From what i know of game lore, they are an elite task force set up to combat earth's greatest menace the AGI.......so i have always imaged them to be no more than say 20% of the size of the USC in ships numbers, but their ships are of an advanced design and their Officers, Fighter Pilots, Gunnery crews etc etc are the best of the best that the USC has got to offer......i always get the impression that they have more political power too in the Earth Military.

Anyway so yeah from a XRM point of view, i think they should be in the background, no patrols but have total control of the inner planets and access to earth.

Jobs wise i think its pretty bob on now we have the Bragi and its escort ships in ATF Forseti, only place i maybe would add more is in the moon, i just think that sector should be a real fortress of the ATF and the Valhalla should have some Tyr escorts and Missile frigates.......its the Earths last line of defence, and i have always imagined it's where the ATF would simply be the most in numbers.

Anyway back to something else....

Paul/Mizuchi have you ever thought about some adding some simple civilian ship models to replace all the M5's that seem to be the transport of choice for painter and decorators and undertakers in the X universe!

You know the XRM equvalint of a Ford Focus and Transit Van.
Last edited by Sn4kemaster on Thu, 28. Jul 11, 21:36, edited 1 time in total.
Blancho
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Post by Blancho »

Hello
Did we need to restart new game for the next update ???
Mizuchi
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Post by Mizuchi »

Sn4kemaster wrote:i just think that sector should be a real fortress of the ATF and the Valhalla should have some Tyr escorts and Missile frigates
Anyway back to something else...
It should have two ATF M7 Escorts, two ATF M6 Escorts (which are probably docked), and around 30-35 Fighters attached to it. Are they not spawning? :?

I decided against giving it any M2 Escorts because, I mean, that things is an M0...

Sn4kemaster wrote:Paul/Mizuchi have you ever thought about some adding some simple civilian ship models to replace all the M5's that seem to be the transport of choice for painter and decorators and undertakers in the X universe!
They have a roughly 50/50 chance of spawning as M5 Mk Is as XRM Jobs currently stands.

In fact, all of the Civilian jobs now have a roughly 50/50 chance of spawning as Mk Is (because we subscribe to the same logic!).

Blancho wrote:Did we need to restart new game for the next update ?
There may be some cosmetic changes to the Universe Map that may require a new start to see properly, but there is nothing essential that you will need to start a new game for.

Knowing Paul, he's probably writing some script that will totally prevent you having to start a new game to see just those cosmetic changes too. :)

As for the changes to Jobs:

Xenon Battle Groups have been disabled, but not removed; so if you have any active in your game right now, they won't go away... but once they're all destroyed, they won't come back.

Pirate Flotilla ships are a different story: they've been removed from Jobs entirely, so if you have any in your game right now they'll likely show up with a blank name but beyond that won't cause any negative effects.

Once they're destroyed, they won't show up again either.

Those are about the only quirks I think you'll come across in the updated Jobs File, however.

There are several new game starts that will require you to start a new game, though. But that's a given. :3
Sn4kemaster
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Post by Sn4kemaster »

Mizuchi wrote:
Sn4kemaster wrote:i just think that sector should be a real fortress of the ATF and the Valhalla should have some Tyr escorts and Missile frigates
Anyway back to something else...
It should have two ATF M7 Escorts, two ATF M6 Escorts (which are probably docked), and around 30-35 Fighters attached to it. Are they not spawning? :?

Sn4kemaster wrote:Paul/Mizuchi have you ever thought about some adding some simple civilian ship models to replace all the M5's that seem to be the transport of choice for painter and decorators and undertakers in the X universe!
They have a roughly 50/50 chance of spawning as M5 Mk Is as XRM Jobs currently stands.

In fact, all of the Civilian jobs now have a roughly 50/50 chance of spawning as Mk Is (because we subscribe to the same logic!).
Its has the 35 fighters.......cant say i have noticed the M6 is though?

But have only seen 1 M7 escort which usually is either the fairly weak Aegir or a Snotra, i have seen a Skinir once......which i why i feel the Valhalla is under protected a little....the two M7's should really be the heavy Kvasir's maybe ?

