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[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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paulwheeler





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PostPosted: Fri, 15. Jul 11, 15:24    Post subject: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13) Reply with quote Print


X3 Rebalance Mod
v1.30d (02.12.13)

By Paul Wheeler and Mizuchi



The X3 Rebalance Mod (XRM) is a total conversion mod of X3 Terran Conflict. It rebalances nearly all aspects of the game including ships, weapons, graphics, sounds and the universe itself, as well as adding a huge amount of new content. It has been designed with performance and playability in mind and has many exclusive features not available in other mods or scripts.

NOTE - XRM REQUIRES A GAME RESTART


THE NEW XRM DISCUSSION FORUM IS OPEN!
http://www.strikingsoftware.com/forum/index.php

Go to the Space Sim boards.



---XRM SCREENSHOT GALLERY---



THE XRM IS COMPATIBLE WITH BOTH X3 TERRAN CONFLICT 3.2c AND ALBION PRELUDE 3.1 on Windows, OSX and Linux
Please follow the installation instructions in the post below relevant to the game you wish to run XRM in.



- FEATURES -

UNIVERSE IMPROVEMENTS – The X-Universe has been completely overhauled and many improvements have been made, including a fully functional Terran ecomony.

NEW SECTORS – Over 50 new sectors, all named, board computer voiced, and featuring full descriptions, have been added. They are all of a standard comparable to the original game itself and they fit seamlessly into the expanded universe. Also new links have been made in the universe to help with the flow of AI trading.

SHIP REBALANCING - The XRM rebalances nearly every single ship in the game with a view to making every ship unique and useful. We have tried to ensure there are no "I Win" ships and that all ships within a class are balanced across the races. Speeds of fighters have been increased, corvettes are much faster, more manoeuvrable with extended cargo bays, heavy corvettes have more weapons and turrets, there are new classes of frigates such as Heavy Assault frigates, light frigates and more light carriers, weapon loudouts have been made more racial, and many other aspects have been tweaked to improve balancing consistancy. Established race lore from the X Universe has been fully embraced and applied. All ship stats are taken into account from speed and acceleration to cargo and price.

NEW SHIPS - As an added bonus the XRM also adds many (well over 200!) new ships into the game taken from some of the excellent ship mods available, including Expnobody's Ship Showcase, Cadius' Xtra Mod and Killerog's X2 ships, as well as some XRM exclusive ships. It features PAR ships, which are pre-outfitted ships ready for deployment when you purchase them, new pirate versions of many ships with custom pirate skins, M3 Bombers, M5 Explorers with built in capital class scanners and Explorer software, prototype M6s for each race and much, much more.

RACIALISED WEAPONS – The military of each race has decided to clamp down on letting other races use their technology. All weapon loadouts have been racialised. There are no longer any generic, “one size fits all” weapons and each race gets their own, unique set of weapons.

NEW WEAPONS – No less than ten new weapons have been added, with brand new effects and sounds, including a full array of Xenon weapons and a new lasertower weapon which makes lasertowers something to be feared again. Factories have also been added for the new weapons so you can build your own. In addition all the beam weapons are now for sale in the universe with updated and enhanced effects.

WEAPON REBALANCING – All weapons in the game have been overhauled and rebalanced. Many have new effects with performance in mind, including all the beam weapons which no longer kill frame rates. Ammo based weapons have been converted into standard energy weapons and rebalanced to compensate. In addition the Ion Disruptor and Phased Shockwave Generator have been converted into standard bullet types to remove their frame rate killing effects. All missiles have increased speeds. Refire rates have been greatly increased. Dumbfire missiles have been converted to low turn rate tracking missiles with large blast radii. Damage, blast radii, special abilities, prices and reps have all been rebalanced. All missiles are now for sale in the universe.

CUSTOM JOBS – A custom made jobs file has been built from the ground up, featuring all the XRM added ships, a completely rebuilt and enhanced military jobs system and improvements to civilian jobs.

BUILT IN RACE RESPONSE AND BORDER SKIRMISHES – (Albion Prelude only) XRM makes full use of the Albion Prelude RRF features, tailoring them to seamlessly fit the XRM jobs while fixing all the bugs that exist in the vanilla version. In addition XRM for Albion Prelude features border skirmishes, where races that have a history of "bad relations" will get into fights in border sectors.

REPLACEMENT WAR FOR ALBION PRELUDE – (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.

MORE ENEMIES - The XRM makes the X universe a far more dangerous place. The "enemy" races have been revamped and are now far more active in the universe, with new universe “event” jobs which create invasions without the need for complicated, CPU intensive scripts. You will see the Xenon, Kha'ak, Yaki and Pirates invading other race's sectors - including Terran sectors.

MORE PIRATES – The X-Universe pirates have been on a scavenging spree. They are no longer limited to just Argon and Teladi ships. You will see pirate Boron, Split, Paranid and even Terran ships, and all their new ships are sporting custom paintjobs to make them even more fearsome. They now feature distinct and indentifiable racial clans that they tend to group with, and Pirate Core Sectors have been fully reinforced and now have their own micro-economies and shipyards.

RACE MILITARY INTELLIGENCE NETWORK – The player can connect to each race's Military Intelligence Network to get up-to-the-minute reports on invasions, military strikes and pirate activity.

EXCLUSIVE FULL-FEATURED BOUNTY SYSTEM – Bounties will be offered by each of the main races via the Military Intel Network. These can be won by any player-owned ship and its value will be dependent on the actions of the target ship. You can also score bounties for incursions into Pirate, Xenon or Kha'ak space, and from destroying enemy stations.

BUILT-IN WEAPON PRIORITISING – CWP has been fully integrated, ensuring that all spawned ships have a decent loadout of weapons, shields and tunings.

REALLOCATION OF SHIPYARD WARES – All civilian ships and factories have been removed from military shipyards. These are now for sale at Corporation Showrooms across the galaxy. All Shipyards and Showrooms now have an accompanying Equipment Dock or Military Outpost to help with outfitting of new ships.

MERCHANT/BARTERING SYSTEM OVERHAUL – The X3 Bartering system has been given a complete make over. Rather than a couple of merchants selling not much, you will find a large number of merchants selling a vast array of goods, including some rare, hard to get items.

DOCKING ENHANCEMENTS - Alkeena's BSD Mod is fully merged with the XRM providing enhanced external docking for all ships, including M5 docking for M6s, TS and M6 docking for carriers and M8 docking for Destroyers.

ADDON PACKS - The XRM also adds optional cockpit packs, a backgrounds pack, three hull multiplication packs to increase hull sizes to make battles last longer, and a new "Advanced Universe" pack which significantly changes the role of the jumpdrive.

WEAPONS DEALERS – There are several corporate run weapons dealers throughout the galaxy, selling all types of weapons and shields. They keep a large stock so it makes outfitting ships much easier. There is also rumoured to be a black market dealer somewhere in the universe selling to anyone, no matter their rep.

CORPORATION HQs – Several new Corporations have been added, complete with their own systems, HQs and defence forces.

RESEARCH STATIONS – The XRM features Corporate Research Stations which sell many unique and specialist ships unavailable elsewhere. Their locations are random and occasionally they will relocate to another sector.

SHIP SYSTEMS REBALANCE – Certain ship system wares have been rebalanced to make them less accessible. For example, the jumpdrive has been made an XL ware so it can no longer be used with the majority of fighters and its price has been increased to 2 million credits. Several other wares have had price rises and ware changes. Ship scanners have been completely replaced. The built-in scanner now has a similar range to the old Duplex, the Advanced Scanner is the equivalent of the Triplex and there is a new Military Scanner solely for use on capital ships with a huge range. Comms range has been extended to 70km.

GRAPHICAL AND SOUND IMPROVEMENTS – Many effects have been updated and enhanced. All ships, including capital ships, have engine effects, and lens flares have been completely reworked. There are many new sounds and sound priorities have been reworked to reduce drop outs. Many ships have been retextured to add greater variety into the game. All Yaki ships now have a unique livery and many Paranid ships have been retextured to give the Yaki more variety. Ships ported from X2 have had a texture upgrade to bring them up to X3 standards - Including all Kha'ak ships.

OPTIONAL EXTRAS - Many optional "helper" features have been added. Otas Maintenance Pods can be bought to rapidly repair ships at the cost of Quantum Tubes, Jumpdrive Deployment Kits make it much easier to outfit ships with jumpdrives, and Orbital Weapons Platforms and various player Headquarters can be bought. The System Override Software has had more functionality added to it. It can be used to claim any abandoned ship, of any class, via a simple hotkey and it can even be used to take over a currently active ship! In addition, Terran marines can now be purchased and trained at Terran Patrol Bases.

BUG FIXING - Many bugs that exist in X3TC have been fixed in the XRM, including cockpit positions, turret and camera issues, model problems, etc. In addition the AP Race Responce scripts have been completely overhauled and all bugs squashed.

PLOTS - For Terran Conflict all the plots are available. For Albion Prelude, the main Argon plot is disabled as it is not compatible with the XRM replacement "war". However, all other plots are available. Also, the Corporation and Treasure Hunt plots from TC are playable in AP.




