[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.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

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creidiki
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Post by creidiki » Fri, 15. Jul 11, 17:23

Another question: What is the 'KOG mod' you mention in the compatibility notes?
I am not as think as you drunk I am.

paulwheeler
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Post by paulwheeler » Fri, 15. Jul 11, 17:26

creidiki wrote:Another question: What is the 'KOG mod' you mention in the compatibility notes?
That is Killerog's mod. It adds several ships and missions. It should be compatible with the XRM as the SRM compatibility was ported across.

creidiki
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Post by creidiki » Fri, 15. Jul 11, 17:31

I feel old, when stopped coming here last year we were still calling it "Killerog's mod" or "Killerog's ships", we didn't have this fancy nacronym thang for it ...
I am not as think as you drunk I am.

killerog
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Post by killerog » Fri, 15. Jul 11, 17:34

I changed it to KOG after I released a massive update for it.
Image

creidiki
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Post by creidiki » Fri, 15. Jul 11, 17:45

Duly noted, my good man :)

BTW guys, there's something I've been meaning to change in my game:

As far as I'm concerned, the Buster and Discoverer models are obviously switched around when it comes to class. Either the cockpit on the Buster holds 3 people in full comfort, or, if they are both single-seater ships, the "Buster" is the M5 its the smaller ship.

What do I need to switch them around? I guess I'll need Max to add guns to the disco scenes and remove them from the Buster scenes, and switch them around?
I am not as think as you drunk I am.

paulwheeler
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Post by paulwheeler » Fri, 15. Jul 11, 17:55

Easiest is to resize the Buster or Discoverer. I'll look into it.

aka1nas
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Post by aka1nas » Fri, 15. Jul 11, 18:05

Mizuchi wrote:
creidiki wrote:Its called X3: A Sunny Place, it was one of the Steam Summer Camp prizes. Here's the info from the XTC guys.
If it's located at 17,8 between Gaian Star and Midnight Star (which is the impression I got from the XTC post - thanks for adding that, it was informative!) then it should be 100% compatible.

The "A New Home" plot(s) are also fine with XRM. I didn't use any of the ANH names for the new sectors in the expanded universe map, and I took care to avoid changing things to that part of the universe too much.
It's actually located directly above the Goner's sector Elysium Of Light.

creidiki
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Post by creidiki » Fri, 15. Jul 11, 18:09

I'm not sure a simple resize would work.

The Buster model is already smaller, and even in the scale its at now it looks out of scale compared to the Disco. The cockpit is far too large.

When you add the Nova to the equation, the Buster model is too large, and the Disco too small.

This suggests to me that they were initially intended for the respective roles, and switched afterwards.

All the races apart from the Teladi are confused as far as scaling of fighters goes, but that pair is the only one that's so glaring it bothers me.
I am not as think as you drunk I am.

killerog
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Post by killerog » Fri, 15. Jul 11, 18:11

First impressions are very good so far. Done a good job on this. :D
Image

clgseed
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Post by clgseed » Fri, 15. Jul 11, 18:13

:D thanks for the MOD! downloading now. And are these mods still compatible: Improved Races, Bounce and EES?

fluffyzerg
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Post by fluffyzerg » Fri, 15. Jul 11, 18:29

Zomg, yay! *hugs XRM an runs off to play X3TC again*

oh, yeah, Improved Races would be my only question too. Thats the only thing i'd miss if it doesnt work right =( well, that and CODEA.

I will test CODEA an see if it works or if "BAD THINGS" happen. Chances are it will be fine, but i'll report back if it starts spawning flying rainbow lazer unicorns :P
Last edited by fluffyzerg on Fri, 15. Jul 11, 18:52, edited 1 time in total.

blspblackdeath
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Post by blspblackdeath » Fri, 15. Jul 11, 18:43

Have started as a Terran.
Is it right that the terran Transports are Mammoth???
Mamoth Terran Energy Transport etc.

And there are several Argon Shipyards in the Terran Sectors selling Mamoth and Distruptor Missiles.

Very confused...

Mizuchi
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Post by Mizuchi » Fri, 15. Jul 11, 18:43

The only scripts and mods that aren't compatible (as far as we know) are the ones that are stated as being incompatible on the incompatibility list.

Everything else should be fine. If it's not incompatible, then it's compatible.

Simples.

[ external image ]

aka1nas wrote:It's actually located directly above the Goner's sector Elysium Of Light.
That'll be fine as well. There's nothing above Elysium of Light. :D

blspblackdeath wrote:Have started as a Terran.
Is it right that the terran Transports are Mammoth?
No, that's not right at all. You either have a conflict somewhere, or you haven't installed things correctly.

The "Mammoths, Mammoths, Everywhere" thing is what happens when X3TC can't find the correct ships - it uses the Mammoth by default. Check to make sure you don't have an errant loose Tships file, or an old Jobs file, or something.
Last edited by Mizuchi on Fri, 15. Jul 11, 18:46, edited 2 times in total.

paulwheeler
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Post by paulwheeler » Fri, 15. Jul 11, 18:44

EES is not compatible and should not be installed (you'll get trouble if you do).

CWP does the same job and is fully integrated into the XRM.


IR should be fine.


Bounce should also be fine.

paulwheeler
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Post by paulwheeler » Fri, 15. Jul 11, 18:46

blspblackdeath wrote:Have started as a Terran.
Is it right that the terran Transports are Mammoth???
Mamoth Terran Energy Transport etc.

And there are several Argon Shipyards in the Terran Sectors selling Mamoth and Distruptor Missiles.

Very confused...

That sounds like you have either a rogue tships or jobs from another mod. Check your types folder.

Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi » Fri, 15. Jul 11, 18:48

VERY IMPORTANT NOTICE (For Those Who May Not Realize):

XRM contains its own Jobs and JobsWings files.

Do not use X3-Unleashed or any of Vkerinav's Jobs Files with XRM. It doesn't require them, and Bad Things™ may happen.
Last edited by Mizuchi on Fri, 15. Jul 11, 18:57, edited 1 time in total.

soulmonarch
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Post by soulmonarch » Fri, 15. Jul 11, 18:51

Awesome, thanks for all the hard work Paul!

The only part of this that doesn't completely thrill me is the SSRP merge. I don't suppose there is some chance of a small add on to simply revert those changes?
"I pledge to punch all switches, to never shoot where I could use grenades, to admit the existence of no level except Total Carnage, to never use Caps Lock as my 'run' key, and to never, ever, leave a single Bob alive."
- The Oath of the Vidmaster

malanthor
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Post by malanthor » Fri, 15. Jul 11, 19:06

Thanks for this Paul, and mizushi aswell. Cant wait to try it out. :)
Do you think any of the following small mods/scripts would cause a conflict?
: gates_np_rep-loss, marine training manager, no fog, no ad sign, shipkillednotification, Xchange guild portals mod (just makes all portals bigger) and xtended galactic newssystem.
Last edited by malanthor on Fri, 15. Jul 11, 19:11, edited 1 time in total.

Mizuchi
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Post by Mizuchi » Fri, 15. Jul 11, 19:11

malanthor wrote:Thanks for this Paul, and mizushi aswell. Cant wait to try it out. :)
Neither can we. :wink:

malanthor
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Post by malanthor » Fri, 15. Jul 11, 19:12

Damm your quick on the draw. i didnt manage too edit it in time. :D

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