[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 »

unknown1 wrote:after running the patch script,i says "XRM save patched to 1.3a".Should't have been "to 1.4"?
it probably is just a typo; but keep your latest pre-patched save game just in case. paul would know more.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Sorkvild
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Post by Sorkvild »

At laaast I will have plenty of time to play this mod :)

Hard for me to say but if haven't tried XRM yet :| I'm little deep rooted in my SRM game, maybe I just wanted to wait for first patches :) I don't like 1.0's, 1.04 sounds better ;)

I'm little torn apart which mod one should I choose to play :/ :/

I'll just make another copy of TC and install XRM there. Ok lemme just finish my download ;)


Mizuchi napisał:

Aside from any further tweaks to Jobs that may need to be done, this pretty much also marks the end of my active involvement with the future development of XRM now.

Passive involvement may continue for a few more weeks, but my work here is done. My life is about to change in a dramatic fashion, and I soon will neither the time, tools, nor resources to play X3TC, let alone mod it. Cool

It's been worth every minute and every hour of effort, anyhow. I'm pretty proud of what we've accomplished here.
Mizuchi, you did excellent job mister. First of all - the best TC ship reskins I have ever seen and now all the stuff related with XRM development. Thanks to your contributions and fine tunings to this mod gained many interesting features.It wouldn't be possible without your skills and time. Respect & hope to see you around here!
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
morikaane
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Post by morikaane »

@paul

the polacca seems to have no description, simply has a readtext and a few integers. also, having looked at what stats and etc the polacca adds, it is a pretty useless TL, and not really worth the investment when compared against the Mobile Mining Base for a player terran fleet.

it needs something that makes it stand apart. perhaps this could be a TL / Light Carrier, but it would need to have a higher docking bay capacity. however, i think it mightn't have enough turrets for the role.

anyway, maybe something for you to think about.

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

Varek Raith wrote:One of the start sector coords for the Paranid Prospector is wrong, as I got dumped into Kingdom End.
:)

Code: Select all

<sectors>
<!-- Emperor Mines -->
<sector x="0" y="6"/>
<!-- Holy Dimensions' Chi -->
<sector x="2" y="8"/>
<!-- Perpetual Sin -->
<sector x="12" y="12"/>
<!-- Trinity Corp. HQ -->
<sector x="17" y="12"/>
</sectors>
As you can see, Kingdom End isn't on that list, and I haven't accidentally put the wrong coordinates in there, so... that's a weird one I can't explain or fix.

Tecnically, it's not the start files that're causing it... :?

morikaane wrote:The OTAS operative start, the Sirokos, needs two more PRGs and two less PACs (cannot mount PACs on right or left weapon mounts).
This is a trivial tweak and it'll be updated soooooooon. 8)

morikaane wrote:it is a pretty useless TL, and not really worth the investment when compared against the Mobile Mining Base for a player terran fleet.
Compared to the MMBS, the Polacca is faster and can dock more ships, though has less cargo space, 1GJ fewer shields, and a weaker weapons-energy generator.

However, it's a bit cheaper, and pretty much designed to be a civilian-contractor vessel that's a bit older than the MMBS, but still seeing service.

morikaane wrote:It's all very creepy if you ask me.
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garrry34
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Post by garrry34 »

have you been making your own alterations to the galaxy map, because I've made a few dodgey moves that led to what you are describing...
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Mizuchi
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Post by Mizuchi »

Bany wrote:Finaly after some money grinding ive started plots on my poisioned paranid start. On Terran plot i should face some xenons ony my patrol duty, but ... on main even ive noticed some xenons spawns that dissapered just after they apeard. 2 Waves of their Ns/Ms just vanish in a second after they were spawned.
There's a script conflict that causes that problem (it's not XRM doing it), but I can't remember which one it was. :|

I had this problem about a year ago(!). Do me a favor: take a generic "Defend Station" combat mission, and then see if the Pirates spawn at one of the Gates for a fraction of a second and then vanish again.