- DOWNLOADS -

NOTE - ALL THREE PARTS ARE REQUIRED

If continuing a v1.29 save please read the release notes thoroughly






MAIN FILES:

XRM v1.30 PART 1

XRM v1.30d PART 2

XRM v1.30 PART 3
This file is unchanged from v1.29

(Note - Do not install Part 3 if running Linux - see below)




I strongly recommend you thoroughly read through the first three posts of this thread before installing the XRM for installation instructions, information about compatibility, XRM special features instructions and technical support.




RELEASE NOTES FOR v1.30


Ship and weapon stats for XRM v1.28 - scripting by JMan77




- ADDON PACKS -

XRM Linux Patch
Updated 20.06.13

XRM v1.30 LINUX PATCH

This addresses crash issues when playing the Linux port of X3TC and AP with the XRM.

Thanks to fallenwizard for providing this patch.






Hull Multiplication Packs
Updated 02.10.13

Hull Multiplying Pack - LOW
Hull Multiplying Pack - MEDIUM
Hull Multiplying Pack - HIGH

These packs multiply the basic hull levels by various amounts. They also increase the difference between the ship classes. So M2s get a bigger increase than M6s etc.

The low pack multiplies fighters by around x1.5 and capitals by around x2.5, the medium pack multiplies M3s by x2.4 and M2s by x5, the high pack multiplies M3s by x3.5 and M2s by 12!

A script is also included which will reload the hulls of every ship currently in existence. This script must be run manually from the script editor.

Thanks to JMan77 for the idea and scripting.

NOTE - It is essential to update your hull packs with each XRM release.







Cockpit Packs
Updated 30.09.11

Cockpit Mod v1.30b with glass tints and reflections by PSCO1 --- SPK Version
Cockpit Mod v1.30b with no glass tints by PSCO1 --- SPK Version
Cockpit Mod v1.30b with HUD Info put back and no tints by PSCO1 --- SPK Version
Cockpit Mod v1.30b with a cut down, lite version of the HUD by PSCO1 --- SPK Version
Cockpit Mod v1.30b with tints, HUD info and Gravidar put back by PSCO1 --- SPK Version

There are five versions of the cockpit mod - the original, one with no glass tints or reflections, one with no tints and the HUD info bar put back in, PSCO1's new version with a lite, cut down HUD, and one with the Gravidar and HUD info in.





No Argon/Terran War Pack
Updated 28.11.12
Albion Prelude Only

XRM No War Pack v1.00

This pack gives you the ability to turn off the Argon/Terran war in Albion Prelude. It sets the Argon - Terran relations to neutral and removes all war incursion ships.

This pack can only be used on a new game start - old games saves cannot be altered.

Simply drop the file into your "scripts" folder and start a new game.






Backgrounds Pack
Updated 22.05.13

XRM Backgrounds Pack v1.02

This pack contains cleaned up and enhanced versions of the original X3TC/AP sector backgrounds with high resolution star fields. All visibilities have been increased to stop the "cloaking device" fade effect on stations in some sectors. Fog has been made less dense and a bit more subtle.

It features a new background for the Solar system, featuring an image of the Milky Way taken from real life footage as seen from Earth.

The star fields are optimised for a view angle of 70 degrees. Higher angles may induce shimmering in the stars. This is set in the in-game menu - options - graphics.

This is not compatible with any mod that alters backgrounds.








Docking Computer Ware Size Fix for CODEA
Updated 16.05.12

Docking Computer ware size fix for CODEA

Install this cat/dat to a higher number than the base XRM. This puts the Docking Computer back to "S" ware size so it can be installed on fighters for use with CODEA.







MARS Data File
Updated 28.11.12

MARS Data File for XRM v1.27

Simply drop this file into your "t" folder. You must be running MARS v5.08 or later.








All Plots Complete Script - XRM Compatible

---Terran Conflict only---

All Plots Complete for XRM v1.5 - By Dillpickle (thread)

This is a version of Dillpickle's All Plots Complete script which has been made compatible with the XRM and tweaked to better suite the XRM style of play, including the XRM-altered A New Home sector reward.

This script will set all vanilla plots as complete. It also sets up the universe as if you had done the plots and gives you the rewards you would have received.

Simply drop the script into your "director" folder.







Advanced Universe Pack
Updated 02.10.13

Now compatible with both TC and AP

NOTE - The Advanced Universe is not compatible with the HUB plots in TC or AP.

XRM Advanced Universe Pack v1.6

Note - Installing this pack requires that you restart your game - even if you are already running the XRM. You will also need to restart your game to remove the pack.

Back story:

One Jazura ago, for an unexplained reason the gate system started behaving erratically. Their destinations kept altering and some switched off all together. It was even affecting Terran-made gates. Understanding that their economies relied on the gate system, the Commonwealth races, knowing their expertise in jump gate technology, had no choice but to ask the Terran's for help.

Terran scientists managed to stabilise the gates using technology from their old Trans-orbital Accelerators. The gates were no longer erratic, however, jump drives could no longer lock onto the gates. While attempting to lock onto the gates, it was found that if a jumpdrive's sensitivity was increased, it would start to lock onto random areas of space.

The races have now marked these "weak points" in space-time with jump beacons enabling jump drives to be used once more, albeit in a much more limited fashion.


Features:

This universe addon significantly alters the dynamics of the universe for both the player and the AI.

- Jump Drives will no longer lock onto jump gates.
- There are strategically placed jump beacons throughout the universe which are now the only locations you can use the jump drive to get to.
- Speed is now, as they say, of the essence!







XRM Maps
Updated 10.05.12

XRM:Albion Prelude Map

XRM:Terran Conflict Map

These maps were created using X3 Map by Scorp

I have edited them slightly to move the Terran sectors into their in-game universe map position.




XRM Names

Its important for me that Betty can say all of the names of all the ships in the XRM. In order to accomplish that, many of the new ships taken from the various merged mods as well as many of the new ships added in AP have had changes to their names.

Here is a complete list of all of the changes:

Ship name changes for XRM


_________________

NEW - Dedicated XRM Forum!


Last edited by paulwheeler on Fri, 26. Sep 14, 14:28; edited 223 times in total
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paulwheeler





Joined: 19 Apr 2005
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PostPosted: Fri, 15. Jul 11, 15:25    Post subject: Reply with quote Print

- INSTALLATION INSTRUCTIONS -

XRM requires that you start a new game. It is recommended that you install the XRM on a fresh installation of X3TC or AP

XRM Installation Guide Video By InFlamesForEver - For Albion Prelude. TC users see below.



TERRAN CONFLICT INSTALLATION INSTRUCTIONS
See below for Albion Prelude installation instructions.

-The "fake patch" method works best for the XRM. I do not recommend using the Plugin Manager to install the XRM as it's extremely difficult to control the order the mods are installed in which can lead to problems.

- Extract the three parts to a temporary folder and look at the other dat/cat files you have in the main TC installation folder. Rename the XRM cat/dats to the next consecutive number from the existing ones, i.e. if the last ones are 13.dat and 13.cat rename the XRM files to 14.dat/14.cat and 15.dat/15.cat. Move the XRM cat/dats to the TC installation folder.

- It does not matter which order the XRM "parts" are installed in, however, please note which one is which as updates may only be on one file or the other. Addon packs must be installed to higher cat/dat numbers than the base XRM.

- Copy the contents of the "director" folder to the director folder in your main X3TC directory. If a director folder does not exist then create one.

- Copy the contents of the "t" folder to the t folder in your main X3TC directory. If a t folder does not exist then create one.

- Copy the contents of the "scripts_TC" folder to the "scripts" folder in your main X3TC directory. Overwrite any existing files.

- From Part 3 copy the contents of the "mov" folder to the same folder in your TC directory.

- From Part 3 Copy the contents of the soundtrack folder to the same folder in your TC directory.

- You will need to navigate to the \mov folder in your TC directory, locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom names said by "betty".

- Before running X3TC you must open and close the Plugin Manager (if installed), regardless of which version you are running. This is so the Plugin Manager can integrate the XRM ware size changes.

- Run the game. You should get a message saying the XRM has been installed when you start a new game.

- There will be a pause for a minute or two at the start of a new game. This is the scripts allocating weapons to all the initially created jobs. This pause only happens at the very start of a new game.

-To install the hull packs, cockpit packs and background pack simply extract the contents to the X3TC directory and rename the hull pack or cockpit pack cat/dat to a higher number than the main XRM mod. To reload the hulls for all ships, run X3TC, enter the script editor, highlight the script "temp.xrm.hull.reload.xml" and hit "r".

- If using the XRM in conjunction with other mods, installation order may be essential. Please see the compatibility notes below for any special cases.

- To install the Advanced Universe Addon Pack Place the cat/dat for the addon pack at a higher number than XRM Part 2. You must start a new game after installation. If using the "All Plots Complete" script - it is essential that you install the compatible version included with the Advanced Universe package - the standard XRM compatible version will cause issues.

