[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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Mad_CatMk2
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Post by Mad_CatMk2 »

Oh boy! Can't wait to see how it goes.

Congrats on getting this far Paul (...and the pony guy.) Yeah you, ponies! :D

cough mizuchi

Paul, if you say don't put a separate EMP, how should we deal with the plugin manager again? (i.e. delete the Twaret that it generates?)
Last edited by Mad_CatMk2 on Fri, 15. Jul 11, 16:46, edited 1 time in total.
I fly an OWP. What about you?
creidiki
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Post by creidiki »

You're welcome, I thought I'd give you enough info to know for sure if you needed to post a blocker like XTC's or not :)
I am not as think as you drunk I am.
Mizuchi
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Post by Mizuchi »

Mad_CatMk2 wrote:cough mizuchi
Blame KloHunter for that. Ponies are the new lolcats, it seems. :3

(And I for one welcome our new meme overlords.)
paulwheeler
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Post by paulwheeler »

Links are up!

XRM is now in the wild....



....Lets hope it works! :wink:
paulwheeler
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Post by paulwheeler »

Mad_CatMk2 wrote:Oh boy! Can't wait to see how it goes.

Congrats on getting this far Paul (...and the pony guy.) Yeah you, ponies! :D

cough mizuchi

Paul, if you say don't put a separate EMP, how should we deal with the plugin manager again? (i.e. delete the Twaret that it generates?)

Nope - just run the plugin manager. It should integrate the XRM changes into the TWareT is generates.
creidiki
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Post by creidiki »

NOTICE: LEECHING OCCURS.

I notice no trails packs, is this something you intend to add in the future, or a design decision?
I am not as think as you drunk I am.
paulwheeler
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Post by paulwheeler »

Trail are fully integrated. You have no choice in the matter I'm afraid!


Managing all those addons in the SRM became such a pain. So for the XRM I have decided to not bother and just merge them in.
creidiki
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Post by creidiki »

Ah, that would have been option 3, but I saw nothing about that in the OP ...

And to restate a question from the first page, how much of the SSRP did you integrate? Jumpdrive and Docking Computer ware-size changes can affect some scripts.
I am not as think as you drunk I am.
Mad_CatMk2
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Post by Mad_CatMk2 »

paulwheeler wrote:Trail are fully integrated. You have no choice in the matter I'm afraid!


Managing all those addons in the SRM became such a pain. So for the XRM I have decided to not bother and just merge them in.
Hmm what if you do an installer a la XTC style? Would that be too much work? It seems they've got a cool way to make everyone happy...

But thanks, I'm gonna start downloading this.
I fly an OWP. What about you?
paulwheeler
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Post by paulwheeler »

creidiki wrote:Ah, that would have been option 3, but I saw nothing about that in the OP ...

And to restate a question from the first page, how much of the SSRP did you integrate? Jumpdrive and Docking Computer ware-size changes can affect some scripts.
All of the SSRP has been merged.

I will provide a addon to convert the docking computer back to S for CODEA compatibility, but that will have to wait till Monday (need time off from modding and time for playing!).
creidiki
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Post by creidiki »

Another question: What is the 'KOG mod' you mention in the compatibility notes?
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paulwheeler
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Post by paulwheeler »

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 »

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 ...
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killerog
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Post by killerog »

I changed it to KOG after I released a massive update for it.
Image
creidiki
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Post by creidiki »

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 »

Easiest is to resize the Buster or Discoverer. I'll look into it.
aka1nas
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Post by aka1nas »

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 »

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 »

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

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

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