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[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.29b (23.05.13)
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paulwheeler





Joined: 19 Apr 2005
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PostPosted: Fri, 13. Jul 12, 11:31    Post subject: Reply with quote Print

Hmm... I wonder how many people have not spotted that Steam has updated their X3...

AP 2.1 was released yesterday (to very little noise).

If you didn't spot it then you are using vanilla version of scripts - recopy the scripts from part 2 now!

(Also check to see if steam has put back the 00044 file in the mov folder. Mine didn't but yours might have)



As of V1.24 the XRM will no longer rely on modded versions of vanilla scripts. Steam has just made this far too much of a drama.

It was a lot of work, but I have gone through all the modded vanilla scripts, including all RRF scripts, and added a ".xrm" prefix to all script names and script calls.

So the only modded vanilla script after 1.24 will be the modded turret missile attack script for TC for use with litcube's missile boat scripts - there's no way around that one.



v1.24 will be available later this afternoon.


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Bejla





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PostPosted: Fri, 13. Jul 12, 11:46    Post subject: Reply with quote Print

Troubleshooter11 wrote:

I personally use Trickmov's Takeover Sector script for claiming stations. Because i find it very cool to let allies build in my sectors and bleed them dry with taxes. Smile

(I use AP)


I have STO in use, but i want that other races (Argons, Xenon ...) take over sectors, too, not the player only, or miss i something in STO?
Is there a option that other races claim sector from other races.

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greypanther





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PostPosted: Fri, 13. Jul 12, 12:54    Post subject: Reply with quote Print

It hasn't updated my AP at all, cos I run it with the no steam exe, which so far remains untouched. Razz

Good news regarding 1.24 by the way! Thumb up

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Master of the Blade





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PostPosted: Fri, 13. Jul 12, 13:53    Post subject: Reply with quote Print

About the steam update - my steam account says I haven't had any downloads for any game. I still replaced all the scripts to be safe, but when I checked the mov folder, the 00044 wasn't there. Steam missed a a trick? Laughing


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OOZ662



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PostPosted: Fri, 13. Jul 12, 13:58    Post subject: Reply with quote Print

Better yet, my Steam told me I have "corrupted" game files and was unable to update, and thus is now revalidating, which means I'll have even more work ahead of me. Myegh.


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Sorken





Joined: 11 Jan 2012



PostPosted: Fri, 13. Jul 12, 14:09    Post subject: Reply with quote Print

paulwheeler wrote:

v1.24 will be available later this afternoon.


We appreciate your hard work Smile

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Troubleshooter11





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PostPosted: Fri, 13. Jul 12, 14:38    Post subject: Reply with quote Print

Sorken wrote:
paulwheeler wrote:

v1.24 will be available later this afternoon.


We appreciate your hard work Smile


I second this. I'm curious to see what kind of bugfixes, features etc the update will have.

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robalexhall





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PostPosted: Fri, 13. Jul 12, 14:46    Post subject: Reply with quote Print

After the last time I'd copied to another non-steam directory!

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Etyneo





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PostPosted: Fri, 13. Jul 12, 15:47    Post subject: Reply with quote Print

paulwheeler wrote:
Etyneo wrote:
I sure hope that all the commonwealth races now have factories that produce the various commonwealth missile types...got tired of having to get cozy with the all the Commonwealth races to get complexes set up...especially as I hate the Paranid with a passion...

P.S.
I'm currently running around with a Xenon Rogue gamestart, and have finally got all the commonwealth races to stop shooting me on sight...


You will find all commonwealth missiles sold by every commonwealth race - check the weapons dealers (the "M" variants specialise in missiles) and the missile complexes.


I was actually thinking more of the factories that produce the various missile types, rather than the missiles themselves as I like to manufacture those missiles I use.

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paulwheeler





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modified
PostPosted: Fri, 13. Jul 12, 16:29    Post subject: Reply with quote Print

UPDATE RELEASED v1.24
------------------------------------


Update for TC and AP users.


