[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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DrBullwinkle
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Post by DrBullwinkle »

Yeah, that is not what we usually refer to as a "freeze", although I can understand why you call it that.

The "disappearing ships" is due to normal collision avoidance. The game sometimes moves things that are not where it thinks they "should" be; especially near stations.

Some of the stutters that you report are normal to the game; depending on your computer. More memory often helps. Memory is a thousand times faster than disk, so any paging that your computer does (even for apps other than X3) can cause a brief pause like that. 4GB per processor core is not too much (so up to 16GB for a quad-core cpu).

Also, XRM's fancy eye candy is more demanding on your PC than the vanilla game.

If your FPS is routinely low (below 30 fps) then you can probably tune it up. There are some PC tune-up tips here: XRM and Performance.

Other things that can help:

- Set "View Distance" to Medium in Graphics Options (when starting the game).

- Set "Texture Quality" to Medium in Graphics Options.

- Reduce Anti-aliasing.

- Improved Combat Frame Rate. <== Improved Combat Frame Rate works extremely well, but at the cost of fancy weapon effects. Therefore, I use the Plugin Manager to install this only when needed for a large battle, then I uninstall it for more visually-appealing weapons. I do not recommend playing the game with Improved Combat Frame Rate always "on".

The other typical cause of low frame rates is too many ships doing too many things in the universe. Some players would probably benefit from an XRM-compatible version of Unleashed. However, I have a feeling that much of XRM's goodness comes from the attention that Paul has paid to tuning the jobs for enemies, so it really would have to be a made-for-XRM project.
Last edited by DrBullwinkle on Sat, 9. Mar 13, 17:31, edited 5 times in total.
zoommooz11
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Post by zoommooz11 »

Great to know about the blinking ships-thankyou.

The FPS problem, is that when I first started XRM, the war sectors had even bigger battles, and there was not such a drop in rate (admittedly, I did not have the FPS counter in the corner at this stage, so a bit subjective here), so that is what is concerning. Will check out the links you provided and get back to you.

Much appreciated
WillieKarius
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Post by WillieKarius »

Which download is for AP? Normal or XTC?
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jack775544
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Post by jack775544 »

Well since AP is not XTC, I think I would choose normal ;)
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WillieKarius
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Post by WillieKarius »

Whatever im new in this forum and im lost like hell

Thx anyway :)
Osiris454
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Post by Osiris454 »

I need some assistance please. I'm trying to tinker with the Keris' loadout but I've hit a snag. I understand that the Keris is loaded from a Ware list and that has something to do with it's class "OBJ_FIGHTDRONEUSC". The problem is I don't know where to go from there. I can't find anything in 'Warelists' that references the Keris. I know it can be changed somewhere but, I don't know where. Can anyone please help.

Anyone?
rakkabal
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Post by rakkabal »

paulwheeler wrote:
rakkabal wrote:Awesome Mod, thank you for all your hard work and the extra content it has given X3 and us.

I have question about NPC privateer ships, when they are in empire space and attack player owned ships; is the sector owner race designed / intended to react to the hostility?

The issue I am running into is; NPC privateer ships attack my assets, when I respond the sector owners attack me and downgrade my reputation with them.

thx
It depends on the privateer. Some are simply traders, some are pirates, some will attack enemies of their race. They are all affiliated with a race though and if you attack them you'll get the usual race rep hit. Obviously if you attack the pirate privateers you will only lose rep with pirates.
I see, thanks for your reply, I kept running into the same issue in my game, so I decided to google a bit more;
Paul Wheeler wrote:
XXXxxxXXX wrote: -Remove rep loss from killing privateer ships from another race.
So I don't know how or why, but a Privateer split M7 was in Gamma 2 with a 3million bounty. Since it is called privateer I thought the only rep loss would be with the hidden "privateer race" however I lost a ton of split rep instead.
Privateers are still members of their designated races. Nothing I can do about that - its one of the limitations of using jobs to define the ships. The rep loss is hard coded too.
As the race rep loss is hard-coded are the aggression reactions also hard-coded? For example;

1: Boron Privateer M4 flies into Teladi controlled space (Teladi have a good Rep with the player)
2: The Privateer finds and attacks a player owned TS ship (player has bad Rep with Boron)
3: The player responds and kills the privateer M4 to save his TS (in Teladi space)
4: However now the local Teladi police spawn and being attacking the player, which results in rep-loss with the Teladi


The above is the issue I am running into, the Teladi are the only race with which I have a positive rep with and I am being punished for defending my assets from another races aggression in friendly space.