And if they do that, post what scripts your using and maybe it'll jog my memory.
paulwheeler
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Post by paulwheeler »

morikaane wrote:
unknown1 wrote:after running the patch script,i says "XRM save patched to 1.3a".Should't have been "to 1.4"?
it probably is just a typo; but keep your latest pre-patched save game just in case. paul would know more.
Yes its just a typo. Pretend it says 1.04...
Alan Phipps
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Post by Alan Phipps »

Hello Paul, I know from previous discussion that Pirate Mammoths are intended and that I have not seen other unexpected Mammoths and so do not suspect missing or clashing gamefiles (until now). I have a proper (only recommended scripts + Immersive Environment) install of XRM 1.04 Yaki Ronin start taken through all the updates and using the in-game set-up scripts to update from prior version saves where needed. I just got to Redemption and the only TL in-sector is a Mammoth (Called 'Mammoth' TLGG-10 ie no race prefix) with the pilot 'Unknown Object'. All other Yaki ships in-sector are fine and XModels3DViewer shows that the Yaki Ryu for example loads fines from my current XRM gamefiles. Is this a possible jobs issue or a residue from the update path?
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morikaane
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Post by morikaane »

Mizuchi wrote:Compared to the MMBS, the Polacca is faster and can dock more ships, though has less cargo space, 1GJ fewer shields, and a weaker weapons-energy generator.

However, it's a bit cheaper, and pretty much designed to be a civilian-contractor vessel that's a bit older than the MMBS, but still seeing service.
Sorry... Mizuchi... I can't let it go so easy.... :P

The only thing that really goes for it is the four extra parking bays. I don't see a 20m/s speed increase as that benefitical because we are talking about a TL here. It doesn't matter where one is in a sector to deploy a station nor does a few extra minutes flying to a shipyard really matter either.

It is my belief that the majority of players would rather spend 5 million more creditsss on a more superior TL; all that extra cargo space and extra shielding is well worth it. Especially when constructing large complexes because there will be less trips and stuffing around required.

I believe that it is probably worthwhile considering lowering the price more, perhaps 25 million, in order to make it more attractive when compared against the MMBS.

Hopefully you'll reconsider - I just feel that something more needs to be done with it.

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

Mizuchi,

A job question...

Does a military patrol go through Farpoint Relay at all?

I've been playing for quite a while and a few Xenon have been harrassing the place and nothing has come along to blow 'em away. It does mention that the sector is an Argon Navy supply region in the description - wouldn't it make sense that a few Military ships cruise around in it from time-to-time?

...or haven't I seen them yet?

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

morikaane wrote:Does a military patrol go through Farpoint Relay at all?
Yes and No.

No, there are no specific hand-placed patrols in Farpoint Relay.

Yes, there is a chance that the Jobs Engine will spawn Military M6, Military M3, Military M4, or Customs Jobs there.

I know what it says in the description (as I wrote it, natch!), but what you have to understand about the descriptions is that I can't literally go through each one and make what they say in them a reality because then we'd have military ships EVERYWHERE, you know? :)

The behavior you're describing is a quirk of how Egosoft designed the game, anyhow, and is present in Vanilla. Scripts like LV's Race Response Fleet will actually make local (or wider) sector forces respond to things like that.

You shouldn't have to be using 3rd Party scripts to get military ships to actually protect their racial assets, but that's just the way of things. :|
paulwheeler
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Post by paulwheeler »

Alan Phipps wrote:Hello Paul, I know from previous discussion that Pirate Mammoths are intended and that I have not seen other unexpected Mammoths and so do not suspect missing or clashing gamefiles (until now). I have a proper (only recommended scripts + Immersive Environment) install of XRM 1.04 Yaki Ronin start taken through all the updates and using the in-game set-up scripts to update from prior version saves where needed. I just got to Redemption and the only TL in-sector is a Mammoth (Called 'Mammoth' TLGG-10 ie no race prefix) with the pilot 'Unknown Object'. All other Yaki ships in-sector are fine and XModels3DViewer shows that the Yaki Ryu for example loads fines from my current XRM gamefiles. Is this a possible jobs issue or a residue from the update path?
To be honest, I don't know. If its just a one off mammoth I wouldn't worry. Worry if you see loads of them.
paulwheeler
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Post by paulwheeler »

morikaane wrote:
Mizuchi wrote:Compared to the MMBS, the Polacca is faster and can dock more ships, though has less cargo space, 1GJ fewer shields, and a weaker weapons-energy generator.