And yep i have seen a more MK1 ships a civillian jobs (which is excellent)....just think it would be cool if there was per race 1 pure simple civaillian ships model to add to the immersion factor, just an idea and i know its not easy to magic models out of thin air.......but its a possible idea if some turn up one day :roll:
Mizuchi
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Post by Mizuchi »

Sn4kemaster wrote:But have only seen 1 M7 escort which usually is either the fairly weak Aegir or a Snotra, i have seen a Skinir once......which i why i feel the Valhalla is under protected a little....the two M7's should really be the heavy Kvasir's maybe ?
Well, the selection of the M7s is random, so if you started a new game they'd likely be a different couple of M7s than the last time around.

The M6s are likely docked (as they're set to spawn as docked, which is cool), but I'm not sure why only one M7 is showing up. It could just be a quirk of the Job Engine though, as sometimes you tell it to spawn two of something and it'll only spawn one.

Anyhow: the two Valhalla M6s are "ATF Military" ones, while the M7s are "ATF Escorts".

That's generally how you can tell if one ship belongs to another, too!

If a Fighter has neither "Military" nor "Escort" designation in its name, it belongs to a Carrier. :D
paulwheeler
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Post by paulwheeler »

Update Released v1.04
-----------------------------

NOTE -- If wishing to continue a v1.03 save game, please read the special notes below.

These notes apply if upgrading from v1.03 straight to 1.04b




COMPONENTS THAT REQUIRE UPDATING:

XRM PART 2
HULL PACKS

(Part 1 does not require updating)

Ensure you recopy all scripts and text files from Part 2.



CHANGELOG:

Fixed: Dolphin Tanker Cockpit
Fixed: Asteroid/Gate collision in Loomanstrats Legacy
Fixed: AP Gunner weapon loadout
Fixed: Weapons Dealers wares for sale and shielding issue
Fixed: Missing missile types on some teladi capitals
Fixed: Sped up laser tower turning speeds
Fixed: Reduced DMBC duration
Fixed: Increased script delay at gamestart
Fixed: Redistributed Xenon and Pirate jobs
Fixed: Various other jobs fixes

Added: New Terran TL - Polacca (vanilla MMBS model)
Added: Boron habitation module on Boron Equipment Docks
Added: More hireable TLs and a Terran hireable TL
Added: More new game starts



ENSURE YOU ARE NOT IN THE SAME SECTOR AS A BORON ED WHEN YOU UPGRADE


Note - jobs changes may take some time to appear in a continuing game. Blank jobs will be removed by the patch script



SPECIAL INSTRUCTIONS IF CONTINUING A V1.03 GAME
-------------------------------------------------------------------



There are no fixes above that require a game restart. I have written a script which performs some of the universe fixes so you can benefit from them if continuing with your save.

It is essential that you run this script if continuing a 1.03 game.



- Update all XRM components required

- Load your save

- If not already enabled, enable the script editor (change pilot name to "Thereshallbewings")

- Open the script editor and scroll down to the following script: "temp.xrm.1.03to1.04patch".

- Hit "r" then enter twice to run the script

- The script can be deleted once the patch is complete



---NOTE--- This only needs to be done if continuing a save. A new game does not require this script to be run.
Last edited by paulwheeler on Sat, 30. Jul 11, 15:20, edited 2 times in total.
paulwheeler
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Post by paulwheeler »

Swapping the habitation module on Boron EDs for a Boron model is something of an experiment. Let me know what you think. If reactions are positive I can do it for the other races too.
lubatomy
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Post by lubatomy »

out of curiosity does this mod conflict with the recent 3.1.1 patch for steam to allow for that extra sector with the 450% suns?

Not a huge deal, just wanted to know though I will probably just use this mod over that if possible. (as a note the last cat/dat files in my steam install is 13 if that helps).
paulwheeler
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Post by paulwheeler »

The XRM is built on the X3TC 3.1 universe file. If the steam version adds something different then it will not be in the XRM. I very much doubt you'll be missing much though and it certainly wont cause you any problems.
lubatomy
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Post by lubatomy »

thanks for the quick reply.
Mizuchi
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Post by Mizuchi »

lubatomy wrote:out of curiosity does this mod conflict with the recent 3.1.1 patch for steam to allow for that extra sector with the 450% suns?
From what I've been told, the "A Sunny Place" Sector is placed north of Elysium of Light. XRM doesn't touch that Sector, so it should be fine.

