[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Iceciro
Posts: 40
Joined: Sat, 23. Jul 11, 14:37
x3tc

Post by Iceciro »

aye, it has a lot of Advanced -x- weapon, Enhanced -x- Weapon.
They're very similar, and take the same 'slots' on a ship.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

I'd imagine there is some limit to the number of weapons you can add, the same as there is likely a limit to how many ships you can add - but we aren't anywhere near that limit.

However, there are only 32 weapon "galaxy subtypes". These are what define weapon compatibility. In order to get around this with the XRM, many weapons share subtypes.

However, its not just about adding a new weapon on the bottom of the list. You also have to create a bullet model, impact effects, launch effects, sound effects, add factories for each weapon, add it to equipment docks, alter the weapons dealer scripts so they are stocked, alter CWP so it spawns the weapon, alter jobs so that traders will trade the weapon, find a name that Betty can actually say, etc.

Basically, its a lot of work.
Last edited by paulwheeler on Mon, 26. Mar 12, 10:11, edited 1 time in total.
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

paulwheeler wrote:I'd imagine there is some limit to the number of weapons you can add, the same as there is likely a limit to how many ships you can add - but we aren't anywhere near that limit.
65,535 Wares is the maximum you can have an any T file, the number stems from a 32 bit integer that has been cut in half.

This was done so that any ware can be represented as a single 32 bit integer
0-16 bits: Ware Maintype (Tfile Unique Identifier)
17-32 bits: Ware Subtype (Index in file)
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

MINI-UPDATE RELEASED
-------------------------------------

This fixes the engine trail issue in Terran Conflict.

I have also attempted to increase time and resource requirements to build weapons and stations at HQs in both AP and TC. Anyone who is testing this out, can you please let me know if this has made any difference? They should now take some time, money and resources to build. I'm not sure if you'll need a fresh HQ or not to see the changes.


COMPONENTS THAT NEED UPDATING:

XRM Part 2 - just the cat/dat.
LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara »

paulwheeler wrote:MINI-UPDATE RELEASED
-------------------------------------

This fixes the engine trail issue in Terran Conflict.

I have also attempted to increase time and resource requirements to build weapons and stations at HQs in both AP and TC. Anyone who is testing this out, can you please let me know if this has made any difference? They should now take some time, money and resources to build. I'm not sure if you'll need a fresh HQ or not to see the changes.


COMPONENTS THAT NEED UPDATING:

XRM Part 2 - just the cat/dat.

Nice! I will test this as soon as I go home tonight and give you some feedback. Apricot/Cycrow's cheat script needs to be run in order to add those the the PHQ, right? I would love some "legit" way of aquiring them, I dont mind paying and/or waiting.

Cheers,
Martin
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

A legit way is coming in 1.20.
LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara »

paulwheeler wrote:A legit way is coming in 1.20.
Which due to your bio-robotic six arms, nano-technological nuclear powered cyborg brain and the complete lack of food and rest, is coming up tomorrow? :wink:
vvex
Posts: 23
Joined: Mon, 26. Mar 12, 13:24

Post by vvex »

Hiya

First of all, let me say that I am enjoying the mod immensely. Having played X3R + XTM for a fair bit I decided to mod X3TC as well and after trying XRM for a couple of days all I can say is that I love it.

BTW I am one of those people who hate the "fish tank" model of space dynamics so prevalent in games (x3 being one of the worst examples of it, actually :sad:). But at least XRM's speed rebalancing of ships and weapons is a major improvement in this respect and I find the combat dynamics a lot better than vanilla so far.

Anyway, onto the point - I've encountered a small glitch in the bounty system. In a fresh game, on my 1st visit to Hatikva's Faith two of the lasertowers at a pirate base there showed as hostile to me; they also had a bounty $ after their name, and doing a bounty check showed this:

[ external image ]

Playing TC 3.2

I was also thinking it would probably be best to exclude static objetcs like laser towers and possibly also police/border control ships from the bounty system (no idea if it's viable though)


Cheers and thx for an awesome mod :).
Last edited by vvex on Mon, 26. Mar 12, 14:19, edited 2 times in total.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

I will look into this... its probably something to do with the fact that the bounty is against a lasertower. I assume all other bounties are showing correctly?

