[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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FischAP
Posts: 17
Joined: Sat, 7. Dec 13, 15:42
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Post by FischAP »

I did some more testing with the PHQ needing terran resources for commonweath ships.
So here is my conclusion:
It does not matter what kind of dock i use, PHQ (Argon), Orbital PHQ (Terran), Orbital shipyard (Teladi), bought, cheated, or plot reward.

Terran ships are ok, CW ships use additional terran resources.

First one is a Cutlass, second an Eclipse.
[ external image ][ external image ]

I finished the argon PHQ plot before the terran PHQ plot if that makes any difference.

offtopic: A Blastclaw Prototype is twice as expensive to build than a standard M3+ :twisted:

#edit:
I just calculated how many factories one needs to supply one PHQ, calculated from an Eclipse that takes about 223min to build.
If i made no mistakes the only factories you really need are Si-Mine, Q-Tube, Chips and hull plating.

Code: Select all

	Eclipse (223min)	res needed / min	factory	res produced/min	factories needed
E-Cells	5961	26.73			
Teladianium	186	0.83	Te-Foundry M	4	0.21
Water	71	0.32	Water PP M	40	0.01
Cloth Rhimes	62	0.28	Rhimes Fact M	5	0.06
Rastar Oil	124	0.56	Rastar Ref M	3	0.19
MRE	71	0.32	USC FSF M	5	0.06
Ore	248	1.11	Ore Mine M (25)	50	0.02
Si-Wafers	186	0.83	Si-Mine M (19)	1	0.83
Crystals	62	0.28	Crystal Fab L	3.8	0.07
Q-Tubes	62	0.28	Q-Tube Fab	0.6	0.46
Microchips	124	0.56	Chip Plant	0.162	3.43
Comp-Components	62	0.28	Computer Plant	1.25	0.22
Hull Plating	158	0.71	Hull Plating PF M	1.33	0.53
paulwheeler
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Post by paulwheeler »

Im aware of this problem - it will be fixed in the next update.
paulwheeler
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Post by paulwheeler »

DevilishMoney wrote:Paul what does these files in your scripts_AP folder do:

Cmd.Wing.Action
Lib.Cmd.LeadShipWingMonitor
Lib.Gen.RunScriptWhenFinished

Thanks
They are to do with litcubes missile boat scripts IIRC (which of course means they arent actually called in AP). The last one is a cleanup routine i think, so may be called by other scripts as well.
FischAP
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Joined: Sat, 7. Dec 13, 15:42
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Post by FischAP »

paulwheeler wrote:Im aware of this problem - it will be fixed in the next update.
Ok, i will shut up about it then.
Boringnick
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Post by Boringnick »

OK, here's the XRM Installer for AP (TC version will follow):

https://www.dropbox.com/s/7nrx2x9k93w9j ... llerAP.exe

I've put some more effort into it, so that it can detect already existing .cat files and rename the XRM files accordingly. So it should work with modded games (although installing it into a vanilla version of X3 AP is of course the safest way)

It also does the other file operations needed for XRM (renaming the file in mov) automatically.

Be aware that it has been only tested by me so far, so testers are welcome.

Don't install this on already existing "manual" XRM installations.

The installer is designed in such a way, that, XRM instances installed through it can be updated with future versions of the installer.

A little warning: There is no uninstaller. Maybe I will add that function later, but I think it's not really needed, since XRM is very stable and most people don't uninstall it.
Last edited by Boringnick on Sun, 2. Feb 14, 18:40, edited 4 times in total.
Boringnick
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Post by Boringnick »

...
Last edited by Boringnick on Sun, 2. Feb 14, 18:40, edited 1 time in total.
DevilishMoney
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Post by DevilishMoney »

Paul only Lib.Gen.RunScriptWhenFinished comes from Litcubes missile boat supply scripts.

Cmd.Wing.Action and Lib.Cmd.LeadShipWingMonitor dont come from them but I believe they come from his Expensive Vanilla Scripts thread http://forum.egosoft.com/viewtopic.php? ... sc&start=0

The creation dates for the scripts in your mod correspond to Vanilla Rewrite v0.30b which was posted on the 18 June 2011 on page 15 and he released an updated version Vanilla Rewrite v0.37b on the 19 July 2012 on page 26.

