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

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morikaane
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Post by morikaane »

Mizuchi wrote:That's because Pirates don't actually have any stations beyond a Shipyard, Duke's Haven, and one or two others.
It might be an idea to throw in a pirate EQ dock into some of those pirate core sectors (ones with the SY) - wouldn't it make sense? Or would something like that not be worth the trouble/effort?

Cheers,
M.

Edit: Typo
Last edited by morikaane on Sun, 14. Aug 11, 08:11, edited 1 time in total.
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morikaane
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Post by morikaane »

Snowship wrote:I've a vague memory of there being a Terran TL supply (like very other race to transport players factories in the early game).
I've not notice a single TL in the terran sectors (although Ice miners are about, just sitting in stations doing nothing, and they won't transport things for you).
Has there been a step back in the latest patches? or am I remembering things wrong?
I've never been able to hire them; not that I really bothered more than once or twice, but this was in SRM. And whenever I ordered a TL to dock at a terran SY they would just go into standby.

Has someone been able to hire a Terran TL and dock at a terran SY in XRM? (they don't like me atm *grins*)

M.
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morikaane
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Post by morikaane »

@Kadatherion & Scoob

Wouldn't the station thing be something to do with the IR economy booster?

I had a problem with it causing all sorts of weirdness for me back in SRM. I had heaps of Duke's Havens and Terran Missile / Weapon forges being spawned (and owned by them) in Pirate sectors.

I eventually stopped it after turning IR economy booster off. Never used that option again since. But maybe the problem that I had is unrelated to yours... *shrug*

M.
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bernoud
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Post by bernoud »

Mizuchi wrote:Here's the thing: XRM is not a "play as a pirate" mod. It is a mod that has a start that puts you in a pirate ship and sets you as friendly with the Pirate faction.

Adding the ability to have a full pirate experience is not something that XRM neither covers nor seeks to cover.
Okay okay okay, thank you for clarifying this ;) I wondered why so many malicious reluctance on your part. That XRM mod is not that good as I thought and to be honest, it looks like more like other mods since then. Compilation, compilation and compilation but no real "special" work done by hand, only what is necessary to be as beautifull as intended and nothing more to give it a "plus" to keep us on it.

Now you would BETTER DISABLE this startup as players are going to be screwed quickly.

I can't believe that you won't do it as such start is useless with a very small game time.

If not, then you *MUST* warn users at the head of the XRM main topic, that " XRM is not a "play as a pirate" mod" (unlike we might think by seing that Pirate startup), and also that XRM don't bother with pirate experience or gameplay.

If so, most users won't lose time by selecting it, and droping a reply on your XRM topic ;) (and complaining that many things are missing and that nobody wants to advance this mod).

I hope you understand this and that you respect people. Thank you in ADVANCE (I will monitor this).

Note : The yaki start is just fine as your Paranid rep is not so bad, and that you can purchase a CLS2 at a Paranid EQ located at Compassion priest's (it's the only oversea's one).
Last edited by bernoud on Sun, 14. Aug 11, 08:59, edited 5 times in total.
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dougeye
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Post by dougeye »

so the large chocolate tea pot on the edge of the xenon core sector 023 was a joke right? ;) Very well modelled but the fighters appearing from the spout dont look right! :)
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morikaane
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Post by morikaane »

@bernoud

With respect, the pirate start does state that the difficulty is formidable, which implies a significant level of difficulty.

According to the start.xml you should get along relatively well with the Teladi, your pirate friends and Yaki. It is everything that I expect from a Pirate start; and even though you start below the rank of friend with the Teladi, it wouldn't be difficult to accept one or two early missions (from a Teladi on a pirate station for example) to boost your reputation to gain access to their core sectors.

Cheers,
M.
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bernoud
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Post by bernoud »

I know this ;=)

I see that you did not understand but that does not matter.

Have a nice day :)
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mrscribbler
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Post by mrscribbler »

Paul, I'm wondering if you changed the follow script in 1.05. Or possibly an old follow script snuck it's way in?

