[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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d_ka
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Post by d_ka »

Greetings.

Here: http://forum.egosoft.com/viewtopic.php? ... tart=11775 i´ve asked for help, but unfortunatly no one seemed to have any solution :(
@Paul: any idea what might cause that freezes ( crashes )?

Again, thanks in advance.
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Sorkvild
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Post by Sorkvild »

paulwheeler wrote:
Also its target jumping effect meant it wiped out all incoming missiles at the touch of a button - basically it was an i-win button against missiles.
.
This feature could be really helpful against swarm missile coming from the khaak spammers. Some sort of EMP blast.
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swatti
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Post by swatti »

Vanilla ion-d was a i-win against missiles but can the "effect" of scattering rounds be used in non-beams? Or can missiles or friendlies be excluded from the target-list? Vanilla ion-d used to be the easiest way to piss off the entire sector really fast.

I played around with different flags but sadly most seemed broken or seeminly dont do anything.

Flak guns are another. They get their power from fast bullet speed and MASSIVE rabid box, but lack the 'feel' and cluster-flak's explosion swallows up whole wing of small fighters but only hits one of them. The explosion effect is also quite horrible and glued-on looking.

QUESTION:

Can guns be used to spawn certain objects such as a missile? If the projectile was an actual object such as a missile, it would open some interesting options.
Windstalker Missile(?) has MASSIVE area-effect radius and VERY visible as all effected targets have white halo around em for a short time when hit.

THAT is what things need to look like!

Another workaround idea:
Is there were a way to make a "missile" of certain type have infinite ammo?
A missile turret could pose as "turret" if a moving "gun" could still be mounted in it for the looks while shooting single missile that has properties like a "bullet" more then a "missile"

I know we are quite at the limits of X3's engine and effects could kill low-end machines. "Turn off fancy effects" -option or a Tbullets file like it might be needed.

Dont take me as a demanding bastard here. Im trying to come up with workarounds and ideas. Feel free to say no, just say why or why not and im happy :wink:
Gavrushka
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Post by Gavrushka »

swatti wrote:Dont take me as a demanding bastard here. Im trying to come up with workarounds and ideas. Feel free to say no, just say why or why not and im happy :wink:
:P

Hey, you're just trying to get what you want out of this... I am sure Paul is delighted, however, that most of us are not quite so exacting.. :)

Migrated to AP today... Very straightforward, and a surprising performance gain! :)
Nashnir
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Post by Nashnir »

Have a few general questions. Am posting them here since I mainly use this mod.

1. Can Sectors be claimed ? Like there are many unknown sectors, Pirate, Xenon etc.

2. I had a terran commander start so basically I had no plot missions. So where can I buy an HQ ?
paulwheeler
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Post by paulwheeler »

d_ka wrote:Greetings.

Here: http://forum.egosoft.com/viewtopic.php? ... tart=11775 i´ve asked for help, but unfortunatly no one seemed to have any solution :(
@Paul: any idea what might cause that freezes ( crashes )?

Again, thanks in advance.
Freezes are almost always caused by a script getting stuck in a loop. No one has ever reported a freeze with the xrm.

If its a crash, i believe in a post above yours Jack08 posted the vanilla missile attack turret script which effectively removes Litcubes missile boat script which is the cause of the crashes in TC. Try installing that and see if its fixes it. When i get time i will be uploading the xrm with Litcubes script removed.
paulwheeler
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Post by paulwheeler »

Nashnir wrote:Have a few general questions. Am posting them here since I mainly use this mod.

1. Can Sectors be claimed ? Like there are many unknown sectors, Pirate, Xenon etc.

2. I had a terran commander start so basically I had no plot missions. So where can I buy an HQ ?
1 - the xrm is compatible with the sector takeover scripts available in this forum.

2 - The PHQ is available from many commonwealth sectors. There is a terran version for sale from terran shipyards as well. Plus there are several shipyards, asteroid bases and freight docks which also function as cut down hqs.
paulwheeler
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Post by paulwheeler »

Beliar123 wrote:Hello , call me a noob but i have one question -
How do you destroy and clone ship ? I need Cicerow cheats or is this option in XRM already ?

Sorry if this question is answered somewhere here but i just can't find it.
Btw. great mod , a lot of new features and very stable.
Cycrows cheat scripts is an essential tool for people playing mods. The clone ship and destroy ship commands are available in these scripts.
greypanther
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Post by greypanther »

Two quick questions before I instal. :)

I use the fake patches that give me no fog and no tubes; do these need to be placed before or after the xrm cat/dat pairs? ( TC btw. )
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d_ka
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Post by d_ka »

@Paul: I´ve switched to AP a while ago.
Btw: i´ve continiued playing the game, just avoiding that sector. After a while i´ve entered that sector from the oposite side ( Nebula of Elysium ), and everything went fine. I haven´t tried to repeat the entering from the Unknown Sector 4-15 yet, but i´ll report the results asap.
paulwheeler
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Post by paulwheeler »

greypanther wrote:Two quick questions before I instal. :)

I use the fake patches that give me no fog and no tubes; do these need to be placed before or after the xrm cat/dat pairs? ( TC btw. )
No tubes can go anywhere. The no fog mod just needs to be after the backgrounds pack if you use it. Otherwise it can anywhere.
Ragemaster9999
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Post by Ragemaster9999 »

How would one go about debugging a game hang? When I said i was crashing earlier in Circle of Labor i meant i was having to control alt delete the client because the game would consistantly hang within 10-15 seconds of entering the sector.

