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

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Halconnen
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Post by Halconnen »

Huh, I had been under the impression that the APPC replacement removed the knockback from the CIG, which is driving me bonkers.

Maybe I've just been deluding myself. >:
malanthor
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Post by malanthor »

Paul and Mizushi, may i ask what kind of other mods/scripts you are using in addition to XRM yourself?
Esgaro
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Post by Esgaro »

With the removal of ammo based weapons, some of the Teladi ships seem like they could use rebalanced weapon generators. They had low power generation before, but that was often counterbalanced by energy-free ammo weapons.

Take the Pteranodon as an example. Gauss cannon use the same amount of energy as PPC now. The Pteranodon's old loadout of 36 gauss doesn't really work so well any more. The ship is described as an M2+, but its weapon generators are considerably less than the Titan. At the moment, it simply can't hold its ground.
Halconnen
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Post by Halconnen »

That reminds me. With ammo weapons removed, why are ammo factories still all over the universe?
NOValdemar
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Post by NOValdemar »

I just spawned in a Yaki Fujin Explorer and when i entered into it the hud markers over objects started flashing on and off. I cant however say with certainty that its due to XRM only as my version is no longer clean and has a but load of other scripts and things. Maybe someone can have a look and see if it's just on my end.

I dont know jack about how the game functions but its seems weird that it only happens with that ship.
Mizuchi
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Post by Mizuchi »

Halconnen wrote:Starting in an empty, basic Argon discoverer for the Anonymous Argon start is completely ridiculous, for one.
We didn't change the starting ships (yet), you understand? :)

Halconnen wrote:Please include any stock files you overwrite in a seperate folder somewhere as part of the download, or as seperate download in the OP.
Here's what I do: (after installing X3TC up to 3.1) go to your X3TC directory, right-click on the scripts folder, and then archive it with WinRAR or something.

Being able to delete the Scripts folder and then replace it with an archived "Vanilla" version is SUCH a timesaver. :D

Halconnen wrote:This is one of the Khaak sectors you have to jump into for O.F.F.. There's a corsair TS in there, and 4 pirate busters that -seem- to have spawned seperately.

http://imageshack.us/f/819/unfocusedjdtraders.jpg/
Here we have 11(!) racial TS in one of the unfocused JD sectors, happily lumbering around while Khaak poke at them.
That's a quirk of Jobs in general and how they're randomly placed.

I'll see if I can restrict it a little more as I do admit that I thought it was weird to see a Yaki TM in the Xenon Hub when we were all using Jobs III for SRM, and still weird to see Pirates and Yaki laughing at you for being a terrible explorer compared to them.

Halconnen wrote:On the topic of traders, I also have the feeling that they don't do enough work. (Could be related to many spawning in places they can't get out of?)
It's more likely that you've just never payed real attention to what they're doing before (I know I don't follow them around, so they could be flying in circles for all I know).

Most are on a half-hour respawn timer, and the trade jobs in XRM aren't much different from how they are in Vanilla: I'm mostly only changed the types of ships they can fly (to give them more access to Super Freighters and the TS variants) more than anything else.

If anything, they should be shifting MORE cargo around the universe now...

As for them trying to beat blockades, TS pilots have pretty much zero sense of danger; all they care about is flying from Station A to Station B in the least amount of time without a concern for where they're flying and who is likely to shoot at them in the process.

They are fearless like bear! Not timid like kitten!

(This is why the Xenon Sectors were placed where they were in Vanilla, with a steady stream of traffic running through them amidst a few hundred Xenon ships.)

It's an Egosoft thing. I kind of like it: people in real life would totally take a dangerous shortcut if it meant shaving five minutes off their travel, so it's nice to see that some things don't change hundreds of years of the future.

I wonder what they call the Darwin Award in the X3 Universe...

Halconnen wrote:That reminds me. With ammo weapons removed, why are ammo factories still all over the universe?
Two reasons:

1. We're pretending that there ARE still ammo-based weapons in the Universe; we just remove the need for that ammo to be physically in your hull to shoot (like how the pistols in Halo and other FPS titles have infinite ammo, you know?).