IF RUNNING A STEAM INSTALL PLEASE ENSURE YOU HAVE UPDATED ALBION PRELUDE TO 2.1 AND TC TO 3.2b BEFORE UPDATING.
(This is to ensure that steam is not going to overwrite any XRM scripts, so if you are running a separate non-steam install, there is no need to worry)



If continuing a 1.23 XRM save it is essential that you follow the update instructions below.

!!PLEASE READ THE PATCH INSTRUCTIONS!!





COMPONENTS THAT REQUIRE UPDATING:

XRM Part 1
XRM Part 2
Hull Packs
Advanced Universe Pack
MARS Data




Please ensure that you recopy all scripts from Part 2 as many have changed. Just copy and paste them into your "scripts" folder overwriting the originals.
AP Users - copy scripts from the folder "scripts_AP" to "addon\scripts"
TC Users - copy scripts from the folder "scripts_TC" to "scripts"






SHIPS THAT REQUIRE CLONING:
If continuing a save game

Taipan (not 100% sure - see notes below)
Kha'ak Frigate
Kha'ak Hive Queen




SHIPS THAT MUST NOT BE IN SECTOR DURING UPGRADE:
If continuing a save game

Carrick
Osaka
Threasher
Griffon
Kha'ak Hive Queen
Kha'ak Destroyer
Kha'ak Carrier




Changelog:

Fixed - Altered all modified vanilla scripts so they now have an XRM prefix. This is to prevent Steam from overwriting them. Jobs has been modified to make newly spawned ships use the new scripts.
Fixed - Moved Boreas cockpit location.
Fixed - Moved Carrick model to the centre of its scene.
Fixed - Removed anomolies from front of Griffon model.
Fixed - Threasher reduced in size to 80% of its original.
Fixed - OWPs increased in price
Fixed - AI OWPs now have racial weapon loadouts.
Fixed - Jump Drive Deployment Kit being sold by low end merchants.
Fixed - Taipan can now dock M6s.
Fixed - All left and right turrets turned in slightly on all ships from M6 and up so they can fire at a target directly in front.
Fixed - Dissapearing figher drones in privateer trade docks.
Fixed - Rotated Osaka engine blocks so the ship looks better.
Fixed - OOS damage rebalanced in AP.
Fixed - Missing collision boxes on vanilla Kha'ak capitals.
Fixed - Increased damage on all Kyons and shortened duration of GKE
Fixed - Increased guns on Kha'ak Frigate.

Added - New model for Kha'ak Hive Queen.
Added - Jobs for Hive Queen and more Guardians in Kha'ak sectors (Guardians are AP only so as not to interfere with the OFF plot)
Added - Special bounties for killing #EFFA and the Hive Queen.
Added - Advanced Universe for Albion Prelude.






SPECIAL INSTRUCTIONS IF CONTINUING A V1.23 XRM GAME - BOTH TC AND AP
------------------------------------------------------------------------------------

Please follow these instructions to fully benefit from all the above fixes in a continuing game.



- Update all XRM components required

- Load your save.

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


If running Albion Prelude:

- Open the script editor and scroll down to the following script: "temp.xrm.1.23to1.24patch.AP".

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


If running Terran Conflict:

- Open the script editor and scroll down to the following script: "temp.xrm.1.23to1.24patch.TC".

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




A new game does not require these patches to be run.





NOTES:-

Special thanks to both Alkeena and noname159 for their help with the OOS rebalance and the turret realignments respectively.



If you have previously installed Alkeena's OOS rebalance he posted here, please remove it. The version in the XRM has been tweaked a little more.



I'm not 100% certain the Taipan will need cloning for the altered docks to work. If you find you cannot dock and M6, then try cloning it.


The turret alignment changes will not take affect until you change sector.


