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

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Wintersdark
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Post by Wintersdark »

Hmm, that would explain things. I've been somewhat baffled by an utter lack of combat missions overall, but if they're less common in Core sectors, that would make sense.

Gets frustrating when you only rarely see the little crosshair icon for a combat mission, and the rare time you do? Oh, look, it's another assassination mission - which are generally impossible if you're not in a jumpdrive capable ship.

---

For that matter, were the rewards always so low? I'm sure I remember the early missions giving rewards an order of magnitude higher that this. The game I'm playing now, I'm getting ~2k for finishing a mission, and some offer for less than 1k. I get that the rewards grow with your rank, but it makes the early game really tedious to get going.

Would it be possible to get the players' combat rank pushed up to an appropriate level when starting the Advanced Start? There are no - to my memory - advantages to a high combat rank, it just makes balaning system generated ships/missions more powerful. It'd help speed things along, so the player doesn't have to spend to much time struggling to find rare combat missions to defend a station against a single M5 >.<
paulwheeler
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Post by paulwheeler »

UPDATE RELEASED v1.04c
---------------------------------

This is just another mini-update

- minor jobs fixes.
- extended the ship choice for missions to use all the new XRM pirate ships.
- securiy level of Pluto, Oort Cloud and Kuiper Belt set to "border" - only available with a new game start.



COMPONENTS THAT REQUIRE UPDATING:

XRM PART 2


I recommend that you manually run the following script to remove any blank job ships after updating:

temp.xrm.kill.nameless


See the 1.04 release notes for instructions on how to manually run a script.

The 1.04 release notes are still valid. You still need to run the patch script if you are upgrading straight from 1.03 to 1.04c.
Mizuchi
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Post by Mizuchi »

paulwheeler wrote:I recommend that you manually run the following script to remove any blank job ships after updating:

temp.xrm.kill.nameless
If you don't know how, though, don't worry about it: the only thing removed were the lone Kha'ak M4s and M5s that weren't posing a threat to anyone and will more than likely get blown up by local security forces long before you see them. 8)

This updated Jobs tweak mostly changes Pirate and Xenon behavior (as I had them running the wrong patrol functions) and makes the Kha'ak a little more of a threat in the Universe than a trivial annoyance.

Nothing to IR levels, of course; but no more lone scout ships and a lot more Clusters.
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robalexhall
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Post by robalexhall »

While you're here!

Does the Rogue Xenon start begin with any plots completed? So far the PX renamed "Helpful Appliance" has attached itself to the Boron and is busily blowing away the split but I'm considering where I go from here :xenon:
Emerentius
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Post by Emerentius »

Hi, noticed a Yaki TL in Savage Spur named "....." (ITLXO-82) with zero shields and zero hull. During IS it looked indestructable. When I returned later it was gone.
I had used temp.xrm.kill.nameless after updating to version v1.04b.
Btw couldn't find any Yaki stations.
Nagittchi
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Post by Nagittchi »

Havent gone far in this mod but are there a lot of ships in this mod that ARE NOT buyable (but boardable)?
paulwheeler
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Post by paulwheeler »

Nagittchi wrote:Havent gone far in this mod but are there a lot of ships in this mod that ARE NOT buyable (but boardable)?
Just about every ship is buyable if you know where to look. The exceptions are all Kha'ak ships, Xenon ships and one special "easter-egg" ship.
paulwheeler
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Post by paulwheeler »

Emerentius wrote:Hi, noticed a Yaki TL in Savage Spur named "....." (ITLXO-82) with zero shields and zero hull. During IS it looked indestructable. When I returned later it was gone.
I had used temp.xrm.kill.nameless after updating to version v1.04b.
Btw couldn't find any Yaki stations.
If you have no stations in Yaki sectors (look in Weavers Tempest - the sector south of Savage Spur) then the XRM is not installed correctly. You almost certainly have a conflicting X3_Universe file. This is a game breaker and very little of the XRM will work. You will need to remove the offending file and restart your game.

If you see lots of factories (more than vanilla) in Weavers Tempest then all is well and this rogue ship is probably the product of a jobs change, but the kill script missed it. GOD has probably removed it anyway so I wouldn't worry.
Mizuchi
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Post by Mizuchi »

robalexhall wrote:Does the Rogue Xenon start begin with any plots completed?
Did you notice the (TPC) part at the end of the game start description? That stands for "Terran Plot Complete".

So that's where to go from there. :D

You'll also notice you have Earth Access.
Nagittchi
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Post by Nagittchi »

paulwheeler wrote:
Nagittchi wrote:Havent gone far in this mod but are there a lot of ships in this mod that ARE NOT buyable (but boardable)?
Just about every ship is buyable if you know where to look. The exceptions are all Kha'ak ships, Xenon ships and one special "easter-egg" ship.
Darn. There's no use of using boarding marines then once you get the money flowing. :(
Mizuchi wrote:
robalexhall wrote:Does the Rogue Xenon start begin with any plots completed?
Did you notice the (TPC) part at the end of the game start description? That stands for "Terran Plot Complete".

So that's where to go from there. :D

You'll also notice you have Earth Access.
Lol at the ATF allowing the Xenon P to Earth
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robalexhall
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Post by robalexhall »

Mizuchi wrote:
robalexhall wrote:Does the Rogue Xenon start begin with any plots completed?
Did you notice the (TPC) part at the end of the game start description? That stands for "Terran Plot Complete".

