[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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ltgriffin
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Post by ltgriffin »

So I need to add another program first that adds said addon folder? You have a link to Ap addon .. as you can tell I know a little but not alot about moding. :(
Better yet how do I go about adding this to my X3TC, Currently my install is Vanilla. With So many moders no longer doing anything with X3 its getting hard to find something nice to add.
paulwheeler
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x3tc

Post by paulwheeler »

There are full instructions on how to install to TC on the first page of this thread - dont follow the video if youre running TC. See the Installation Instructions section.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

When people refer to "AP" they normally mean Argon Prelude (X3AP), which is an updated game that follows on from X3 Terran Conflict (X3TF) in the series. AP is basically an expansion to the TC game. Correspondingly, the "addon folder" is the name of the folder within a TC install where AP files sit, if AP is installed. Hope that explains things a bit :)
Inzann
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Post by Inzann »

paulwheeler wrote:
Inzann wrote:Really enojying this mod, but I wonder if the development has stopped for good with new features?
No development has not stopped. I'm just struggling to find time to finish off the to-do list, which has grown quite long. I had hoped life would have calmed down a bit in July, but alas I'm still very busy at work. Things should start to calm down once the summer is out of the way, so hopefully I can get the update out september time.

That said, I expect the next update will be the last for a while. I've not actually played X3 for a while now and with new games like Elite: Dangerous on the near horizon, I doubt I'll venture back into it again any time soon.
So glad to hear that it hasn't entirely stopped (even though the game might be considered outdated now). Any hints on what is on the to-do list or for the next update? I myself am also excited for Elite: Dangerous and Star Citizen. They still both seem early in development so I still need something with a bit more flesh to play in the meantime. :D
Boringnick
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Re: X3 Rebalance Mod Just will not work

Post by Boringnick »

ltgriffin wrote:Well after 6 hrs of trying to get this mod to work, I really want to play it , but it just will not load. I follow the directions, watch the Vid, of witch does not match my folders. he loads it into a a addon folder that is not in my dir. I have uninstalled it 8 times, re download from steam, noting.

After I do everything, I load the game get no message, noting looks any different then when I played the for the passed 3 yrs. Wish I knew why this was not working. Frustrated... time to kill Pirates tell I feel better.. :evil:
Uninstall X3 completely, re-install it and try the XRM installer:

XRM for TC (Terran Conflict):
https://www.dropbox.com/s/kaj3aw3q6ls4d ... llerTC.exe

XRM for AP (Albion Prelude):
https://www.dropbox.com/s/7nrx2x9k93w9j ... llerAP.exe

Looks like you don't have AP, so download the TC version.
RaginCajun
Posts: 2
Joined: Wed, 16. Jul 14, 03:14

Post by RaginCajun »

So I just got done installing this. And some different scripts through the plugin manager. Start it up. Everything seemed like it was working fine until I tried to travel out of the sector. The jump beacons are invisible. Ships are flying around it trying to go through and blowing up on it. You can't even travel through it. What could I have done wrong?
paulwheeler
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Post by paulwheeler »

RaginCajun wrote:So I just got done installing this. And some different scripts through the plugin manager. Start it up. Everything seemed like it was working fine until I tried to travel out of the sector. The jump beacons are invisible. Ships are flying around it trying to go through and blowing up on it. You can't even travel through it. What could I have done wrong?
See my reply in the XRM forum.
Miecznik
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Joined: Tue, 15. Jul 14, 13:24

Post by Miecznik »

does "advanced universe pack" apply also to AI ?
does it stop random pirate m4 and m5 pop up in sectors from "nowhere" ?
paulwheeler
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Post by paulwheeler »

Miecznik wrote:does "advanced universe pack" apply also to AI ?
does it stop random pirate m4 and m5 pop up in sectors from "nowhere" ?
Yes it does apply to ai. No it doesnt stop pirates spawning. All ships in the game spawn from "nowhere" - both vanilla and xrm.
ltgriffin
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Joined: Thu, 16. Jun 11, 00:51
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Re: X3 Rebalance Mod Just will not work

Post by ltgriffin »

Boringnick wrote:
ltgriffin wrote:Well after 6 hrs of trying to get this mod to work, I really want to play it , but it just will not load. I follow the directions, watch the Vid, of witch does not match my folders. he loads it into a a addon folder that is not in my dir. I have uninstalled it 8 times, re download from steam, noting.

After I do everything, I load the game get no message, noting looks any different then when I played the for the passed 3 yrs. Wish I knew why this was not working. Frustrated... time to kill Pirates tell I feel better.. :evil:
Uninstall X3 completely, re-install it and try the XRM installer:

XRM for TC (Terran Conflict):
https://www.dropbox.com/s/kaj3aw3q6ls4d ... llerTC.exe

XRM for AP (Albion Prelude):
https://www.dropbox.com/s/7nrx2x9k93w9j ... llerAP.exe

Looks like you don't have AP, so download the TC version.
Outstanding, its loaded, Question I have is do I need to add the Hull - low , med, high mod , because i dont see the scrip to run or is this all done and the scrip dont need to run with the auto install.. Thanks again
paulwheeler
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Post by paulwheeler »

As far as I'm aware the hull packs are not included with the installer. You would need to install one separately. If you are starting a new game, you simply need to drop the hull pack to the highest cat/dat number - no need to run any scripts (this is just when installing a hull pack to an existing game).
IceExplosive
Posts: 50
Joined: Sun, 13. Jul 14, 22:40
x3ap

Post by IceExplosive »