I do not wish to exclude lasertowers, and certainly not police - it seems perfectly reasonable to me that enemy race's would offer bounties for destroying these things.
vvex
Posts: 23
Joined: Mon, 26. Mar 12, 13:24

Post by vvex »

Yes, all other bounties are showing correctly. I have not seen any other laser towers with bounties since, though.

BTW does the fact they turned hostile despite lack of any previous interaction have anything to do with the bounty system?

Cant recall that happening in my previous games (they were only 2 of ~7 total towers at that base and the base itself was friendly too).
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

LordGaara wrote:I would love some "legit" way of aquiring them, I dont mind paying and/or waiting.

Cheers,
Martin
there is a mod that adds semi-legit way of getting them -> there is no re-engineering process, but it still costs you some money (price of th ware x 10) and requires you to have 1 of the product in PHQ so at least until Paul releases a better way I think it is a good enough substitute - definitely better than just cheating them in
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

paulwheeler wrote:
swatti wrote:QUESTION:

Can you limit the field of view of turrets by modding?
Technicly, is it possible to create a "360 decree turret", OR only a few decree turret? Mostly interested in "decreasing" the angles turrest turn to.

Someone mentioned "spinal mounts" some time ago and looking "unknown" let loose on some Yaki and later duke it out with a Yaki Kariudo it gave me an idea:
Light, allmost covette size frigate with a big race-specifig beam in the front and only one light gun up/down/left/right/back for self-defence. Light shields compared to frigates but powerfull shield-generator to "last under pressure" even against big ships but weak of focused by many or by missiles.
Poor turning rate, decent speed to catch up to capitals. Huge weapon energy-pool to run its big "spinal mount" for some time, but poor regen.

2-3 could take out a M2 quite fast once in beam-range and last against its firepower for while but one would run out of juice and wont last under group-efford very long.

AI frigate behaviour is optimal for this. They turn towards you, slow down and "stare", then pull up for another run when they get too close.
A turret in front able to turn only few decrees would keep the "spinal mount" look and work around the problem of AI not shooting its main-guns.
turret camera dummies are a 180 degree hemisphere. No more, no less. You can make them shoot less than 180, but they will still track targets for the full 180.
Well, altering shooting-angle would do the trick. So, technicly and gameplay wise "spinal mounts" or huge "main-guns" are possible...?

There was a Boron ship kinda like that if i recall...
"Ion cannon-frigate" from Homeworld series keeps jumping into my mind. Not saying "i want one in XRM nowz!!1" but the consept would sertainly fit. Dont you think?

REQUEST: Bounty related, was asked before...

A filter-list to filter out sertain races, or those im friendly with. Over 50% of listed bounties belong to friendly races and im sure not many players intent to collect those.

And a small bug:
Empty sector, few Xenon M5s spawned, fired few swarm-missiles at them. Before they were blown up, they had the bounty mark on em. Bounty for shooting down missiles? No other ships were in the sector.
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

swatti wrote:And a small bug:
Empty sector, few Xenon M5s spawned, fired few swarm-missiles at them. Before they were blown up, they had the bounty mark on em. Bounty for shooting down missiles? No other ships were in the sector.
you get paid small bounties for killing enemy ships in races sectors or sectors bordering with them
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

Yes, i know but the bounty mark appeared after they shot down few of my missiles. I saw the ships "jump in" / spawn and no bounty marks were on em at that time.

BUGZ:

- TPs vs heavy guns. If TP gets hit by Gauss Gun, they get thrown around like crazy. Like they were feather-weight.
- Terran Katana (maybe other Terran M6s, not sure) fires missiles at insane speed, took out my Megaloldon shields in one pass.