At the time there was a big terrain fleet invading, the main terrain invasion fleet, and the argon was putting up a massive defense. I just had to avoid the sector because going it would cause a game hang 100% of the time.
Makita
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Post by Makita »

Ragemaster9999 wrote:How would one go about debugging a game hang? When I said i was crashing earlier in Circle of Labor i meant i was having to control alt delete the client because the game would consistantly hang within 10-15 seconds of entering the sector.

At the time there was a big terrain fleet invading, the main terrain invasion fleet, and the argon was putting up a massive defense. I just had to avoid the sector because going it would cause a game hang 100% of the time.
I've had the same problem, i guess the mod can be very demanding on the cpu, specially on a little older machines like mine, had to uninstall unfortunately.
paulwheeler
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Post by paulwheeler »

Ragemaster9999 wrote:How would one go about debugging a game hang? When I said i was crashing earlier in Circle of Labor i meant i was having to control alt delete the client because the game would consistantly hang within 10-15 seconds of entering the sector.

At the time there was a big terrain fleet invading, the main terrain invasion fleet, and the argon was putting up a massive defense. I just had to avoid the sector because going it would cause a game hang 100% of the time.
There is no easy way to debug it. I suggest leaving circle of labour before the hang and see if it still hangs. If it doesnt, leave circle of labour alone for a while and then try jumping back in at a later time.

I very much doubt its the xrm causing the hang. The scripts running on the terran fleet are just simple variations on the vanilla patrol scripts.

Ive certainly never experienced anything like you describe in AP.
Slashman
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Post by Slashman »

OK, I finally got everything installed and fired up XRM for AP.

I docked at a stock exchange and everything seemed to run fine.

My only question is about the method used to install the scripts.

I put in the scripts from the 'scripts' folder first and then I installed the scripts for the XRM modded RRF. Is that the correct sequence? And does it make a difference? I have no idea if the script files overlap in any way.

Oh and one more question: I noticed a bunch of new starts when I selected 'New Game', but I wasn't sure if some of them were specifically from XRM and if any of those starts have their own missions or plots. Does XRM include its own special starts?
Last edited by Slashman on Thu, 5. Apr 12, 22:15, edited 1 time in total.
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paulwheeler
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Post by paulwheeler »

Slashman wrote:OK, I finally got everything installed and fired up XRM for AP.

I docked at a stock exchange and everything seemed to run fine.

My only question is about the method used to install the scripts.

I put in the scripts from the 'scripts' folder first and then I installed the scripts for the XRM modded RRF. Is that the correct sequence? And does it make a difference? I have no idea if the script files overlap in any way.
The scripts dont overlap so any order is fine.
Slashman
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Post by Slashman »

paulwheeler wrote:The scripts dont overlap so any order is fine.
Good to know! Thanks!
If you want a different perspective, stand on your head.
xxxxxxx7
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Post by xxxxxxx7 »

paulwheeler wrote:
You need to throw everything you know about scanners from vanilla out of the window. They have completely changed, which is why I renamed them.

Essentially the built in ship scanner, which M5s and all other ships come with, does the job of the duplex scanner. The advanced Scanner does the job of the Triplex. The military Scanner is a new capital class scanner. Explorer M5s have the military Scanner built in because that's their job. They can do little else.

As for CODEA, and i cant tailor the mod to work with every script out there... I was aware of the docking computer ware size issue with CODEA - there is an optional pack to fix that, but no one has mentioned this scanner issue before. Do you have to use M5s?
Hello paulwheeler,
thanks for the clarification. I got it now.
I did some tests and the M5 Explorers with their Advanced Scanners (=triplex scanner) work fine with CODEA and achieve the best result anyway. 100km scanner range when you fly around with a capital ship and M5 scouts. Great for exploring! (For comparision: In vanilla it's 60km range). I guess that's the reason no-one mentioned the issue before :D

There is no need to tailor the mod to work with every script out there you did a great job :). CODEA checks if a given M5 has a duplex or triplex scanner to use these ships as vanguards/scouts. It shouldn't be hard to tweak the script to work with the normal XRM M5s - or I live with it and use only use the XRM M5 Explorers.
Jumee
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Post by Jumee »

Slashman wrote: Oh and one more question: I noticed a bunch of new starts when I selected 'New Game', but I wasn't sure if some of them were specifically from XRM and if any of those starts have their own missions or plots. Does XRM include its own special starts?
here is a link to an overview of game starts, most (or all) of it should be still relevant, there are no special plots for any of the starts (afaik) - just rather interesting starting conditions
Mizuchi wrote: [18.08.11] Edit: XRM Game Start Overview List
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Sorkvild
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Post by Sorkvild »

[ external image ]

Isn't it awesome that two pirate busters and one harrier whacked my Centaur with 4x200MJ onboard protected by four falcons?

That's so ridiculous.

Yeah OOS, I congratulate to whoever designed such genius combat calculations.
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We want the Boron back!

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