[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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freelancer91
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Post by freelancer91 »

quick question: where can I purchase a Goner Ranger? it occurs to me that it is the ultimate scout craft with its built in triplex scanner, exploration software, and ability to mount a jump drive. I don't want to have to cap one and make the goner angry at me...
mrscribbler
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Post by mrscribbler »

freelancer91 wrote:quick question: where can I purchase a Goner Ranger? it occurs to me that it is the ultimate scout craft with its built in triplex scanner, exploration software, and ability to mount a jump drive. I don't want to have to cap one and make the goner angry at me...
Goner shipyard in Elysium of Light.
paulwheeler
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Post by paulwheeler »

There are quite a few pirate bases in non-pirate sectors, so having a few spawn outside of pirate space is not totally unbelievable. I don't know if there is a way to make them spawn near the pirate bases.

I have a feeling that pirate bases spawn pirate patrols anyway separate from jobs, but I'm sure mizuchi will clarify this...
NOValdemar
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Post by NOValdemar »

Mizuchi wrote:
NOValdemar wrote:Any chance you would consider expanding the role of the ATF?
Yes, but not by much....

....What numbers are you thinking, Nova?


Well in my opinion I would still keep them rare, maybe 4-5 groups throughout terran space. I would say they should always be "in force" so no easy way to steal ships; 2 x m7 groups, 3 2xm6 groups (both with fighters). That way if you want one of their M1 or M2s you got to go blasting the entire moon sector to bits but you still feel that the ATF are a force lurking in the background in terran space rather than one just stuck in 3 places... my two cents anyways
paulwheeler
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Post by paulwheeler »

I would think some kind of ATF defence protecting the new gate in Neptune as its the main route for xenon into the terran sectors. Although I'm not sure it would look right till the plot is complete.
Halconnen
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Post by Halconnen »

How flexible are jobs, anyway? Is it possible to write completely custom job scripts?

Obviously, errant ATF patrols in hostile race space are ridiculous, but I'd say it -would- make sense for them to have some presence near Xenon sectors that neighbour allied races. This could be done by checking notoriety with other races after the ships pop up, maybe from Forseti, before deciding where to go/jumpdrive to. That might give working ATF patrols that only stroll where it makes sense, if relations change and they get destroyed, the respawned ones would move elsewhere.

But I guess that ventures a bit far into scriptwriting territory and would take a lot of time for a relatively minor feature.

I guess one can dream, though. =D
mrscribbler
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Post by mrscribbler »

Found a problem with jobs: Boron transports that use the Pirate Ship model are named simply Boron. No job description at all.
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joelR
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Post by joelR »

Dukes Domian has a messed up background. Is that Immersive environments or XRM? If its IE how would I go about implementing the "fix" linked in the IE thread? The fix is an x3_universe.xml file that appears to overwrite the one that comes with XRM.
paulwheeler
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Post by paulwheeler »

joelR wrote:Dukes Domian has a messed up background. Is that Immersive environments or XRM? If its IE how would I go about implementing the "fix" linked in the IE thread? The fix is an x3_universe.xml file that appears to overwrite the one that comes with XRM.
It is caused by using IE textures with the vanilla background settings in XRM. The only way to fix it would be to merge the IE background settings into the XRM universe file.

So unless you are well versed with modding, there is no way to fix it.
paulwheeler
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Post by paulwheeler »

mrscribbler wrote:Found a problem with jobs: Boron transports that use the Pirate Ship model are named simply Boron. No job description at all.
This is fixed in the next update.
Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

paulwheeler wrote:I have a feeling that pirate bases spawn pirate patrols anyway separate from jobs, but I'm sure mizuchi will clarify this...
They seem to spawn patrols of 3 or so fighters independently from Jobs, and occasionally random non-Pirate ships as Pirate ships (usually M8s).

But there's no way of making it so that OOS Pirate Jobs only spawn near or around Pirate Bases via Jobs, per se.

Halconnen wrote:Obviously, errant ATF patrols in hostile race space are ridiculous, but I'd say it -would- make sense for them to have some presence near Xenon sectors that neighbour allied races. This could be done by checking notoriety with other races after the ships pop up
That's beyond the scope of XRM, though, and something that a few other scripts do handle, albeit with a bunch of problems.

Besides, considering the recent complaining about mixed-races in M-148... :roll:

I've added a few extra ATF ships around Terran Space, anyhow. Not many, though, and certainly nothing of any real squadron size.
Kadatherion
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Post by Kadatherion »

joelR wrote:Dukes Domian has a messed up background. Is that Immersive environments or XRM? If its IE how would I go about implementing the "fix" linked in the IE thread? The fix is an x3_universe.xml file that appears to overwrite the one that comes with XRM.
If it's the same messed up BG I was experiencing (should be also in Paranid Prime and a couple other paranid fog sectors), I solved it deleting the paranid nebula .dds in IE cat/dat. Not a "fix" per se: you just bypass the issue restoring the vanilla background texture for those specific, troublesome sectors.
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joelR
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Post by joelR »

Kadatherion wrote:
joelR wrote:Dukes Domian has a messed up background. Is that Immersive environments or XRM? If its IE how would I go about implementing the "fix" linked in the IE thread? The fix is an x3_universe.xml file that appears to overwrite the one that comes with XRM.
If it's the same messed up BG I was experiencing (should be also in Paranid Prime and a couple other paranid fog sectors), I solved it deleting the paranid nebula .dds in IE cat/dat. Not a "fix" per se: you just bypass the issue restoring the vanilla background texture for those specific, troublesome sectors.
Thats helpful. Thanks. Much easier for a numbskull like me.
freelancer91
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Post by freelancer91 »

mrscribbler wrote:
freelancer91 wrote:quick question: where can I purchase a Goner Ranger? it occurs to me that it is the ultimate scout craft with its built in triplex scanner, exploration software, and ability to mount a jump drive. I don't want to have to cap one and make the goner angry at me...
Goner shipyard in Elysium of Light.
Ahh thanks. I went there to check but couldn't go too far in because the sector was under attack by Xenon...

EDIT: Hmmm I can't seem to find the Goner shipyard in EoL. Do you mean the shipyard that is added in a mod for the game?
Mizuchi
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Post by Mizuchi »

freelancer91 wrote:EDIT: Hmmm I can't seem to find the Goner shipyard in EoL. Do you mean the shipyard that is added in a mod for the game?
It's added by XRM.

There should be one in Lightseeker as well.
Emerentius
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Post by Emerentius »

Hi, your mod is really great, thanks.
Any eta of your next update?
Mizuchi
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Post by Mizuchi »

Emerentius wrote:Hi, your mod is really great, thanks.
Any eta of your next update?
Likely in a few hours, or tomorrow. 8)

Paul's working on the finishing touches, and then hopefully that'll be the last main update for a while - at least where I'm involved.
Emerentius
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Post by Emerentius »

Great! Thanks. Good to hear. Succes with all the work!
freelancer91
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Post by freelancer91 »

Mizuchi wrote:
freelancer91 wrote:EDIT: Hmmm I can't seem to find the Goner shipyard in EoL. Do you mean the shipyard that is added in a mod for the game?
It's added by XRM.

There should be one in Lightseeker as well.
I mapped Eol with my Discoverer Explorer. No Goner shipyard showed up. I have no idea where lightseeker is...
Mizuchi
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Post by Mizuchi »

freelancer91 wrote:I have no idea where lightseeker is...
It's down in the South-West, north of Depths of Silence and Nikkonofune. :)

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