[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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paulwheeler
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Post by paulwheeler »

Requiemfang wrote:XRM used to be SRM and wouldn't be around without the previously made versions of it :P
I think by now the similarities between the SRM/CMOD4 and XRM are down to about 10% and getting smaller all the time.

The SRM ended up being about 90% me, 5% Mizuchi and 5% Someone Else.

The CMOD4 was probably about 50/50 me/Ulfius in the end.


Actually, I am really looking forward to Rebirth now - I can finally hang up my modding hat and play the game again!
paulwheeler
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Post by paulwheeler »

boshimi336 wrote:
boshimi336 wrote:Having been referenced to this thread (and never playing any of the other x series games), is this the most comprehensive mod package available for X3: TC2.0? Also, is there anything that can be added to this comprehensive package to make it ... more inclusive? I'm looking for an epic game so to speak.

Thanks! :)
Anyone? The OP and follow up scripts / mods (not sure which is which) are somewhat confusing. Is this one of the most inclusive mods for X3:TC? Are those extras that can be added on top of the mod?

My apologies if I have pissed someone off ... that wasn't my intentions. :oops:
I wouldn't want to say this is the most inclusive mod (I'll let others make that judgement) - but I would say its perfectly playable on its own. I suggest you just try it out.

If playing TC, I recommend you install the two essential scripts mentioned in the third post on the front page as a pre-requisite. Then experiment with Missile Defence Mk2 and Military Base Response Revamp.

Although I highly recommend getting a copy of AP and installing XRM in AP. Its far superior to the TC version IMHO.

For AP I'd say the XRM is pretty self contained. In fact I've not actually installed any other scripts or mods at all in my current game and there is more than enough going on.
paulwheeler
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Post by paulwheeler »

Gavrushka wrote: Just a confirmation, there will be no further updates for TC yes? It is purely a progressive AP mod now, with the exception of correction of oopses?
Well that is the intention - although I think 1.20 will have a little more TC content - only because I can't really add it to AP without adding it to TC as well (at least without having two sets of scripts for each game which I don't want to get in to).
paulwheeler
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Post by paulwheeler »

nap_rz wrote:
well I think it being xenon justified the overpowered status, challenge is one of the fundamental thing in this mod isn't it?

I & Z with missile tubes = universe fear the xenon once again :mrgreen:
Remember in vanilla the Xenon don't have an M7M or M8 or M3B.

In XRM they do.

All Is and Zs are escorted by bombers and sometimes a G. All Js have an M3 Bomber wing in their hanger.

There's more than enough missile action going on with the Xenon already without me adding more.

As much as I like missiles, I don't want this game to be solely about missiles.

Besides - if you want overpowered... try and take on the #EFFA.
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Jack08
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Post by Jack08 »

Requiemfang wrote:Honestly if you think about it, XTL uses a lot of stuff from XRM, XRM used to be SRM and wouldn't be around without the previously made versions of it :P
Let me clear something up, We do not, and have not for a very long time, used XRM or SRM as a base for XTL, all XRM and SRM assets were removed when the XRM and XTL mod teams had that major hostile conflict a while back. We now use Litcubes personal mod as a base ( i still cant believe all of the amazing stuff Litcube did with scene files :D )
nap_rz wrote:XTL? I honestly doubt it's going to live the dream though...
... lol[/quote]
Last edited by Jack08 on Thu, 29. Mar 12, 11:37, edited 1 time in total.
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Tarzan02
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Post by Tarzan02 »

High,

i've got a crash with X3TC. I've installed XRM 1.19e on a clean install of X3TC3.2. I've got a x3crash log saying:

Story call stack dump:
[000000]->[0350a3]#-409893(2023)[702].StartThisScriptID(3, {"!turret.killenemies.std",44,"Turret Kill all enemies (All Ships)",1,4,{...},{...},{...},0,100}, {4,3}, 0)
[03525f]->[035e92]#-409893(2023)[702].__runScript({36337108,0,3,7,{...},{...},0,3,{...},100,0,0,0}, {"Lib.Cmd.Turret.Barrage",44,"Lib Cmd: Main turret barrage",53,0,{...},{...},{...},{...},911}, 65542, -409893, {4,3}, 0)
[060432]->[0aa137]#-409893(2023)[2004].ShootMissileSECOBID(269, 3, 29, 0)

any idea ?