Not to sound disgruntled, as much as I enjoy XRM I have sadly had to start a Valina game of X3 as the above issue has drastically hampered my enjoyment and progress of my main XRM save :(
shadyJ
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Joined: Wed, 30. Nov 11, 05:51

Post by shadyJ »

I have a Player HQ with a bunch of ship schematics. I bought one of those orbital shipyards hoping I could share those schematics, but it doesn't look like they do share the schematics. I really don't want to try to gather all those schematics for another shipyard again. Is there anyway I can make this happen? If I bought another Player HQ, would it have the same schematics as my first player HQ?
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Yacek
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Post by Yacek »

shadyJ wrote:If I bought another Player HQ, would it have the same schematics as my first player HQ?
No. Blueprints are individual for each HQ, you want to have them in the new HQ, you must re-perform the analysis of the ships.
Purchased blueprints, there are only recently built HQ.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
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paulwheeler
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Post by paulwheeler »

rakkabal wrote:
The above is the issue I am running into, the Teladi are the only race with which I have a positive rep with and I am being punished for defending my assets from another races aggression in friendly space.

Not to sound disgruntled, as much as I enjoy XRM I have sadly had to start a Valina game of X3 as the above issue has drastically hampered my enjoyment and progress of my main XRM save :(
I might be able to get the privateers to spawn as non-race affiliated utilizing the spare races. That way they will be truely independent and if you attack them the sector owners will look the othet way. Ill look into it.
rakkabal
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Post by rakkabal »

paulwheeler wrote:
rakkabal wrote:
The above is the issue I am running into, the Teladi are the only race with which I have a positive rep with and I am being punished for defending my assets from another races aggression in friendly space.

Not to sound disgruntled, as much as I enjoy XRM I have sadly had to start a Valina game of X3 as the above issue has drastically hampered my enjoyment and progress of my main XRM save :(
I might be able to get the privateers to spawn as non-race affiliated utilizing the spare races. That way they will be truely independent and if you attack them the sector owners will look the othet way. Ill look into it.
Thank you.
Chaos Master
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Post by Chaos Master »

Hi,

I'm using FCC plus together with XRM on albion prelude
and every time I unfixed a station I got a constant beeping noise until I refixed the station. It took me forever to figure out what the problem was.
The FCC creates camera drones and equips them a couple of wares, including an advanced scanner and a transporter device which (I guess because of XRM) are M so can't be fitted on the drones.
To prevent cheating the FCC checks periodically if the wares are still onboard and if not produces a warning beep and takes the wares from the player ship (I lost 2 Advanced scanners and 3 transporter devices that way, yay :D ).

to make it compatible with XRM the files
plugin.fcc.drones.xml and
plugin.fcc.miscellaneous.xml

have to be changed (drones.xml is not required but I guess advisable)
the lines adding advanced scanner and transporter device have to be removed from drones.xml
and the lines adding those equipments to the missing wares array have to be removed

I guess it would be helpful for other people to put that in the compatibility section of the main post.
Or to make it simpler, just tell people to use FCC light which doesn't have camera drones at all, so it should be compatible with XRM out of the box.
---
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Sorkvild
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Post by Sorkvild »

Thanks for rebalance of the freighter class ships, Paul. They can fire from heavier weapons at least.


However I have a slight problem with the Treasure Hunt plot... I paid the required sum of - 50k for the info and next step is to fly to the Yaki sector and talk with the guy from the ship called "Trouble Seeker". Thing is there are only generic questions (shipyard, eq dock, surrender), no plot related questions. What should I do know? This ship in invincible and killing him is kinda pointless, I suppose the dialog line is missing. Does anyone know how to fix this issue ?
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paulwheeler
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Post by paulwheeler »

Sorkvild wrote:Thanks for rebalance of the freighter class ships, Paul. They can fire from heavier weapons at least.