However, it's a bit cheaper, and pretty much designed to be a civilian-contractor vessel that's a bit older than the MMBS, but still seeing service.
Sorry... Mizuchi... I can't let it go so easy.... :P

The only thing that really goes for it is the four extra parking bays. I don't see a 20m/s speed increase as that benefitical because we are talking about a TL here. It doesn't matter where one is in a sector to deploy a station nor does a few extra minutes flying to a shipyard really matter either.

It is my belief that the majority of players would rather spend 5 million more creditsss on a more superior TL; all that extra cargo space and extra shielding is well worth it. Especially when constructing large complexes because there will be less trips and stuffing around required.

I believe that it is probably worthwhile considering lowering the price more, perhaps 25 million, in order to make it more attractive when compared against the MMBS.

Hopefully you'll reconsider - I just feel that something more needs to be done with it.

Cheers,
M.
The balance of that ship was very quickly done. I will readdress it for the next update. I may have to rebalance the MMBS to fit the Polacca in better.
morikaane
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Post by morikaane »

@paul

Glad that you'll think about it some more. I can't shake the feeling that something needs to be done there.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
8igdave
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Post by 8igdave »

Was loving reading through the notes on this untill I saw the jump drive changes. The world is painful enough to fly about in without adding 50 new sectors and then making the jump drive XL and 2 million. Massive deal breaker for me. Shame.

Guessing this isn't compatible with a lot of other mods and scripts as well?
Mizuchi
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Post by Mizuchi »

8igdave wrote:Guessing this isn't compatible with a lot of other mods and scripts as well?
See: http://forum.egosoft.com/viewtopic.php? ... 17#3636817 8)
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joelR
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Post by joelR »

Mizuchi wrote:
Bany wrote:Finaly after some money grinding ive started plots on my poisioned paranid start. On Terran plot i should face some xenons ony my patrol duty, but ... on main even ive noticed some xenons spawns that dissapered just after they apeard. 2 Waves of their Ns/Ms just vanish in a second after they were spawned.
There's a script conflict that causes that problem (it's not XRM doing it), but I can't remember which one it was. :|

I had this problem about a year ago(!). Do me a favor: take a generic "Defend Station" combat mission, and then see if the Pirates spawn at one of the Gates for a fraction of a second and then vanish again.

And if they do that, post what scripts your using and maybe it'll jog my memory.
Im almost certain that is an issue with MBRR
Mizuchi
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Post by Mizuchi »

Kadatherion wrote:I'd say your work has been nothing short of brilliant. If you're going to roam through time and space away from the X universe, well, then say hi to Doctor Whooves on my behalf :P
Have you ever seen Dr. Whooves and I in the same place at the same time?

Exactly.
soulmonarch
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Post by soulmonarch »

8igdave wrote:Was loving reading through the notes on this untill I saw the jump drive changes. The world is painful enough to fly about in without adding 50 new sectors and then making the jump drive XL and 2 million. Massive deal breaker for me. Shame.
Open XRM Part 2 in the X Editor and open TWaresT. Find the jumpdrive and set it to L size and relative value 100000.

All problems solved. ^__^
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penguinbc
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Post by penguinbc »

8igdave wrote:Was loving reading through the notes on this untill I saw the jump drive changes. The world is painful enough to fly about in without adding 50 new sectors and then making the jump drive XL and 2 million. Massive deal breaker for me. Shame.

Guessing this isn't compatible with a lot of other mods and scripts as well?
I have to agree here. I don't think the mod creators are taking casual or regular X3TC players into account.