thank's
Requiemfang
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Post by Requiemfang »

Jack08 wrote:
Requiemfang wrote:Honestly if you think about it, XTL uses a lot of stuff from XRM, XRM used to be SRM and wouldn't be around without the previously made versions of it :P
Let me clear something up, We do not, and have not for a very long time, used XRM or SRM as a base for XTL, all XRM and SRM assets were removed when the XRM and XTL mod teams had that major hostile conflict a while back. We now use Litcubes personal mod as a base ( i still cant believe all of the amazing stuff Litcube did with scene files :D )

:o news to me... then again we might have discussed it a while ago but I just don't recall it.

that stuff aside... got all my scripts and other addon stuff in files... save for the script pack made by Lucikes. Probably add those once I get some sleep :lol: then I can start going on my rampage again around the universe :twisted:
swatti
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Post by swatti »

Any chance of P2P jumping in 1.20? Player owned cap-ships, P2P around gates only to keep overall balance.

Still left unanswered.

Found the elusive XL arms-dealer and if finding it becomes easier in 1.20 many more then me will have a fairly big cap-fleet to play with. Jumping those around tho makes it quite hard to use em.
P2P "mass" jumping to gates, (and beacons) would avoid crashing into player ship, jumping inside eachother and the friendly fire it brings.
paulwheeler
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Post by paulwheeler »

Tarzan02 wrote:High,

i've got a crash with X3TC. I've installed XRM 1.19e on a clean install of X3TC3.2. I've got a x3crash log saying:

Story call stack dump:
[000000]->[0350a3]#-409893(2023)[702].StartThisScriptID(3, {"!turret.killenemies.std",44,"Turret Kill all enemies (All Ships)",1,4,{...},{...},{...},0,100}, {4,3}, 0)
[03525f]->[035e92]#-409893(2023)[702].__runScript({36337108,0,3,7,{...},{...},0,3,{...},100,0,0,0}, {"Lib.Cmd.Turret.Barrage",44,"Lib Cmd: Main turret barrage",53,0,{...},{...},{...},{...},911}, 65542, -409893, {4,3}, 0)
[060432]->[0aa137]#-409893(2023)[2004].ShootMissileSECOBID(269, 3, 29, 0)

any idea ?

thank's

This is caused by a conflict between Litcube's Missile Boat script which is included with the XRM and Missile Defence Mk 2.

There is a post about it here with a possible fix:

http://forum.egosoft.com/viewtopic.php? ... 61#3815561

I don't know if Tiek could provide his fixed versions of the scripts?
paulwheeler
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Post by paulwheeler »

swatti wrote:Any chance of P2P jumping in 1.20? Player owned cap-ships, P2P around gates only to keep overall balance.

Still left unanswered.

Found the elusive XL arms-dealer and if finding it becomes easier in 1.20 many more then me will have a fairly big cap-fleet to play with. Jumping those around tho makes it quite hard to use em.
P2P "mass" jumping to gates, (and beacons) would avoid crashing into player ship, jumping inside eachother and the friendly fire it brings.
The XL weapons dealer will not be easier to find in 1.20. What I'm adding has nothing to do with the weapons dealers.

As for P2P jumping - in a word, no. Its complicated to script and it would only be fair if the AI can use it too, which means rewriting all the jumping scripts.

There are several scripts which enable this in the library I think. Just install one of those.


I'll say it again - I'm a modder not a scripter. I'll have a go a simple scripting like the bounty script (which is incredibly simple BTW), but something complicated like enabling P2P jumping for all ships is just not my thing.

Besides, every time you make an action like jumping, which many ships use, more complicated, you are adding extra load onto the CPU.

