[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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Tiek
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Post by Tiek »

Goatman wrote:Tiek,
Many thanks for link to the ECS library needed for MBRR that you posted back on page 1034 that goes to a site called xdownloads :P

I haven't mastered my phone yet so cannot quote/repost the link.

I do promise to help anyone who asks about ECS to find it tho, since I don't write code or edit 1st pages of "someonelses mod" its the most *I* can do
:D

Cept maybe "ask gazz" :twisted:

Thanks again and I promise,
Goatman
Hi Goatman,

It seems that the site indicated has some problems right now, but there is an alternative link to access the file:

http://www.x1tp.co.cc/root/index.php?op ... 0&catid=47

Greetings.
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vukica
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Post by vukica »

Tiek wrote:Hi Goatman,

It seems that the site indicated has some problems right now, but there is an alternative link to access the file:

http://www.x1tp.co.cc/root/index.php?op ... 0&catid=47

Greetings.
that zip is faulty. no joy.
Split say NEED MORE FIREPOWER!!
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Tiek
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Post by Tiek »

vukica wrote:
Tiek wrote:Hi Goatman,

It seems that the site indicated has some problems right now, but there is an alternative link to access the file:

http://www.x1tp.co.cc/root/index.php?op ... 0&catid=47

Greetings.
that zip is faulty. no joy.
Hi, vukica

I just downloaded the file to test: the download works and the file opens regularly with its contents intact :?
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vukica
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Post by vukica »

Tiek wrote:Hi, vukica

I just downloaded the file to test: the download works and the file opens regularly with its contents intact :?
nope... unexpected end of archive :(
Split say NEED MORE FIREPOWER!!
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X2-Illuminatus
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Post by X2-Illuminatus »

The zip-archive is damaged for me as well. Doesn't matter with which programm (7zip, uniextract, Windows XP zip extractor) I try to open/extract it.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

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mr.WHO
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Post by mr.WHO »

Hey Paul, could you add the turrets from here:
http://forum.egosoft.com/viewtopic.php?t=286260

Screenshots:
http://www.freeimagehosting.net/image.p ... bc3856.jpg
http://www.freeimagehosting.net/image.p ... a3f9c1.jpg

As Boron and Paranid turrets? I know you said you're waiting for Cadius versions, but I think they won't be released anytime soon (if at all).

It's a pain to see Terran Turrets especially on Boron ships and it create an "unfinished" feeling to this greate mod.
calvhugs
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Post by calvhugs »

To take full advantage of this mod do i need to be playing X3TC or AP? Or does it not matter as they are basically the same game? I dont want to miss out on extra features such as a larger variaty of ships or something......

Thanks
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Tiek
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Post by Tiek »

Ok guys,

Since I'm the only one able to open the file (using the program ZipGenius) I have recreated the archive in rar format and uploaded it to the site x1tp; here's the link:


http://www.x1tp.co.cc/root/index.php?op ... 3&catid=47

Enjoy :)
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X2-Illuminatus
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Post by X2-Illuminatus »

Thank you.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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vukica
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Post by vukica »

Tiek wrote:Ok guys,

Since I'm the only one able to open the file (using the program ZipGenius) I have recreated the archive in rar format and uploaded it to the site x1tp; here's the link:


http://www.x1tp.co.cc/root/index.php?op ... 3&catid=47

Enjoy :)
thanks, i've posted it in ecs thread + additional link.
calvhugs wrote:To take full advantage of this mod do i need to be playing X3TC or AP? Or does it not matter as they are basically the same game? I dont want to miss out on extra features such as a larger variaty of ships or something......

Thanks
good question. i've only played vanilla AP so... don't really know. i do know that the map is different.
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paulwheeler
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Post by paulwheeler »

greypanther wrote:@ Master; I suspect it is for two reasons, one: Paul has made the Alpha Kyons too strong OOS, two: the scout has manoeuvrability of about 250, perhaps that makes it too hard to hit in Paul's new OOS combat. Certainly this was not a problem with Alkeena's OOS adjustment. I think I will just reinstall Alkeena's cat/dat. :)

Incidently the cluster and scout are fine in sector. :)

Paul regarding the RRF: you may well be right, I will take more note of the name when I play later. I did not know that spawning ships use the effect too. :oops:
Certainly the last to appear was just an Argon Military Titan and it spawned, ( ? ) along with a Gladiator and 3 fighters. There was no jump beacon present.
All other RRF seems to be operating fine. ( Always assuming this is RRF! )
You all moaned that kyons were too weak OOS. Now youre moaning they are too strong... I cant win.

Whats this "Pauls new OOS combat"? I believe it was part of AP and originally written by Gazz. Its got nothing to do with me.

According to Gazz, manouverability only plays a part when the bullet speed is less than something like 400m/s which pretty much means it does not affect the XRM at all.

It can only be that the AKE has too much damage OOS. I will look into it. I used the percentages Alkeena recommended - about 18% (actually he recommended 20%).