- To install the load screens copy the contents of "loadscr" in part 2 to the "loadscr" folder in your TC install.





ALBION PRELUDE INSTALLATION INSTRUCTIONS

-The "fake patch" method works best for the XRM. I do not recommend using the Plugin Manager to install the XRM as it's extremely difficult to control the order the mods are installed in which can lead to problems.

- Extract the three parts to a temporary folder and look at the other dat/cat files you have in the main AP installation folder (in your Terran Conflict\Addon directory). Rename the XRM cat/dats to the next consecutive number from the existing ones, i.e. if the last ones are 03.dat and 03.cat rename the XRM files to 04.dat/04.cat and 05.dat/05.cat. Move the XRM cat/dats to the AP installation folder.

- NOTE - THEY MUST HAVE TWO DIGITS! It is essential that your cat/dat pairs have two digits in the file name. So they must be "04.cat/dat" - not "4.cat/dat". The "0" is vital.

- It does not matter which order the two XRM "parts" are installed in, however, please note which one is which as updates may only be on one file or the other. Addon packs must be installed to higher cat/dat numbers than the base XRM.

- Copy the contents of the "director" folder to the director folder in your main AP (addon) directory. If a director folder does not exist then create one.

- Copy the contents of the "t" folder to the t folder in your main AP (addon) directory. If a t folder does not exist then create one.

- Copy the contents of the "scripts_AP" folder to the "scripts" folder in your main AP (addon) directory. Overwrite any existing files.

- From Part 3 copy the contents of the "mov" folder to the same folder in your AP (addon) directory overwriting or renaming the existing files.

- From Part 3 Copy the contents of the "soundtrack" folder to the same folder in the underlying TC directory - NOT ADDON - where all the other music tracks are found.

- You will need to navigate to the \mov folder in your AP (addon) directory. you will need to locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom names said by "betty".

- Before running X3AP you must open and close the Plugin Manager (if installed), regardless of which version you are running. This is so the Plugin Manager can integrate the XRM ware size changes.

- Run the game. You should get a message saying the XRM has been installed when you start a new game.

- There will be a pause for a minute or two at the start of a new game. This is the scripts allocating weapons to all the initially created jobs. This pause only happens at the very start of a new game.

-To install the hull packs, cockpit packs and background pack simply extract the contents to the AP (addon) directory and rename the hull pack or cockpit pack cat/dat to a higher number than the main XRM mod. To reload the hulls for all ships, run X3AP, enter the script editor, highlight the script "temp.xrm.hull.reload.xml" and hit "r".

- If using the XRM in conjunction with other mods, installation order may be essential. Please see the compatibility notes below for any special cases.

- To install the load screens copy the contents of "loadscr" in part 2 to the "addon/loadscr" folder.





STEAM INSTALLATIONS -

You will need to recopy all scripts from Part 2 whenever TC or AP update via Steam or if Steam verifies the game cache - BEFORE loading an XRM save. This is because it will pick up the XRM modified versions of scripts and replace them with vanilla versions. Also steam will put the 00044 file back into the mov folder so this will need removing again.

Best practise is to create a completely separate X3 installation for the XRM and keep your main steam install as vanilla. Simply copy and past the entire Terran Conflict directory (for both AP and TC) to a new location. Use the no-steam exe from the Egosoft downloads section. Be aware than if you have multiple copies of X3, they will all use the same save game folder.







- XRM SPECIAL FEATURES INSTRUCTIONS -



JUMPDRIVE DEPLOYMENT KITS

Jumpdrive deployment kits are specialist wares to assist with the deployment of jumpdrives to a fleet of ships without having to dock each one at an equipment dock. They can be bought in bulk and transported onto a jumpdrive compatible ship. When activated they will deploy a jumpdrive.

To activate them follow these instructions: XRM installs a configurable hotkey which, when activated will run a script to activate the deployment kit. It can be run on a single ship or a station or carrier with ships containing a deployment kit docked.

- You must assign a hotkey to activate the Jumpdrive Deployment Kit function first.

- Check that the ship or ships on which you wish to activate the kit are compatible with a standard jumpdrive and have at least one jumpdrive deployment kit in their cargo bay.

- Target the ship or carrier/station with ships docked and hit the hotkey, or alternatively you can choose to run the deployment function on a target selected from the universe map or your own player ship.

- The operation will take approximately twenty seconds to complete and will deploy one jumpdrive at the cost of one deployment kit.




RACE MILITARY INTELLIGENCE NETWORKS

Each of the main races has a Military Intelligence Network. This will report all current enemy activity in the race's space and also any current military action. In order to connect to a race's military intelligence network, you must have positive rep and hold a valid police/security license for that race. A USC Security License has been added for the Terran's and is available from Orbital Defence Stations.

To connect:

- assign a hotkey for the network in your control configuration.

- after hitting the hotkey, chose which race's network you wish to connect to.




THE XRM BOUNTY SYSTEM

Each of the main races will offer bounties on enemy ships. The bounties offered depend on the actions of the ship in question. The more ships it destroys, the larger the bounty becomes. It is also dependent on its ship class and the class of the ships it destroys.

You can access a list of current offered bounties, with the ship name and ID, the pilot name, its last known location and the value of the bounty, via each race's Military Intelligence Network (via a hotkey). You can also run a bounty check on any ship via the military intel comms menu or directly on your current target by an added "Bounty Check" hotkey. Simply set this hotkey up in your control configuration menu. Any ship flagged with a bounty will be marked with a "$" in the universe map.

To win the bounty you must have a police licence with the race in question and positive rep. All player owned ships can score bounty kills.

You can win minor bounties by attacking enemies in sectors bordering a race sector (e.g. by killing pirates in a pirate sector adjacent to an Argon sector). You can win rep bounties from the ATF by attacking Xenon ships in Xenon space and small bounties from Operation Final Fury by killing Kha'ak ships in Kha'ak space.

You can score bounties from destroying enemy stations. This not only includes pirate bases or Xenon stations, but also stations where the races are at "war". So go on a foray into Terran space armed with an Argon Police Licence and a few trusty Firestorm Torpedos and rack up some cash by taking out Terran docks or shipyards. Or if you like the Split and hate the Boron, get a Split police licence and take out some Boron stations. You can only score bounties from destroying Docks or Shipyards - Factories are not included.

If you go after Xenon or Pirate bases in their own sectors, you will receive smaller bounties from any race that has a sector within two jumps of your location. Destroying Kha'ak stations will score bounties from Operation Final Fury.





XRM MERCHANT/BARTERING SYSTEM:

You still access it in the same way as vanilla - hit the bartering button, just below the trade button when docked.

Rather than a couple of merchants selling not much, you should now see a larger number of merchants selling a large array of wares. Merchants tend to hang out at Trading Stations, so thats the place to go for the best deals. Merchants do not hang out at Shipyards or Equipment Docks.

The more dangerous the sector, the better chance there is of finding a high rated merchant selling more "exotic" goods. Border and Teladi sectors are good, Pirate or Unknown sectors are best.

You will find merchants who sell Ship Upgrades, Ship Blueprints and Sector/Station Coordinates - again the more dangerous the sector the more likely you'll find the good stuff!

If you are near Xenon space or one of the sectors thought to be part of Kha'ak space, you may find merchants selling Kha'ak or Xenon weapons or blueprints.






SYSTEM OVERRIDE SOFTWARE:

The vanilla System Override Software has had a makeover for the XRM. It can now be used to claim any abandoned ship - of any class or type, from a range of about 2km (depending on the size of the target). Rather than the usual "instant claim" that most claim scripts use, this one takes a bit of time for the system hack to take place. So I feel its a little more balanced. I highly recommend using this in conjunction with the NPC Bailing script.

In addition, the System Override Software can be used to try to take over a currently active ship. First, you need to get the shields of the target down, then you need to keep them down while staying as close as you can to the target and activating the SOS. The hack will take longer than it does for an abandoned ship and the target's board computer may spot the hack and sever the connection. If the override sequence completes, the target's pilot (and crew) will be ejected and you will gain control of the ship. If at any time the shields of the target start to rise or you move too far away from the target, the remote connection to the target will be lost and the hack will fail. If the pilot bails in the normal way during this process, the hack will continue and you will gain control of the ship. The more damaged the ship's hull becomes, the greater your chances of a successful hack, and the less time each phase of the hack will take.

To activate the new SOS system, you need to first buy the software, then allocate it a hotkey in the usual way. To hack an active ship, you also require a supply of hackerchips. The number of hackerchips requried depends on the class of the ship you are trying to hack. Simply move within range, ensure the targets shields are down and hit the hotkey. I have increased the selling locations of the software to make it easier to obtain. At the moment the SOS can only be activated from the player ship. The software's vanilla behaviour is unaffected.

The System Override Software is still illegal in many sectors so be careful not to get scanned with it (or get yourself the Software Signature Scrambler). Hackerchips are also illegal and are not hidden by the Software Signature Scrambler, so you'll have to be careful if going after "live" ships.







