[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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paulwheeler
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Post by paulwheeler »

Nick 031287 wrote:
well it doesnt seem to do hardly anything against capipital ships its like trying to Stare it to death... it just dont do anything... wasnt even any good against a corvette an i personally held down the fire on it an it was slowly killing it.... an when the AI takes control of the weapon it fires in a single pulse and then it dont fire again for a long time, its completly useless
The FBC does the most damage per second of any weapon in the XRM.


Important notes about beams:


1 - Beams are bugged in X3.

2 - Firing them yourself is considered cheating as the aforementioned bug means that you can fire them indefinitely, forever, even after your laser energy runs out - thats why I have removed them from the main guns of every ship.

3 - Beams do their damage over the duration of their firing - not instantly. So for a big beam to do all its damage it has to stay on target until the beam finished. This makes it less to useless against anything smaller than an M7 - but devastating against a larger capital ship. Just try to keep your ship still so the beam keeps hitting until its finished firing.
paulwheeler
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Post by paulwheeler »

Grimshad wrote:
paulwheeler wrote:
Grimshad wrote:I started playing today and all of the AP and XRM corp shipyards now have the name <Invalid>, their station icons have turned to a Kha'ak station Icon and I can no longer dock at some of them. Any ideas anyone??
You say that they "now have the name" - does that mean they were OK before?

It sounds as if you have a mod conflict of some kind. Check for something that alters TFactories.
Paul .. XRM has flatmap integrated? You think of everything don't you!

Yes the names WERE correct, but NOTHING has changed.

IE: have installed no more mods than what was installed when the names were correct.
Something must have changed - they can't do that by themselves.

Try starting a new game - if everything is OK in a new game then its likely a script of some kind has caused this. If its still bugged in a new game then you have a mod conflict.
paulwheeler
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Post by paulwheeler »

Nick 031287 wrote:these Tau missiles, are they meant to do 320k damage? they only M class ware and they cost 2'000 credits, is this right?
Tau missiles are the Terran version of the Aurora and its damage is correct.

You'll see why when you fire one.

They are fast, but manoeuvre like a brick and have a very short life span - so they only get one run at the target as they don't have time to turn around and come back - they are good against large targets, but pretty useless against fighters.
nap_rz
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Post by nap_rz »

paulwheeler wrote:
Quickest way out and still have a decent look:

Install the XRM backgrounds below IE, remove the solar system background from IE. Then you'll get IE everywhere else, but the XRM background of the solar system.
what do you mean below? I have IE at 03 & 04 while XRM 05 & 06 does that mean I'll have to insert XRM background as 05 and moves XRM to 6 & 7? is this save game compatible?
Kajar
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Post by Kajar »

started now with Rebalance-AP with the teladi trafficker start...

noticed an argon shipyard in seizewell which produces omega torpedoes o_O

http://img196.imageshack.us/img196/3955 ... 00001q.jpg

http://img27.imageshack.us/img27/1480/x ... 00002m.jpg
deca.death
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Post by deca.death »

nap_rz wrote: what do you mean below? I have IE at 03 & 04 while XRM 05 & 06 does that mean I'll have to insert XRM background as 05 and moves XRM to 6 & 7? is this save game compatible?
Below means on lower number. Yes, you'll have to rename all files to accommodate new.

Just to add that I tried to remove IE (they are lower number from XRM files) and put XRM backgrounds (on higher number) /mostly because I'm annoyed by white boxes on weapon hull hits on light background, I blame it on IE-XRM partial compatibility/ because Paul said me once that it can be done, but for some reason my game refused to load.
paulwheeler
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Post by paulwheeler »

aversin wrote:started now with Rebalance-AP with the teladi trafficker start...

noticed an argon shipyard in seizewell which produces omega torpedoes o_O

http://img196.imageshack.us/img196/3955 ... 00001q.jpg

http://img27.imageshack.us/img27/1480/x ... 00002m.jpg
That will be a mod conflict then...

Check for something that alters TFactories.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

deca.death wrote:
nap_rz wrote: what do you mean below? I have IE at 03 & 04 while XRM 05 & 06 does that mean I'll have to insert XRM background as 05 and moves XRM to 6 & 7? is this save game compatible?
Below means on lower number. Yes, you'll have to rename all files to accommodate new.