Then again, XRM adds 50(ish) new Sectors already, so... :D
Mizuchi
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Post by Mizuchi »

And for those who are interested, the changes to the Game Starts and Jobs are beneath the Ttthpoiler tag.
Spoiler
Show
GAME START CHANGES v1.04
Added "Advanced Start" Start (TPC)
Added "Argon Anarchist" Start
Added "Cunning Charlatan" Start (TPC)
Added "Formidable Freebooter" Start (TPC)
Added "Hunted Hero" Start (TPC)
Added "OTAS Operative" Start (TPC)
Added "Paranid Prospector" Start
Added "Surreptitous Smuggler" Start (TPC)
Added "Terran Tourist" Start (TPC)
Added "Xenon Rogue" Start (TPC)
Increased do_when value="{player.age}" from 20 to 200.*
Includes all the fixes, changes, and enhanced starting ships from the "Hotfix II" file.

(TPC) = Terran Plot Complete

* This may need to go higher.

JOB FILE CHANGES v1.04
Added 1 x Argon Pirate Clan "Aggressive and Leave" M1 (+ Escorts) Jobs.
Added 1 x Argon Pirate Clan "Aggressive and Leave" M2 (+ Escorts) Jobs.
Added 2 x Core Pirate Clan "Aggressive and Leave" M1 (+ Escorts) Jobs.
Added 2 x Core Pirate Clan "Aggressive and Leave" M2 (+ Escorts) Jobs.
Added 1 x Teladi Pirate Clan "Aggressive and Leave" M1 (+ Escorts) Jobs.
Added 1 x Teladi Pirate Clan "Aggressive and Leave" M2 (+ Escorts) Jobs.
Added 2 x Xenon "Aggressive and Leave" M1 (+ Escorts) Jobs.
Added 3 x Xenon "Aggressive and Leave" M2 (+ Escorts) Jobs.
Added 4 x Xenon "Aggressive and Leave" M7 (+ Escorts) Jobs.
Added 6 x Xenon "Aggressive and Leave" M6 (+ Escorts) Jobs.
Added a few additional ATF Jobs for flavor.
Added Military M3 Fighter Patrols (average: 15 per race) - Core Sectors.
Added Military M4 Fighter Patrols (average: 20 per race) - Core/Border Sectors.
Added Military M5 Fighter Patrols (average: 10 per race) - Border Sectors.
Allowed Xenon Home Guard Patrol M6s to also spawn as M7s.
Allowed TL Supply jobs to use Terran TLs.
Changed Rearguard M8 and M3B Bombers to patrol.short instead of patrol.long.
Deleted Pirate Flotilla event(s).
Disabled Xenon Battle Group event(s).
Fixed missing "ATF" prefixes.
Fixed (obvious) "Hidden Pirate" Traders spawning in Terran Space.
Fixed "Pirate " TSs titles.
Increased Customs and Police Patrol numbers (slightly).
Increased Pirate Home Patrol numbers.
Increased TL Supply count from 30 to 60.
Increased Xenon Home Patrol numbers.
Increased Yaki Home Patrol numbers.
Reduced Pirate Corsair numbers.
Reduced Yaki Raider numbers.
Set owner of Split ships in Argon Sector M-148 to Argon to prevent blue-on-blue incidents with race conflict scripts.
Aside from any further tweaks to Jobs that may need to be done, this pretty much also marks the end of my active involvement with the future development of XRM now.

Passive involvement may continue for a few more weeks, but my work here is done. My life is about to change in a dramatic fashion, and I soon will neither the time, tools, nor resources to play X3TC, let alone mod it. 8)

It's been worth every minute and every hour of effort, anyhow. I'm pretty proud of what we've accomplished here.
Nagittchi
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Post by Nagittchi »

Is CODEA compatible with this? I dont see it on the list - or if its even needed.

