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

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paulwheeler
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Post by paulwheeler »

Can you try a few other stations? I'm trying to ascertain if its just the one station that has the issue or if it is more of a random freeze.
Requiemfang
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Post by Requiemfang »

Mizuchi wrote:
Requiemfang wrote:meh... I'll just fuse the roids together and then make some new ones via the cheat menu.
Or use Gazz's Super Tractor Beam script and tow one from another sector. :)

Failing that, I hear Appallox, Thesus, and Solitas have particularly juicy asteroids in them...

(Not as juicy as the one in Midnight Star, but not bad either!)
:lol: I only see one minor problem... you literally turn those things into sector wreaking balls if you aren't careful where you fly :D

Once used that script to wipe away a whole Xenon invasion that kept blasting my stuff :twisted:
Mizuchi
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Post by Mizuchi »

Requiemfang wrote:I only see one minor problem...
[ external image ]

Some would call that a bonus.

(You are one such person. Admit it!)
Requiemfang
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Post by Requiemfang »

:lol: yes I am indeed, I use what I have at hand to deal with "issues" in game :rofl:

Edit: Okay about the Terran OWP

this is the issue the model changes from this

[ external image ]

to this fugly looking model after I press the deploy hotkey.

[ external image ]
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Drewgamer
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Post by Drewgamer »

I know this problem has been stated in the thread before (and I thought it had been fixed), but for the sake of saving time searching the thread (and because I'm lazy xD) I'll ask again.

In ATF Forseti I'm getting stations that have no name (and instead have numbers, looks almost like coordinates). Did I mess something up? >_<
Check out my mod Crystal Rarities
Kadatherion
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Post by Kadatherion »

The same thing as Requiemfang happened to me back when I tried placing a large terran OWP to blockade the Xenon on TUS3. Must have been in patch 1.03 or 1.04, I believe, I actually didn't realize it wasn't intended.
Never tried it again, as the OWPs don't work OOS anyway.


BTW, this evening I finally had a couple of hours to play after several days, and I like what I've seen. The Khaak are back with vengeance (an Advanced Destroyer and two escort frigates spawned in Family Pride, a Carrier with fighter escorts in Rolk's Drift), and man, areas bordering Xenon sectors are really dangerous now!
Another bonus of this new behaviour is that when accepting a Xenon Invasion mission the often somewhat constant flow of common jobs Xenon ships can make it quite hard to complete (especially true in places bordering a cluster of Xenon sectors, like Menelaus' Paradise), as you sometimes can't be fast enough in solo to clean the entire sector before another wing of fighters or an M7 comes through. As such you now often need to call for some reinforcements when doing those missions, making them far less exploitable.

On the other hand, my assets carefully placed in areas which should have been safe but weren't, now indeed are, free of the old constant annoyance of alerts caused by pesky Ls that came out of nowhere.

Great work guys :thumb_up:
Requiemfang
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Post by Requiemfang »

Kadatherion wrote:The same thing as Requiemfang happened to me back when I tried placing a large terran OWP to blockade the Xenon on TUS3. Must have been in patch 1.03 or 1.04, I believe, I actually didn't realize it wasn't intended.
Never tried it again, as the OWPs don't work OOS anyway.

oh? so it seems someone messed something up with the models changing eh?

also yeah... Khaak and Xenon are insane in this mod... I LIKE IT because it provides a challenge :twisted:
Mizuchi
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Post by Mizuchi »

I had a request via PM for some documentation on the new (and upgraded) game starts, so... I decided to oblige!

Most starts have a decent selection of starting wares installed on them (including weapons and shields), and pretty much all of them have +5 Salvage Insurance, so I won't be listing those for the most part.

All starting ships have full cargo, engine, and rudder extensions these days as well.

I'm not going to list the changes to starting ships, finances, and equipment in the "Vanilla" starts either, as I'd be here all night. :3

Thho, Thhpoilerthhh...
Spoiler
Show
+ Aldran Adventurer +
Starting Ship: Springblossom (M6).
Starting Finances: 25,000 to 50,000
Notable Wares: Docking Computer; 6 x Experimental EMP x; Jumpdrive; 500 x Energy Cells; 2 x 200MJ Shield.
Notable Enemies: Paranid; Pirates.

+ XRM Argon Anarchist +
Starting Ship: Nova Vanguard (M3)
Starting Finances: 25,000 to 50,000
Notable Wares: 6 x PAC; 2 x PRG; 3 x 25MJ Shield.
Notable Enemies: Argon; Pirates.

+ XRM ATF Veteran +
Starting Ship: Thor (M3)
Starting Finances: 50,000
Notable Wares: 8 x EMP; 4 x EMRG; 5 x 25MJ Shield.
Notable Enemies: Paranid; Split; Pirates.

+ XRM Cunning Charlatan (TPC) +
Starting Ship: (e)Xperimental Shuttle (M3+)
Starting Finances: 18,000
Notable Wares: 6 x EMP; 4 x EMRG; 2 x 200MJ Shield; Docking Computer.
Notable Enemies: Terran.

