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

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

Post by Pyre » Sat, 3. Apr 21, 08:11

Hi All,

Hoping some people here can help me with this, or confirm a few suspicions I have about this mod - to set the scene:
I have built up my little empire around Avarice with Frigate/Corvette Patrols going through New Income to Montalaar
I have OWPs at each of the New Income Gates
I have some SPP and homebased TMs scattered around the universe, mainly in the core sectors of the various races


Does XRM have a 'job' which spawns Xenon/Pirate/Khaak fighters to jump the player's assets? I've noticed a LOT of "attention, one of your ships is under attack at [random sector]" - only to arrive there after my TM is dead.
If it does - any way to tone this down or make it stop? I'm all for the fun Xenon invasions and whatnot, but specifically targeting the player's assets is just an annoyance as replacing TMs is about as fun as socking myself in the head.

The race's sector patrols are obviously useless, so really hope someone can provide answers - otherwise I'm probably going to drop this mod since I can't see a way to 'secure' an area of space short of providing each of my current and future traders with corvette escorts - which I'm not going to do.

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

Post by Khaakbuster » Sat, 3. Apr 21, 11:13

Xenon ships usually come from Xenon sectors. Sometimes they get blown to pieces by sector patrols, but more often they get through and sometimes they wipe out a whole sector. Especially the split are totally underpowered in XRM and can't shoot down a single M7. In my game the Xenon controlled all the sectors from Zyarth's Dominion to Family Njy. I had to place two large OWPs on every gate in each of those sectors and jump in with a fleet of destroyers to clean up the mess.

Khaak appear as clusters and split up at some point and then they attack everything in the sector.

Pirates should come from pirate bases/sectors.

All of these will attack anything they consider a hostile target. IIRC, Teladi are not hostile to pirates, which may leave your assets as the only target in Teladi sectors.

Your OWPs won't do anything in X3TC unless you have OOS Combat Rebalance installed. Version 2 only works with vanilla X3 TC. Version 1 works with XRM. You'd want version 1. It has some design flaws and bugs, but it's still better than running vanilla scripts.

Consider yourself lucky that you aren't playing X-Tended mod. In X-Tended your are the ONLY target to pirates in ANY sector and all pirates that spawn will go after your assets. I don't know who came up with that stupid design decision, but it took me some time to analyze and properly fix at least the constant attacks on satellites. I don't mind sporadic attacks on traders, they will jump to safety and such attacks are what pirates are known for. Attacks on complexes can be prevented with OWPs.

If you want to use traders a lot, I highly recommend MK3 Improvement Reloaded.

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

Post by Pyre » Sun, 4. Apr 21, 13:49

Khaakbuster wrote:
Sat, 3. Apr 21, 11:13
Xenon ships usually come from Xenon sectors. Sometimes they get blown to pieces by sector patrols, but more often they get through and sometimes they wipe out a whole sector. Especially the split are totally underpowered in XRM and can't shoot down a single M7. In my game the Xenon controlled all the sectors from Zyarth's Dominion to Family Njy. I had to place two large OWPs on every gate in each of those sectors and jump in with a fleet of destroyers to clean up the mess.

Khaak appear as clusters and split up at some point and then they attack everything in the sector.

Pirates should come from pirate bases/sectors.

All of these will attack anything they consider a hostile target. IIRC, Teladi are not hostile to pirates, which may leave your assets as the only target in Teladi sectors.

Your OWPs won't do anything in X3TC unless you have OOS Combat Rebalance installed. Version 2 only works with vanilla X3 TC. Version 1 works with XRM. You'd want version 1. It has some design flaws and bugs, but it's still better than running vanilla scripts.

Consider yourself lucky that you aren't playing X-Tended mod. In X-Tended your are the ONLY target to pirates in ANY sector and all pirates that spawn will go after your assets. I don't know who came up with that stupid design decision, but it took me some time to analyze and properly fix at least the constant attacks on satellites. I don't mind sporadic attacks on traders, they will jump to safety and such attacks are what pirates are known for. Attacks on complexes can be prevented with OWPs.

If you want to use traders a lot, I highly recommend MK3 Improvement Reloaded.
I wish what you said was true - I'm currently set up in Avarice with OWPs covering both sides of the two gates with 100% coverage of the actual lanes (i.e nothing goes in and out without being in range of the OWPs), and have seen pirates flying around Avarice, while Xenon fighters "spawn" from a gate from the Eta Psi gate in Enduring Light to nuke one of my freighters picking up stuff from M148 - I also have significant forces in Eta Psi, so its just not possible that a Xenon fighter wing would spawn there.
I'm guessing the mod has just put AL scripts in place to target the player's assets for "challenge".