The large price increases on a large list of equipment seems to be for people who are either not starting a new game and already have a ton of money and good equipment and ships, know where and what to do to get lots of credits easily and fast or are just cheating, playing cheaply, or "adding" assets from previous saves/games and thinking its fair. I bet a lot of the vets that start new games with XRM will "give" themselves a general head start because they don't think they should have to go through with the first 10-20 hours that it takes to get anything decent up. Always forgetting that when they did start in the beginning the prices were way cheaper then the XRM prices are and they diddnt have to deal with the "grind" that XRM is forcing on new or casual players. I enjoy the starting out as a weakling as much as the next guy, but I don't feel like that experience needs to be dragged out to be 5 times as long.

For the casual player or the player coming back to the game to try again who wants to try this mod out, the price increases are very steep and the jump drive change to XL is really bad. I admit EgoSoft made everything too cheap, but even at those prices people were able to get tons of hours of enjoyment out of the game. A lot of the important equipment has been raised over 10-20 times their base TC value in XRM. Sure these prices seem fair when you have a lot of money or assets but they sure don't look very fair when you are starting a new game.

Examples :

Code: Select all

		


Equipment Name	           XRM Vanilla		 TC Value

Mineral Scanner	             $233,744 	  	 $37,744 
Freight Scanner	             $306,880 	 	 $26,880 
Cargo Bay Tuning	         $5,600 	     $56 
Engine Tuning	             $142,800    	 $140 
Rudder Optimization	         $100,800 	     $84 
Docking Computer	         $802,900 	     $18,900 
MARS	                     $2,324,000  	 $67,284 
Video Enhancement Goggles    $33,320 	 	 $5,320 
Transporter Device	         $840,000 	 	 $56,000 
Jumpdrive	                 $2,822,400      $100,800 
Cargo Life Support System    $168,000        $2,800 
Boost Extension	             $57,120 	  	 $1,120 
Ore Collector	             $422,800 	  	 $30,800 
Duplex Scanner	             $320,600 	  	 $4,200 
Triplex Scanner	             $1,407,000   	 $9,800 
Nav. Command Software MK1    $30,940 	 	 $2,940 
Trade Command Software MK1   $33,908 	  	 $5,908 
Trade Command Software MK2   $31,500 	  	 $3,500 
Fight Command Software MK1   $30,408 	 	 $2,408 
Fight Command Software MK2   $56,700 	  	 $3,500 
Special Command Software MK1 $32,200 	  	 $4,200 
System Override Software     $5,639,984   	 $599,984 
Trade Command Software MK3   $3,019,996   	 $499,996 
Supply Command Software	     $30,940 	 	 $2,940 
Explorer Command Software    $33,740 	 	 $2,940 
Patrol Command Software	     $50,540 	 	 $2,940 
Carrier Command Software     $64,540 	  	 $2,940 
Bioscanner	                 $280,140 	  	 $2,940 
Cargo Bay Shielding	         $280,140 	  	 $2,940


Give us the choice of jump drive size, give us the choice of a lower price list for equipment, I think this guy over at SA has more realistic numbers that would be more reasonable:
http://forums.somethingawful.com/showth ... t393735103

I know this issue has been brought up before and that this is probably not going to have any effect on where the mod goes from here, but there is a large portion of X3TC gamers that are not going to even give this mod a chance because of the steep prices on equipment and the change of the jumpdrive to XL. If you just considered giving the option to the more casual crowd a smaller sized jumpdrive and lower priced equipment I am sure you would get a lot more people who would give this great mod a try.

Besides that issue with the mod that I and many others have (The SA thread has a lot of people complaining about the same thing as well), I think you guys did a great job and the amount of changes and effort that has gone into this is nothing short of amazing. I just installed this mod and am just getting back into this game after not playing it for a long time but after maybe 5 hours in I still feel like I haven't done anything at all.
Last edited by penguinbc on Fri, 29. Jul 11, 22:21, edited 1 time in total.

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