[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Reinstalled, bit by bit, no Pirate Mammoths so far, MARS working correctly (no error messages like I was getting a while back) but still no Ore Mine. This game takes a while to get your economy started, but once it does oh boy...
The freaking pirates are making my life miserable, just got destroyed again by 2. Guess my Mercury Hauler is no match for them.
The freaking pirates are making my life miserable, just got destroyed again by 2. Guess my Mercury Hauler is no match for them.
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Just go around blowing up Terran/Argon ships. If you blow up the stations in McCallum or Farpoint Relays, you'll pause the war for a short period.lolol wrote:How can i do this then?
"(Albion Prelude only) A replacement for the vanilla AP war has been created. The player can fight on either side and is given objectives to complete in order to "win" the war. "
The only way to actually win the war is to complete the AP 3.0 plot, which is a vanilla plot and not an XRM addition at all. I don't know if XRM's war stops if you beat that plot, though.
It's a little misleading. There are no objectives, you simply have to wage your own war on the Terrans and destroy theyr shipyards.lolol wrote:How can i do this then?
"(Albion Prelude only) A replacement for the vanilla AP war has been created. The player can fight on either side and is given objectives to complete in order to "win" the war. "
So nothing you can possibly do until you have your personally fleet capable of destroying entire sectors
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skygunner58203 wrote:So I have a working XRM copy. Now I want to add in the cockpits mod, ecell generator and claim sector software. I'm mainly concerned about the cockpit mod.
If XRM is 05 and 06, should the mod be 07 or should I move XRM down to 06 and 07 and install the mod as 05?
You need to use the xrm compatible cockpit addon - no other cockpit mods are compatible. The instructions are on the first page of this thread.
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Isn't the war only 'paused' for a short while if you destroy the opposing Relay? I wouldn't really call that 'won', which implies some kind of finality. I haven't explored that option yet, since it does seem to require a massive player-financed fleet.paulwheeler wrote:That is not true. There are objectives that are outlined in the initial message you receive at the start of a new game. The war can be won by completing these objectives.
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Any news on v1.3? I'm waiting on really working on my TC Plots in XRM:AP mod until that comes out. What kind of changes are in it?
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I need some help
Okay so I installed XRM and it worked fine the first time but when i reinstalled it I find that these two (SS_WARE_SW_NEW6)(SS_WARE_SW_NEW7). I have run crycrow's plugin like the XRM thread said in the install area. So any help is appreciated.
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@MutantDwarf:
It might be worth to try out what happens, if one would overtake the sector where the Far Point Station is located ( or it´s Terran counterpart McCallum ) with STO for example. That script prevents enemy ships from respawning automaticaly ( an doesn´t allow the GoD to build any stations of the former owner, afair ) when the sector is in your ownership, but i´m not sure about those special plot related bases.
Concerning the CLS in ships: normaly, if CLS would be blown up the marines aboard the ship should be able to survive using their space suits ( at least some of them ), but are just lost.... which is quite a loss due to the time and costs ( esp. the time ) to drill them. And since i´m using my TL´s as repair docks ( with marine repair script ), i will have to watch them even more carefully
It might be worth to try out what happens, if one would overtake the sector where the Far Point Station is located ( or it´s Terran counterpart McCallum ) with STO for example. That script prevents enemy ships from respawning automaticaly ( an doesn´t allow the GoD to build any stations of the former owner, afair ) when the sector is in your ownership, but i´m not sure about those special plot related bases.
Concerning the CLS in ships: normaly, if CLS would be blown up the marines aboard the ship should be able to survive using their space suits ( at least some of them ), but are just lost.... which is quite a loss due to the time and costs ( esp. the time ) to drill them. And since i´m using my TL´s as repair docks ( with marine repair script ), i will have to watch them even more carefully
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Re: I need some help
These wares are installed by a script - Commodity Logistics Software by Lucike I believe. Its nothing to do with XRM.froger wrote:Okay so I installed XRM and it worked fine the first time but when i reinstalled it I find that these two (SS_WARE_SW_NEW6)(SS_WARE_SW_NEW7). I have run crycrow's plugin like the XRM thread said in the install area. So any help is appreciated.
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UPDATE RELEASED - v1.30
------------------------------------
Update for TC and AP users.
Albion Prelude must be updated to v3.1 BEFORE running the update patch.