The XRM is still X3. You seem to be asking for a totally new game. Wait for Rebirth and you'll likely get what you want.
Last edited by paulwheeler on Thu, 29. Mar 12, 12:26, edited 1 time in total.
d_ka
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Post by d_ka »

@Tarzan02: i used to have the same issues, and despite my efforts to fix the problem ( installing Gazz´s MKD2 script; deleting the "kill enemies" command lines in the code, etc. ), my TC XRM combo kept crushing.
I then switched to AP + XRM, like Paul suggested, the crashes were gone, but i ended up having a slide show instead of a halfway fluent game on my dated pc.
Now: if you have a good machine, go AP+XRM ( TC won´t be developed after the 1.20 release anyway, only bugfixes and such ). If your pc is as old/weak as mine was, than upgade it, of find a new one... ( it´s mainly the memory issue ( 2-3 gigs are simply not enought anymore ).
Right now i´m playing on a laptop with SSD + 8g memory, powered by a Core I-7 cpu + 560M graphic card, and only in the worst cases i ever noticed a little lagg ( a desktop pc with such configs, or even lower, would eat anything you throw at it anyway ).

Sorry for not beeing of any actual help, but personaly i saw no hope to solve that problem with those crashes, so i´ve created a new "envirement".
swatti
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Post by swatti »

I know just about nothing of scripting, I actually thought P2P jumping was simplier then the bounty.

It was a suggestion, feel free to say no, just remember say why. And for that, thx. Now i know.
I was kinda hoping it was possible to "borrow" from the RRF using P2P jumping around gates.

As for the XL, there is a near-cheat way to find it, i have an odd memory of you saying there was a way coming to find it...?
My suggestion to the matter was to add some ships using the jumping stations as home-points. When scanned, it would, IF IM NOT MISTAKEN show the station the ship "belongs to" and its location, by default too if im not mistaken.

SUGGESTION: equipment insurance!

Since loadouts can be saved in PHQ, could there be a way to save em kinda like bounty is "per ship" in a universal way?
Basicly: Save a snapshot of guns and installed extensions, then "load" that...

Pay a one-time large sum to insure your stuff and call on it if you happen to lose half your guns etc when taking hull dmg.

X3 is fast coming to the point where i have "nothing to do anymore" so i can hardly wait for rebirth.
To-do list:
- Cap Kyoto and EFAA-whatever-thingy.
- Exterminate Goners
LucianDragos
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Post by LucianDragos »

I am having some severe frame rate drops sometimes to the point of slide show around the massive stations (I.E. The Mars shipyard), while my system is an older rig I didn't have these drops in Vanilla. I am playing on a fresh install with just XRM, backgrounds & plots complete addon's...

System stat's
Core 2 Quad Q6600 2.4Ghz per
3gig ram
ATI: Radeon 4870 1gig
Vista 32bit
paulwheeler
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Post by paulwheeler »

LucianDragos wrote:I am having some severe frame rate drops sometimes to the point of slide show around the massive stations (I.E. The Mars shipyard), while my system is an older rig I didn't have these drops in Vanilla. I am playing on a fresh install with just XRM, backgrounds & plots complete addon's...

System stat's
Core 2 Quad Q6600 2.4Ghz per
3gig ram
ATI: Radeon 4870 1gig
Vista 32bit
I assume you're playing AP?

Mars is a much, much busier system in XRM:AP. It is one of the Terran's main staging areas and contains many more ships than vanilla, plus the Argon forces frequently attack. The vanilla Terran big stations were not exactly frame rate friendly in the first place.

From looking at your specs, you will likely struggle with only 3GBs of RAM and a 32bit OS. Having said that up until recently I was running a very similar spec (only a core 2 duo) to you and while I did get some frame hit in busy sectors, I did not have massive frame rate drops like you describe, except in the largest of battles.

I suggest lowering your texture quality to medium and perhaps drop AA settings one notch. This tends to help on low memory systems. Make sure you have the latest drivers for your card. Also, make sure you have no unnecessary background tasks going on in Windows. Turn off Windows Defender and exclude X3 files from your virus scanner (or even turn it off when playing - just don't forget to switch it back on again after).

