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

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Disako
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Post by Disako »

I said I ran vanilla on 10x SETA. I get the freeze (not just lag) at the exact same point with the mod installed every time, whether I'm using SETA or not, and even after I've reduced all my settings (including draw distance) to the minimum.

I haven't tried a fog removing script, as the freeze is not happening solely in foggy sectors.

I have 4GB of RAM on W7 64 bit, so I really don't see how that could be the problem.
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Sairaf
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Post by Sairaf »

It's not hardware, I can tell you that. Try re-installing the game, making sure to delete the folder in the process. Then give it a shot on vanilla, and after some little backups, try the mod.
paulwheeler
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Post by paulwheeler »

Aidyer wrote:Ok, I've downloaded it and so far it looks good, other than I can't load my game saves, and says that they may be corrupt. Also, it's very laggy, even on the lowest settings. Anyway I can resolve either problem? (I knew I'd muck this up :x)
As stated in the main post (in bright yellow writing!!!) the XRM requires a new game start.

As to performance, what other scripts and mods do you have installed?
Last edited by paulwheeler on Thu, 26. Apr 12, 00:18, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Disako wrote:I said I ran vanilla on 10x SETA. I get the freeze (not just lag) at the exact same point with the mod installed every time, whether I'm using SETA or not, and even after I've reduced all my settings (including draw distance) to the minimum.

I haven't tried a fog removing script, as the freeze is not happening solely in foggy sectors.

I have 4GB of RAM on W7 64 bit, so I really don't see how that could be the problem.
What other mods and scripts are you trying to run?
greypanther
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Post by greypanther »

playing AP + XRM tonight. :)

Two bugs noted, any ideas?

1) Five Xenon Ns fly into Grand Exchange, half way accross sector i watched them morph onto Xenon Ls with an LX as leader! :o
2)Hammerhead missile described as wraith.
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BlackRain
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Post by BlackRain »

Mizuchi wrote:
BlackRain wrote:Well xenon ships keep spawning in xenon 101, i guess that is normal since there is no sector suppression script?
BlackRain wrote:Jack told me that the ships are definitely from the XRM jobs so it is something to do with XRM.
Unless Paul has gone through and unchecked a bunch of the Sector Ownership checks in XRM Jobs, this shouldn't be being caused by XRM.

I made sure that almost every hostile job in XRM Jobs - every job - spawns under two conditions:

1. That they will spawn in a specific X/Y sector, and
2. That the specific X/Y sector belongs to the race that owns the ships.

A Xenon Ship set to spawn in sector X=5 and Y=7 (Xenon Sector 101) should therefore only spawn in that sector if that sector belongs to the Xenon.

If it doesn't belong to the Xenon, then it shouldn't spawn at all.

Some have said that the sector ownership check doesn't work, but I tested it a few times before we released XRM and I found that it worked as intended.

The only thing I can think of that would be causing Xenon ships to spawn in sectors that were no longer Xenon by ownership is that the actual change in ownership that you see when you take over a sector is cosmetic rather than an actual real change in the game.

ie. That it reads "Player" in the ownership on the map, but the game still recognizes it as Xenon on a mechanical level (pun partially intended).

That said, I don't know what Paul is doing right now, so I could be off the mark.

----

Keep in mind that some jobs will spawn in a random sector REGARDLESS of ownership, however.

That's intentional as well.

In those instances, the owner of the sector is irrelevant: they can spawn anywhere on the map.

(Sometimes in Kha'ak sectors, which is amusing.)

I wonder if that's what you're seeing.

Even if you've claimed the sector, they can still spawn there. If you're using a script that has racial wars and the sector changes hands, they can still spawn there.

You mentioned that you see the flash of pirate ships jumping in, is all: the "jumping in" flash is usually shown when pirates are set to spawn either inside or outside the sector, and subsequently do so.

Anyhow, I'm sure Paul will comment soon. :D
Mizuchi, I own a few pirate sectors and one xenon sector. The Xenon sector keeps spawning new ships, has happened several times. One of the Pirate sectors I control, Nopileos memorial, continues to also spawn new fleets, has happened several times. I am only using XRM and IR. IR does not spawn new ships into sectors, only XRM does with its Jobs, so the ships must be coming from XRM and they are most certainly spawning in these sectors (continuously). It is not being suppressed.
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Sairaf
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Post by Sairaf »

BlackRain wrote:Mizuchi, I own a few pirate sectors and one xenon sector. The Xenon sector keeps spawning new ships, has happened several times. One of the Pirate sectors I control, Nopileos memorial, continues to also spawn new fleets, has happened several times. I am only using XRM and IR. IR does not spawn new ships into sectors, only XRM does with its Jobs, so the ships must be coming from XRM and they are most certainly spawning in these sectors (continuously). It is not being suppressed.
Isn't that a X's Engine's mechanic?
Jumee
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Post by Jumee »

Sairaf wrote:Isn't that a X's Engine's mechanic?
yes, the game does need to spawn them somewhere, right? :) but anyways as already stated by Paul he is going to look into it, also Jack has also said he'll make a job-suppressor
BlackRain
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Post by BlackRain »

It doesn't "need" to spawn them anywhere if it is suppressed. Yeah I know Paul and Jack are looking into it. I will await news of this.
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Argonaught.
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Post by Argonaught. »

paulwheeler wrote:There are several areas that are fairly safe - top and bottom left of the map in particular. Basically steer clear of areas bordering xenon, yaki or pirate sectors. Then you only have the khaak to worry about.
InFlamesForEver wrote:@Argo I'll give you some advice for a trading empire,
Spoiler
Show
the first factory you want to build is a laser tower one, or two ;)
That can be used to protect many sectors, and are very useful.
The place I suggest building one in, is Family Whi, as if you buy a split station, all the resources are very close and cheap.
Of course, it is possible, I've given you this advice before, I've given it a lot :lol:
Excellent, thanks for the tips atm am buying any 2nd hand ships on the cheap,repairing and selling and collecting left over missiles from battle.

