[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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Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Just to let people know:

I've deleted the M8 and M3B Rearguard jobs from XRM Jobs after finding a Split Rearguard M8 Patrol, Boron Rearguard M8 Patrol, and Argon Rearguard M8 Patrol all in Ringo Moon.

I don't know why they haven't been working as intended (as the M3Bs seem fine), but they're more trouble than they're worth, and I know a few of you don't like them anyhow.

Paul's never seen them fire missile, so IDK WTH. :D

To compensate, I've upped each Race's M6/TM patrol count by 2 (from 10 to 12) and given the lead ship the chance to spawn as an M8, so they're M6/M8/TM patrols now.

Expect them in the next micro-update.

Since I've deleted them, it'll mean that they'll show up as blank-name jobs in existing games, so you should be able to totally remove them from your game with that "remove blank name ships" script.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

Are you sure they don't work? I've seen them working before in SRM.

Dumb question... but have you put the Missile Fire Probability to 100%?

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

morikaane wrote:Are you sure they don't work? I've seen them working before in SRM.
Mori, I'm talking about the Rearguard Jobs, not the M8s themselves. :D
Varek Raith
Posts: 331
Joined: Thu, 23. Aug 07, 21:33
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Post by Varek Raith »

Varek Raith wrote:
Mizuchi wrote:
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... :?
Fixed it!
Trinity Corp HQ is sector 7x12, not 17x12.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

@Mizuchi

Was I speaking about M8s or M3Bs?

No. I wasn't.

Me being subtle aside, I was speaking about jobs too - just not yours. I was just trying to be tactful and imply that it was fixable.

In the future, if you aren't sure what I mean please don't hesitate asking me to clarify.

Hope that clears things up,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
morikaane
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Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

@Paul

Random question here... but... why can't the Skirnir launch boarding pods like all the other missile frigates?

Always been curious about it.

Thanks,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

morikaane wrote:Me being subtle aside, I was speaking about jobs too - just not yours. I was just trying to be tactful and imply that it was fixable.
Except that you can't set missile-fire probability in Jobs (as far as I'm aware) - that's handled by the stock fight scripts themselves, which is why I assumed that you were talking about player-owned M8s and M3Bs.

Besides, Paul was being hyperbolic with his comment more than anything.

Varek Raith wrote:Fixed it!
Thanks Varek! I'll make sure that's fixed for the next update. I owe you one Internet. :D
Last edited by Mizuchi on Sat, 30. Jul 11, 05:58, edited 3 times in total.
Wintersdark
Posts: 238
Joined: Thu, 15. Jan 09, 17:12
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Post by Wintersdark »

joelR wrote:Lol @ Advanced Start.
lol? I really appreciate it. I've had to restart games countless times (the life and times of someone who gets carried away with mods) and I'm *so bloody sick* of the terran plot. The advanced start helps get me going in the game without playing the early game yet again.

Seriously, I've got some 350 hours clocked in X3TC according to Steam, and I've never owned an M1 or M2, or even an M7 for any length of time.

It's basically a "Just got going" early save that works even when I shuffle lots of mods around.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Wintersdark wrote:tl;dr Terran Plot sucks and OMG Mizuchi totally agrees.
I'm glad you're a fan, Winter. :D

(And you can of course harvest all the equipment, sell everything that's not a Vidar, and go and get your first M7... maybe.)

I have a firm suspicion that Joel was commenting on the game start picture I made for that one more than anything else though. :3
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
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Post by joelR »

Mizuchi wrote:I have a firm suspicion that Joel was commenting on the game start picture I made for that one more than anything else though. :3

Bingo :P Best Picture Ever.
Nagittchi
Posts: 454
Joined: Fri, 15. Jul 11, 01:44
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Post by Nagittchi »

Btw, did you guys remove the EMPCs your 4 Rapiers come with in the terran plot? And they all had like randomize software packages.

There went my good source of income. :(
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

@Mizuchi

I see. I figured tweaking missile probabilities on the M8s would be possible through the jobs, after all, it'd make sense. Now I understand why you've decided to delete them.

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

Nagittchi wrote:Btw, did you guys remove the EMPCs your 4 Rapiers come with in the terran plot? And they all had like randomize software packages.

There went my good source of income. :(
Eh... the less handouts the better; people need to be more 'hardcore' dammit! :P

Good job Mizuchi! Those 'casual players' need a little challenge.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Nagittchi
Posts: 454
Joined: Fri, 15. Jul 11, 01:44
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Post by Nagittchi »

Casual player eh?

I for one enjoy the millions of missiles being shot at me.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

Nagittchi wrote:Casual player eh?