XRM is much, much busier than vanilla and you never get something for nothing.
d_ka
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Post by d_ka »

@LucianDragos:

1. 2.4Ghz is not really much for this game, since X 3 engine doesn´t use more then 1 core. Also, the older Quads do not have "turbo boost", iirc.

2. 3 Gig ram is barely enough to run X3 vanilla fluently; and though XRM has optimized many things, the massive presence of ships in sectors are quite of a job to accomplish ( in vanilla you got very rarely really large battles, especially with those capships, and they don´t last very long, too.

3. You say, you´ve installed the backgrounds - i haven´t, but i can imagine they are causing an additional RAM usage ( along with CPU? ).

4. And last, but not least: you got 3 Gig ram + 1 Gig graphics = 4 Gigs, while the 32Bit system actually only supports about 3.5 Gigs totaly ( the graphics do count ).
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Jack08
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Post by Jack08 »

d_ka wrote:@LucianDragos:

1. 2.4Ghz is not really much for this game, since X 3 engine doesn´t use more then 1 core. Also, the older Quads do not have "turbo boost", iirc.
A Cores clock frequency is not all that relevant, and "turbo boost" is also not much help usually, The truth is one core running at 2.4ghz can easily be twice as fast as another running at 2.4ghz, its all about throughput, instructions, and much much more, the clock frequency is not a good enough judgement of a CPU.

X3 uses 2 threads, 1 for the game 1 for audio, so a dual core minimum is a must
d_ka wrote: 3. You say, you´ve installed the backgrounds - i haven´t, but i can imagine they are causing an additional RAM usage ( along with CPU? ).
Backgrounds only take up memory, processing power change is negligible


Note: vista is a memory hog, and has severe memory management issues, upgrading to win7 is advisable ( vista Sp1 did improve it a little but win7's management is still much better )
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swatti
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Post by swatti »

Small bug:

Getsu Fune. Argon Border sector, yet killing baddies in there says thx message from Split.
nap_rz
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Post by nap_rz »

Jack08 wrote:
d_ka wrote:@LucianDragos:

1. 2.4Ghz is not really much for this game, since X 3 engine doesn´t use more then 1 core. Also, the older Quads do not have "turbo boost", iirc.
A Cores clock frequency is not all that relevant, and "turbo boost" is also not much help usually, The truth is one core running at 2.4ghz can easily be twice as fast as another running at 2.4ghz, its all about throughput, instructions, and much much more, the clock frequency is not a good enough judgement of a CPU.

X3 uses 2 threads, 1 for the game 1 for audio, so a dual core minimum is a must
well a stock Q6600 is rather slow for today standard, it has been 4 or 5 years right? heck my 920 is 3 years old already :cry:

speaking of hw, anyone here bought the new GTX680 already? :P
Tarzan02
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Post by Tarzan02 »

Trying a solution:

Clean install X3TC 3.2
Backup !turret.missileattack.pck
Install XRM
Restore !turret.missileattack.pck

Install cheat code

Loading a save file (which crash)
immediately after warp my vessel in an other sector (with cheat code) in order to terminate the script (!turret.missileattack.pck since it's not running in OOS) => see litcube boat missile thread

return to the sector => no more crash

hope will help
paulwheeler
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Post by paulwheeler »

Tarzan02 wrote:Trying a solution:

Clean install X3TC 3.2
Backup !turret.missileattack.pck
Install XRM
Restore !turret.missileattack.pck

Install cheat code

Loading a save file (which crash)
immediately after warp my vessel in an other sector (with cheat code) in order to terminate the script (!turret.missileattack.pck since it's not running in OOS) => see litcube boat missile thread

return to the sector => no more crash

hope will help
Yes that will work - however, you will no notice that M3Bs, M8s and M7Ms will no longer fire their missiles. You have essentially disabled Litcube's script.

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