Can i ask... is there a way to stop Argon-Terran war from XRM?
I want use for wars different mod and if i leave it with XRM together it sometimes create really huge unstoppable army...
First guestion is, if it's possible to stop that war with Split guest line 'Shady Business'. I know that it should work in vanilla, but don't know if it works same with XRM war replacement.
And if not is it possible to turn it off in scripts? ... I know there is a lot of stuff to remeber and this war is probably not something anyone work with lately, but if you know about a way let me know pls.
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vukica
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Post by vukica »

IceExplosive wrote:Can i ask... is there a way to stop Argon-Terran war from XRM?
I want use for wars different mod and if i leave it with XRM together it sometimes create really huge unstoppable army...
First guestion is, if it's possible to stop that war with Split guest line 'Shady Business'. I know that it should work in vanilla, but don't know if it works same with XRM war replacement.
And if not is it possible to turn it off in scripts? ... I know there is a lot of stuff to remeber and this war is probably not something anyone work with lately, but if you know about a way let me know pls.
there's a no war pack in/near OP.

however, it only works for new games
Split say NEED MORE FIREPOWER!!
IceExplosive
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Joined: Sun, 13. Jul 14, 22:40
x3ap

Post by IceExplosive »

vukica wrote: there's a no war pack in/near OP.

however, it only works for new games
Ok... don't know how I missed that pack...
Nevermind.. this pack is just call to an implemented script in standart XRM...
Destruct of marked ships is pretty simple... (when know that mark)
So remains the last question... about spawning these ships and/or scripts that handles and works with it... send them to attack/defend. NoWar pack changes global variable "xrm.nowar" to TRUE so if all other scripts depends on it then there should be no problem to call that even now in saved games...
But thanks to my luck I think they are asking for this variable only at initializing to al engine so it won't be so easy :/.
Alternatively it would be possible to just register another script to destruct these ships in some interval but that is terrible solutions.
Can you advice me to find these initializings scripts to find out which handle this war and are registered in that al engine? If you know, so i won't spend hours searching for it? :) ... I am new in scripting but trying to learn fast :).
ltgriffin
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Post by ltgriffin »

paulwheeler wrote:As far as I'm aware the hull packs are not included with the installer. You would need to install one separately. If you are starting a new game, you simply need to drop the hull pack to the highest cat/dat number - no need to run any scripts (this is just when installing a hull pack to an existing game).
Thank you very much.
gilboa
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Post by gilboa »

Hopefully this has not been asked (and answered) before.
Which XRM compatible mod gives me the ability to buy shipyards / PHQs?

- 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.
d_ka
Posts: 254
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x3ap

Post by d_ka »

@gilboa

There are HQ´s, and Shipyards that can be bought by default XRM install ( unless you mind something specific... ).
Check PTNY HQ sector - there you can buy Teladi Shipyard for example;
Argon Shipyard can be bought either in Argon Prime Dock, or somewhere around ( Cludbase S-E, or S-W ); Light of Heart is a place to take a look at, too.
HQ can be obtailned at some of core sectors of the Commonwealth races ( it´s listed under Yaki docks, iirc, in encyclopaedea ). The Teladi one should be available at Seizewell ( but don´t pin me on that, i´ve never bought any HQ, only Shipyards, since i always do that PTNY plot early on ;) )
Same goes for Terrans.

Btw: building ships at Shipyards instead of HQ saves you quite amount of time, ressources, and credits!
"Only fools seek power, and only the greatest fools seek it through force".
gilboa
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Post by gilboa »

d_ka wrote:@gilboa

There are HQ´s, and Shipyards that can be bought by default XRM install ( unless you mind something specific... ).
Check PTNY HQ sector - there you can buy Teladi Shipyard for example;
Argon Shipyard can be bought either in Argon Prime Dock, or somewhere around ( Cludbase S-E, or S-W ); Light of Heart is a place to take a look at, too.
HQ can be obtailned at some of core sectors of the Commonwealth races ( it´s listed under Yaki docks, iirc, in encyclopaedea ). The Teladi one should be available at Seizewell ( but don´t pin me on that, i´ve never bought any HQ, only Shipyards, since i always do that PTNY plot early on ;) )
Same goes for Terrans.

Btw: building ships at Shipyards instead of HQ saves you quite amount of time, ressources, and credits!
Thanks for the prompt answer.

God knows how I missed that... old age I suppose :)
Any good script / mod (again, XRM compatible) that lets me copy/move blue prints around?

Followup question: Any reason to select, say, Teldi vs. Argon S/Y? (Beyond good/bad looks?)
Followup question / 2: Can S/Y be used to reverse eng' ships and/or fix them?

- 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.
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
x3ap

Post by d_ka »

@gilboa

1. Teladi Shipyard brings the availability of Teladi basic ship models like Kea, Buzard etc, and Argon one does the same for it´s basic M5-M3(+). Aside of that there are none, afaik.
2. You can, of course, reverse engineer ships at your SY, just like doing it at your HQ.
3. Repairing should be possible too, i just never use this function due to MR&T, and OTAS maintain pods are not only quicker, but also way cheaper ( almost cheaty, if you ask me ).
4. Call me a cheater, but i simply add blueprints from my HQ to any shipyard i´ve got if needed. I own those blueprints, so why shouldn´t i be able to transfer them? ( i use Cycrows PM for that ).
You can´t do that the other way, transfering BP from the last bought HQ type dock to another one bought earlier, but then you can simply build/spawn/buy a ship you need, and reverse engineer it directly at your HQ to allow it to produce that particular model, if your SY dock was bought after you´ve got your HQ.
"Only fools seek power, and only the greatest fools seek it through force".
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Note - The different types build/recycle/repair etc at different rates. IIRC, Shipyards build faster than HQs. HQs reverse engineer faster. Asteroid Bases repair faster.

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