[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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morikaane
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Post by morikaane »

Quixotic-Neutral wrote:Feel free to ignore silly questions from people who don't keep up with new version releases.
There are no such things as silly questions except the ones that aren't asked. :)

M.
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lich83
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Post by lich83 »

Greetings,

Im using new version and new gamestart. but civilians are now listetd in menu as standart ship like fighters and M2 (not . as previous). It is intentional or I have a problem?
paulwheeler
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Post by paulwheeler »

lich83 wrote:Greetings,

Im using new version and new gamestart. but civilians are now listetd in menu as standart ship like fighters and M2 (not . as previous). It is intentional or I have a problem?
This only affects your start sector and will be cleaned up by GOD after a few hours play. Civilians in all other sectors will be fine. We investigated and found this happens whenever you start a new game with certain files edited, so is a bug with TC not the XRM.
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Post by lich83 »

Thank you
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bernoud
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Post by bernoud »

I'm testing it right now.

Just found 1 problem with EED. As my game is in French, I had to extract the pck file 9400-L044, then extract it to a XML while I changed the "44" language ID by a "33" one, and rename it to 9400-L033 and drop it into "t" folder, and it is done.

The file

Great major mod, maybe the best one (with all the recommanded plugins ; EED, Complex Cleaner, FDN v7, MPM v7, SSDN v7, KOG and of course, high hull). I forcefully don't recommand the MARS one, because it is getting a lot of troubles doing boarding or jobs alike. The native turrets just working very well ;)

IT IS POSSIBLE TO GET A FULL SECTORS MAP PLEASE ? THANK YOU !!

EDIT : I can't find the native claimable ships ... How come ....
Last edited by bernoud on Sun, 31. Jul 11, 14:15, edited 1 time in total.
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dESANT
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Post by dESANT »

bernoud wrote: IT IS POSSIBLE TO GET A FULL SECTORS MAP PLEASE ? THANK YOU !!
U can use X3 map by Scorp to see entire universe map
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bernoud
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Post by bernoud »

dESANT wrote:
bernoud wrote: IT IS POSSIBLE TO GET A FULL SECTORS MAP PLEASE ? THANK YOU !!
U can use X3 map by Scorp to see entire universe map
nope, with this one, I get the native map, not the XRM one
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Yacek
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Post by Yacek »

bernoud wrote: nope, with this one, I get the native map, not the XRM one
You need to export the data for maps from the game with the mod XRM.
Read the instruction manual map. File Readme_X3_map.doc see the directory where you installed.
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joelR
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Post by joelR »

bernoud wrote:EDIT : I can't find the native claimable ships ... How come ....
They have been removed.
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bernoud
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Post by bernoud »

Yep I saw that, there are only 2 ships remaining, that scorp map shows me.

Thank you for this Scorp map feature :)

I just have a big problem with readtext's about that bonus script, dunno what's going on, every language file is in the "t" folder ...

Why those claimable ships have been removed ? I can't see this on the main topic ...
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Quixotic-Neutral
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Post by Quixotic-Neutral »

I run Corbinbird's Abandoned Ship Spawner, as I've always enjoyed the surprise of finding wrecks in odd places, so I didn't even notice that they had been removed. :)

-Q
morikaane
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Post by morikaane »

paul,

there's a texture glitch on the griffon that isn't present in vanilla x3tc. its had me scratching my head for a bit but i'm pretty certain xrm is installed properly (14.cat - HUD pack, 15.cat XRM Pt1, 16.cat XRM Pt2, 17.cat hullpack). there is a flat extrusion, like a panel, pointing up along with the antenna top-front (can only be seen from the sides) and two that seem to be 'hanging out' on the front.

Has anyone else noticed this? (or have I done something wrong)

UPDATE: confirmed the problem.

After a little investigation I realised that the bod and scene (\objects\ships\m7\Argon_m7s) that you've got in 15.cat (XRM) has the glitch. The glitch isn't present in the bod and scene in 12.cat (vanilla).

Cheers,
M.
Last edited by morikaane on Sun, 31. Jul 11, 15:35, edited 2 times in total.
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morikaane
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Post by morikaane »

Quixotic-Neutral wrote:I run Corbinbird's Abandoned Ship Spawner, as I've always enjoyed the surprise of finding wrecks in odd places, so I didn't even notice that they had been removed. :)
I do hope you're actually boarding the bigger ships you encounter with marines. Salvage Software is cheesy.

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

morikaane wrote:paul,

there's a texture glitch on the griffon that isn't present in vanilla x3tc. its had me scratching my head for a bit but i'm pretty certain xrm is installed properly (14.cat - HUD pack, 15.cat XRM Pt1, 16.cat XRM Pt2, 17.cat hullpack). there is a flat extrusion, like a panel, pointing up along with the antenna top-front (can only be seen from the sides) and two that seem to be 'hanging out' on the front.

Has anyone else noticed this? (or have I done something wrong)

Cheers,
M.
The XRM uses a version of the Griffon that was removed from vanilla in the 3.0 patch (iirc). You are probably comparing to their newer model. The reason for still using the old model is that it has 25 docks rather than only 9.

There's not much I can do to fix it without remodelling, which is something I don't want to get into.
morikaane
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Post by morikaane »

paulwheeler wrote:The XRM uses a version of the Griffon that was removed from vanilla in the 3.0 patch (iirc). You are probably comparing to their newer model. The reason for still using the old model is that it has 25 docks rather than only 9.
Hah... didn't notice that part until you mentioned it :)
paulwheeler wrote:There's not much I can do to fix it without remodelling, which is something I don't want to get into.
Amen to that. Textures are annoying enough as far as I'm concerned.

M.
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morikaane
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Post by morikaane »

How about using that model as a reconfigured Griffon, like a 'Heavy Griffon' or a type A and type B? slightly better shields, slower, more firepower, less docking space?

M.
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rusky
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Post by rusky »

Have you lowered the amount of random missions ? I've been running around in terran space since i started a new 1.04, Advanced start game, and i'm yet to find a combat mission (except a couple of yaki convoy destroy missions which aren't what i'm looking for) :(
morikaane
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Post by morikaane »

rusky wrote:Have you lowered the amount of random missions ? I've been running around in terran space since i started a new 1.04, Advanced start game, and i'm yet to find a combat mission (except a couple of yaki convoy destroy missions which aren't what i'm looking for) :(
Uhm... I never recall getting combat missions in Terran space... not like the ones you're wanting.

M.
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paulwheeler
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Post by paulwheeler »

Yes, I believe combat missions are few and far between in terran space. I think the problem may be that combat missions are more common in sectors where the security level is set to border. In vanilla, and the XRM, nearly all terran sectors are set to core security level. Try the three "gamma" sectors. I believe these are border sectors, although there aren't many stations to get missions from.

Perhaps if id thought about it, id have changed some of the security levels, perhaps Pluto, Oort cloud etc, to border status. I could make the change now, but you'd only see it in a new game start.
Bany
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Post by Bany »

Try asteroid belt and heretics end, usualy i can find some mission in there.

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