I for one enjoy the millions of missiles being shot at me.
Missiles schmissiles :P

Good times those. Very good times.

Speaking of hardcore...

*cue flashback effect*

Makes me think back to the time when IR went crazy (no doubt a bug) and spawned about two or three hundred xenon cap ships in Zyarths Dominion. I left them alone for a while and then they started hauling ass through that Unknown Sector next door... and then into my primary base in Tears of Elusion.

Once I realised, rather than running the IR uninstall, I mined the crap out of the jump gate. deployed a few clusters of LTs around it. Jumped in three fully loaded carriers, my flagship, and pretty much everything I had.

They came through in clusters, not all at once, so the AI didn't freeze and it turned into a massive slug-fest that lasted a few hours. It was cool, damn cool, freakin' insane though, but damn fun. For a while it felt like I was doing a reinactment of the Terraformer Wars.

*cue end flashback effect*

Anyway... uh... ponies? :)

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
mrscribbler
Posts: 172
Joined: Thu, 13. Sep 07, 15:30
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Post by mrscribbler »

morikaane wrote:*cue flashback effect*...They came through in clusters, not all at once, so the AI didn't freeze and it turned into a massive slug-fest that lasted a few hours. It was cool, damn cool, freakin' insane though, but damn fun. For a while it felt like I was doing a reinactment of the Terraformer Wars.

*cue end flashback effect*
That sounds awesome. With all the LTs and mines around the gate, how bad were the ships damaged when they finally got through the guantlet?
morikaane wrote:Anyway... uh... ponies? :)
A kid's show, especially MLP, that should be nothing more than a 22 minute commercial, has no business being that well done. It's like as if X:R came out with an easy to use and intuitive UI, smart AI, good pathfinding, more realistic but still easy to use flight system, realistic ranges and speeds, etc. Without giving up being an X game. So good that your wife/gf/sister/mother or daughter sit down in front of it to mock you about all the time you spend playing the game, and then get stuck playing it more than you.
Death03
Posts: 15
Joined: Sat, 3. Nov 07, 03:10
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Post by Death03 »

Paul,I found that there are two types of every weapon,one with a colored circle,the other not.
I think that is because you set another weapon group,not just override the original one?
Now every ship's weapon list have them both on it,though that won't have problems,but it looks not so good. :(
When I convert my old save in,I found all my ships are equipped with "vanilla" lasers and maybe i have to use cheats to edit the weapon loadout one by one..
And another problem,these ammo based weapons looks still rely on ammo to shoot,like the mass driver,I tested the original version and your new edition,both requires ammo to fire

edited: Sorry for these questions.I have found the problem,XRM is not compatible with "oos combat v2",after I delete the Tlaser and Tbullet,It works correct now.
Last edited by Death03 on Sat, 30. Jul 11, 10:30, edited 1 time in total.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

@mrscribbler

the mine field dished it out pretty good. however, i think parts of it were deployed too close together. it did serious damage against fighters and corvettes. the mines, the ones that were left, slowed the bigger ships down, but most of it was gone fairly early in the fight.

the LTs were really handy. i had my LTs deployed around my fleet for extra targets / firepower. it also had the added effect of adding more targets for the xenon to shoot at. i lost a couple but with my main guns consisting of a trio of M2+ and several M2s the Xenon were more or less continually pounded.

had a mix of other problems with the AI and etc but after going through quite a bit of salvage insurance i managed to get through it.

anyway... should get back to the topic :P

M.

Edit: I wasn't happy with my original post. it didn't answer the question properly.
Last edited by morikaane on Sat, 30. Jul 11, 11:42, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Death03 wrote:Paul,I found that there are two types of every weapon,one with a colored circle,the other not.
I think that is because you set another weapon group,not just override the original one?
Now every ship's weapon list have them both on it,though that won't have problems,but it looks not so good. :(
When I convert my old save in,I found all my ships are equipped with "vanilla" lasers and maybe i have to use cheats to edit the weapon loadout one by one..
And another problem,these ammo based weapons looks still rely on ammo to shoot,like the mass driver,I tested the original version and your new edition,both requires ammo to fire

edited: Sorry for these questions.I have found the problem,XRM is not compatible with "oos combat v2",after I delete the Tlaser and Tbullet,It works correct now.
Yes, you must use the XRM TBullets and Tlasers. I will look at getting a compatible version of Gazz's v2 oos script when I getba chance. I didn't realise he'd released it...
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

morikaane wrote:@Paul

Random question here... but... why can't the Skirnir launch boarding pods like all the other missile frigates?

Always been curious about it.

Thanks,
M.
No reason I think. Ill look into it.

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