Just to add that I tried to remove IE (they are lower number from XRM files) and put XRM backgrounds (on higher number) /mostly because I'm annoyed by white boxes on weapon hull hits on light background, I blame it on IE-XRM partial compatibility/ because Paul said me once that it can be done, but for some reason my game refused to load.
I'm not sure you'll be able to switch straight from having IE to the XRM backgrounds without starting a new game. Try removing IE, load, change sectors, save, then installing XRM Backgrounds. Having XRM backgrounds above IE will essentially remove IE completely.

The white boxes around hull hits is the same issue as with the fried egg sun. IE must do something which messes up the alpha layer on textures which controls the post-process glow so the entire texture glows.
Grimshad
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Post by Grimshad »

paulwheeler wrote:
Grimshad wrote:
paulwheeler wrote:
Grimshad wrote:I started playing today and all of the AP and XRM corp shipyards now have the name <Invalid>, their station icons have turned to a Kha'ak station Icon and I can no longer dock at some of them. Any ideas anyone??
You say that they "now have the name" - does that mean they were OK before?

It sounds as if you have a mod conflict of some kind. Check for something that alters TFactories.
Paul .. XRM has flatmap integrated? You think of everything don't you!

Yes the names WERE correct, but NOTHING has changed.

IE: have installed no more mods than what was installed when the names were correct.
Something must have changed - they can't do that by themselves.

Try starting a new game - if everything is OK in a new game then its likely a script of some kind has caused this. If its still bugged in a new game then you have a mod conflict.
Removing flat + square map fixed it.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote:
Quickest way out and still have a decent look:

Install the XRM backgrounds below IE, remove the solar system background from IE. Then you'll get IE everywhere else, but the XRM background of the solar system.
what do you mean below? I have IE at 03 & 04 while XRM 05 & 06 does that mean I'll have to insert XRM background as 05 and moves XRM to 6 & 7? is this save game compatible?
Move IE up one number and put XRM backgrounds in below.

So:

Vanilla: 01, 02
XRM Back: 03
IE: 04, 05
XRM: 06, 07

Then open IE cat/dats in X3 editor or mod manager and look for:

solarsystem_bottom_left_diff.dds
solarsystem_bottom_right_diff.dds
solarsystem_top_left_diff.dds
solarsystem_top_right_diff.dds

and delete them.

That should remove the IE solar system background with the second sun and allow the XRM backgrounds solar system to show through. But you should still see IE everywhere else.
Kajar
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Post by Kajar »

paulwheeler wrote:
aversin wrote:started now with Rebalance-AP with the teladi trafficker start...

noticed an argon shipyard in seizewell which produces omega torpedoes o_O

http://img196.imageshack.us/img196/3955 ... 00001q.jpg

http://img27.imageshack.us/img27/1480/x ... 00002m.jpg
That will be a mod conflict then...

Check for something that alters TFactories.
which is XRM...

Bonuspack
XRM part 1
XRM part 2
Cockpit mod
Bounce

is everything i have installed. in this order
Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

I'm sorry: I don't know what game some people are playing, but in the one I played Fusion Beam Cannons were the greatest anti-ship weapon around, without exception.

Providing you have a capable weapons platform to put them on, that is.

If you're dropping FBCs on anything less than an M1, then you're trying to power a Bugatti Veyron with the engine from a Fiat Punto: it looks fancy, but it'll always be an expensive disappointment.

FBCs are the Godzilla of weapons, and the demands they make of ships to attain that status is how they're balanced out.
nap_rz
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Post by nap_rz »

paulwheeler wrote:
nap_rz wrote:
paulwheeler wrote:
Quickest way out and still have a decent look:

Install the XRM backgrounds below IE, remove the solar system background from IE. Then you'll get IE everywhere else, but the XRM background of the solar system.
what do you mean below? I have IE at 03 & 04 while XRM 05 & 06 does that mean I'll have to insert XRM background as 05 and moves XRM to 6 & 7? is this save game compatible?
Move IE up one number and put XRM backgrounds in below.

So:

Vanilla: 01, 02
XRM Back: 03
IE: 04, 05
XRM: 06, 07

Then open IE cat/dats in X3 editor or mod manager and look for:

solarsystem_bottom_left_diff.dds
solarsystem_bottom_right_diff.dds
solarsystem_top_left_diff.dds
solarsystem_top_right_diff.dds

and delete them.