+ Goner Witness +
Starting Ship: True Light Seeker (M6)
Starting Finances: 250,000
Notable Wares: 2 x IOND; 5 x 200MJ Shield; Docking Computer; Jump Drive; Transporter Device.
Notable Enemies: Paranid; Split; Pirate; Yaki.

+ XRM Hunted Hero +
Starting Ship: Verdandi (M3+)
Starting Finances: 25,000 to 50,000
Notable Wares: 8 x EMP; 4 x EMRG; 4 x 25MJ Shield.
Notable Enemies: Paranid; Split; Terran; Pirate.

+ XRM Formidable Freebooter (TPC) +
Starting Ship: Carrack (M7)
Starting Finances: 250,000
Notable Wares: 6 x CIG; 8 x EBC; 4 x FLAA; 5 x 1GJ Shield; Advanced Firewall Software; Cargo Bay Shielding; Docking Computer; Hull Polarising Device.
Notable Enemies: Argon; Boron; Paranid; Split; Terran.

+ XRM OTAS Operative (TPC) +
Starting Ship: Sirokos (M6+)
Starting Finances: 20,000 to 25,000
Notable Wares: 18 x PRG; 2 x 200MJ Shield; Advanced Firewall Software; Cargo Bay Shielding; Docking Computer; Hull Polarising Device.
Notable Enemies: Paranid; Pirate.

+ XRM Paranid Prospector +
Starting Ship: Demeter Miner (TS)
Starting Finances: 25,000 to 75,000
Notable Wares: 2 x Mining Laser; 1 x 200MJ Shield; Docking Computer; Mineral Scanner; Ore Collector.
Notable Enemies: Argon; Pirate.

+ XRM Surreptituous Smuggler (TPC) +
Starting Ship: Iguana Vanguard (TP+)
Starting Finances: 23,450
Notable Wares: 6 x PAC; 2 x 200MJ Shield; Advanced Firewall Software; Cargo Bay Shielding; Docking Computer; Hull Polarising Device.
Notable Enemies: Argon; Paranid.

+ XRM Terran Tourist (TPC) +
Starting Ship: Vulture Super Freighter (TS)
Starting Finances: 500 to 5,000
Notable Wares: 2 x FLAA; 2 x 200MJ Shield; Hull Polarising Device; 500 x Pirate Sidearms; 1,500 x Space Fuel; 1,000 x Space Weed.
Notable Enemies: Terran.

+ XRM Xenon Rogue (TPC) +
Starting Ship: Xenon PX (M6+)
Starting Finances: 0
Notable Wares: 9 x HEPR; 10 x GPE; 4 x 200MJ Shield; Advanced Firewall Software; Cargo Bay Shielding; Docking Computer; Hull Polarising Device; Software Signature Scrambler.
Notable Enemies: Argon; Paranid; Terran.

+ XRM Yaki Ronin (TPC) +
Starting Ship: Appallox (M6+)
Starting Finances: 25,000 to 75,000
Notable Wares: 8 x HEPT; 10 x PAC; 2 x 200MJ Shield; Cargo Bay Shielding; Software Signature Scrambler.
Notable Enemies: Argon; Boron; Paranid; Split; Pirate.

+ XRM Advanced Start (TPC) +
Starting Ship: Vidar (M6)
Starting Property: 2 x Baldric (TS); 1 x Katana (TP); 1 x Cutlass (M3+); 1 x Sabre (M4); 4 x Rapier (M5).
Starting Finances: 1,000,000
Notable Wares: 10 x EMP; 4 x ERMG; 4 x 200MJ Shield.
Notable Enemies: None.
Last edited by Mizuchi on Thu, 18. Aug 11, 18:49, edited 1 time in total.
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Silvanus
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X Plugin Manager

Post by Silvanus »

I just noticed an issue with the SPK versions of your mod. The "/" in the author section is makes X-Plugin Manager unable to disable your mod since it appears to name the disabled versions as "<TYPE>_<VERSION> <NAME> <AUTHOR>_<FILENAME>" and since "/" is an invalid filename and X-Plugin Manager doesn't do anything with it, it fails to disable the cat & dat files.

Other than that it works very well, and looks like it will be a very nice mod to use.
Requiemfang
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Post by Requiemfang »

Just Curious now... what purpose does the Mobile Research Vessel serve besides a nice cap target with lots of missiles inside it's hold and potential slave/passengers :lol:
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Sorkvild
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Post by Sorkvild »

Requiemfang wrote:Just Curious now... what purpose does the Mobile Research Vessel serve besides a nice cap target with lots of missiles inside it's hold and potential slave/passengers :lol:
That's just a regular TL with a fancy name. Looks good in space ;)
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
Requiemfang
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Post by Requiemfang »

I noticed something though, that model is from the old Reunion X-tended mod. Did paul obtain permission to use it is what I assume? Because the X-tended guys don't usually let others use models without their express permission.

