[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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Anero
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Post by Anero » Sat, 31. Mar 18, 07:59

SirNukes wrote:Most stations and transports were moved to the "showroom" shipyards. XRM generally reduces availability of stations, which can be bothersome if playing without jump drives (and not using Hephaistos Corp).
thanks for that info, is there any wiki available for this mod?

BlackArchon
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Post by BlackArchon » Sat, 31. Mar 18, 10:01

Anero wrote:
SirNukes wrote:Most stations and transports were moved to the "showroom" shipyards. XRM generally reduces availability of stations, which can be bothersome if playing without jump drives (and not using Hephaistos Corp).
thanks for that info, is there any wiki available for this mod?
No, but if you would have read the very first post of this thread, you would have read aout showrooms and probably more.

Pr0wler
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Post by Pr0wler » Sat, 31. Mar 18, 14:58

Anero wrote:
SirNukes wrote:Most stations and transports were moved to the "showroom" shipyards. XRM generally reduces availability of stations, which can be bothersome if playing without jump drives (and not using Hephaistos Corp).
thanks for that info, is there any wiki available for this mod?
You can use in-game encyclopedia and/or this app

https://forum.egosoft.com/viewtopic.php?t=166320

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zwierzu
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Post by zwierzu » Sat, 31. Mar 18, 17:21

Hello, I have a little problem with this mod.

This is my first time I've been using it with X3AP ('till now I was playing with X3TC) and I'm unable to locate any shipyard that can sell XRM ships (like Cyclops, Taipan, Krait etc).
I've used X3 map by Scorp to scan my universe but there's no shipyard at all that sells any of these ships.

I've seen NPCs flying in these ships - they are just not available for me to buy in any shipyard.

Any way to fix it? I'm playing with X3TC plots for AP.

EDIT: I've noticed that there are no Showrooms in universe at all.
I've tried adding one via Cheat Menu but it doesn't have any ships for sale...

EDIT2: Also PAR shipyards are empty too. I just hope I can fix it somehow without reinstalling whole game and starting from scratch.

EDIT3: Also I have found out I have no XRM game starts available in my menu. I don't know how I missed it. Does this mean I'm done and have to reinstall everything?

EDIT4: It seems X3TC plot for AP was causing the problem. I did clean install of X3AP just to check this out and when I add X3TC plots CAT/DAT it immediately disables XRM gamestarts in the menu. Maybe it also causes shipyards to 'forget' to make XRM ships available to player, I dunno.
It seems full reinstall is inevitable?

EDIT5: It seems I've installed TCAP incorrectly and that was the main cause of my problems. I did clean reinstall of the game.
This will be all, everything my fault, now XRM is working correctly ;)

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Whismerhill
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Post by Whismerhill » Sun, 1. Apr 18, 10:21

Whismerhill wrote:ok so that confirms what I have been told already
Thanks X2-Illuminatus
I tried the flat map here : https://forum.egosoft.com/viewtopic.php?t=306821
it indeed flattened the map but didn't solve the issue

(note: have no idea if I had to restart a game for full effect so I tried with new game anyway)

I wanted to try out this script to remake a proper 0749.bod but links are non-existent anymore
https://forum.egosoft.com/viewtopic.php?t=261078

I guess the next step is to try & use DIMOSUS.X MapTool to make a bod
that's completely new territory for me however (have no idea how to know if I have a "map patch")
and I used DimoSUS.X MapTool
unless I missed something still the same invisible sectors on universe map
some of the affected sectors :
Lehan Legacy , Appalox
Pyramid Income, Soul Star


edit: also found back the litcube script to make a flatmap that didn't solve the problem either.

EDIT2: ISSUE FIXED
path needs to be : X3 path\objects\cut\00749.bod
not X3 path\addon\objects\cut\00749.bod
(yes even though it's albion prelude that I launch)

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zwierzu
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Post by zwierzu » Tue, 3. Apr 18, 21:11

Heya, I have a question.

Since XRM is spawning many new ships - is there any way to cleanse whole universe out of them? Like additional script?
After ~20h of playing I've noticed severe FPS drops especially in Terran sectors (The Moon is like 3 fps).
SETA is unplayable.

