[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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AbaddonReq
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Post by AbaddonReq » Mon, 29. Sep 14, 23:18

Edit: A little big

http://imgur.com/uM6qRgL

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Liath
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Post by Liath » Tue, 30. Sep 14, 03:47

Hey paul..
I'm not sure where I messed up, but... I figure i did. Which file determines if betty says all the new ship/weapon/etc names?

I re-installed, because ADS... just stopped working (I wish someone could update it without adding anything, ADS-RW looked neat but was utterly broken for me)
I think I may have installed something out of order, and don't want to have to re-do everything and end up with the same problem, so if you could tell me where I goofed, I'll see about fixing it.

EDIT: I'm a flippin idiot. Re-read the installation instructions, and forgot to remove the default betty file.
If I seem super-critical lately, it's due to having played X2 and X3, which were awesome games. X:R's release was a hard fail, however there *were* improvements, especially with stations, capitals, and capturing/boarding. X4 right now feels like the best parts of X2/3 and Rebirth all got thrown out the friggin window. I'm honestly hopeful that X4 will turn out awesome, but I'm already hugely disappointed in ES as I have seen them do better and really expect more from them.

paulwheeler
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Post by paulwheeler » Tue, 30. Sep 14, 12:50

AbaddonReq wrote:Edit: A little big

http://imgur.com/uM6qRgL
Right - this is being caused by Windows hiding your file extensions.

Your XRM files are actually called 05.cat.cat.

In Explorer, click on Organise -> Folder and Search Options -> View.

Uncheck "Hide extensions for known file types".

Then rename your XRM cat/dats.

AbaddonReq
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Post by AbaddonReq » Tue, 30. Sep 14, 18:25

You are awesome, that worked. I don't know how I never noticed that before.

Kuroro
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Post by Kuroro » Tue, 30. Sep 14, 22:58

It's nice to still see activity in this thread, keep up the good fight Paul, I was thinking I'd do a reinstall soon! :D

Otterbear
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Post by Otterbear » Wed, 1. Oct 14, 00:29

I'm having a problem with my Boron Dolphin XL not being able to purchase Silicon chips (Labeled XL).

EDIT: Never-mind, I fixed it myself. The Boron Dolphin XL can only handle freight up to Med size. Kinda find the XL designation a bit misleading to say the least. :roll:

I made the mistake of purchasing an Argon SPP Med (supposedly does not require primary resources.) Turns out I was wrong. :cry: Well, there is some money I'd like back. The encyclopedia says that there is NO primary resource requirement, but the normal requirements are there after placement. Is this correct or has something gone horribly wrong?
Last edited by Otterbear on Wed, 1. Oct 14, 16:58, edited 1 time in total.

Fiesgesicht
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Post by Fiesgesicht » Wed, 1. Oct 14, 13:32

How does the game react if you change some race or pirate sector to neutral (via Universe.xml)? Does it effect ship spawning? I'm dreaming of my own little corner of unclaimed sectors to start my empire. Sadly there are few regions where you have more than one or two adjacent unclaimed sectors.


@Otterbear If you compare SPPs to single factories they are heavily expensive. But if you compare them to the entire complex costs it evens out just fine. A Complex of ~60 Stations powered by 3 SPP XL costs something around 350mil (maybe more). There, the prize of 60mil doesn't seem that crazy.

Otterbear
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Post by Otterbear » Wed, 1. Oct 14, 16:57

Fiesgesicht wrote:@Otterbear If you compare SPPs to single factories they are heavily expensive. But if you compare them to the entire complex costs it evens out just fine. A Complex of ~60 Stations powered by 3 SPP XL costs something around 350mil (maybe more). There, the prize of 60mil doesn't seem that crazy.
Thanks Fiegesicht,

Yea I guess once you have a few factories producing, you can make your money back. Have the "no resource" SPP's been removed from XRM, or have I just failed to find the right supplier?

Fiesgesicht
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Post by Fiesgesicht » Wed, 1. Oct 14, 17:22

Otterbear wrote: Have the "no resource" SPP's been removed from XRM, or have I just failed to find the right supplier?
As far as I know there are no player versions of resource free SPPs. There is a NPC version that is not for sale.

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Sorkvild
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Post by Sorkvild » Wed, 1. Oct 14, 17:48

How goes the update patch, anytime soon ?
Can't wait to start a new game and get back to XRM. Been playing LU lately, but somehow XRM gives me more fun :)
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!

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Informer
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Post by Informer » Wed, 1. Oct 14, 22:02

Hello Paul,

Maybe I was ask before, but this topic is so long.

Was there a reason way you did remove the installer for XRM. I do still have them on my harddrive, and someone on the steam forums did ask for a XRM installer.
I did download the xrm installer, but personally I never used them because I had already installed XRM the old way.
So was there a reason why you did remove the installer links from this forum?
Did the installer not work?

Thanks

paulwheeler
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Post by paulwheeler » Wed, 1. Oct 14, 23:26

Otterbear wrote:I'm having a problem with my Boron Dolphin XL not being able to purchase Silicon chips (Labeled XL).

EDIT: Never-mind, I fixed it myself. The Boron Dolphin XL can only handle freight up to Med size. Kinda find the XL designation a bit misleading to say the least. :roll:
That is not correct. If the xrm is correctly installed, the only the Dolphin Tanker is unable to carry XL wares. I suspect you have a mod conflict or the xrm is nor correctly installed.