Same thing I noticed with the Split Lotan, looks very familiar if I recall looks like the XTC Split M2+ but I know that ship is from Cadius ship and station pack.

As for the TL seems we have... 3 high cargo end ones roaming around space now... that ship I was talking about before, Teladi Albatross and the Terran Atmospheric Lifter.
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Sorkvild
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Post by Sorkvild »

Requiemfang wrote:I noticed something though, that model is from the old Reunion X-tended mod. Did paul obtain permission to use it is what I assume? Because the X-tended guys don't usually let others use models without their express permission.
This ship has nothing to with XTM. Comes from Schiffs Expansion v1.01 (part) by Armankessilol. Link is on first page.
Split heavy destroyer comes from Cadius pack. Yeah they look similar but not the same, a part of the Split design I'd say :wink:
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
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surferx
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Post by surferx »

Requiemfang wrote:
Mizuchi wrote:
Requiemfang wrote:meh... I'll just fuse the roids together and then make some new ones via the cheat menu.
Or use Gazz's Super Tractor Beam script and tow one from another sector. :)

Failing that, I hear Appallox, Thesus, and Solitas have particularly juicy asteroids in them...

(Not as juicy as the one in Midnight Star, but not bad either!)
:lol: I only see one minor problem... you literally turn those things into sector wreaking balls if you aren't careful where you fly :D

Once used that script to wipe away a whole Xenon invasion that kept blasting my stuff :twisted:
So I'm also doing the HUB mission and in need of Nividium, while searching for an asteroid of the stuff found not only that but the perfect sector for my HQ; and it's not Appallox, Thesus or Solitas.
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If you want to go far, go together.

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Requiemfang
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Post by Requiemfang »

Sorkvild wrote:
Requiemfang wrote:I noticed something though, that model is from the old Reunion X-tended mod. Did paul obtain permission to use it is what I assume? Because the X-tended guys don't usually let others use models without their express permission.
This ship has nothing to with XTM. Comes from Schiffs Expansion v1.01 (part) by Armankessilol. Link is on first page.
Split heavy destroyer comes from Cadius pack. Yeah they look similar but not the same, a part of the Split design I'd say :wink:
Umm... Taipan I know I was talking about the Lotan which is the renamed version of the Andaconda Battle Carrier from his pack it looks almost if not exactly like the Taipan from the X-tended mod

Edit: after close examination I can deem that Cadius's Battle Carrier looks similar but isn't the same model.

Edit 2: I solved the music problem I ran into a little while back... oddly I made another install on a different HD. Not only is music playing correctly for the sectors but oddly my game seems to run smoother with little to no loss in FPS... besides from battles. Don't know if this is because of the fix you did with the job files or something else or even if it's because I installed into another location. But what does it matter? game runs smooth and that's a good thing!
paulwheeler
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Post by paulwheeler »

Requiemfang wrote:
Kadatherion wrote:The same thing as Requiemfang happened to me back when I tried placing a large terran OWP to blockade the Xenon on TUS3. Must have been in patch 1.03 or 1.04, I believe, I actually didn't realize it wasn't intended.
Never tried it again, as the OWPs don't work OOS anyway.

oh? so it seems someone messed something up with the models changing eh?

also yeah... Khaak and Xenon are insane in this mod... I LIKE IT because it provides a challenge :twisted:
I will check it. It will most likely be an issue with the script that swaps the models. Ill try and sort it ASAP.
paulwheeler
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Post by paulwheeler »

Sorkvild wrote:
Requiemfang wrote:I noticed something though, that model is from the old Reunion X-tended mod. Did paul obtain permission to use it is what I assume? Because the X-tended guys don't usually let others use models without their express permission.
This ship has nothing to with XTM. Comes from Schiffs Expansion v1.01 (part) by Armankessilol. Link is on first page.
:
Actually it is from XTM. But the model is in the vanilla game files, but unused, so it is fair game. The Schiffs Expansion just utilised the model.
rgb_astronaut
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Post by rgb_astronaut »

Sorry, didn't notice the post two pages back re update from 1.05 :) :roll:
Last edited by rgb_astronaut on Wed, 17. Aug 11, 11:50, edited 2 times in total.
Requiemfang
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Post by Requiemfang »

Mmmm doesn't surprise me that the model was there but wasn't used. X3:TC was an expansion that was prompted because of how popular the X-tended mod for Reunion was and a lot of the guys who worked on the X-tended mod for Reunion were asked to help develop Terran Conflict with Egosoft.
paulwheeler
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Re: X Plugin Manager

Post by paulwheeler »

Silvanus wrote:I just noticed an issue with the SPK versions of your mod. The "/" in the author section is makes X-Plugin Manager unable to disable your mod since it appears to name the disabled versions as "<TYPE>_<VERSION> <NAME> <AUTHOR>_<FILENAME>" and since "/" is an invalid filename and X-Plugin Manager doesn't do anything with it, it fails to disable the cat & dat files.

Other than that it works very well, and looks like it will be a very nice mod to use.
I didn't know that - thanks. Ill remove the "/" next time I update.

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