So that's where to go from there. :D

You'll also notice you have Earth Access.
Tempori ParCe :)
Mizuchi
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Post by Mizuchi »

Nagittchi wrote:Lol at the ATF allowing the Xenon P to Earth
Yeah, it's a little derpy, but it's pretty much essential so that skipping the Terran Plot doesn't cause all kinds of problems later on down the line.
Scoob
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Post by Scoob »

Hi,

Just updated to v1.04c and I'm noticing something really odd.

I've been to several sectors where, thanks to IR, the Kha'ak are invading. However now (right after applying the update) when Kha'ak M2's fire you see the beams coming from the ship plus another beam that's dislocated in space, some km from the M2!

So basically, Kha'ak M2 fires one of its turrets & I see three beams shoot out towards the target. At the exact same moment, and for the same duration, three other beams shoot out randomly several km away from the ship - I'm viewing from a distance.

The odd thing (other than there being this floating beam in the first place!) is that during its lifetime these beams start and end points move.

Bloody weird!

The only thing different is that I applied v1.04c just prior to this session. All other mods and scripts remain unchanged.

Cheers,

Scoob.
paulwheeler
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Post by paulwheeler »

Nothing to do with xrm I think. The khaak ships have not changed at all. The kind of thing you're describing sounds like some kind of messed up scene file, none of which have changed since the initial XRM release. Nothing in the 1.04c update would affect ships generated by IR... Have you tried changing sectors then jumping back?
Last edited by paulwheeler on Mon, 1. Aug 11, 02:38, edited 2 times in total.
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joelR
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Post by joelR »

I was thinking about installing an .xsp but I have never done that before. Before I do that I just wanted to make sure that doing that wont conflict with anything in XRM.
paulwheeler
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Post by paulwheeler »

joelR wrote:I was thinking about installing an .xsp but I have never done that before. Before I do that I just wanted to make sure that doing that wont conflict with anything in XRM.
I've not looked at xsp ships myself... you would have to make sure you merge any required types file entries into the XRM versions. So the main Tships entry needs to be added to the XRM TShips, not the vanilla one.
Mizuchi
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Post by Mizuchi »

In the name of Priest Emperor Xaar, our Priest Duke offers all friends of the Paranid these helpful hints for getting started with XRM:
Spoiler
Show
The Dark Space Corporation is an organized crime syndicate with sympathisers within the Terran Government, but with little influence beyond the Sol System. If you're looking to build up your trade fleet early on, you might try scanning the lead ship in Dark Space trade groups. They don't like it when you do that. :3

The Paranid Prospector start comes with everything you need to start earning a profit via mining - including a mineral scanner and mining laser. This is Good For You To Know™ if you also happen to know where nVidium deposits are...

If you really can't live without a Jump Drive, keep in mind that the Aldrin Adventurer start now begins in a Springblossom, and that Aldrin doesn't have any Jump Gates to connect it to the rest of the Universe.

If you're not opposed to a little piracy early on, busy neutral sectors such as Solitas and Appallox are fantastic hunting grounds.

You should also keep in mind that SSRP not only bumped the prices of wares up for you, but also for the AI. This means that the retail value of ships has also gone up, which is perfect if you're selling ships that you didn't actually pay for to begin with.

If you're rather pirate the pirates via a little privateering, try hanging out near a Pirate Base with a freight scanner and scanning any TS ships that happen to be trying to dock. More often than not, they're docking because they have illegal things to sell.

Related to the above, the Pirate Base in Soulstar is a great location to hang out if you have the patience.

There are sneaky Yaki traders in the Universe. See if you can find them!

If you can spot them, trading vessels without their role in their title (for example: Freight Transporter) have a good chance of being hidden pirate ships.

Duke's Hazardous transport ships are still in the Universe - they're just a little more covert now.

If you're looking to start up a trade empire quickly, the "Advanced Start" start has pretty much everything you need to do so!

And if you're not looking to start up a trade empire, then you could always sell all the ships from the "Advanced Start" start for profit (just like you did when you played through the Terran Plot for real!).
Don't quote the above. I put them as spoilers for a reason. :|
Last edited by Mizuchi on Mon, 1. Aug 11, 02:52, edited 1 time in total.
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robalexhall
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Post by robalexhall »

Is there any chance we might something similar to the config menu in SRM which allowed you to decide whether or not advanced/prototype ships were buyable?
djrygar
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Post by djrygar »

Scoob wrote: So basically, Kha'ak M2 fires one of its turrets & I see three beams shoot out towards the target. At the exact same moment, and for the same duration, three other beams shoot out randomly several km away from the ship - I'm viewing from a distance.

I saw the same thing with SRM, and it appeared with last versions of SRM/CMOD. It looks really strange, probably has something to do with bullet/laser properties, as it looks like rendering error. Like some values went too far and engine went crazy

EDIT:
just a thought; in one of last SRM releases you increased number of guns for Khaak Destroyer, if my memory serves. That must be it. Either some camera dummy placing error or something like that, as it looks like one or two guns are moved far outside ship (like 50 km further), but they rotate as ship rotates etc.
garrry34
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Post by garrry34 »

if its the mainguns you are referring to, I have came across that problem myself when experimenting, I found it was caused by increasing the gun count on a fixed node, from what I can tell you can only have a one gun count for a fixed node, ie cockpit lasers...
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