[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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Nagittchi
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Post by Nagittchi »

robalexhall wrote: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?
I'd like this too.

I want at least some ships I HAVE to capture, not buy.

Having everything buyable is kind of a turnoff for me.
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bernoud
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Post by bernoud »

Nagittchi wrote:
robalexhall wrote: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?
I'd like this too.

I want at least some ships I HAVE to capture, not buy.

Having everything buyable is kind of a turnoff for me.
I agree but ONLY if those ships have REALLY something special (not like the tyr that you can't really full equip because of stupid cargo hold, such ship is just crap). Like a M0, or a mobile base etc ..................

Otherwise I will not.
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Varek Raith
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Post by Varek Raith »

Nagittchi wrote:
robalexhall wrote: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?
I'd like this too.

I want at least some ships I HAVE to capture, not buy.

Having everything buyable is kind of a turnoff for me.
Don't buy them?
Besides they, the shipyards that sell them, randomly relocate often. It's unlikely you'll find them all at the same time without losing track of some.
I also think Paul was thinking of increasing the speed at which they move around.
paulwheeler
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Post by paulwheeler »

djrygar wrote:
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.
If that's the case, then I can't believe its taken till now for someone to report it!

Ill check it. I increased.the number of gun parts for each turret. I've seen this happen with main guns, but turrets should handle it fine... I wonder if its because the khaak ships use invisible dummies for their turrets rather than proper models.

If its this, ill fix it.
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Cadius
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Post by Cadius »

I wonder if its because the khaak ships use invisible dummies for their turrets rather than proper models.
probably, you can try and duplicate the dummy entries in the scene file
djrygar
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Post by djrygar »

paulwheeler wrote: If that's the case, then I can't believe its taken till now for someone to report it!
I have used large sector mod together with SRM/CMOD, and in addition I seriously changed tbackgrounds (I merged Connarys Backgrounds with Large Sector mod). Since I increased view distance, I thought I overdid something and its my fault.

While on this: i looked trough XRMs tbackgrounds and noticed one background with min distance higher than max. This will make all object in sector invincible
paulwheeler
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Post by paulwheeler »

...As far as I am aware XRM doesn't have a tbackgrounds in... I've certainly not changed it... yet.

I'm sure if there was a sector with invisible (I assume you meant invisible) objects, someone would have said something by now, considering the large number of users of this mod.


EDIT - I have double checked. There is no TBackgrounds in the XRM. So I've no idea where this TBackgrounds you are talking about came from djrygar - it certainly wasn't the XRM.
paulwheeler
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Post by paulwheeler »

Cadius wrote:
I wonder if its because the khaak ships use invisible dummies for their turrets rather than proper models.
probably, you can try and duplicate the dummy entries in the scene file
Yeah - thats easy enough. I'll have it ready for the next update.
Scoob
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Post by Scoob »

Hi,

All by prior battles with the Kha'ak had been in "thier" sectors, i.e. unknowns with the purple nebula/mist effect. Last night battle was the first where I found and eliminated a Kha'ak base in a Race sector - it was near to my home sector so I thought it prudent!

Possibly the previous restricted view distance meant I did not see the dislocated beams...

I guess I could spawn a Kha'ak M2 in a clear sector and run some tests this eve...

Cheers,

Scoob.
djrygar
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Post by djrygar »

ah... I have checked other install directory ;[
that was Connary's tbackgrounds hehe, cat/dat numbers matched so I was sure that its XMR

anyway, after few hours of playing, mod feels much better than SRM/CMOD combo. Very nice. I especially like engine flare effect in large terran ships, with glow enabled they look great

I'm little concerned about xenon ship numbers, there is roughly 600 ships from jobs, wonder how IR will work with that.

I think I will play around your X3universe map.. adjust it to connarys backgrounds and increase size
Bany
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Joined: Fri, 3. Jul 09, 12:12

Post by Bany »

Varek Raith wrote:
Nagittchi wrote:
robalexhall wrote: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?
I'd like this too.

I want at least some ships I HAVE to capture, not buy.

Having everything buyable is kind of a turnoff for me.
Don't buy them?
Besides they, the shipyards that sell them, randomly relocate often. It's unlikely you'll find them all at the same time without losing track of some.
I also think Paul was thinking of increasing the speed at which they move around.
Doesnt matter if they will move even in one minute period. Just be able to buy everything is kinda low in a gaming pleasure matter. X series is all about caping, not buying especialy "should be rare" ships.
Dont buy them you say. Cant you say this about enything what seems not right, just to ignore it?
Ive said it before once, mod is making this game hard at start (not always) but later on, its much more easy then before, is it intentional or should i ignore it too? Gread job to modders but... im just a user... surly i will hear just not use it? right? ;)

Regards
Kadatherion
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Post by Kadatherion »

Bany wrote:
Doesnt matter if they will move even in one minute period. Just be able to buy everything is kinda low in a gaming pleasure matter. X series is all about caping, not buying especialy "should be rare" ships.
Dont buy them you say. Cant you say this about enything what seems not right, just to ignore it?
Ive said it before once, mod is making this game hard at start (not always) but later on, its much more easy then before, is it intentional or should i ignore it too? Gread job to modders but... im just a user... surly i will hear just not use it? right? ;)