That should remove the IE solar system background with the second sun and allow the XRM backgrounds solar system to show through. But you should still see IE everywhere else.
but that will remove the IE sol system background and planets, isn't it? ah what's X3 editor?

and btw, I'm trying to set up a sun oil refinery on profit center alpha now, problem is, I can't find any EQ docks nearby that sells CLS2! how come Teladi EQ on PTNI don't have it? I haven't seen split area nortwest of it though... but shouldn't Teladi supposed to have everything related to trading in their core areas? :?

the terrans apparently don't have CLS too!
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

aversin wrote:
paulwheeler wrote:
aversin wrote:started now with Rebalance-AP with the teladi trafficker start...

noticed an argon shipyard in seizewell which produces omega torpedoes o_O

http://img196.imageshack.us/img196/3955 ... 00001q.jpg

http://img27.imageshack.us/img27/1480/x ... 00002m.jpg
That will be a mod conflict then...

Check for something that alters TFactories.
which is XRM...

Bonuspack
XRM part 1
XRM part 2
Cockpit mod
Bounce

is everything i have installed. in this order
You must remove the Bounce cat/dat. That is only for creating of the wall file. One the wall file has been created you must remove the bounce cat/dat and restart your XRM game.

Also, check the cockpit pack is one of the compatible packs from the main post. Full cockpit mods are not compatible.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote:
nap_rz wrote:
paulwheeler wrote:
Quickest way out and still have a decent look:

Install the XRM backgrounds below IE, remove the solar system background from IE. Then you'll get IE everywhere else, but the XRM background of the solar system.
what do you mean below? I have IE at 03 & 04 while XRM 05 & 06 does that mean I'll have to insert XRM background as 05 and moves XRM to 6 & 7? is this save game compatible?
Move IE up one number and put XRM backgrounds in below.

So:

Vanilla: 01, 02
XRM Back: 03
IE: 04, 05
XRM: 06, 07

Then open IE cat/dats in X3 editor or mod manager and look for:

solarsystem_bottom_left_diff.dds
solarsystem_bottom_right_diff.dds
solarsystem_top_left_diff.dds
solarsystem_top_right_diff.dds

and delete them.

That should remove the IE solar system background with the second sun and allow the XRM backgrounds solar system to show through. But you should still see IE everywhere else.
but that will remove the IE sol system background and planets, isn't it? ah what's X3 editor?

and btw, I'm trying to set up a sun oil refinery on profit center alpha now, problem is, I can't find any EQ docks nearby that sells CLS2! how come Teladi EQ on PTNI don't have it? I haven't seen split area nortwest of it though... but shouldn't Teladi supposed to have everything related to trading in their core areas? :?

the terrans apparently don't have CLS too!
It will only remove the sol system background (the milky way nebulae effect) not planets. The XRM backgrounds has an actual photo of the milky way for the sol system so still looks great.

Look in the Tutorials and Resources sticky for a link to the X3 Editor 2.

What is CLS2? If you mean Cargo Bay Life Support - that is in all the same locations it is in vanilla with a few extra in corporation HQs.
morikaane
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Post by morikaane »

paulwheeler wrote:What is CLS2? If you mean Cargo Bay Life Support - that is in all the same locations it is in vanilla with a few extra in corporation HQs.
I think he's talking about Lucike's Commodity Logistics Software. He should probably just use the cheat package to add the equipment to Terran and Teladi docks and be done with it.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
paulwheeler
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Post by paulwheeler »

Oh - well in that case... :headbang:
Kajar
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Post by Kajar »

yup, deleted the bounce cat/dat and the sargon shipyard isnt there at a new start.


yesyes, the fun of modding around :D
nap_rz
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Post by nap_rz »

paulwheeler wrote:Oh - well in that case... :headbang:
another thing you forget to add? please add them in the next patch! :lol: for now I will just using stock exchange to raise my money...

eh, morikaane, you can cheat to add equipment to be sold on stations? hmmm I'll look onto that...
paulwheeler
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Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote:Oh - well in that case... :headbang:
another thing you forget to add? please add them in the next patch! :lol: for now I will just using stock exchange to raise my money...

eh, morikaane, you can cheat to add equipment to be sold on stations? hmmm I'll look onto that...
No - not something I forgot to add.

It is not my responsibility to make the XRM work with all the scripts and mods in this forum.

If a ware added by someone's script isn't where you think it should be then go and tell them in their thread. Its got nothing to do with the XRM. Their script should add the ware to docks.

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