PRIVATEER TRADING POSTS (AP Only):

These will spawn occasionally in border sectors, but mostly in pirate and unknown sectors. They are independent owned so will allow you to dock and trade no matter your rep with the main races.

They sell a variety of goods and are good hangouts for merchants selling goods for the more "discerning" client.

Occasionally, they will relocate.

Due to issues with the spare races, these are not available in TC.






PAR SHIPS AND SHIPYARDS

PAR Ships are preconfigured ships that come with all required software, weapons and shields as “built-in” components. They can be bought from PAR Shipyards. On purchase, the weapons systems are not initialised. To activate them follow these instructions:

XRM installs a configurable hotkey which, when activated will run a script to equip the weapon systems and shields of any PAR ships found. It can be run on a single ship or a station or carrier with PAR ships docked.

- You must assign a hotkey to activate the PAR equip function first.

- Target the PAR ship or carrier/station with PAR ships docked and hit the hotkey, or alternatively you can choose to run the equip function on a target selected from the universe map.

- The operation will clear the cargo bay of any PAR ships found, so run it before you mount any missiles.




USING ORBITAL WEAPON PLATFORMS

OWPs are purchasable at many shipyards in universe. To use them follow these instructions:

- You need to assign a Hotkey to the OWP activation command first.

- You purchase and deploy them as Stations using a TL in the usual way. DO NOT DOCK AT IT WHILE IT'S STILL IN STATION MODE!

- Target the OWP and hit the Activation hotkey, you should hear Betty say "Weapons Systems Activated" (This will switch out that OWP "Station" for a working one.)

- The OWP is now ready for use.



OTAS MAINTENANCE PODS

These are available from the Otas shipyard and can be used to repair your ships faster than using the repair laser. They require Quantum Tubes as ammo.

Once bought, simply mount the four built-in Quantum Pulse Repair Lasers into the four weapon slots, get some Quantum Tubes and fire at a damaged ship.



MISSILE ICONS

Missile icons are colour coded icons to help with missile selection. The colour key is as follows:

Green - close range missiles (0-22km)
Blue - medium-close range missiles (22-35km)
Purple - medium-long range missiles (35-60km)
Red - long range missiles. (60+km)




- DEVELOPMENT NOTES -

There are some changes that have been made to certain wares that have raised a few eyebrows. These include, making the jumpdrive unavailable to fighters and increasing the prices of certain wares. I firmly believe these changes are essential to the XRM "feel" I wanted to achieve so I will not be changing them back - so please stop asking! Wink


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Last edited by paulwheeler on Tue, 15. Jul 14, 09:38; edited 54 times in total
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Joined: 19 Apr 2005
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PostPosted: Fri, 15. Jul 11, 15:25    Post subject: Reply with quote Print

- FREQUENTLY ASKED QUESTIONS -

PERFORMANCE ISSUES? Click here

Check out our FAQ for troubleshooting and other information.
Thanks to NOValdemar for putting this together.

For information on how the Missile Frigates and Bombers function in XRM, see this post

Seeing "readtext" errors or "invalid" on station names? You likely have a mod conflict. Post in the thread and I'll try and help.







- COMPATIBILITY NOTES -


The XRM is fully compatible with the latest release of both Terran Conflict and Albion Prelude.

NOTE - The main Argon plot is not available in Albion Prelude. This is due to compatibility issues with the XRM replacement "War". However, the new Terran, PHQ and HUB plots are available. Also the Corporation and Treasure Hunt plots from TC are available in XRM:AP.

All plots are available in Terran Conflict.




Do not separately install the EMP mod. The EMP ware entries are fully merged with the SRM and installing the EMP on top will break the XRM. All scripts that require the EMP should work correctly.





XRM is NOT compatible with the following mods:

XTended: Both XTC and XRM are full conversion mods so are inherently incompatible.

Cadius's Xtra Ships Pack: Mostly integrated into the XRM.

Combat Mod III/IV: Now a core part of the XRM.

eldyranx3's ATF Shipyard (TRP): Incompatible due to the XRM having similar integrated shipyards.

eldyranx3's Project Sleipnir (TRP): Incompatible due to the XRM Universe Map having similar features.

eldyranx3's USC Merchant Marines (TRP): Incompatible due to Tships conflict.

Ketraar's Marking Unknown Sectors: Incompatible due to the XRM Universe Map already having the same features.

LitCube's Revelations Mod: Incompatible due to overlapping sectors.

XSP ships installed via the plugin manager.

Ship Rebalance Mod: Continued: Now a core part of the XRM.

Sunblade's Lost Numbers: Incompatible due to the XRM Universe Map already having the same features.

Graxter's Player HQ hack

X3 Unleashed: Conflicts with the XRM Jobs File.

Enhanced Equipment Spawner - its sister mod CWP is integrated into the XRM.

Any cockpit mod - please use the provided addon pack.

Any trail or engine effect mod - These are integrated into the XRM.

Any mod that alters the base universe.

Any mod that adds ships.

Any mod that alters comm range or scanner range (XRM has these implemented already)






This mod is 100% compatible with the following scripts if the attached instructions are adhered to:


ENHANCED EQUIPMENT DOCKS: THIS WILL ONLY WORK WITH THE LATEST EED RELEASE V2.7-2.2. Install base EED mod to the lowest cat/dat number then XRM. You must install the scripts from EED, but DO NOT install the text file for the "t" folder. I have included an edited text file for EED in the main SRM mod.


MARS: MARS is compatible - Do not use the full repackaged version - either use the manual install and do not install the MARS drones cat/dat - just the scripts. The drones are already merged into the XRM and installing them will break the XRM, or use Bullwinkle's repackaged version for mods that include TShips. You will also need the custom MARS data file above. Simply copy this into your "t" folder ("addon\t" for AP)


Complex Cleaner, FDN v7, MPM v7, SSDN v7: install the base cat/dat from these mods/scripts to the lowest cat/dat number, then the XRM base mod and addon packs as higher numbers.



KOG mod: install the XRM base mod and addon packs and then install the "SRM Compatible" version of the KOG mod to a higher cat/dat number.


Immersive Environments: Install the IE base mod to a lower cat/dat than the XRM. You will lose the universe changes IE makes, but you will still see the new backgrounds. Do not install the XRM backgrounds pack if running IE.




IEX: Install the XRMi version. Go to the IEX thread for more information.




Compatibility with Ketraar's Random Sector Management Mod: Incompatible due to overlapping sectors. However we have a compatibility file which should make it work:
RSM COMPATIBILITY PATCH




The XRM is NOT compatible with full cockpit mods, engine trail mods, any mod that adds ships, or any mod that alters TWareT (Except the EMP which is merged). Please use the compatible versions provided above in the addon packs.


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PostPosted: Fri, 15. Jul 11, 15:26    Post subject: Reply with quote Print

- ESSENTIAL SCRIPTS -

TERRAN CONFLICT ONLY

Gazz's Missile Defence Mk2 script is essential to temper the much faster missiles in XRM. It will be used by both the player and the Ai automatically. I recommend installing this even if using another turret script like MARS.

Gazz's Missile Safety script is also highly recommended.


--Both these scripts are already integrated into Albion Prelude--






- RECOMMENDED SCRIPTS -

INSTALLATION OF THE FOLLOWING SCRIPTS IS ENTIRELY VOLUNTARY AND IS NOT SUGGESTED IF YOU ARE NOT SURE ABOUT HOW TO INSTALL A THIRD-PARTY SCRIPT AND CONFIGURE IT PROPERLY. XRM HAS NO ASSOCIATION WITH THESE SCRIPTS AND CANNOT EXTEND SUPPORT FOR THEIR USE NOR BE HELD ACCOUNTABLE IF YOU MESS UP YOUR GAME.

INSTALL THESE AT YOUR OWN RISK, UPON YOUR OWN MERIT, BASED ON YOUR OWN JUDGEMENT!



ThisIsHarsh's Military Base Response Revamp TERRAN CONFLICT ONLY
As XRM Jobs is pretty well balanced in terms of military numbers (if I do say so myself), MBRR is pretty much the best one to use to take advantage of those numbers of hand-placed deployments (without changing X3TC on the whole) by allowing those military ships to actually do the things they were intended to do, instead of sitting there oblivious to things around them, without adding any extra ships in the process.

For a serious game, I would however suggest turning the Invasion, Sector Takeover, and Rearguard settings OFF and merely allowing MBRR to do what it does best with the ships that are available to it. If using an invasion type script like Pirate Guild you can experiment with rearguard settings, but keep token numbers below 200.

We also recommend switching off the prestige reward system as the XRM provides its own bounty system.

As of v1.09 XRM jobs have been altered so that MBRR can fully utilise the XRM placed military ships.

MBRR is not necessary for XRM in Albion Prelude. AP includes its own race response system which XRM fully utilises.



Logain Abler's Freight Distribution Network Lite
Entirely removes the need for tubes and complexes and fleets of internal-supply transports by allowing player-owned stations within a single sector to distribute their goods to other player-owned stations that require them.