Note - the Steam update will put back the 00044.xml file into your addon\mov folder. Please remove it before loading X3.
If continuing a 1.29 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
Part 3 does not require updating.
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"
Ensure you update XRMINST.xml in your director folder
SHIPS THAT REQUIRE CLONING:
If continuing a save game
I
SHIPS THAT MUST NOT BE IN SECTOR DURING UPGRADE:
If continuing a save game
Atlas
I
Changelog:
Fixed - Left/Right Weapon Turn-in on I and Atlas
Fixed - Increased rep with the Independent Race so all wares can be bought from the XL Weapons Dealer
Fixed - Removed built-in Cargo Bay Life Support from all TLs for AP 3.0 plot compatibility (AP Only)
Fixed - Incorrect race owner on stations in Family Rhy
Fixed - Reverted Oort Cloud and Kuiper Belt security level to Border (New start required to see this change)
Fixed - Crash when starting new game in OSX
Added - AP v3.1 compatibility
Added - Automated repair script for Maintenance Pods (Thanks to Dr Bullwinkle)
Added - External Docking to I (AP Only)
SPECIAL INSTRUCTIONS IF CONTINUING A V1.29 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.1.29to1.30patch.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.1.29to1.30patch.TC".
- Hit "r" then enter twice to run the script
A new game does not require these patches to be run.
NOTES:-
Your TLs will instantly lose their built-in CBLS - so if you have marines on board, move them elsewhere until you can install a bought CBLS.
To automate repairs using your maintenance pods, simply go to the Pod's Command Console and select the "special" commands. You will see two repair options. Don't forget to mount your Quantum Pulse Repair Lasers and stock up with Quantum Tubes first. Thanks to Dr Bullwinkle for providing this script.
P.S. Apologies for the length of time it has taken to get this update out. I have had an extremely busy summer with both my day job and gigging. Its all calmed down a bit now, so it shouldn't take so long till the next update.
That said, I expect to slow down updates to this mod once Rebirth has been released, as I fully expect most players (including me) to migrate to that platform. Whether or not their will be an XRM for Rebirth... well we'll just have to see how the balance is...
------------------------------------
Update for TC and AP users.
Albion Prelude must be updated to v3.1 BEFORE running the update patch.
Note - the Steam update will put back the 00044.xml file into your addon\mov folder. Please remove it before loading X3.
If continuing a 1.29 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
Part 3 does not require updating.
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"
Ensure you update XRMINST.xml in your director folder
SHIPS THAT REQUIRE CLONING:
If continuing a save game
I
SHIPS THAT MUST NOT BE IN SECTOR DURING UPGRADE:
If continuing a save game
Atlas
I
Changelog:
Fixed - Left/Right Weapon Turn-in on I and Atlas
Fixed - Increased rep with the Independent Race so all wares can be bought from the XL Weapons Dealer
Fixed - Removed built-in Cargo Bay Life Support from all TLs for AP 3.0 plot compatibility (AP Only)
Fixed - Incorrect race owner on stations in Family Rhy
Fixed - Reverted Oort Cloud and Kuiper Belt security level to Border (New start required to see this change)
Fixed - Crash when starting new game in OSX
Added - AP v3.1 compatibility
Added - Automated repair script for Maintenance Pods (Thanks to Dr Bullwinkle)
Added - External Docking to I (AP Only)
SPECIAL INSTRUCTIONS IF CONTINUING A V1.29 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.1.29to1.30patch.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.1.29to1.30patch.TC".
- Hit "r" then enter twice to run the script
A new game does not require these patches to be run.
NOTES:-
Your TLs will instantly lose their built-in CBLS - so if you have marines on board, move them elsewhere until you can install a bought CBLS.
To automate repairs using your maintenance pods, simply go to the Pod's Command Console and select the "special" commands. You will see two repair options. Don't forget to mount your Quantum Pulse Repair Lasers and stock up with Quantum Tubes first. Thanks to Dr Bullwinkle for providing this script.
P.S. Apologies for the length of time it has taken to get this update out. I have had an extremely busy summer with both my day job and gigging. Its all calmed down a bit now, so it shouldn't take so long till the next update.
That said, I expect to slow down updates to this mod once Rebirth has been released, as I fully expect most players (including me) to migrate to that platform. Whether or not their will be an XRM for Rebirth... well we'll just have to see how the balance is...