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

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FalconGrey
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Post by FalconGrey »

IR = Improved Races Mod
It's not if we win or lose that matters, it's that we stood and faced it.
Emerentius
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Post by Emerentius »

Can someone was already in the sector Split Fire?
Hi, I seen it too. Overwhelming numbers of m3's (never seen before) dropping my fps dramatically. Playing version 1.0 with IR 15.26

Remark, I use "All_Plots_Complete_1.5" and that works ok.
Question, will "Dynamic Colored Sector Names v2.1b" work or is it conflicting in any way?

Oh yes and great job! Thanks.
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FalconGrey
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Post by FalconGrey »

Emerentius wrote:
Can someone was already in the sector Split Fire?
Hi, I seen it too. Overwhelming numbers of m3's (never seen before) dropping my fps dramatically. Playing version 1.0 with IR 15.26

Remark, I use "All_Plots_Complete_1.5" and that works ok.
Question, will "Dynamic Colored Sector Names v2.1b" work or is it conflicting in any way?

Oh yes and great job! Thanks.
IR 15.27 is out as well as XRM 1.01c. Not sure if that will help the over whelming numbers.

IR 15.27 addressed issues with pirates and a few others.
It's not if we win or lose that matters, it's that we stood and faced it.
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Yacek
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Post by Yacek »

FalconGrey wrote:IR = Improved Races Mod
Yes I know. I'm sorry, I wrote wrong before. What I meant was that the script does not use IR. So the number of pirate ships is not the fault of the IR, only the XRM.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Mizuchi
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Post by Mizuchi »

I've run through the XRM Jobs file and fixed a few erroneous JobWings references (which may have been leading to the old "Lead Ships calling Lead Ships calling Lead Ships as escorts" exponential increase thing).

The thing is this: I have heard reports of there being a LOT of Falcons in one sector or another... but there are no Jobs in XRM Jobs that have that number of Pirate Falcon escorts assigned to them.

Hopefully these tweaks to the JobWings file will fix the pirate issue, anyhow.

Next update, peeps. 8)
paulwheeler
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Post by paulwheeler »

MARS has been updated and will hopefully now work with XRM.

I have added am XRM compatible MARS data file to the main post.

You must be running MARS v5.08 for it to work.
paulwheeler
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Post by paulwheeler »

NOValdemar wrote: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
Thanks for that. I want to catch every single universe bug for the Monday release so I only have to force you to restart once.

So if anyone has any other universe issues now is the time...
killerog
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Post by killerog »

Just a small bug on one of my KOG ships, the name id for the OWP is 81002 not 81102.
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Halconnen
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Post by Halconnen »

Gazz already updated his MARS download, and included an XRM datafile. His has been modified a bit from yours, and been slightly cleaned up, though. apparently. :o
paulwheeler
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Post by paulwheeler »

killerog wrote:Just a small bug on one of my KOG ships, the name id for the OWP is 81002 not 81102.
Cool - I'll fix it for the next release.
Mizuchi
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Post by Mizuchi »

malanthor wrote:Paul and Mizushi, may i ask what kind of other mods/scripts you are using in addition to XRM yourself?
Behind the tag:
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Show
ADS | AI Ammo Cheat | Auto Rename Player Property | Automated Satellite Network | Bounce | BTU | CAG | Claim Derelict Ship | Claim Unkown Sector | CLS | Collect Wares MK2 | Community Plugin Configuration | Convenient Wares | CSegG | CWP | Enhanced Combat Commands | EST | Follow Me | Freight Distribution Network Lite | Game Start Sector Reveal | Hotkey Manager | Jump to Me | Marine Repairs | MARS | No Gate Hit Rep. Loss | Numeric Race Ranks | Phanon Corp. | Player Workshop | Race Response Fleets | Reduced Enemy Missiles | Refuel Ships Fix | Remove Products from Docks | Rename Ships With Expression | Safe Undocking | Scan Target Object | Security Services | Ship Killed Notifications | Target Nearest Unclaimed Ship | Terran MOB | Universal Best Buys/Sells | Unknown Terran Pirate Base | Ware Manager | Wing Commands | XRM
Lucike's scripts are recent additions to my stockpile (I haven't had much of a chance to play with them yet). I'm giving IR a rest for a while and supplementing it with LV's RRF script and a few LazCorp scripts cover the rest.

The XRM Expanded Universe was designed with IR in mind - but the XRM Jobs files were designed with RRF in mind (and also with better placement for Vanilla in mind, too). :3
paulwheeler
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Post by paulwheeler »

Halconnen wrote:Gazz already updated his MARS download, and included an XRM datafile. His has been modified a bit from yours, and been slightly cleaned up, though. apparently. :o

Oh - OK use his one then. :wink:
maxolina
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Post by maxolina »

Could you please fix the fact that if you start as Aldran Adventurer you can't get out of Aldrin because Spitfyres can no longer use jumpdrives?
lol
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Gazz
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Post by Gazz »

I dunno. I did that without knowing anything about the mod in general or the lasers in particular.
It was already online when Paul told me that he would have a TFile for a new mod ready... presently.

I have no idea which version works better.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
paulwheeler
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Post by paulwheeler »

Well the one I've posted has correct damage for all the XRM weapons...
paulwheeler
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Post by paulwheeler »

maxolina wrote:Could you please fix the fact that if you start as Aldran Adventurer you can't get out of Aldrin because Spitfyres can no longer use jumpdrives?
Mizuchi has already fixed that. It will be in tomorrow's update.
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Gazz
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Post by Gazz »

paulwheeler wrote:Well the one I've posted has correct damage for all the XRM weapons...
Of course. Damage is easy. I have that bit parsed for me automatically from the game files.
A spreadsheet reads TLaser/TBullets, correlates lasers with bullets, does a multiplication. Not rocket science.

The tricky bit are the details. For instance, your file would report in game that it's for:
X3 v2.7.1\\CMod4 \(JMan77\)

Also, in the 1st post you mention a change to the PSG while in your MARS data file you still have it flagged as an AOE weapon that must not be used when friendlies are close.

That's just what I saw at a glance. I don't use this mod so I have no practical experience with it. Didn't do any kind of careful analysis, either.
If that's intended, I'll just use yours. No problem.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
paulwheeler
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Post by paulwheeler »

Ok... I guess the file needs a bit of tweaking. Ill sort it for tomorrow's update.
Halconnen
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Post by Halconnen »

Paul's file doesn't have the EOF that Gazz' has, either. Not sure how important that is, and the ignore lines for Mining Laser and friends are different, too.

Either way, the difference MARS makes is amazing. Threw it onto my Heavy Centaur a few hours ago, using Gazz' new file, and compared to the basic turret scripts... I'm amazed I made it without MARS the past few days, lol.
NOValdemar
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Post by NOValdemar »

Is the argon Casino in Argon Prime supposed to be;

a) an M1 x2 ship and not a traditional TL?

b) be labled an M1 instead of a civilian dot

c) be armed

dont really mind the change just thought it was curious enough to be an error; especially the fact that it appears as a military M1.

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