Regards

Then again, if you make it so all the supposedly "rare" (and as such probably most powerful) ships cannot be bought but have to be boarded, A LOT of other users would complain about how ridiculously long it takes to train marines, asking for them to be obtainable through other means. You can't please everyone.
While I would, personally, add a couple more non-buyable, unique ships around, all those prototype/enhanced ships are pretty fine as they are in my opinion (there are a ton of those variants in XRM now, and as the difference from the normal version isn't that remarkable - usually even the models are the very same - I wouldn't see the point).
Mizuchi
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Post by Mizuchi »

Kadatherion wrote:While I would, personally, add a couple more non-buyable, unique ships around
You know what would happen then though, don't you? We'd get people complaining because they can't buy those ships. :D

Besides, if you remove Prototypes and Enhanced ships from shipyards, that means that they have to be spawned by Jobs for you to be able to find and capture them - and I really don't want "Prototype" ships being used for the Military, because that never made a whole lot of sense to me.
Bany
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Post by Bany »

Mizuchi wrote:
Kadatherion wrote:While I would, personally, add a couple more non-buyable, unique ships around
You know what would happen then though, don't you? We'd get people complaining because they can't buy those ships. :D

Besides, if you remove Prototypes and Enhanced ships from shipyards, that means that they have to be spawned by Jobs for you to be able to find and capture them - and I really don't want "Prototype" ships being used for the Military, because that never made a whole lot of sense to me.
Youre right. Still some rare (vanilla) ships were avilable in Vanilla game, and there was much fun to track them down and hunt for them, same if we are talking about corps mission, they were kinda borring but you were happy that after all that all your effort get you something rare. There is plenty of ways to implement those rare ships in jobs term, as i just tdnt want You to feel forced to make another hard work and make those. IE some corps could have low numers of prototypes ships developed for them avilable on the same time. Pirates they have their BP same Yaki with SP. But there are those new corps Youve made in this mod, and thats realy nice place to look for those rare of rares. :). Military as well should have some of those, ofc in low number and mostly in core systems.
About marines, there are some mods to help organise they traning right, so ppl can utilise some of those.

Just my 5cents, nothing more, im still happy with You hard work as it is only trying to make it better ofc this is only and only IMHO

Regards
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X2-Eliah
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Post by X2-Eliah »

Just a quick off-sides personal note..
Bany wrote:X series is all about caping, not buying
If that was true, we would have a real, properly working system that could be fully influenced by modders without banging against hardcode, that was more involved and better balanced, with far less random-luck rolls and more player-weighting in the decision of the outcome.

What we have here is horribly unsuited to serve even as a major gameplay pillar, let alone the main one. Like it or not, capping is a bit of an afterthought, a quick add-on to the X3 engine to satisfy the modern crowd that requires instant gratification and ceaseless fighting... If it was the core of the game's design, you'd have an entirely different framework in place for it.

Not to mention that all the while up to X3:R, you could not cap big ships at all. TC is the only game in the series that even allows, under vanilla rules, to 'cap' ships of classes M6 and upwards. And small ship capping - aka shoot and pray it bails - is hardly a major element either.. A nice bonus to combat, but nothing incremental.
starhawkprime
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Post by starhawkprime »

Since the XRM mod has EMP mod integrated, could someone tell me which file to edit to change an emp ware name and description. When my son and I play a new mod we like to add 4 home brewed scripts to the game and as it is right now they all show up in the custom factory as EMP default names. ex. ZA_EMP_10233 ect.... This mod is awesome and we really love many of the ship designs. Thanks guys for any help you could throw my way !!!
gilboa
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Post by gilboa »

Stupid-question-of-the-week (most likely it has been answered before, but the forum's search tool didn't really help...)

When upgrading from 1.02 to 1.04 do I simply follow the normal installation procedure (unpack, copy/rename the cat/dat files, update the scripts/t/director files/etc) and continue the game as normal, or do I need to follow some additional guide that I somehow missed?

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Bany
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Post by Bany »

Last version usualy contains all previous versions. Instal up to date pack normaly overrading any files youll have to.
Mizuchi
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Post by Mizuchi »

gilboa wrote:When upgrading from 1.02 to 1.04 do I simply follow the normal installation procedure (unpack, copy/rename the cat/dat files, update the scripts/t/director files/etc) and continue the game as normal, or do I need to follow some additional guide that I somehow missed?
You pretty much nailed it. :)

Sometimes some of the changes made will require a new start to see properly (though these aren't game-breaking if you choose to live without them), and sometimes you may need to clone a player-owned ship or two, but usually it's as straight-forward as you made it out to be.

Any special information is usually contained within the release notes for that particular version.
paulwheeler
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Post by paulwheeler »

gilboa wrote:Stupid-question-of-the-week (most likely it has been answered before, but the forum's search tool didn't really help...)

When upgrading from 1.02 to 1.04 do I simply follow the normal installation procedure (unpack, copy/rename the cat/dat files, update the scripts/t/director files/etc) and continue the game as normal, or do I need to follow some additional guide that I somehow missed?

- Gilboa
There are two patch scripts which I suggest you run. Its in the release notes. The link is just below the main download link.
Last edited by paulwheeler on Mon, 1. Aug 11, 21:08, edited 1 time in total.

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