If the ships spawned with escorts they are not RRF. I think it was a local defence respawn you saw.
paulwheeler
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Post by paulwheeler »

Tiek wrote:Hi Paul,

I just wanted a clarification; I apologize if the topic has already been discussed but in case I missed it :oops: ...

At Boron Military Outpost I noticed that unlike those of other races there are no Marines; in fact I looked in the file WareTemplate (AP and TC) and for Boron Outpost, as opposed to other races, are missing the Ware_Soldier_1 and Ware_Soldier_2; this thing is intentional?

Thanks in advance.

Greetings.
Thats how they are in vanilla. Its not something I looked at. It can be added. Ill look into it.
paulwheeler
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Post by paulwheeler »

vukica wrote:Would you consider these changes for TC?

-rename Aldrin to Aldrin Asteroid Belt (the official x-encyclopedia states that planet Aldrin is an earth like world, not a small rock in 1000 peaces.) - maybe some other name?
-add a new Aldrin sector south of aldrin 2 with aldrin homeworld. you know, to expand the region a bit.
-rename TUS1 as Ares (red planet, similar to Mars)
-rename TUS2 as Cerberus (guardian of gates to hell, which the area beyond neptune is)
-atf garrison for Cerberus.
-rename TUS3 as Hades (real hell)
-connect Xenon Sector east of TUS3 with Xenon core 023 :twisted:

now... i'm going to do these things myself, i'm just askin would you integrate them into XRM?
In TC those sectors are added via the plot. Making those changes means rewriting the plot md code. To be honest, its not something I want to get into.

Most of those changes have been implimented in AP.
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:Hey Paul, could you add the turrets from here:
http://forum.egosoft.com/viewtopic.php?t=286260

Screenshots:
http://www.freeimagehosting.net/image.p ... bc3856.jpg
http://www.freeimagehosting.net/image.p ... a3f9c1.jpg

As Boron and Paranid turrets? I know you said you're waiting for Cadius versions, but I think they won't be released anytime soon (if at all).

It's a pain to see Terran Turrets especially on Boron ships and it create an "unfinished" feeling to this greate mod.
Are you sure Cadius isnt going to release them? I dont want to added one set of turrets and then have to swap them again.

Id also need permission from the mod author.
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vukica
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Post by vukica »

paulwheeler wrote:In TC those sectors are added via the plot. Making those changes means rewriting the plot md code. To be honest, its not something I want to get into.

Most of those changes have been implimented in AP.
Not really, if you accept that they're never named TUS1-3 :)
The whole egosoft "unknown" sector idea is rubish. They're know, they ought to be named for crying out loud. At least with numbers.

I have succesfully made the changes and the sectors are from the beginning named as Cerberus, Ares, Hades, Aldrin Asterodi Belt etc...
(haven't made any job file changes or added the gate to Xenon Core 023, but that's relatively easy to do)

The only issue, if it is an issue at all, is that the new Aldrin home sector is connect via Terran gate to current Aldrin 2 from the beginning. But not to original Aldrin sector. The plot (2.0 i think) should work fine regardles.

Also, tha naming of these sectors in AP is just... ridiculous :D
Last edited by vukica on Sun, 15. Jul 12, 20:53, edited 1 time in total.
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greypanther
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Post by greypanther »

Alright paul, calm down! :D

Dunno what it is then, but it didn't happen with Alkeena's cat/dat/ as far as I know! :P
How can it be the Alpha kyon only? You make no senssseee! In my case it was the scouts from a cluster, 8 or so of them, each with one Alpha Kyon and 2 meg shield, ( or is it 3? ) against 12 Khaak Advanced Scouts, with 10 meg shields and if I remember correctly, 4 Alpha Kyons each! The cluster scouts won! :o

I was not having a go at you paul, you are being over sensitive. :wink:
You can't win? Errr excuse me who has the most poular mod again? Who supports their mod so well? Who asks for feedback? Would you rather I and others stopped giving feedback? :P

Think I will go and sulk for a bit now in the corner...
paulwheeler
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Post by paulwheeler »

I should have put a smilie after that sentence.... :roll:

Ill have a look at the AKE damage tomorrow. How are you finding it in sector?
greypanther
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Post by greypanther »

< steps out of corner. >

Honestly I cannot see how it could have been just the AKE in my scenario and with my, I admit, limited understanding of such things. As my ships were armed with the AKE too and had much better shielding and outnumbered the scouts; how did the scouts win? :gruebel:

In sector they behave as I would have expected, maybe with a little more firepower, fairly hard to judge as I have been recently bounty hunting in my Atlas. :D

I will test some more if you like?

*edit* or shall we just blame Gazz and call it a day? :roll:
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vukica
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Post by vukica »

new terran spp has old spp wreckage... destroys ships when they get cought inside the model.
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greypanther
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Post by greypanther »

As do other new Terran stations. :D

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