Lazerath's LazCorp Claim Sector
Allows the player to claim a sector as their own once they've removed all traces of the previous owners (if there were any) from the area. Also includes a substantial diplomatic hit if you happen to claim a sector that belonged to another race.


Trickmov's STO 1.57 - overtake sectors
A more full-featured sector take over script, including NPC station building, taxes and banking.


Logain Industries Capital Ship Energy Cell Generator (CSecG)
Once you buy the ware, it will allow your capital ships to generate their own Energy Cells over time (up to a defined limit)! Never run out of jump-fuel again!


Tatakau's Marine Repairs 2
Allows Marines on your vessels to repair your ship (and any docked ships) depending on how skilled they are in Engineering and Mechanics. Pretty much an essential download if you want the Tepukei to work as Cadius intended.









Gazz's Missile Defence MK2 / Shimrod's Smart Turrets TERRAN CONFLICT ONLY
Missile Defence MK2 is essential to properly counter-balance the far deadlier missiles that are present in XRM. Smart Turrets is a lighter alternative to MARS that allows for many of the same functions, just without the advanced features (and Goblins). If you don't plan on using MARS, then at least pick up one of these.

MDMk2 is not required for Albion Prelude as it is built into the game already.


Familiar's Pure X HUD
Based on Ulfius's Military Hud (which veterans of CMOD 3 will fondly remember) and Samuel Creshal's YS-HUD-Mod, Familiar has created a "more laconic and clear interface" specifically for use with CMOD 4, which I think is a fantastic "upgrade" of the Vanilla HUD without entirely overhauling it in the process.


ThisIsHarsh's Salvage Commands and NPCs
This script is essential if only for the "Universe Salvager" command, which will allow your TS and TPs (and other ships) to hop around the universe looking for missile containers to collect that have been left behind in the wake of battles. This is a fantastic way of generating some extra income if you're having trouble with the SSRP price changes - or for just keeping your M7Ms stocked for free!


The following (other) scripts by Gazz:
Docking Lockup Fix + Docking Computer Use, Follow Me! Remember Homebase / Wingman Status, Auto Jump; Terran Jump, Hitting Jumpgates Causes No Notoriety Loss, and Numeric Race Ranks.


Both Paul and I use a lot of other scripts as well (like Litcube's Bounce! and Phanon Corp scripts); but these are the "bare essentials" ones that I feel everyone should have to begin with to get the most enjoyment out of X3TC in conjunction with XRM. - Mizuchi








- CREDITS -


MERGED MODS:

Bug-player fix by draffut. (thread)
BSD, Bomber and Shuttle Docking mod by Alkeena. (thread)
Repair Drones Mod you find in Gazz's MARS script.
X2 Ships Callback Mod v1.07 by Killerog (thread)
Xtra Ship/Station Pack v1.94 by Cadius (thread)
Boron Lucsa and Paranid Thanatos v1.5 by Axeface (thread)
Ship Expansion v1.7c (part) by Killjaeden (thread)
Schiffs Expansion v1.01 (part) by Armankessilols (thread)
Artellia v1.0 by Puffneki (thread)
SRM Exclusive Trails Pack with Capital Ships Effects v1.0i by Killerog and Paul Wheeler
Enhanced Equipment Docks by Saetan (Models only) (thread)
Ship Rebalance Mod: Continued by Paul Wheeler
Combat Mod 4 by Paul Wheeler and Ulfius
Missile Rebalance Mod by Imperium3 (used as a base for the XRM missile rebalancing)
Ship Showcase by Expnobody (thread)

The EMP Mod is fully merged into the SRM and should be removed if installed separately.





Special thanks to Mizuchi for his tireless work on the XRM. His contribution continues to be huge and invaluable.

Thanks to Maj. Tom for creating many of the weapon sounds, composing new sector tracks and taming Betty!

Thanks to Litcube for allowing the use of his CWP script, without which the racial weapon loadouts would not be possible, and his Missile Boat script to get M7Ms and M8s firing.

Thanks to fallenwizard for sorting out the issues with the Linux port of TC and AP.

Thanks to Hektoz and NOValdemar for putting together stats and the FAQ.

Thanks to Expnobody, Dillpickle, DrBullwinkle, Saetan, Cadius, Imperium3, Armankessilols, Killerog, Axeface, PSCO1, Draffut, Alkeena, Algoran, Killjaeden, vkerinav, JMan77, noname159 and Gazz for their kind permission to use their mods and scripts.

Thanks to Gazz and LV for my constant barrage of questions about scripting!

Thanks to Yacek for the Polish translation.

Special thanks to the X Universe team for their kind hosting of the XRM.



Special thanks to SomeoneElse for the original SRM mod, without which none of this would have happened.


_________________

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Last edited by paulwheeler on Wed, 2. Oct 13, 17:42; edited 23 times in total
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modified
PostPosted: Fri, 15. Jul 11, 15:27    Post subject: Reply with quote Print

- CHANGELOG -


v1.30
---------

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)


v1.29b
---------

Fixed - Set the name of the sector "Transaction Denied" back to its vanilla AP name of "Lost Order" for the AP3.0 plot.


v1.29
---------

Fixed - Mistral reversed cargo sizes
Fixed - Broken external dock on Griffon
Fixed - Aquilo cargo reduction and price increase
Fixed - Skirnir price increase
Fixed - I/Z price disparity (AP)
Fixed - No war pack terran/commonwelth reps set to neutral (AP)
Fixed - Taipan gains weapon energy, recharge rates and rudder

AP3.0 Compatibility:
Fixed - Merged all necessary 3.0 changes into the XRM files
Fixed - Moved conflicting sector "Credits Received" (restart required to see this and thus play one of the new plots)
Added - New ships from AP3.0 renamed to Mercury Sentinel, Cheetah (acinonyx), Komodo (pteranodon)
Added - New ships added to shipyards except Cheetah, which is only available through the plot or at a research station


v1.28
---------

Fixed - Sentinel TSs rebalanced
Fixed - Mistral and Mistral Superfreighter rebalanced to be the Argon equivalent of a Sentinel TS
Fixed - Missing models on player bought Equipment Docks in TC
Fixed - Emeus gains speed and cargo.
Fixed - Otas ships get a rep requirement for purchase increase to match ATF levels.


v1.27
---------

Fixed - Misaligned turrets on Atlas and Bragi
Fixed - Sentinel TSs gain XL ware compatibility, flak in rear and some gain extra guns.
Fixed - Artemis size increased
Fixed - Emeus gains speed and cargo, but loses laser energy and a shield slot.
Fixed - All M6 prices increased
Fixed - Rear turret on Marlin
Fixed - description of Morrigu
Fixed - Hammerhead loses a shield slot, but gains speed, acceleration and turning
Fixed - Artemis loses a shield slot and cargo bay size, but gains speed, acceleration, laser energy and turning
Fixed - Heron gains power, turning, laser energy, hull strenght, speed and gun numbers
Fixed - All TL max cargo doubled
Fixed - ISR rebalanced
Fixed - Improved PALC sound effect
Fixed - Changed Betty pronunciation of MKI from "em kay one" to "mark one"
Fixed - Fixed pronunciation of "Xenon", "Rhy's Crusade", "Kuiper", "Avarice".
Fixed - Vestibule of Creation renamed to "Omega Expanse" to fix Betty (English only)
Fixed - toned down beep at the start of the "alert missile closing" phrase
Fixed - improved many sun textures
Fixed - Minor spelling and grammar errors in several descriptions

Added - New addon pack to disable the Argon/Terran war (AP)
Added - TS dock on Ryu
Added - Hull plating forge for sale in some Darkspace Showrooms
Added - New sector track for Menelaus Paradise
Added - New main menu music


v1.26
-----------

Fixed - Military Intel Network in TC.
Fixed - All M6s gain turning, acceleration, shield gen and laser energy.
Fixed - Removed readtext error from Otas Research Station in TC (it will be fixed the next time it jumps).
Fixed - Terran pirate actors always being Goners.
Fixed - Mass Driver bullet has reduced speed and range.
Fixed - Missing description from Mu Epsilon
Fixed - Slightly reduced Alpha Kyon OOS damage.
Fixed - PAR equip routine not allocating turret orders in AP.
Fixed - Yaki ship calls in SRST.
Fixed - Lance price
Fixed - Incorrect model for Goner Temple
Fixed - Laser alert warning in AP for Maintenance Pods
Fixed - Cluster blueprints being sold by Merchants
Fixed - Added XRM Missile Boats to OBS so they spawn stocked in missions
Fxied - Incorrect sector music in Nikkonofune.
Fixed - Several ships are renamed: Mule -> Mantis, Bat -> Blackbird, Rail -> Herron.