However I have a slight problem with the Treasure Hunt plot... I paid the required sum of - 50k for the info and next step is to fly to the Yaki sector and talk with the guy from the ship called "Trouble Seeker". Thing is there are only generic questions (shipyard, eq dock, surrender), no plot related questions. What should I do know? This ship in invincible and killing him is kinda pointless, I suppose the dialog line is missing. Does anyone know how to fix this issue ?
That is an old issue caused by missing entries in the conversations text file. I fixed it several xrm versions ago though... don't tell me the bugged version has slipped back in? Ill check it when I can. Make sure you dont have any other mod that alters conversations.
paulwheeler
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Post by paulwheeler »

Chaos Master wrote:Hi,

I'm using FCC plus together with XRM on albion prelude
and every time I unfixed a station I got a constant beeping noise until I refixed the station. It took me forever to figure out what the problem was.
The FCC creates camera drones and equips them a couple of wares, including an advanced scanner and a transporter device which (I guess because of XRM) are M so can't be fitted on the drones.
To prevent cheating the FCC checks periodically if the wares are still onboard and if not produces a warning beep and takes the wares from the player ship (I lost 2 Advanced scanners and 3 transporter devices that way, yay :D ).

to make it compatible with XRM the files
plugin.fcc.drones.xml and
plugin.fcc.miscellaneous.xml

have to be changed (drones.xml is not required but I guess advisable)
the lines adding advanced scanner and transporter device have to be removed from drones.xml
and the lines adding those equipments to the missing wares array have to be removed

I guess it would be helpful for other people to put that in the compatibility section of the main post.
Or to make it simpler, just tell people to use FCC light which doesn't have camera drones at all, so it should be compatible with XRM out of the box.
Thanks for the info. Ill update the compatibility notes section when I get a chance.
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Sorkvild
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Post by Sorkvild »

Heh, why should I keep any mod that alters conversation ;) Don't have anything like that. I started doing this plot like two xrms versions ago, can't go any further with this bug present :/
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
paulwheeler
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Post by paulwheeler »

Sorkvild wrote:Heh, why should I keep any mod that alters conversation ;) Don't have anything like that. I started doing this plot like two xrms versions ago, can't go any further with this bug present :/
Keep the save from just before you accept the mission. If it turns out that I have accidentally dropped the wrong conversations file in, once fixed you should be able to carry on from that point. I should get time to have a look tomorrow.
Osiris454
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Post by Osiris454 »

paulwheeler wrote:
Chaos Master wrote:Hi,

I'm using FCC plus together with XRM on albion prelude
and every time I unfixed a station I got a constant beeping noise until I refixed the station. It took me forever to figure out what the problem was.
The FCC creates camera drones and equips them a couple of wares, including an advanced scanner and a transporter device which (I guess because of XRM) are M so can't be fitted on the drones.
To prevent cheating the FCC checks periodically if the wares are still onboard and if not produces a warning beep and takes the wares from the player ship (I lost 2 Advanced scanners and 3 transporter devices that way, yay :D ).

to make it compatible with XRM the files
plugin.fcc.drones.xml and
plugin.fcc.miscellaneous.xml

have to be changed (drones.xml is not required but I guess advisable)
the lines adding advanced scanner and transporter device have to be removed from drones.xml
and the lines adding those equipments to the missing wares array have to be removed

I guess it would be helpful for other people to put that in the compatibility section of the main post.
Or to make it simpler, just tell people to use FCC light which doesn't have camera drones at all, so it should be compatible with XRM out of the box.
Thanks for the info. Ill update the compatibility notes section when I get a chance.
Another way is to just increase the max cargo size of the drone to 'L' instead of editing the scripts. You can't use the drone for anything anyway so it's not like it would really make a difference IMHO.

Also, any help with the Keris?
BoydofZINJ
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Post by BoydofZINJ »

I have to say that the Ospreys (and their variants) combined with the Fusion Bomb Launchers are deadly.
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Yacek
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Post by Yacek »

Sorkvild wrote:I started doing this plot like two xrms versions ago, can't go any further with this bug present :/
If the current version is the correct code XRM mission, you have to go back to the save before the mission. Yes Dial MD code, otherwise you do not have the capacity to perform again this cue MD code. Unless you write the code that MD freshening appropriate cue.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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