I say this because I've found a problem that appeared after upgrading to 1.05. Specifically, when a carrier is following a ship that is docking on the carrier, the interface gets completely borked when the dock completes. Among other things, the properties window won't come up and the cursor keys won't let you fly anymore. The condition survives saves (so save before testing).

I would really appreciate it if someone could test this, as I want to find out if it's a problem in the mod or my installation somehow got Pinkie Pied.

Off-topic
bernoud wrote:I know this ;=)

I see that you did not understand but that does not matter.

Have a nice day :)
Bernoud, I can see English isn't your first language. Might not even be your second, knowing Europeans. But not everyone can or will see that, and will instead expect you to understand the tone of your own message.

Specifically, your previous post reads as if you're making demands of the mod creators. As if you expect them to cater to your whims. Whether intentional or not, and I imagine it is not intentional, the tone of your post will make people dismiss your argument. It is doubly difficult because you seem to be attempting humor -- translating humor well, or at all, is probably one of the hardest endeavors in human communication -- and like many, you just do not have the necessary skill to do so.

Edited in...
This is simply because most humor relies on non-verbal cues. Substituting these cues in text is well nigh impossible -- written humor only works because it relates to the reader by shared experiences within a particular language group. It's like an older friend asked me recently, "Mogę cię zgwałcicz o prożbe?" (My Polish isn't so great, so please forgive any misspelling) Which translates to, "Can I rape you for a favor?" He claims that it had once been a common verbiage in Poland. I'm skeptical, but whatever. I don't know whether it was or wasn't. As it stands, I realized that he did not, at that time, wish to rape me thanks to a complete lack of aggression in body language. He did, in fact, wish to hire me to do work for him. We had a laugh when I said, sure, I'll do the work, and I don't even need to be raped for it.
...end of edit

If you wish to be taken seriously, please take the least amount of space to say what you wish to say. Do not write as if the authors owe you anything, even jokingly, because the default tone on just about any message board is assumed by most to be hostile. Smilies throughout a post will only go so far -- that is, not far at all.
Last edited by mrscribbler on Sun, 14. Aug 11, 09:54, edited 1 time in total.
NOValdemar
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Post by NOValdemar »

On the subject of Pirates I dont really understand the arguments against the XRM set up for a few reasons.

1) as said this is the way egosoft released the game so it is no change for vanilla nor did XRM ever to my knowledge espose any change from vanilla on this matter.

2) XRM does significantly help playing as a pirate. Just try and sell any captial ship weapons you capture in Vanilla when every race wants to fry your brains... One place to my knowledge that 'might' buy it if your really really nice to them for ages..

3) If you believe playing with the pirates should be as easy as being friends with an organized race then I disagree. You can play as pirate in vanilla simply by being very disciplined and not shooting them and doing their missions quickly in the start of your game. If you dont like that you cant buy weapon xxx or upgrade yyy because the pirates dont have productions facilities for it then take a second to realize there are may Somalis Pirates just now here on earth who would just love to trade their ransom money into faster ships and bigger guns. :p Pirates have it tough, people betray them, steal from then, and unlike mian race alinements you are nor should never be safe as a pirate.

4) Dont agree? No problem! you can solve nearly all of these problems yourself.

a) There is a Workshops Script out there that allows you to buy any upgrade equipment you choose on your stations for a black market price.

b) If you dont like it use the NCP Bail script to allow more drops on ships. That way you can easily gain all of the equipment or items you need for any ship simply by pirating. Think its hard to get what you want in the quantities you need? XRM adds lovely Weapon Dealers you can camp outside of and take everything some sucker buys the second he undocks.

c) If you cant stand the always enemy pirate that egosoft has dumped into the game then use the Pirate guild with its bribe/threaten option. I always play as a pirate but have shifted between using and not using the Pirate Guild to facilitate this. In the end I find that being able to bribe off hostile pirates via the Pirate Guild is too much of a cheat because its relatively inexpensive.. Im sure however if I took the time I might be able to remedy this in text edit and so could propbably anyone else.
morikaane
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Post by morikaane »

mrscribbler wrote:Paul, I'm wondering if you changed the follow script in 1.05. Or possibly an old follow script snuck it's way in?