Added - Completely rebuilt race military jobs, with many now running the Defence Base Script for better response to enemies.
Added - More defences in race and corporation home sectors.
Added - Lasertower defences to Shipyards.
Added - Rep hit when using System Override Software.
Added - Terran Marines and training to Orbital Patrol Bases.
Added - New ships - Goner Crusader M3 and Paladin M2.
Added - New sounds for Plasma Burst Generator and Phased Array Laser Cannon.
Added - New Part 3 for the XRM featuring:
Added - Enhanced Betty with new effects and words.
Added - New sector music for Queen's Retribution, Ianamus Zura, Tempestine, Hell Forge, Talonfire.


v1.25
-----------

Fixed - Valhalla left/right turrets now turn in slightly.
Fixed - Increased Khaak corvette hull.
Fixed - Moved Tokyo model so that it intersects with the centre of the scene to help with bullet hits.
Fixed - Ensured correct fighter drone types are sold by merchants
Fixed - Removed jump drive deployment kits from bartering system as its price is too high to balance.
Fixed - Tepukai gains ST ware compatibility
Fixed - Rewritten CWP equip script to rebalance missile stocks, add extra wares to be dropped in battles and to rebalance boarding defences - See notes.
Fixed - Broken guardians
Fixed - PAR ships not matching the models or sounds of their standard couterparts.
Fixed - Rebalanced Patroclus
Fixed - Oceanus price
Fixed - Polacca and Mobile Mining Base Ship swapped so that the Polacca can be hired.
Fixed - Terraformer missile + laser loadouts
Fixed - Removed vanilla terraformer military jobs
Fixed - Altered Research Stations to sell new terraformer ships.
Fixed - Reconfigured Aamon Prototype weapons.
Fixed - various sector description typos
Fixed - M6 internal docks, Boron Equ. Dock and Argon Stock Exch fixes from Killjaeden.

Added - marines to boron military outposts
Added - Tepukai jobs
Added - More Bioscanner selling locations
Added - TC Corporation and Treasure Hunt Plots (AP)
Added - Enalbed AP Terran plot (AP)
Added - Argon and Terran Terraformer ships, plus jobs for each.
Added - New effect for Phased Repeater Gun.
Added - New sounds for PAC, PBE, FBL, MD, IRE, HEPT, PRG, IBL, PPG, PSG.
Added - New jump sound with charging noise with "Enhanced Betty" Addon Pack (AP)
Added - New sector track for Black HOle Sun.


v1.24
-----------

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.
Added - Special bounties for killing #EFFA and the Hive Queen.
Added - Advanced Universe for Albion Prelude.


v1.23
------------

Fixed - Refreshed all RRF jobs to make sure they are running the fixed XRM scripts after the AP update.
Fixed - Removed USC licence requirement for Terran Military Intel Network in TC.
Fixed - Updated Litcube's Missile Boat Resupply script to latest version.
Fixed - Adjusted balance of System Override Software and added hackerchip and ecell requirements. Price of hackerchips has been increased.
Fixed - Smoothed out all background textures to remove as many compression artifacts as possible (backgrounds pack).

Added - Polish translation.
Added - Hackerchips for sale at many locations.


v1.22
------------

Fixed - Broken Mobile Drilling System bullet.
Fixed - Reduced size and duration of CFA explosion.
Fixed - Shortened DMBC beam duration and increased rapid box to help it take out fighters.
Fixed - OWPs given small acceleration to stop them travelling forever if they happen to be moved.
Fixed - Small bug with the Terran Military Intel Network.
Fixed - Doubled the size of the Griffon.
Fixed - Improved some of the new sun textures and increased size variety.
Fixed - Corrupted HUD on Fujin Explorer.
Fixed - Various jobs fixes.

Added - New hotkey and script for System Override Software for claiming and taking over ships.
Added - More selling locations of the SOS.
Added - Xtra Update:
Added - New ship - The Otas Tempest.
Added - Model replacements for Shuri, Morrigu and Eurus.
Added - New turret models to all Argon capital ships (except Mk Is).


v1.21
------------

Fixed - Slight speed increase on the slower corvette/frigate class weapons.
Fixed - Slowed missile boat refire rates (AP).
Fixed - Repriced slaves, unfocused jumpdrive and police licences.
Fixed - Switched Ghoul and Shadow to use the same subtype to free one up for a new missile.
Fixed - Complete overhaul and bug fix of Race Responce Fleets (AP).

Added - New missile - Kha'ak Lance missile - for use by Sentinels.


v1.20
------------

Fixed - Lasertowers being given corrupt bounties. They now score generic bounties.
Fixed - All trail textures converted to dds format.
Fixed - Terran freight drone description (TC).
Fixed - Flagship/Commandship names not being spoken correctly.
Fixed - Matriarch's Thorn description.
Fixed - Argon peacekeeper start script coordinate typo (AP).
Fixed - Repriced Xenon and Khaak weapons to be much more expensive.
Fixed - Swapped Strong Arms Weapons Dealer XL race ownership to "Race 2" (now called "Independent") for compatibility with Phanon Corp.
Fixed - Repriced small HQs (e.g. Asteroid Bases).
Fixed - Improved Boron ship glow textures.
Fixed - Incorrect shaders on Boron Coelcanthe and Oceanus.

Added - Complete overhaul of X3 Merchant/Bartering System.
Added - Xenon and Khaak weapons and sector coordinates for sale via the new merchant system, as well as various other "helpful" information.
Added - Destroying enemy stations now scores bounties.
Added - Mining wares for sale in Terran space.
Added - Remaining missing ships for sale at various SYs (AP only).
Added - More selling locations for Heavy Dragon (AP only).
Added - Independent owned Privateer Trading Posts (AP only).
Added - New sun textures.
Added - Job sector ownership check for use with sector takeover scripts (AP only).
Added - New gate link between Venturer's Sentinel and Spires of Elusion (AP only).

v1.19c
------------

Fixed - incorrect shield gen values on Oceanus, Aquata and Megalodon
Fixed - missing sector error that crept into the TC map in 1.19 somehow...

Added - Compatibility with Apricotslice's AMS blueprints script for building weapons, stations etc. at HQs, as requested by a few users.


v1.19
------------

Fixed - Added optional set of scripts to fix some RRF behaviour such as PTP jumping, picking up random ships and instant emergency jumping. See notes below (AP)
Fixed - Bragi turret issues
Fixed - PAR Shipyard model now uses standard SY model as the old models were causing issues with RRF ships trying to dock at them (AP)
Fixed - Missing map links (AP)
Fixed - Artemis weapon compatibility (AP)
Fixed - Hull strengths on AP M7 carriers (AP)
Fixed - Atmospheric lifter price
Fixed - Valhalla not jumping - see notes below (AP)
Fixed - Medusa Vanguard for sale
Fixed - Boreas rear turret issue
Fixed - swapped Kyoto turret models to use Cadius' models (AP)
Fixed - Increased hit box length of all fighter weapons to stop them from passing through targets in low frame rate situations.
Fixed - AP SRST file now updated for XRM ships (AP)
Fixed - HQ production times, and money and resource requriements rebalanced - See notes below
Fixed - Added models for Xenon wreckage in Dark Space Cluster
Fixed - M/AML rebalanced as a mini-gauss type weapon with long range and fast bullet speed
Fixed - CWP weapon priorities relaxed to give a bit more variety in weapon spawning - see notes below
Fixed - Various other jobs tweaks

Added - New models for Boron Oceanus (AP) and Coelacanthe
Added - New ships - Paranid Poseidon M2L, Xenon X M8, Xenon R M3B
Added - New missile trails
Added - New gate link between Midnight Star and NJY's Deception (AP)
Added - New effects for IPG and M/AML
Added - Weapons to Kha'ak Military Transport
Added - New versions of all Equipment Docks and Trading Stations for player use with extended storage


v1.18
------------

Fixed - Maccana docks (AP)
Fixed - Terran Freight Drones with incorrect race settings
Fixed - Titan Mk1 down turret not firing
Fixed - Jump Beacon Price (AP)
Fixed - Reduced Kyoto dock numbers (AP)
Fixed - Reduced Hyperion rep required to buy
Fixed - Replaced Quasar model (TC)
Fixed - PAR equip script not equiping Sabre
Fixed - Nagoya gains speed, turning and a shield slot, and fixed its non-firing turret
Fixed - Tenshi description (TC)
Fixed - Erronious ships in some Argon shipyards
Fixed - TLs being full up with energy cells
Fixed - Timeout on Kha'ak jobs to stop sectors like Aldrin acting like sinks
Fixed - Further rebalancing of OOS combat (AP)
Fixed - Credits Received sector description (AP)
Fixed - Race Military Intel Networks now pick up military strikes in pirate sectors (AP)
Fixed - Replace Xenon I engine models with XRM style models(AP)
Fixed - Removed absurdly big collision spheres on AP 2.0 ships and replaced with proper DBox collision boxes(AP)
Fixed - Increase in pirate ship numbers(AP)