Appreciate your time and effort with the post though.

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

Post by Vheissu » Wed, 7. Apr 21, 19:18

Any recommendations for scripts/mods that complement XRM? I'm playing a salvage oriented playthrough with some proper manufacturing once I get a larger fleet. I'd also appreciate any tricks or scripts to help keep the economy alive without spamming my own traders. Its a bummer when the Terran factories disappear or an unlucky Xenon spawn manages to wipe out some of the more rare factories.

Stuff already installed and working (so far):
XRM
Bounce
MARS
Salvage Command Suite
CODEA and recommended scripts for it
NPC Bailing
Khaakbuster wrote:
Sat, 3. Apr 21, 11:13
Your OWPs won't do anything in X3TC unless you have OOS Combat Rebalance installed. Version 2 only works with vanilla X3 TC. Version 1 works with XRM. You'd want version 1. It has some design flaws and bugs, but it's still better than running vanilla scripts.

Consider yourself lucky that you aren't playing X-Tended mod. In X-Tended your are the ONLY target to pirates in ANY sector and all pirates that spawn will go after your assets. I don't know who came up with that stupid design decision, but it took me some time to analyze and properly fix at least the constant attacks on satellites. I don't mind sporadic attacks on traders, they will jump to safety and such attacks are what pirates are known for. Attacks on complexes can be prevented with OWPs.

If you want to use traders a lot, I highly recommend MK3 Improvement Reloaded.
Thanks, this is useful!

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

Post by Khaakbuster » Thu, 8. Apr 21, 11:23

Here is some stuff that I used with XRM: All of the above have been modified by me, to fix bugs and implement new features, but the defaults are already quite good.

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

Post by Mythrantar » Thu, 8. Apr 21, 16:19

Khaakbuster wrote:
Thu, 8. Apr 21, 11:23

[*]OOS Combat Rebalance 0.32 - OOS combat doesn't properly work without this, especially for OWPs
Just FYI - According to Paul, in the OOS Combat Rebalance thread, you should not be using this with XRM-AP.

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

Post by Vheissu » Thu, 8. Apr 21, 18:57

Khaakbuster wrote:
Thu, 8. Apr 21, 11:23
Here is some stuff that I used with XRM: All of the above have been modified by me, to fix bugs and implement new features, but the defaults are already quite good.
Thanks! How uhh, spammy is SEWN? Great idea but will it go bonkers with warnings once I have satellites in most sectors?

And two more to add to the list:
Teladi Information Service - a purchaseable ware for looking up buy/sell locations of stuff in a lore-friendly way
Operation Loki, from the Terran Revitalization Project - claims to stop GOD from deleting factories in Terran space. Haven't tried this one before, but if it works it might stop the Terran economy from crashing without player intervention.

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

Post by Khaakbuster » Fri, 9. Apr 21, 10:32

Mythrantar wrote:
Thu, 8. Apr 21, 16:19
Just FYI - According to Paul, in the OOS Combat Rebalance thread, you should not be using this with XRM-AP.
Yes, I know. AP has built-in some form of OOS Combat Rebalance v2, which works by using different weapons IS and OOS. OOS Combat Rebalance v1 and v2 are only for X3TC and v2 only works with the vanilla version, unless someone modifies it to work with a specific mod.

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

Post by banzai_travis » Fri, 9. Apr 21, 17:57

Any chance of XRM getting updated to work with the upcoming Farnhams Legacy expansion?

It'd be a real shame if it didn't. I don't think I've played a vanilla game since shortly after AP was released.

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

Post by alexalsp » Wed, 14. Apr 21, 16:12

Can you please tell me if it is possible to use Bonus Pack Mefos and CODEO with this mod? Thank you.

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

Post by Vheissu » Thu, 15. Apr 21, 12:39

alexalsp wrote:
Wed, 14. Apr 21, 16:12
Can you please tell me if it is possible to use Bonus Pack Mefos and CODEO with this mod? Thank you.
Don't know about MEFOS but the bonus pack works fine, and I'm pretty sure CODEA is compatible (haven't used it much in my XRM game yet).

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

Post by -XeNoN- » Wed, 21. Apr 21, 16:21

After long pause from X3 i've seen X3 Farnhams Legacy trailer so i wonder if there will be some compatibility issues with XRM and FL new DLC? Or are the devs aware or this project is abandoned?