I say this because I've found a problem that appeared after upgrading to 1.05. Specifically, when a carrier is following a ship that is docking on the carrier, the interface gets completely borked when the dock completes. Among other things, the properties window won't come up and the cursor keys won't let you fly anymore. The condition survives saves (so save before testing).

I would really appreciate it if someone could test this, as I want to find out if it's a problem in the mod or my installation somehow got Pinkie Pied.
Hmmm.... I just tried getting my schoolbus aran to follow my M6 whilst I tried to autopilot dock to it. The Aran started rolling, my M6 just froze and the game ran like garbage. My speed indicator went blank and wasn't displaying my ships velocity (the HUD acceleration mark in the bar, and the value). However, when I aborted, either ship, it went back to normal.

I tried it again without using a ship piloted by me and it seemed to work okay. After the ship docked, and the Aran was still following it, it kind of just sat there rolling and moving about 1m/s.

Hope that helps (and that I did it correctly),
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
morikaane
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Post by morikaane »

NOValdemar wrote:b) If you dont like it use the NCP Bail script to allow more drops on ships. That way you can easily gain all of the equipment or items you need for any ship simply by pirating. Think its hard to get what you want in the quantities you need? XRM adds lovely Weapon Dealers you can camp outside of and take everything some sucker buys the second he undocks.
You don't need NPC bailing to make a killing, if you're hardcore enough.

There's this trick...
Spoiler
Show
Even without having the NPC bailing scripts, if you keep shooting the hell out of a transport and repeatingly tell them to drop freight and surrender, they'll pretty much empty their entire hold for you.
Most'll prolly know that one, but damn is it a goody!

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
mrscribbler
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Post by mrscribbler »

morikaane wrote:
mrscribbler wrote:Paul, I'm wondering if you changed the follow script in 1.05. Or possibly an old follow script snuck it's way in?

I say this because I've found a problem that appeared after upgrading to 1.05. Specifically, when a carrier is following a ship that is docking on the carrier, the interface gets completely borked when the dock completes. Among other things, the properties window won't come up and the cursor keys won't let you fly anymore. The condition survives saves (so save before testing).

I would really appreciate it if someone could test this, as I want to find out if it's a problem in the mod or my installation somehow got Pinkie Pied.
Hmmm.... I just tried getting my schoolbus aran to follow my M6 whilst I tried to autopilot dock to it. The Aran started rolling, my M6 just froze and the game ran like garbage. My speed indicator went blank and wasn't displaying my ships velocity (the HUD acceleration mark in the bar, and the value). However, when I aborted, either ship, it went back to normal.

I tried it again without using a ship piloted by me and it seemed to work okay. After the ship docked, and the Aran was still following it, it kind of just sat there rolling and moving about 1m/s.

Hope that helps (and that I did it correctly),
M.
Appreciate it. I actually just tried it now, again, and it worked fine. I don't get exactly what's going on here. It's way too late for me to be doing testing like this.

With regards to piracy -- yeah, just telling them to drop the cargo will pretty much empty the hold. Great way of getting full hold's worth of cargo without even killing them (thereby not getting such a heavy racial hit). Also good because bailing scripts, either vanilla or the NPC one, can destroy a lot of cargo.

If only there was an app...I mean, shortcut key for demanding cargo :D
Sn4kemaster
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Post by Sn4kemaster »

bernoud wrote: Okay okay okay, thank you for clarifying this ;) I wondered why so many malicious reluctance on your part. That XRM mod is not that good as I thought and to be honest, it looks like more like other mods since then. Compilation, compilation and compilation but no real "special" work done by hand, only what is necessary to be as beautifull as intended and nothing more to give it a "plus" to keep us on it.

Now you would BETTER DISABLE this startup as players are going to be screwed quickly.

I can't believe that you won't do it as such start is useless with a very small game time.

If not, then you *MUST* warn users at the head of the XRM main topic, that " XRM is not a "play as a pirate" mod" (unlike we might think by seing that Pirate startup), and also that XRM don't bother with pirate experience or gameplay.