Added - New models for Acinonyx and Hawk
Added - Bounty system
Added - Race Responce Command Ships (AP)
Added - AP 2.0 content including new M7 carriers and the PHQ and HUB plots (AP)


v1.17
------------

Fixed - Removed Plutarch HQ in Ore Belt (AP)
Fixed - Removed trading stations that are doubling exchanges in Light of Heart and Lucky Planets (AP)
Fixed - Fighter and Recon drones stats (AP)
Fixed - Repositioned Cerberus turrets
Fixed - Improved Sirokos main gun and turret configuration
Fixed - Improved PSP and M/AM graphic
Fixed - M/AM now fires faster bullets so its more of a "mini-gauss", but remaining a specialist frigate weapon
Fixed - Rebalanced bomber and M7M missiles to account for new AP scripts (AP)
Fixed - Corrected Tau missile damage
Fixed - Vidar and Vidar Sentinel M5 docks
Fixed - Redesigned Earth sector so ships can remain on the sector map (AP)
Fixed - Some TC jobs (xenon and yaki) now use the new job scripts written for XRM:AP (TC)
Fixed - Improved pirate fighter patrol behaviour
Fixed - Various other jobs changes
Fixed - Added stock correction routine to weapons dealer scripts so they will no longer fill up with weapons.
Fixed - Missiles revert to their vanilla model sizes

Added - New models for Nagoya, Ariadne, Nexus and Quasar
Added - New ship - Medusa Vanguard
Added - Jumpdrive Deployment Kits
Added - Jump Beacons for sale (AP)
Added - Jobs and docks to Earth sector (AP)
Added - Weapon, Space Fuel and Space Weed fabs to pirate Shipyards


v1.16
------------

Fixed - Swapped Marlin model to vanilla AP model (AP)
Fixed - Reduced swarm missile warheads to five to help fps - increased damage to compensate (AP)
Fixed - Incorrect ships in ATF shipyards and certain ATF jobs (AP)
Fixed - Added missing factories to Magnir USC Shipyard (AP)
Fixed - Terran lasertowers now use standard lasertower model (AP)
Fixed - Changed name of AP Gunner to "Type IV" (AP)
Fixed - Replaced the doubled sector name of CEO's Welspring (AP)
Fixed - Added coordinates to the new Unknown Sectors names (AP)
Fixed - All TS Sentinel variants gain one shield slot (AP)
Fixed - Corrected weapons loadout on Aquata (AP)

Added - Jumpdrive and Trade Command Mk3 for sale in Terran space (AP)
Added - Atmospheric Lifter for sale (AP)


v1. 15
------------

Fixed - Incorrect race Silkworm fab in CBSE Shipyard
Fixed - Shadow Missile production numbers
Fixed - Turret alignments on Forseti, Bragi and Oedipus
Fixed - Updated Oedipus to latest model release
Fixed - CWP now spawns ships with energy cells in the cargo bay if a jumpdrive is spawned. so if jobs are able to jump, they will.

Added - Albion Prelude compatibility
Added - Terran-Argon War (AP)
Added - New military intelligence network (AP)
Added - Race border skirmishes and improved enemy race patrol logic (AP)
Added - Race Reponse jobs (AP)
Added - #effa cpu ship to the universe (AP)
Added - Expnobody's new Boron M1 (Aquata), and Pike and Guppy replacement models.


v1.14b&c
------------


Fixed - Bragi Alignment issues
Fixed - Missing textures from Verdandi Sentinel
Fixed - Daedalus and Norns texture issues
Fixed - Removed emissive colour from Vidar, Vidar Sentinel, Verdandi Sentinel and Norns
Fixed - Collosus Mk1 turret cockpit issue

Added - New Boreas model


v1.14
---------

Fixed - Altered Terran pirates so they spawn further out of sectors and slightly less often
Fixed - Some inaccurate descriptions
Fixed - Toucan Prototype Cockpit position
Fixed - All M6s now only have a single M5 dock (except Hyperion)
Fixed - Odysseus moved to the centre of its scene
Fixed - All Mk1 capital ships have been retextured, resized and any model anomalies fixed
Fixed - Griffon model error
Fixed - Xenon G missile tubes reduced to 20
Fixed - Various other jobs fixes
Fixed - Medium weapon energy usage reduced so M6s can fire for longer

Added - 9 new ships
Added - New "Advanced Universe" addon pack
Added - Aldrin military patrols
Added - All M6s gain an extra shield slot
Added - All M5s, M4s, M3s and M6s gain 20m/s on their top speed
Added - All Superfreighters can now mount their race's frigate anti-fighter weaponry
Added - Increased inter-race weapon compatibility on all advanced/prototype ships


v1.13
---------

Fixed - Altered Osprey Sentinel weapon loadout
Fixed - Mammoth Mk1 Dock
Fixed - Cockpit positions of Enhanced Mercury and Mercury Prototype
Fixed - Incorrect impact effect for Shadow Missile
Fixed - Rebalanced Xperimental Shuttle's turning
Fixed - increased speeds of Titan and Ray
Fixed - Reduced damage for Kha'ak missiles

Added - Five new terran missiles, including selling locations and factories
Added - New livery for ATF capital ships
Added - Jumpdrive selling locations in Paranid and Teladi space


v1.12
---------

Fixed - Removed incorrect weapons from ED in Ocean of Fantasy
Fixed - Drake Rebalanced
Fixed - Ocelot gains some speed
Fixed - All M6s gain some laser energy
Fixed - Rebalanced some weapons - especially Split
Fixed - Incorrectly TPC labelled gamestarts
Fixed - Incorrect products and resources at Terran shield fabs


Added - More Blizzard selling locations.
Added - Many new weapon impact effects, mainly for heavy weapons
Added - New Fusion Bomb Launcher bullet effect


v1.11
---------

Fixed: Terran pirate ships rebalanced
Fixed: Missile boats script updated
Fixed: M8s gain gunparts on their missile turrets and gain cargo space
Fixed: M3Bs lose gunparts on their missile turrets and gain cargo space
Fixed: Some missiles rebalanced to fit new missile scripts
Fixed: Game starts "Lost Lar" and "Unholy Traiter" - start ships enhanced
Fixed: Various other jobs tweaks
Fixed: CWP updated to pick up M3Bs as missile boats

Added: Blizzard missile - replaces Remote Guided Warhead
Added: Two new missile trail types


v1.10
---------

Fixed: Tweaked Terran trade jobs numbers to better server the economy.
Fixed: Tweaked Yaki spawning configurations.
Fixed: Terran Recon M5s now spawn so MBRR will now report in Terran sectors
Fixed: Slight animation quirk on PSG
Fixed: Reworked all beam textures
Fixed: Rebalanced PALC to better match other antifighter weapons
Fixed: Terran M7M missile speeds
Fixed: Enabled some Terran trader jobs to trade outside of their own race
Fixed: Various other jobs tweaks

Added: Terran pirate liveries
Added: Repaint for Xperimental Shuttle and resized model down to M3+ size.
Added: New lasertower beam model
Added: Included Litcubes Missile Boat script
Added: Litcubes missile resupply jobs


v1.09
---------

Fixed: Missing quotes on Dukes Redemption flagship
Fixed: Terran Asteroid Base not deploying correctly
Fixed: Thuruk's Inc HQ north gate was set as east (you'll only see this fix in a new start - but its only cosmetic)
Fixed: Elite weapons dummy error when using cockpit packs
Fixed: A New Home plot reward
Fixed: Ion Disruptor now does some slight hull damage
Fixed: Enemy respawn times reduced so there is a better flow of enemies
Fixed: Changed job scripts for several military jobs so they are homebased to a Military Outpost for MBRR use
Fixed: Various other jobs fixes and tweaks

Added: All M7Ms now have a set of defensive turrets
Added: Privateer jobs - some will trade, some will fight.
Added: Racing ships to Freedoms Reach
Added: An XRM compatible version of the All Plots Complete script by Dillpickle

v1.08b
---------

Fixed - Reduced Terran pirate clan spawning slightly
Fixed - PAR equipping script from spawning incorrect weapons on some ships


v1.08
---------

Fixed - Docking numbers in Lotan's description
Fixed - Removed Ion Mine from Uranus 2
Fixed - Ion Cannon spawning by jobs
Fixed - Pollaca built in components and price
Fixed - Removed nameless dock from Family Rhonkar
Fixed - South Gate rotation in Ventura's Sentinel
Fixed - Raven missile compatibility
Fixed - Various jobs fixes, including increasing cluster numbers and reducing terran military numbers a little.