You should be seeing a new ware size - XXL. Are you seeing new xrm content such as ships, sectors etc?

paulwheeler
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Post by paulwheeler » Wed, 1. Oct 14, 23:27

Sorkvild wrote:How goes the update patch, anytime soon ?
Can't wait to start a new game and get back to XRM. Been playing LU lately, but somehow XRM gives me more fun :)
I was working on it on tuesday. Im going to try and get it out by the end of next week.

paulwheeler
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Post by paulwheeler » Wed, 1. Oct 14, 23:29

Fiesgesicht wrote:How does the game react if you change some race or pirate sector to neutral (via Universe.xml)? Does it effect ship spawning? I'm dreaming of my own little corner of unclaimed sectors to start my empire. Sadly there are few regions where you have more than one or two adjacent unclaimed sectors.


@Otterbear If you compare SPPs to single factories they are heavily expensive. But if you compare them to the entire complex costs it evens out just fine. A Complex of ~60 Stations powered by 3 SPP XL costs something around 350mil (maybe more). There, the prize of 60mil doesn't seem that crazy.
Yes - changing the race should stop some pirate spawning - but not all.

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Informer
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Post by Informer » Thu, 2. Oct 14, 00:24

Informer wrote:Hello Paul,

Maybe I was ask before, but this topic is so long.

Was there a reason way you did remove the installer for XRM. I do still have them on my harddrive, and someone on the steam forums did ask for a XRM installer.
I did download the xrm installer, but personally I never used them because I had already installed XRM the old way.
So was there a reason why you did remove the installer links from this forum?
Did the installer not work?

Thanks
Paul?

paulwheeler
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Post by paulwheeler » Thu, 2. Oct 14, 08:32

I didnt remove the installer. Ive not ever gotten round to linking to it on the first page.

My only concern is that it only works in a pure XRM environment and i doubt there are many who run like that. The advantage of the manual install is that people learn how the cat/dat system works - saves me hassle in the long run when it comes to installing updates and other mods.

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Informer
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Post by Informer » Thu, 2. Oct 14, 16:53

Ok thanks Paul,

and agree about the learning part, I did learn it that way too.

lol. and if you never came around to post the link, then I cannot remember :?: where I got the installer from. Must be a other side then. But that doesn't matter.

Thanks, and I looking forward for your next update.

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Liath
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Post by Liath » Fri, 3. Oct 14, 10:17

I have a request/suggestion if possible. I finally nabbed myself a capship (atlas) in this round, and... the beams are nice, but the burn time is so long it causes a lot of mistaken hits, causing everyone to get all grouchy when I'm in the same sector.

I find that the xenon beams tend to be right at the perfect length (they don't seem to waste 2-3 seconds just burning at nothing), making a cool effect as they drag across a ship, but not so long that its hitting nothing for 2 seconds at the end... or that allied capship that decided to look at the pretty lights.

Is there a way you could tweak the beam weapons a bit?
Last edited by Liath on Fri, 3. Oct 14, 10:19, edited 1 time in total.
If I seem super-critical lately, it's due to having played X2 and X3, which were awesome games. X:R's release was a hard fail, however there *were* improvements, especially with stations, capitals, and capturing/boarding. X4 right now feels like the best parts of X2/3 and Rebirth all got thrown out the friggin window. I'm honestly hopeful that X4 will turn out awesome, but I'm already hugely disappointed in ES as I have seen them do better and really expect more from them.

gilboa
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Re: Can I sell my Mammoth?

Post by gilboa » Fri, 3. Oct 14, 10:17

Otterbear wrote:No - I'm not flying it myself. It is not my only ship. (though that could cause this problem I guess.)

Yes - I do have the trading system extension installed on current ship(Nexus). I have tried trading/selling this ship while personally being docked at the same station and NOT being docked with the same station. I may have to be glad for the 24 million credits and just "cheat" it out of existence.

I can't even get it to fly to another sector...it won't go through the warpgates.
I had similar issue with a captured TL.
In the end, I simply used the transport device on my M6 to jump on-board the ship, order my M6 to follow the TL ship, and docked it manually.
Once docked, I switch to the M6 and sold the bugged TL.

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.

paulwheeler
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Post by paulwheeler » Fri, 3. Oct 14, 22:55

Liath wrote:I have a request/suggestion if possible. I finally nabbed myself a capship (atlas) in this round, and... the beams are nice, but the burn time is so long it causes a lot of mistaken hits, causing everyone to get all grouchy when I'm in the same sector.

I find that the xenon beams tend to be right at the perfect length (they don't seem to waste 2-3 seconds just burning at nothing), making a cool effect as they drag across a ship, but not so long that its hitting nothing for 2 seconds at the end... or that allied capship that decided to look at the pretty lights.

Is there a way you could tweak the beam weapons a bit?
That is deliberate. The Argon and Terran beams are the most powerful weapons in the xrm, but they are not intended to replace PPC, rather they are specialist weapons for taking out large capitals and stations. They are intended to act like the beams in Freespace 2- good against a cap ship, useless against anything smaller. The Xenon beam doesnt do as much damage.

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