If so, most users won't lose time by selecting it, and droping a reply on your XRM topic ;) (and complaining that many things are missing and that nobody wants to advance this mod).

I hope you understand this and that you respect people. Thank you in ADVANCE (I will monitor this).

Note : The yaki start is just fine as your Paranid rep is not so bad, and that you can purchase a CLS2 at a Paranid EQ located at Compassion priest's (it's the only oversea's one).
bernoud to state that no special work has been done, is a very insulting thing to say to two men who have spent a great deal of their time doing probably the most complete mod in this forum, only the Extended mod might compare and that's been worked on for several years by a team the size of a football squad and its still not finished yet......

I feel its you that does not simply understand, the game experience you are asking for is not possible as several features about Pirates have been hardcoded into the game, only Egosoft could change this, so the XRM + Pirate Guild is as good as it gets if you wanna play Pirate....

So, either keep the Parrot on your shoulder and stay a Pirate and just deal with it, or go play another mod!

Why do i get the feeling angry Ponies will be erupting later in this thread!
morikaane
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Post by morikaane »

mrscribbler wrote:Appreciate it. I actually just tried it now, again, and it worked fine. I don't get exactly what's going on here. It's way too late for me to be doing testing like this.
Maybe it was just a funky engine glitch.

M.
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morikaane
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Post by morikaane »

Sn4kemaster wrote:Why do i get the feeling angry Ponies will be erupting later in this thread!
[ external image ]

(sorry, couldn't resist and that I pinched the url for your picture Mizuchi)

M.
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mrscribbler
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Post by mrscribbler »

morikaane wrote:
Sn4kemaster wrote:Why do i get the feeling angry Ponies will be erupting later in this thread!
[ external image ]

(sorry, couldn't resist and that I pinched the url for your picture Mizuchi)

M.
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Post by paulwheeler »

Re: Follow script - I have actually placed the vanilla follow script back in a few versions ago as people were having issues, so it all should function as vanilla.

Double check that youve copied the entire contents of the script folder, just ibcase you've still got the other follow script in there.



Re: Terran supply TLs - we are still trying to work that one out. We added the Polacca in the hope it would be hireable, but its beginning to look as if the game simply wont handle Terran supply TLs. We are making another change in the next release to see if we can get them working, so we haven't given up quite yet.




Re: playing as pirates - I have never, ever stated that this was a mod that enabled playing as a pirate. Its never been my intention. The pirate start is just a bonus. There are fundamental issues with x3 that hinder playing as a pirate. Its something no one can fix which is why there are no full "play as pirate" mods or scripts. X3 simply wasn't written that way.

People need to realise that quite a large portion of X3TC is hard coded and cannot be modded (not without breaking the EULA anyway...).


The "R" in XRM stands for Rebalance....
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Sorkvild
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Post by Sorkvild »

Well.. Pirate Guild script enhances the possibilities of a pirate lifestyle, there are more friendly ones plus communication options with them. Script allows for resetting notoriety and establishing new one. For me it's a must.

Cycrow tweak package can be also used to 'straighten' red (enemy) pirate facilities including anarchy ports.After doing this I can start my games as a pirate.

Edit:

For Paul. Are you planning to replace the Khaak ships with the upcoming ones from Cadius ? Will there be ship update for SRM too ?
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paulwheeler
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Post by paulwheeler »

Sorkvild wrote:Well.. Pirate Guild script enhances the possibilities of a pirate lifestyle, there are more friendly ones plus communication options with them. Script allows for resetting notoriety and establishing new one. For me it's a must.

Cycrow tweak package can be also used to 'straighten' red (enemy) pirate facilities including anarchy ports.After doing this I can start my games as a pirate.
PG helps to an extent, but you'll still get red pirates appear no matter your rep with the pirate race.
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Sorkvild
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Post by Sorkvild »

Yep. Tht's hardcoded stuff, but what about Graxster's Friedly Pirates script? Author says it converts all red pirates into friendly ones, has anyone tested this ?
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