So make XRM great again

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I have expected such an answer - anyway, many thanks for creating XRM! You have created many hundreds of hours of joy playing XRM for me, and still counting!Mizuchi wrote:I've been out of the X3 game (literally!) for the better part of a decade, and Paul said that that was heavily into his music these days.BlackArchon wrote:While you are here, do you got any plans or ideas for a further development of XRM?
I think whatever the most "recent" version was is probably the final version.
My input had mostly stopped before that version, too (I moved to Japan).
It is what it is, and I'm just amazed (and happy) that people are still getting enjoyment from it.
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My customizer tool has options for those, if you are inclined to take the time to set it up. Personally, I have respawn timers doubled plus an extra 15 minutes, and the number of khaak invasion groups cut by up to 80%. There is also an option for adding equipment to ships, and a wrapper could be stuck on that to filter for PAR ships instead of listing them all out manually.Lone Machete wrote:It could use some real dedication like adding options to adjust enemy spawnrate (its really high) or a possibility to add software onto PAR ships..
Sounds like a corrupt installation to me. I'm playing XRM on the latest AP version and it works fine. Maybe you should try to install it again, going through the installation manual 1 by 1 since I can imagine, that you missed the part where you should add some files into the X3 TC folder and the rest into the addon (=AP) folder. If you are on the way to install the game again, i highly recommend you to get the complex cleaner mod and install the files on a lower number than XRM to make it work.O'Shavah wrote: list of issues I've noticed:
- some terran shipyards are named "Argon Federal Shipyard"
- ATF usuing mammoths
- terrans using split asps
- no terran/argon "border friction"
- rapid response ship spawning as hostile to me while dealing with a NPC a 'threat" (which i spawned in for testing purposes due to above) even though I had high reputation with them
I left you a note on the topic regarding your customizer. Many thanks for the hint 'thou.SirNukes wrote:My customizer tool has options for those, if you are inclined to take the time to set it up. Personally, I have respawn timers doubled plus an extra 15 minutes, and the number of khaak invasion groups cut by up to 80%. There is also an option for adding equipment to ships, and a wrapper could be stuck on that to filter for PAR ships instead of listing them all out manually.Lone Machete wrote:It could use some real dedication like adding options to adjust enemy spawnrate (its really high) or a possibility to add software onto PAR ships..
Unless you made a wall file, you shouldn't need the CAT/DAT files. A quote from Litcube: "FOR THE MOTHER OF GOD, YOU DO NOT NEED THE CAT/DAT IF YOU ARE NOT MAKING A WALL FILE. PLEASE FOR THE LOVE OF CHRIST, READ THIS. PLEASE UNDERSTAND THAT YOU ONLY NEED THE SCRIPT TO RUN BOUNCE. FOR ALL THAT IS HOLY; PLEASE."O'Shavah wrote:it was bounce causing issues.... i set the DAT/CAT files higher than XRM. things seem to fine after I set them as a lower number. I assume no civilian mods will totally screw things up, which is a shame. does anyone know a XRM AP friendly mod? the one I looked at changes the jobs file. so definitely a no go.
I don't know of an existing no-civ mod for xrm, but you could make one. Either manually edit the jobs file to set a 0 for job count on all jobs tagged as civilians, or use my customizer with the Adjust_Job_Counts transform, matching on 'classification_civilian', to automate the process. Existing civilians will still fly around, but no new ones should be created.O'Shavah wrote:I assume no civilian mods will totally screw things up, which is a shame. does anyone know a XRM AP friendly mod? the one I looked at changes the jobs file. so definitely a no go.
I have gone through all the same games with the same conclusions. Fun while I was playing, but no staying power like X3 (with mods).Mizuchi wrote:I've been out of the X3 game (literally!) for the better part of a decade, and Paul said that that was heavily into his music these days.BlackArchon wrote:While you are here, do you got any plans or ideas for a further development of XRM?
I think whatever the most "recent" version was is probably the final version.
My input had mostly stopped before that version, too (I moved to Japan).
It is what it is, and I'm just amazed (and happy) that people are still getting enjoyment from it.
The only reason I even dropped by was because I just finished Starpoint Gemini: Warlords (which is great until you reach end-game and there's nothing left to progress to), happen to be a bit excited about the prospect of X4, and was like "do I want to play X3TC again?" because there isn't a lot to scratch that itch.
Starpoint Gemini 2 and Warlords come close but, again, most of that game is a progression-to-the-next-big-ship game. They lack the end-game "what do I want to do now that I have a big ship?" content that X3TC has.
Rebel Galaxy has that same issue. It's great until there's not much point in continuing to play it.
I absolutely love Elite: Dangerous, too, but that's very much a seasonal kind of game for me.