I understand that X3 is an old game and it has it's limitations - that's why I'd like to perform whole universe "cleansing" and let it rebuild over time.
Also - I'm playing with Improved Races 2.0 but Clean Universe option does nothing - at least I didn't notice any change in performance.

If someone could help me I'd be grateful.

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Sorkvild
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Post by Sorkvild » Wed, 4. Apr 18, 13:02

dumping IR 2.0 should do the trick
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!

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zwierzu
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Post by zwierzu » Wed, 4. Apr 18, 14:14

But won't this break my save completely? I really don't wanna start from scratch again, did this 2 times already in 3 days ;)
That's why I'd like to know if there's some other workaround like cleaning whole universe from all ships and let races rebuild over time.

BlackArchon
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Post by BlackArchon » Wed, 4. Apr 18, 20:13

zwierzu wrote:Hello, I have a little problem with this mod.

This is my first time I've been using it with X3AP ('till now I was playing with X3TC) and I'm unable to locate any shipyard that can sell XRM ships (like Cyclops, Taipan, Krait etc).
I've used X3 map by Scorp to scan my universe but there's no shipyard at all that sells any of these ships.

I've seen NPCs flying in these ships - they are just not available for me to buy in any shipyard.

Any way to fix it? I'm playing with X3TC plots for AP.

EDIT: I've noticed that there are no Showrooms in universe at all.
I've tried adding one via Cheat Menu but it doesn't have any ships for sale...

EDIT2: Also PAR shipyards are empty too. I just hope I can fix it somehow without reinstalling whole game and starting from scratch.

EDIT3: Also I have found out I have no XRM game starts available in my menu. I don't know how I missed it. Does this mean I'm done and have to reinstall everything?

EDIT4: It seems X3TC plot for AP was causing the problem. I did clean install of X3AP just to check this out and when I add X3TC plots CAT/DAT it immediately disables XRM gamestarts in the menu. Maybe it also causes shipyards to 'forget' to make XRM ships available to player, I dunno.
It seems full reinstall is inevitable?

EDIT5: It seems I've installed TCAP incorrectly and that was the main cause of my problems. I did clean reinstall of the game.
This will be all, everything my fault, now XRM is working correctly ;)
I love problems which solve themselves.
Last edited by BlackArchon on Wed, 4. Apr 18, 20:15, edited 1 time in total.

BlackArchon
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Post by BlackArchon » Wed, 4. Apr 18, 20:15

zwierzu wrote:Heya, I have a question.

Since XRM is spawning many new ships - is there any way to cleanse whole universe out of them? Like additional script?
After ~20h of playing I've noticed severe FPS drops especially in Terran sectors (The Moon is like 3 fps).
SETA is unplayable.

I understand that X3 is an old game and it has it's limitations - that's why I'd like to perform whole universe "cleansing" and let it rebuild over time.
Also - I'm playing with Improved Races 2.0 but Clean Universe option does nothing - at least I didn't notice any change in performance.

If someone could help me I'd be grateful.
I also had massive slowdowns in the late game with Improved Races 2.0. This script is doing something which decreases the performance more and more after some time... therefore I don't use it anymore. :(

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zwierzu
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Post by zwierzu » Mon, 9. Apr 18, 10:30

Heya, I'd like to ask a question about modifying existing XRM weapons with X3editor2.
I was thinking about editing some of the big guns for capital ships like Photon Pulse Cannon and doubling their bullet speed. Caps weapons are too slow for me and I'd like to try something new.

Anyone tried something like that?
In your opinion is it worth it? Or it would hurt game balance too much?
I'm curious about your opinions before I'll mess my game up ;)
Any input would be appreciated!

Lone Machete
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Post by Lone Machete » Mon, 9. Apr 18, 16:56

If i want to add the xrm weapon files to LU to make these egg throwers i have to use in LU more useful is there a way to achieve this?

SirNukes
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Post by SirNukes » Mon, 9. Apr 18, 20:26

zwierzu wrote:Anyone tried something like that?
In your opinion is it worth it? Or it would hurt game balance too much?
I suggest trying it and seeing how it works out. My own copy of xrm is super heavily modified using the tool in my sig, which is aimed at making stuff like this easy to tweak to get balance just right. When doing it manually, keep in mind that bullet speed * lifetime determines range, so if you want to keep range constant then you will need to reduce lifetime.