QUESTION:
- How high should the Boron Megaloldon shield gen be after update? Do i have to clone mine?
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

Thanks for the update, engine trails look like they should!
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

swatti wrote: Well, altering shooting-angle would do the trick. So, technicly and gameplay wise "spinal mounts" or huge "main-guns" are possible...?
You can't alter the angle of the camera dummy on the fly - it is fixed so a gun can only fire across a 180 degree fixed hemisphere.
swatti wrote: REQUEST: Bounty related, was asked before...

A filter-list to filter out sertain races, or those im friendly with. Over 50% of listed bounties belong to friendly races and im sure not many players intent to collect those.
No.
swatti wrote: And a small bug:
Empty sector, few Xenon M5s spawned, fired few swarm-missiles at them. Before they were blown up, they had the bounty mark on em. Bounty for shooting down missiles? No other ships were in the sector.
Not a bug - you must have missed something. Ships do not get bounties for shooting down missiles.
swatti wrote:
BUGZ:

- TPs vs heavy guns. If TP gets hit by Gauss Gun, they get thrown around like crazy. Like they were feather-weight.
A "feature" of X3 - nothing I can do.
swatti wrote: - Terran Katana (maybe other Terran M6s, not sure) fires missiles at insane speed, took out my Megaloldon shields in one pass.
All ships fire missiles at exactly the same speed.
swatti wrote:
- How high should the Boron Megaloldon shield gen be after update? Do i have to clone mine?
No you don't have to clone it. Shield gen should be 20500. If you're not seeing that, then you have not updated properly.
Mad_CatMk2
Posts: 518
Joined: Sun, 22. Feb 09, 20:13
x4

Post by Mad_CatMk2 »

vvex wrote:Yes, all other bounties are showing correctly. I have not seen any other laser towers with bounties since, though.

BTW does the fact they turned hostile despite lack of any previous interaction have anything to do with the bounty system?

Cant recall that happening in my previous games (they were only 2 of ~7 total towers at that base and the base itself was friendly too).
I also noticed the same problem (but this is an argon lasertower near hatikvah's)

X3AP 2.0 latest XRM
I fly an OWP. What about you?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Yes I've worked out why that's happening. A fix for it will be in 1.20. In the mean time, just ignore the bounties on lasertowers. It won't cause any harm.
xxxxxxx7
Posts: 6
Joined: Fri, 6. Jan 12, 17:19

Post by xxxxxxx7 »

Hello. I give this mod a try and enjoy it so far.

But now I have a question about the duplex/triplex scanner and M5 ships.

The scanners have been altered, they got renamed, size and range has been increased. Duplux is "Advanced version scanner" (size: M) and triplex is now "Military scanner" (size: XXL). I understand that the triplex/"Military scanner" is reserved for capital ships.

I use the Codea script. Now the problem is for Codea you need to equip a M5 ship with either a duplex or a triplex scanner.
But with the changes no ordinary M5 can use the duplex/"advanced version scanner" because it's size M and almost all M5 have size S. :(
The exception is the new introduced "Explorer" version of each M5 which can handle ware size M and the "advanced version scanner" :) - BUT such an equiped M5 ship has "Military scanner" range! :o

So this is a nothing or all situation. Ordinary M5 are useless but M5 Explorer version gives you max scanner range. There is nothing between.

Is this intended? Or a bug? What is the idea of the size change?

Cheers and thanks in advance.
Master of the Blade
Posts: 2259
Joined: Fri, 6. Feb 09, 20:52
x3tc

Post by Master of the Blade »

I think the reason for the scanner resizes is mostly logical - how would you fit the bulky equipment for a high tech scanner into the puny hull of a nonspecialised light ship? You'll notice the explorer class scouts have puny generators - because they had to be downsized to fit in the scanners.
Allergic to work.

If at first you don't succeed, delegate the job to a minion.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”