Still trying to yank myself out of my vanilla game... thing holding me back is that I spent almost 6-7 realtime days on that save... but the crashes and slowdowns due to poor battle optimization (which I heard was somewhat improved in XRM due to the removal of unnecessary things and sounds) and complexes are beginning to get to me.
paulwheeler
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Post by paulwheeler »

CODEA is compatible. You do need to alter the docking computer size back to S so it can be used on fighters (or wait for me to make an addon patch for this which ill try and do over the weekend).
paulwheeler
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Post by paulwheeler »

Mizuchi wrote:
Aside from any further tweaks to Jobs that may need to be done, this pretty much also marks the end of my active involvement with the future development of XRM now.

Passive involvement may continue for a few more weeks, but my work here is done. My life is about to change in a dramatic fashion, and I soon will neither the time, tools, nor resources to play X3TC, let alone mod it. 8)

It's been worth every minute and every hour of effort, anyhow. I'm pretty proud of what we've accomplished here.
And I am extremely grateful for all the hard work you have put in for the XRM. Its certainly far greater than it would have been if id had to do it all on my own. :wink:
Blancho
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Post by Blancho »

hello

I start a new game but I can't find "the Boron habitation module" in boron docks.
paulwheeler
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Post by paulwheeler »

Blancho wrote:hello

I start a new game but I can't find "the Boron habitation module" in boron docks.
Check that you havr correctly updated part 2 and that you do not have another mod that alters TDocks. It will only appear in Boron Equipment Docks.
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joelR
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Post by joelR »

Mizuchi wrote:Aside from any further tweaks to Jobs that may need to be done, this pretty much also marks the end of my active involvement with the future development of XRM now.

Passive involvement may continue for a few more weeks, but my work here is done. My life is about to change in a dramatic fashion, and I soon will neither the time, tools, nor resources to play X3TC, let alone mod it. 8)

It's been worth every minute and every hour of effort, anyhow. I'm pretty proud of what we've accomplished here.
Its hard to convey in words how much your work on this has been appreciated. I for one am grateful for what you have contributed to the project. X3 is a great pastime for me. My job can be stressful and its nice to come home to an x3 decompression session. XRM has revitalized the entire universe (X3 universe that is!).

Im equally glad to hear that you are getting busy. I am a big fan of busy. I assume its connected to work. If it is, then best of luck to you. If its something else then best of luck to you there as well. If you invest half the attention in your new endeavor that you invested in XRM then you can only be successful.

-joelR
Sn4kemaster
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Post by Sn4kemaster »

joelR wrote:
Mizuchi wrote:Aside from any further tweaks to Jobs that may need to be done, this pretty much also marks the end of my active involvement with the future development of XRM now.

Passive involvement may continue for a few more weeks, but my work here is done. My life is about to change in a dramatic fashion, and I soon will neither the time, tools, nor resources to play X3TC, let alone mod it. 8)

It's been worth every minute and every hour of effort, anyhow. I'm pretty proud of what we've accomplished here.
Its hard to convey in words how much your work on this has been appreciated. I for one am grateful for what you have contributed to the project. X3 is a great pastime for me. My job can be stressful and its nice to come home to an x3 decompression session. XRM has revitalized the entire universe (X3 universe that is!).

Im equally glad to hear that you are getting busy. I am a big fan of busy. I assume its connected to work. If it is, then best of luck to you. If its something else then best of luck to you there as well. If you invest half the attention in your new endeavor that you invested in XRM then you can only be successful.

-joelR
Agreed..............
NOValdemar
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Post by NOValdemar »

Is the fact that your xenon rank is set to 100 in the xenon start actually worth anything? Im still hated just as much as when I was a chuwy organism...

oh and
Mizuchi wrote:It's been worth every minute and every hour of effort, anyhow. I'm pretty proud of what we've accomplished here.
Thanks for everything

edit: oh btw the Start with the Pirate Carrack gives you 8 ion shard rail guns that appear to be ment for the right and left turrets. However the right and left turrets cannot mount these weapons... might be worth a change..
Last edited by NOValdemar on Fri, 29. Jul 11, 01:26, edited 1 time in total.

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