Thanks
KRM398
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Joined: Wed, 6. Nov 02, 20:31
xr

Post by KRM398 »

Figured out a problem I've been having, got an Apollox and it can carry 2 fighters...BUT...unless you stop dead they cant dock..(we all knew that) and if your in a fight, they cant launch to support you either. I lost 4 heavies this way so did some research. Not only them but Teladi TLs are destroyed when undocking from their equipment dock in Iyanamus Zura...every time, mine did with me sitting there watching it in slo-mo..lol They move straight ahead maybe 75% of their length, then turn sharply to the right, and their engines hit the station...boom...so went and watched some science ships at docks..same thing, they dock OK but when they launch they move a short distance and then hit the station,making a hard turn, boom. My fighters do the same with my Apollox, they dont run straight back and out or straight forward and out, they drop out then make that hard turn and run into the wings. It seems to be an undocking thing, lost 4 out of 4, now dont even bother putting fighters on it. :roll:
Andyrids
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Joined: Sat, 16. Aug 08, 19:45
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Post by Andyrids »

I found with the Apollox at least if you reduce your speed to below 60 they launch ok most of the time, if you just stop then they launch ok all of the time, at least for me they do when using Blastclaw Prototypes.
Image
cjm3fl
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Post by cjm3fl »

I've had the same problem with Teladi Equipment Docks and my capital ships.
If I'm IS, there's a very good chance that a capital ship I have docked there will collide (and exploded) with the ED when I order it to undock.
This has happened to me in several different Teladi sectors.

No problems if I'm in the ship or if I order it from OOS.
I've seen this since my first XRM version, 1.25
I just don't dock my large ships with them while I'm IS.

Fighters and freighters have no problems.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
Urillch
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Joined: Sun, 2. Feb 14, 06:43
x4

Little Help Please

Post by Urillch »

I just got everything in my X3 files.:evil: (Steam) and i have ran it and the XRM has loaded up never pops up. And while in game i get no change. I get no errors or pop up either. I was trying to see if you have and suggestions on what the problem may be. I notice that my TC and AP and all in the same file X3 Terran Conflict. I don't know if that may be a problem or not all of the files were installed in the add-on folder but the soundtrack.
" It is better to live one day as a lion than a hundred years as a sheep. "

- Italian proverb
Fureimuu
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Joined: Sun, 2. Feb 14, 09:27
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Post by Fureimuu »

Had played on maxed settings before installing this mod. Now I have huge fps drops everywhere D: Tried to start the game with every character.

amd fx-8150 @ 4.5Ghz
MSI geForce gtx 650Ti 1Gb
Kingston 8Gb 1600 Ram
450W PSU
Windows 7x64 Ultimate

I have no idea what is wrong with my pc.
Tasogie
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Joined: Fri, 29. Nov 13, 23:18
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Post by Tasogie »

http://media.willfe.com/x3ap/x3ap_xrm_addon_files.7z
This upload works mate, just drop it in as per normal an off you go.
I could not get the stock version working whatsoever, but a guy I know gave me his directory, an it works 100%.

it is is still XRM with 1 or 2 other mods added.. Mostly the XRM Authors creations.

PS question while I ma here, what is a good fighter to pick for my Koyoto Carrier please? I have been using M3 Falcon sentinels but they seem to be getting crushed against the Xenon fleets that are starting to randomly spawn in "Combat Tips an Tricks"
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DrBullwinkle
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Post by DrBullwinkle »

Tasogie wrote:what is a good fighter to pick for my Koyoto Carrier please? I have been using M3 Falcon sentinels but they seem to be getting crushed against the Xenon fleets
Any M2 will work better than the best M3. Fighters will, of course, get crushed when sent to battle a fleet. That is not what they are good at.

Rule Number 1 for AI Combat: The last remaining ship wins. That is usually the ship with the strongest shields.
Tasogie
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Post by Tasogie »

cheers mate, yer tips an tricks has made XRM even tougher than it was. I ran into the single biggest Xenon fleet I have seen in this game today.. 3 Xenon Carriers 2 battleships an enough fighters to bog down even my $6000 PC :(...
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DrBullwinkle
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Post by DrBullwinkle »

If you are referring to my Combat Tricks OBS, then you can tune it to not create so many fighters (so that even large enemy forces will not create lag).

If you need help tuning it, then ask on the Combat Tricks thread.
paulwheeler
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Re: Little Help Please

Post by paulwheeler »

Urillch wrote:I just got everything in my X3 files.:evil: (Steam) and i have ran it and the XRM has loaded up never pops up. And while in game i get no change. I get no errors or pop up either. I was trying to see if you have and suggestions on what the problem may be. I notice that my TC and AP and all in the same file X3 Terran Conflict. I don't know if that may be a problem or not all of the files were installed in the add-on folder but the soundtrack.
Can you post a screenshot of your installation folder? It will make it easier to spot the problem.
Tasogie
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Post by Tasogie »

no worries cheers man, I like a challange
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Urillch
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Pictures

Post by Urillch »

https://www.mediafire.com/folder/9rl6op ... en%20Shots

All of my files everything with a picture hopefully this helps.
" It is better to live one day as a lion than a hundred years as a sheep. "

- Italian proverb
paulwheeler
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Re: Pictures

Post by paulwheeler »

Urillch wrote:https://www.mediafire.com/folder/9rl6op ... en%20Shots

All of my files everything with a picture hopefully this helps.
Well that all looks correct... The TC and AP executables should both be in the root TC folder.

Are you getting the XRM main menu or the vanilla one? Are you using the standard steam AP exe or a no steam exe? Is this the only copy of X3 on your system?

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