2. The AI still trades it, so... it all adds to the immersion. The warships still need their virtual ammo, even if they don't NEED the virtual ammo in reality. :D

malanthor wrote:Paul and Mizushi, may i ask what kind of other mods/scripts you are using in addition to XRM yourself?
I'll write down the list later. :3
Halconnen
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Post by Halconnen »

Mizuchi wrote:We didn't change the starting ships (yet), you understand? :)
Argh, I did not mean to insinuate that you did touch the starts. I just meant to continue the conversation about possibly adjusting the starts that started just above. Some of the Egosoft starts are ridiculous as is, it's just that with SSRP prices they become even harsher. In short summary: Yes, I very much would welcome you taking a look at gamestarts in the future, that'd be lovely. <3
Mizuchi wrote:It's more likely that you've just never payed real attention to what they're doing before (I know I don't follow them around, so they could be flying in circles for all I know).

Most are on a half-hour respawn timer, and the trade jobs in XRM aren't much different from how they are in Vanilla: I'm mostly only changed the types of ships they can fly (to give them more access to Super Freighters and the TS variants) more than anything else.

If anything, they should be shifting MORE cargo around the universe now...
Again, I didn't mean to attack the work you've done so far in any way. The decent superhauler population is something I have noticed, and they are doing their job just fine. I've just primarily noticed ECell shortages, and was wondering if that could be related to traders hanging around uselessy in sectors where they can't do anything, like Khaak or Unfocused Jumpdrive places. Or maybe there are not enough energy traders. What trader types are allowed to touch ECells? Just the ones labelled "Energy transport"? There seems to be relatively few of those about.

I'm especially confused about the traders sticking around in the unfocused jump drive sectors. I doubt the egosoft scripts that specifically create the sectors on the fly put them there intentionally, and they've got to come from somewhere.
Mizuchi wrote:Two reasons:

1. We're pretending that there ARE still ammo-based weapons in the Universe; we just remove the need for that ammo to be physically in your hull to shoot (like how the pistols in Halo and other FPS titles have infinite ammo, you know?).

2. The AI still trades it, so... it all adds to the immersion. The warships still need their virtual ammo, even if they don't NEED the virtual ammo in reality. :D
Ah, makes sense from that viewpoint. I notice that, in turn, ammo factories are usually devoid of product, traders pick the stuff up rapidly and carry it somewhere. Do the docks slowly consume ammo put into them?
paulwheeler
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Post by paulwheeler »

Halconnen wrote:
I'm especially confused about the traders sticking around in the unfocused jump drive sectors. I doubt the egosoft scripts that specifically create the sectors on the fly put them there intentionally, and they've got to come from somewhere.
The unfocussed JD sectors are generated on the fly when you jump. They are not running at other times and simply cease to exist as soon as you jump out. So these traders are probably just randomly generated for some reason.

While these traders are undoubtedly there because of a quirk of XRM jobs, tracking it down could be a nightmare and I very much doubt they are being taken away from the main universe. Its probably just one of those things...
dougeye
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Post by dougeye »

Found one minor issue but its not that important.

In the new ATF sector west of asteroid belt some (not all) of the stations dont have proper names . comes up as a string of numbers. (sorry no screen at mo)

its the only place ive seen this happen.
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garrry34
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Post by garrry34 »

ive noticed that too with the orbital headquarters, it shows the orbital bit with the numbers where headquarters should be, the thing is from what i can tell it only happens if you build one, in all the menus it seems fine...
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Mizuchi
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Post by Mizuchi »

Halconnen wrote:Argh, I did not mean to insinuate that you did touch the starts. I just meant to continue the conversation about possibly adjusting the starts that started just above. ~ Again, I didn't mean to attack the work you've done so far in any way.
No, no, don't worry: I wasn't under any impression that you were all, "WHY YOU DO THIS CHANGES?!" or anything.

I just thought you might have got the impression that we changed the starting ships or something. Even if that wasn't the impression you had (and it wasn't!), that was me just going, "I no breaked it!"