The Advanced Universe in AP will require a new game. I have spent a lot of time altering the RRF scripts so that they handle the lack of jumpable gates. They should now jump to the nearest jump beacon and fly the rest of the way. If you spot any doing something they shouldn't, please report it.

The AU jump beacons are not the same thing as the jump beacons already in AP. They function in the same way as standard gates - so be carefuly when you jump to one as if a big ship jumps in immediately behind you may collide. I recommend using the infinite salvage insurance switch in Cycrow's cheat scripts and saving before making a jump.

Due to the increased travelling distances, the Advanced Universe is much more dangerous than the standard XRM universe. It takes responce ships a lot longer to arrive if there are enemies about.


The patch script for AP will destroy all current RRF ships. This is so they spawn running the new xrm prefixed scripts rather than the vanilla ones. It may take up to a game hour for all new jobs to respawn.


There have been no universe changes in 1.24 so the current version of IEX XRMi is 1.24 ready. It is not compatible with the Advanced Universe.




KNOWN ISSUES:

I am aware of the Military Intel Networks not displaying correctly in TC. This is due to the display method code I have used not existing in TC (I wrote the script in AP). It will require a considerable rewrite to get it working in TC, but I'll see what I can do for the next release.


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Last edited by paulwheeler on Fri, 13. Jul 12, 17:37; edited 3 times in total
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silvbm





Joined: 13 Jul 2012



PostPosted: Fri, 13. Jul 12, 16:31    Post subject: Reply with quote Print

Hello guys,

enoying XRM a lot so far, everything running great.

Except this little problem(?):
http://r61i.img-up.net/x3screen00bf22.jpg
Glow from the Engine trails is covering up a lot of the screen, much more I think it should.

Mods installed are XRM, Background Addon, Cockpit Addon, MARS, MK3 Overhaul and Cycrows Cheat Package.
System is HD6950 with 2560x1440 Screen Size and Win64bit.

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paulwheeler





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PostPosted: Fri, 13. Jul 12, 16:36    Post subject: Reply with quote Print

silvbm wrote:
Hello guys,

enoying XRM a lot so far, everything running great.

Except this little problem(?):
http://r61i.img-up.net/x3screen00bf22.jpg
Glow from the Engine trails is covering up a lot of the screen, much more I think it should.

Mods installed are XRM, Background Addon, Cockpit Addon, MARS, MK3 Overhaul and Cycrows Cheat Package.
System is HD6950 with 2560x1440 Screen Size and Win64bit.


That is not the XRM causing that.

I suspect you have a mod conflict. It looks like you have a non-XRM TShips which is making the Terran capital ships call the Kha'ak fighter lensflare effect.

Do you have the Xtra mod installed by any chance? If so - it is not compatible with the XRM. Remove it and restart your game.


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silvbm





Joined: 13 Jul 2012



PostPosted: Fri, 13. Jul 12, 16:40    Post subject: Reply with quote Print

paulwheeler wrote:
silvbm wrote:
...


That is not the XRM causing that.

I suspect you have a mod conflict. It looks like you have a non-XRM TShips which is making the Terran capital ships call the Kha'ak fighter lensflare effect.

Do you have the Xtra mod installed by any chance? If so - it is not compatible with the XRM. Remove it and restart your game.


WOO, fast answer. Smile

No, I've never even heard of the Xtra Mod. I "rebuild" my AP Installation now with XRM 1.24 and the latest Steam Update and see, if the problem is still there.

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paulwheeler





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PostPosted: Fri, 13. Jul 12, 16:52    Post subject: Reply with quote Print

You will need to restart your game. You definitely have a non-XRM TShips somewhere.


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silvbm





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PostPosted: Fri, 13. Jul 12, 17:07    Post subject: Reply with quote Print

paulwheeler wrote:
You will need to restart your game. You definitely have a non-XRM TShips somewhere.


With fresh installation of AP and only XRM 1.24 everything is as it should be, so it's clearly my fault. I'm sorry for the disturbance!

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