Added - A Terran pirate clan which spawns in the outer solar system sectors
Added - New music tracks for various XRM sectors, utilising existing but unused vanilla tracks (also gave one to Paranid Prime, Legends Home and Elysium of Light)*


v1.07b
---------

Fixed: Advanced Destroyer regains its pre-1.07 gun numbers
Fixed: Advanced Carrier gains one shield slot
Fixed: Corrected gate icons for Terran jump gates


v1.07
---------

Fixed: Missing universe map links
Fixed: Removed broken Spacefly Farms
Fixed: Incorrect pirate capital prices
Fixed: Incorrect rotation on some gates
Fixed: Weapons loadout on Raven and Advanced Heavy Osprey
Fixed: Baldric Miner trail
Fixed: Replaced faulty vanilla Yaki shipyard model with standard SY
Fixed: Replaced Mass Driver bullet model to aid with fps drops (used for FAA and CFA too)
Fixed: Removed erroneous HEPT forge in Aladna Hill
Fixed: Ownership of SSC forge in Uranus 2
Fixed: Various jobs fixes
Fixed: Various universe fixes*
Fixed: A New Home sector registration cost reduced and sector renamed
Fixed: Changed name of Boron Ion Frigate to Sturgeon

Added: Several new sectors and some links redirected*
Added: Terran TOAs converted into Terran jumpgates*
Added: Updated Xtra mod to latest release with new ships and updated models
Added: Extra wares to Yaki docks*
Added: Angel in more shipyards
Added: Made the Unknown Object M6 uncapturable???
Added: Extra Kha'ak jobs and redistributed existing jobs.
Added: enabled the spawning of Kha'ak jobs in Terran space and the spawning of all cluster formations, including the "super cluster".


v1.06b
---------

Fixed: Terran LOWP incorrect model
Fixed: Missing station names in ATF Forceti
Fixed: Slight jobs fix where an Osaka was being called rather than a Tyr


v1.06
---------
Fixed: USC engine flares being too big
Fixed: Snotra missing engine flares
Fixed: Holy Dimensions typo
Fixed: Zephyrus price and weapon loadout
Fixed: Preacher Void Trinity Corp Showroom ownership
Fixed: Mercury Prototype weapons
Fixed: Improved pirate job spawning
Fixed: Varius other jobs fixes

Added: Asteroid bases for sale
Added: Polacca description


v1.05
---------
Fixed: Khaak M1 and M2 beams appearing at distance
Fixed: Removed rogue SY for sale at Antigone Memorial ED
Fixed: Added Hammer Torpedo fabs to two Argon SYs
Fixed: Missing map link
Fixed: Added sale location for Snotra
Fixed: Various jobs fixes

Added: Boarding Pod compatibility to Skirnir
Added: Paranid habitation module on Paranid Equipment Docks
Added: New spacedust texture
Added: New XRM patrol script for xenon and pirate jobs
Added: Script to remove erroneous Military Base added by MBRR


v1.04c
---------
Fixed: minor jobs fixes.
Fixed: extended the ship choice for missions to use all the new XRM pirate ships.
Fixed: securiy level of Pluto, Oort Cloud and Kuiper Belt set to "border" - only available with a new game start.


v1.04b
---------
Fixed: minor issues with gamestarts
Fixed: minor jobs fixes (including removing the rearguard bombers)
Fixed: tweaked TWare prices.


v1.04
---------
Fixed: Dolphin Tanker Cockpit
Fixed: Asteroid/Gate collision in Loomanstrats Legacy
Fixed: AP Gunner weapon loadout
Fixed: Weapons Dealers wares for sale and shielding issue
Fixed: Missing missile types on some teladi capitals
Fixed: Sped up laser tower turning speeds
Fixed: Reduced DMBC duration
Fixed: Increased script delay at gamestart
Fixed: Redistributed Xenon and Pirate jobs
Fixed: Various other jobs fixes

Added: cargo bay lifesupport to capitals as built in ware
Added: New Terran TL - Polacca (vanilla MMBS model)
Added: Boron habitation module on Boron Equipment Docks
Added: More hireable TLs and a Terran hireable TL


v1.03a
---------
Fixed - Damaged universe file from 1.03 release
Fixed - Wrong product at FUBL forges
Fixed - Swapped ion and tracker mine forge products
Fixed - Game starts


v1.03
---------
Fixed - Incorrectly aligned gates
Fixed - Demeter Miner rear gun not firing
Fixed - Incorrect gate ID in McCallum Relay
Fixed - Griffon weapon loadout
Fixed - Removed blank Xenon wreckage models in Dark Space Cluster
Fixed - Incorrect owner of trading station in Pilgrims Casino
Fixed - Put special weapon subtype back onto fighter drones
Fixed - Adjusted Boron weapon subtypes to improve loadouts
Fixed - CWP priorities tweaked for better ship loadouts
Fixed - Moved all sounds and textures into Part 1 so updating in future will be even quicker
Fixed - Missing OWP hotkey script from SPK version
Fixed - PPG description

Added - Two new sector links in Terran space
Added - Sound effect for Dark Matter Beam Cannon


v1.02
---------
Fixed - various universe errors
Fixed - Pirate Elite main guns
Fixed - Keris not equiping with the right weapon - it now equips with the EMR.
Fixed - Research Station description ID mismatch
Fixed - Various jobs fixes
Fixed - Megalodon weapons loadout
Fixed - spawning of Khaak weapons
Fixed - game starts

Added - two new game starts
Added - increased laser energy on Cormorant and Pteranodon


v1.01
--------
Added missing Globals file
Fixed incorrect Split TS/SP loadouts
Fixed missing names on docks in ATF Forceti


v1.00
----------

Initial release.



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Last edited by paulwheeler on Wed, 2. Oct 13, 17:40; edited 68 times in total
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Mizuchi





Joined: 10 Feb 2011

Location: Tokyo, Japan

modified
PostPosted: Fri, 15. Jul 11, 15:30    Post subject: Nyan~ Reply with quote Print



So, as of the 17th of August, I am no longer involved in any updates after v1.06. XRM is now fully under Paul's control again, and I am totally out of the game for reasons stated in graphical form above!.

(I'm off to Japan!)

Thanks to everyone for their support, and thanks in advance to everyone for their future support (of Paul, especially).

It's been a lot of fun working with Paul and getting XRM out to you guys, and I'm pretty proud of what we've accomplished here and all the improvements we've made to X3TC in the process.

Maybe I'll see you all in a year or so. Cool

(That said, Paul knows how to get a hold of me.)

Be good! (Or at least some approximation of it!)

(And don't touch my stuff!)


[18.08.11] Edit: XRM Game Start Overview List


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Last edited by Mizuchi on Thu, 18. Aug 11, 21:32; edited 8 times in total
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Kadatherion





Joined: 25 Nov 2005



PostPosted: Fri, 15. Jul 11, 15:32    Post subject: Reply with quote Print

Oh no, not the ponies too!! Laughing



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creidiki





Joined: 15 Apr 2004
Posts: 472 on topic
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PostPosted: Fri, 15. Jul 11, 15:49    Post subject: Reply with quote Print

I guess there'll be a full list of changes in the downloads?


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killerog
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Joined: 28 Oct 2005
Posts: 2538 on topic
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PostPosted: Fri, 15. Jul 11, 15:55    Post subject: Reply with quote Print

Sounding very good paulwheeler Cool Good to see my capital ship effects are being put to good use(and improved).

Have to give this a blast at some point in the near future.

Edit just read that its still compatible with my KOG mod. Guess that gives me a few options to create missions for your mod now as well.


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blspblackdeath





Joined: 08 Mar 2007
Posts: 23 on topic

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PostPosted: Fri, 15. Jul 11, 16:14    Post subject: Reply with quote Print

COMPATIBILITY Question:
What's with Luckies Script Collection?

With his economic scripts the game would be perfect. Smile

By the way XRM sounds fantastic.

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paulwheeler





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PostPosted: Fri, 15. Jul 11, 16:19    Post subject: Reply with quote Print

blspblackdeath wrote:
COMPATIBILITY Question:
What's with Luckies Script Collection?

With his economic scripts the game would be perfect. Smile

By the way XRM sounds fantastic.


I think they will be fine.


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paulwheeler





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PostPosted: Fri, 15. Jul 11, 16:21    Post subject: Reply with quote Print

creidiki wrote:
I guess there'll be a full list of changes in the downloads?


There were so many changes, Mizuchi and me were just going at it. If we'd kept a record it would have taken another two weeks for release.

The main changes from the SRM are the universe changes, weapon racialisation, new weapons and the custom jobs.


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Kadatherion





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PostPosted: Fri, 15. Jul 11, 16:21    Post subject: Reply with quote Print

In the meanwhile I'm cleaning my installation from the things that are now redundant (bye bye EES, bye bye customized mus...), and re-extracting what I plan to merge in once again.

You mentioned there would have been "partial compatibility" with Immersive Environments in the SRM thread. When you've got a minute of break could you give us specifics? A simple fake patch load order would overwrite it as needed, or should we remove something in its cat/dat to avoid issues?

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Mizuchi





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PostPosted: Fri, 15. Jul 11, 16:26    Post subject: Reply with quote Print

paulwheeler wrote:
There were so many changes, Mizuchi and I were just going at it. If we'd kept a record it would have taken another two weeks for release.


You should have seen the change list I was keeping for the Universe Expansion ALONE before I thought, well, forget that then. Rolling Eyes


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paulwheeler





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PostPosted: Fri, 15. Jul 11, 16:29    Post subject: Reply with quote Print

Kadatherion wrote:
In the meanwhile I'm cleaning my installation from the things that are now redundant (bye bye EES, bye bye customized mus...), and re-extracting what I plan to merge in once again.

You mentioned there would have been "partial compatibility" with Immersive Environments in the SRM thread. When you've got a minute of break could you give us specifics? A simple fake patch load order would overwrite it as needed, or should we remove something in its cat/dat to avoid issues?


I've added Immersive Environments to the compatibility notes above.


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