Other capital weapons include various beams (instant hit) and gauss cannons (already 5x faster than PPC), so I don't really see your change upsetting balance much, and might improve it by making non-Teladi capitals more appealing.

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zwierzu
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Post by zwierzu » Mon, 9. Apr 18, 21:13

I suggest trying it and seeing how it works out. My own copy of xrm is super heavily modified using the tool in my sig, which is aimed at making stuff like this easy to tweak to get balance just right. When doing it manually, keep in mind that bullet speed * lifetime determines range, so if you want to keep range constant then you will need to reduce lifetime.

Other capital weapons include various beams (instant hit) and gauss cannons (already 5x faster than PPC), so I don't really see your change upsetting balance much, and might improve it by making non-Teladi capitals more appealing.
I did exactly just that - doubled the heavy weapons' speed and reduced lifetime by half.
It doesn't make PPC as fast as Gauss, but now at least it's not that damn slow and easy to dodge.
I will try your tool. Thank you :)

BlackArchon
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Post by BlackArchon » Mon, 9. Apr 18, 22:19

zwierzu wrote:Heya, I'd like to ask a question about modifying existing XRM weapons with X3editor2.
I was thinking about editing some of the big guns for capital ships like Photon Pulse Cannon and doubling their bullet speed. Caps weapons are too slow for me and I'd like to try something new.

Anyone tried something like that?
In your opinion is it worth it? Or it would hurt game balance too much?
I'm curious about your opinions before I'll mess my game up ;)
Any input would be appreciated!
You may want to have a look at this: https://forum.egosoft.com/viewtopic.php?t=391855

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zwierzu
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Post by zwierzu » Tue, 10. Apr 18, 11:02

I have one more question if you don't mind.
Is it possible to change Gauss Cannon trail colour?
Default one is kinda meh, I was thinking about giving it a little more flavour like bright blue tint.

BlackArchon
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Post by BlackArchon » Tue, 10. Apr 18, 19:59

Of course it is possible. You may want to edit the Gauss Cannon's entry in TBullets.txt, it should be the "Trail effect".

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zwierzu
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Post by zwierzu » Tue, 10. Apr 18, 22:04

Thank you, but could you please give me one more hint?
What are the numbers corresponding to different colors?
Is there some kind of resource or thread I can read about it?

BlackArchon
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Post by BlackArchon » Tue, 10. Apr 18, 22:44

The "Trail effect" number of a bullet in types\TBullets.txt is the index number for the file types\Effects.txt. With the help of "X3 Editor 2", you can change the parameters of this effect. This Effects.txt entry should then reference a body file which can be found in the objects directory - this should be the real graphical effect. I'm sorry, that's the end of my knowledge about weapon effects, I don't have digged deeper into this issue.

You can find some infos in the Argonopedia, for example here: http://www.argonopedia.org/wiki/TBullets.txt_(X3)
But beware, the information there is sometimes outdated and only for X3 Reunion. Often you won't find data of the new Terran Conflict and Albion Prelude versions of the described files, but the X3 Editor 2 can help you here - at least for some files. There is quite a bit of try and error involved in understanding the poorly documented X3 internals. :(

azzadawg
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Post by azzadawg » Tue, 17. Apr 18, 08:36

Hey, wondering if there's a simple fix for the following... I can't for the life of me get the heavily armed TPs to show up. For example, I found the Tships entry for the Argon Phantom, the Split Mantis is present in Tships, but none of them show up. I've reinstalled X3tc and XRM more times than I care to count, but it's always the same. When I cheat the phantom in, it has the readtext name and no body. Another that has no body is the Boron Hammerhead. I've Googled the hell out of this and it seems I'm not alone, but nothing I found pointed to a solution. I've trawled through dozens of pages in this thread as well without luck. Most of the new ships are present, just a few specific ones are having problems. I have no other ship adding mods, if anyone knows how to fix this that would be awesome!

Cheers!

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