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

Post by alexalsp » Wed, 21. Apr 21, 17:25

It's like AP. Mods are not compatible.

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

Post by -XeNoN- » Wed, 21. Apr 21, 22:29

You do realize that Shady Business works with XRM right its also a DLC that was added by Egosoft from mod developers as official dlc just like Farnham's Legacy that will be released soon

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

Post by Cycrow » Wed, 21. Apr 21, 22:52

Shady Buisness was just an update to AP, not a DLC

its nothing like Farnham's Legacy.
most mods will not be compatibility without changes. It'll be more TC mods not working with AP

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

Post by MegaBurn » Fri, 23. Apr 21, 08:02

I'm willing to work with a group of people to update XRM for FL.

Anyone else thinking about this?

Anyone talk to Paul lately? (last active 21 August 2018)
"Only the dead have seen the end of war." -Plato

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

Post by -XeNoN- » Fri, 30. Apr 21, 17:36

Im actually up for it since i made few new ships as replacements for XRM in 2018, one is already released on Nexus

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

Post by Vheissu » Tue, 4. May 21, 01:10

I was told to move this to scripting and modding, so I'm posting it here as I think it's most likely an interaction with XRM:
Issue: entering the sector Pyramid Income, there is a noticeable drop in fps. There's a Teladi battlegroup to the East in a skirmish with some khah. if I approach them, fps plunges down to single digits and the game becomes unresponsive. Jumping to another sector does not fix the issue. FPS is noticeably worse than before, regardless of where I am (almost empty sector, core sector, not a big difference).

Fixes attempted:
Flying to a relatively empty sector and leaving the game running for a while, no improvement
Force deleting the ships in the laggy area (They had a flight time of 100+ hours, I was thinking maybe they had a bunch of OOS combat scripts queued or something). Didn't help, the area where the ships were still creates crippling lag.

I'm on patch 3.4 of Terran Conflict.
This save is modded:
XRM
OOS combat balance v1
NPC bailout
Salvage Claim Suite
IEX
MARS
CODEA

System is an i5 10300h, RTX 2060 and 16gb ram. Have had a bit of slowdown in large scale combat (there's only so much a single core can do haha) but otherwise no issues until this happened.
I've actually noticed this occur in one other system since then. Both were systems I had never entered until late-game. The lag only really starts once all hostiles have been killed. My guess is the sectors have been stuck in a permanent OOS hellwar since the very start and there's a massive backlog of queued scripts to work through once the fight is at last finished. After more testing, performance does seem to improve gradually, but it takes quite a long time.

My cpu while not top of the line, is still a new 10th gen so I don't see many gains to be made in that department in regards to single-core performance. I suspect I would still see the same issue to a lesser extent with an overclocked i7. So I'm wondering if there's a clever way to kill some of the scripts for the ships in these sectors.

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

Post by Inras » Sun, 9. May 21, 23:35

MegaBurn wrote:
Fri, 23. Apr 21, 08:02
I'm willing to work with a group of people to update XRM for FL.

Anyone else thinking about this?

Anyone talk to Paul lately? (last active 21 August 2018)
It would definitely be cool if this mod was updated for X3: FL. So much work has gone into this modification.

@paulwheeler:
Thank you again paul for the great work. It's my favorite X3: TC and AP mod.

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

Post by MegaBurn » Wed, 12. May 21, 08:25

NighTragE, Inras,
No reply from Paul. Without him, or a designated project maintainer, or some usage license, or similar, all we can do directly is compatibility patches. I'm still playing through vanilla FL and hoping the modding tools will be updated. Rest of this week and most of next week I won't have free time, after that I'd like to work on a XRM-FL patch. After that, if Paul doesn't return, maybe look at starting a successor project.

Vheissu,
From my experience this is not a XRM problem. Check the script editor for script tasks, that'll show what's causing excessive ship scripts. From what I recall of TC with OOS CR1, that was a problem, removing it helped, but that was a bit of a headache too (sorry I can't help much there, been a decade). SCS is also known to spawn excessive spacefly swarms which do cause long games to slow to a crawl, see X3 Customizer for "transforms" to first remove (kill) existing spaceflies then prevent excessive swarms from forming, but be sure to read the X3C docs and backup your saved games. Don't worry about your processor, its the game engine, I ran the same scripts plus a couple dozen more on a i7-920, ran fine early to mid game, in late game scripts slowed it to an unplayable crawl. Keep in mind you can run the same setup on AP (excluding OOS CR1) with better performance, and add "TC Plots on AP" for most of the same content.
"Only the dead have seen the end of war." -Plato

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