I'll see about changing them a little, anyhow. I've already replaced the weapons on the Mamba with ones it can actually use for the Bankrupt Assassin start, and changed the ship to a Pirate Raider instead (which makes more sense).

Halconnen wrote:Ah, makes sense from that viewpoint. I notice that, in turn, ammo factories are usually devoid of product, traders pick the stuff up rapidly and carry it somewhere. Do the docks slowly consume ammo put into them?
They offer ammo up to the ammo god. "More ammo for the ammo god!", they yell.

But that's an interesting question: where DO some wares go? I mean, they can't just be eternally moving things around, can they?

Like, when the AI purchases shields (seconds before you bought them :|), where do those shields go in the long term?

Paul wrote:While these traders are undoubtedly there because of a quirk of XRM jobs, tracking it down could be a nightmare and I very much doubt they are being taken away from the main universe.
Don't worry: I think I know exactly what's causing this, and I'm pretty sure I know how to fix it from ever happening again.

The only downside is that Pirates and Yaki won't be able to spawn in Terran space.
Ferenczy66
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Post by Ferenczy66 »

In regard to starts...
Vanilla Malt Starts (or a portion of it)(seem to be included as part of xrm)

is this correct?

If not included, would it cause some sort of conflict (asking as its not an spk, and might not be easy to remove once installed)
Mizuchi
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Post by Mizuchi »

Ferenczy66 wrote:In regard to starts...
Vanilla Malt Starts (or a portion of it)(seem to be included as part of xrm)

is this correct?
No, the "Vanilla Malt Starts" script isn't included in XRM. We have our own tweaked version of starts in there that just unlocks all of the available scenarios from the beginning without making the player jump through arbitrary hoops (that is also getting more tweaks as things go on).

It shouldn't conflict too much though as long as it doesn't call on starting ship or ware IDs that don't actually exist in the XRM.
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Gazz
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Post by Gazz »

Mizuchi wrote:But that's an interesting question: where DO some wares go? I mean, they can't just be eternally moving things around, can they?

Like, when the AI purchases shields (seconds before you bought them :|), where do those shields go in the long term?
The Void.

Docks slowly eat up wares that are put into them.
AI Traders often fly through dangerous sectors. Pirates or Xenon patrols travel all over the game.
The wares get blown to space dust, a new trader spawns and... starts to go shopping.

If a trader arrives at it's destination with the wares is irrelevant as far as the game is concerned.
That's why the X3 "economy" has a tendency to lose a lot of critical weapon factories within the first one or two game days.
It's not designed to work or regulate itself in any way. It just keeps spawning the same amount / type of traders over and over and...
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NOValdemar
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Post by NOValdemar »

Trinity Corp Headquarters appears to have a gate problem. Its a East gate but is located in the north and connected to a south gate in the sector above. No biggie but if you are gonna fix the other sector i found might as well do this one too! :P
maxolina
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Post by maxolina »

I noticed a major flaw in this mod.

You can no longer play the Aldran Adventurer start since you start with a Spitfyre that should have a default jumpdrive installed, but since jumpdrives have become XL and nobody sells them in Aldrin this gamestart is totally broken.
lol
killerog
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Post by killerog »

I problem with KOG and XRM is the sector I have used is now used with this. So I need to chnage that and they will be all good.
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Yacek
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Post by Yacek »

Can someone was already in the sector Split Fire?
Do well in you is there such a number of pirate ships M3-M5, the FPS drops drastically?
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FalconGrey
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Post by FalconGrey »

Yacek wrote:Can someone was already in the sector Split Fire?
Do well in you is there such a number of pirate ships M3-M5, the FPS drops drastically?
I've noticed the FPS drop significantly there too. I think perhaps due to asteroids or something like that as mine had very little ship traffic other than Xenon trying to clear it out.

(Mental note: Talk to IR author about pirates not defending their sectors)
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Yacek
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Post by Yacek »

FalconGrey wrote: (Mental note: Talk to IR author about pirates not defending their sectors)
And what is this IR? I do not use this script. Number of pirate ships (approximately 100) are the work of only mod XRM.
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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