All in all not too bad but still a little way from having my own stations yet...all good fun though avoiding the heavies :D

Argo.
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Mizuchi
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Post by Mizuchi »

BlackRain wrote:It doesn't "need" to spawn them anywhere if it is suppressed. Yeah I know Paul and Jack are looking into it. I will await news of this.
X3TC does also spawn some ships independently of the Jobs file, just for the sake of creating hostiles.

Pirates mostly (and usually only rogue ships).

I'm still not 100% convinced that XRM Jobs is the culprit, but if dancing with the jobs file results in the technicality being addressed, then more power to Paul.

Go! Go! Go! Fight! Fight! Fight! :wink:
BlackRain
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Post by BlackRain »

YEah I understand that Mizuchi, and that is fine but what is spawning is not just a few ships, it is a galleon, carrack, couple of m6's and dozens of fighters, etc in the pirate sector.

In the Xenon Sector a Xenon carrier, destroyer, m7, m6's, fighters.
senor135
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Post by senor135 »

A few quick questions im hoping someone can answer; the forum search is no help, but maybe there's a XRM mod wiki or readme i can check out? or is this the wrong forum?
senor135 wrote:
1. will the mod wreck my save games? if so, can i just install the hull multiplier pack by itself?

2. plasma burst generators seem pretty ridiculously strong to me, how is the balancing for these in this mod? some other person mentioned they modded their own game to cut the damage but 50% (i dont know if that was just impact, or DoT, or if those work together some how...) and that felt like a good reduction, while still being an effective weapon.

3. if i end up using the entire mod (with or without save game wreckage) is there some way i can disable the jump drive change? id like to still use the jumpdrive as a medium size ware.

Thank you for any information that might help me :)
Osiris454
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Post by Osiris454 »

senor135 wrote:A few quick questions im hoping someone can answer; the forum search is no help, but maybe there's a XRM mod wiki or readme i can check out? or is this the wrong forum?
senor135 wrote:
1. will the mod wreck my save games? if so, can i just install the hull multiplier pack by itself?

2. plasma burst generators seem pretty ridiculously strong to me, how is the balancing for these in this mod? some other person mentioned they modded their own game to cut the damage but 50% (i dont know if that was just impact, or DoT, or if those work together some how...) and that felt like a good reduction, while still being an effective weapon.

3. if i end up using the entire mod (with or without save game wreckage) is there some way i can disable the jump drive change? id like to still use the jumpdrive as a medium size ware.

Thank you for any information that might help me :)
1. You will need to start a new game. No vanilla savegame is compatible.

2. Nerfed, yes. Still very potant, but it won't one-shot anything in existance any more.

3. No. You will need to use the X3 editor to change the ware size yourself.

Also, try using the jump drive as intended first. I found it quite interesting that I needed to think about where I wanted to go and how I was able to get there.

Paul, did you look at my Taxi idea? A few pages back I think.
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Argonaught.
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Post by Argonaught. »

I find the new Jumpdrive size to be ok.

At first i thought wtf, but realised that i can use TM's alot more now than I did in vanilla :)

Argo.
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Disako
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Post by Disako »

paulwheeler wrote:
Disako wrote:I said I ran vanilla on 10x SETA. I get the freeze (not just lag) at the exact same point with the mod installed every time, whether I'm using SETA or not, and even after I've reduced all my settings (including draw distance) to the minimum.

I haven't tried a fog removing script, as the freeze is not happening solely in foggy sectors.

I have 4GB of RAM on W7 64 bit, so I really don't see how that could be the problem.
What other mods and scripts are you trying to run?
My first post got lost a bit in the discussion, so here it is again:
Hi, I downloaded the mod and while I'm enjoying it, I'm experiencing a lot of lockups. I've turned all my settings down to the absolute minimum, even tried flying around without SETA on, but nothing seems to help.

I can upload a save file which pretty reliably locks up in a reproducible manner (at least on my machine), if that's any help?

I'm running AP, in addition to XRM I have the bonus pack and the docking computer resize mod installed.
paulwheeler
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Post by paulwheeler »

There are no known XRM bugs that cause complete lockups in AP.

Does the game completely hang or does it just pause for a while?

I would recommend a full reinstall of X3, deleting the folders after uninstalling.
Mizuchi
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Post by Mizuchi »

BlackRain wrote:YEah I understand that Mizuchi, and that is fine but what is spawning is not just a few ships, it is a galleon, carrack, couple of m6's and dozens of fighters, etc in the pirate sector.
Then it is clear to me that you have done something to anger the Pirate and Xenon gods, and now they are conspiring and conniving to bring untold misery and mischief upon you in retribution for your eminent transgression against them.

What madness will they unleash against your sanity? What waves will they crash against your rocks? What discord will they bring to your serenity as they encroach upon your solitude?

I know not, but I can say only this: repent. Repent now before it is too late.

The hostile AI hungers, BlackRain; it is a hunger that cannot be contained; a hunger than cannot be controlled; a hunger that will seek to feast upon your unending frustration.

Or maybe I'm just talking for the sake of talking so your problem doesn't get lost in the thread. Who knows?
JMan77
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Post by JMan77 »

Mizuchi wrote:...
The hostile AI hungers...
Mizuchi, could you lend me some space weed? ^^
:roll:
morikaane
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Post by morikaane »

JMan77 wrote:
Mizuchi wrote:...
The hostile AI hungers...
Mizuchi, could you lend me some space weed? ^^
:roll:
I think he's been dipping into his space fuel again........ :roll:

(or possibly both)

M.
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