[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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LordGaara
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Post by LordGaara »

I also watched it fall and thought to myself: It is gonna fall to the bottom and then reappear in a flash at the top with a slightly different title: 1.20 released!
Alas...
swatti
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Post by swatti »

Umm... I have a VERY odd problem.

There seems to be a bug that turns random ships into immortal, usually this isnt a very big problem as i can cheat the ship to myself and sell, recycle it, etc...

BUT! What the heck can i do to a combat drone!? Ive got myseld an immortal drone. Sadly, it lost its gun and while fun, time to call it quits.

Thing is, IT CANT BE DESTROYED, cheats do not work.
- All forms of destroy-commands fail against it.
- Even tho its "energy" is 0% it wont explode.
- Combat drones cannot dock, so i cant dock it to a station to just store it. - Drones can be picked up if on "standby" but trying it on this simply adds one normal drone to my ship and this one is still there.
- It cannot die in OOS-battles nor by any weapon-fire IS

Enemies eventually "pile up" around it in OOS-combat, it held off the whole terran battle-group when i forgot the poor sucker in Omicron Lyrae...
"Jeah bitches, lets see a Keris do that!"

I can turn it into any race via cheats but it allways ends up piling up enemies in OOS and seemingly will not de-spawn or dissapear, nor dock.

How do i kill this thing!?
paulwheeler
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Post by paulwheeler »

Usually, only plot ships are immortal. Not sure how else you could get immortal ships. It has to be scripted as far as i know.

As for destroying them... if the cheat scripts do not work, then im not sure. You could probably write a script to remove the immortal flag and then destroy it.... or, dont worry about it. Im sure god will clean it up eventually.
dougeye
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Post by dougeye »

Just put a Z at the beginning of the name, hide it from property menu view and send it to a remote corner of a sector far away and forget about it lol
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swatti
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Post by swatti »

Ive had several ships turn immortal, first time ever this happened to a drone...

Im not sure but i suspect its something to do with saving a game at the exact moment things are supposed to go boom. In this case, OOS-combat. Had about dozen fighters that turned immortal. Turning god-mode on and then off has no effect.

As for the drone, problem solved. Trying to dock it to a ship via cheats only made a drone in cargo, docking to a NPC-station did nothing, BUT! Dock it to a player station made it dissapear... Or its now plotting against me in my own shipyard.
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joelR
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Post by joelR »

swatti wrote:Ive had several ships turn immortal, first time ever this happened to a drone...

Im not sure but i suspect its something to do with saving a game at the exact moment things are supposed to go boom. In this case, OOS-combat. Had about dozen fighters that turned immortal. Turning god-mode on and then off has no effect.

As for the drone, problem solved. Trying to dock it to a ship via cheats only made a drone in cargo, docking to a NPC-station did nothing, BUT! Dock it to a player station made it dissapear... Or its now plotting against me in my own shipyard.
EDIT: Nevermind
Gavrushka
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Post by Gavrushka »

swatti wrote:Ive had several ships turn immortal, first time ever this happened to a drone...

Im not sure but i suspect its something to do with saving a game at the exact moment things are supposed to go boom. In this case, OOS-combat. Had about dozen fighters that turned immortal. Turning god-mode on and then off has no effect.

...
I am likewise seeing this with increased frequency and the only solution I could find was to change ownership to me and sell it ('killed by me' would not even work).

- It could well be something to do with one of the more recent official patches, as I'd not played TC for a while, but I'd never had this issue, to this degree, in my earlier playing days.
dougeye
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Post by dougeye »

im right in thinking you guys are using npc bailing mod?? i would speak to thisisharsh if thats the case as it is an issue with his scripts, also turning OFF non standard ship bailing should protect plot ships from bailing meaning you shouldnt get immortal bailed ships, in theory ;)
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Gavrushka
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Post by Gavrushka »

I don't have the no bailing mod, just this and increased hulls... - After my issues I installed the cheat script to get rid of the errant ships, which is not easy. - Without this Mod, but prior to the last couple of egosoft official patches, 'killed by me' would get rid of indestructable ships and now it doesn't.

The ships haven't bailed... They still fight by the way!

I can't draw any conclusions, just state my observations.
paulwheeler
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Post by paulwheeler »

Well i have never seen one single indestructible ship while playing the xrm, and in vanilla it was only ever Argon One and plot ships.

I strongly suspect those seeing it have a script installed which is causing it.
Gavrushka
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Post by Gavrushka »

I don't actually know what that means. :(

The only Mod I have is XRM, and the hull pack, nothing else other than the more lately added Cycrow's cheat package (I am playing TC, not AP). I am happy to live with it, although I'd be happier without this issue - The install, I am confident, is correct BUT I will readily agree if only two people are seeing this out of the hundreds that use it, then it is far more likely to be an issue at my end. - Although that doesn't help me very much!
paulwheeler
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Post by paulwheeler »

Setting a ship to indestructible can be done via jobs, the script editor and the mission director. In vanilla, there is only one ship set to indestructible in jobs - Argon One, plus plot ships are often set to indestructible.

The xrm doesnt go anywhere near the indestructible script commands. As ive said many times, there is very little scripting in the xrm. Also, we removed the indestructible flag from Argon One.

So I cant really see how this can be occurring, unless a script or a mission is doing it. I think Swatti is playing AP, so it cant be something introduced in the last TC patch. Its certainly nothing ive ever experienced in x3, pre or post XRM.
swatti
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Post by swatti »

Yup, AP here.

I havent seen this happen before the few recent patches AND ive re-routed the xenon-hub to most major xenon sectors and yaki sector so theres a huge battle going on ALL THE TIME and my capital fleet is in the mix too...
These immortal ships only seem to happen in the hub and since there is about 50-300 ships at any time im not surpriced some bug may appear.

I did have this happen in vanilla AP once, in a big fight, saved game, went in, won, but one ship had turned immortal.
So, its not XRM related, just a broken destroy-script of some sort.

It seems we are nearing the limit of what this engine can take, thus these things appear. I dont think Egosoft ever meant a single sector to handle so many ships.

QUESTION: the hub

The Hub is to be honest a bit too small(No, not just for my ego), the gates are also a somewhat too close to the hub walls and this makes things a bit wierd when large capital-ships are involved.

Is there a way to increase the "size" of the hub, or, dare i say it. Remove the damn thing all together. The big sphere that is.

Increasing the gate distances by a say 50% or so would make it more player-friendly and ships would no longer get stuck to walls.

Something of an option or a separate mod of sorts as some will prefer it as it is.
Requiemfang
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Post by Requiemfang »

swatti wrote:Yup, AP here.

I havent seen this happen before the few recent patches AND ive re-routed the xenon-hub to most major xenon sectors and yaki sector so theres a huge battle going on ALL THE TIME and my capital fleet is in the mix too...
These immortal ships only seem to happen in the hub and since there is about 50-300 ships at any time im not surpriced some bug may appear.

I did have this happen in vanilla AP once, in a big fight, saved game, went in, won, but one ship had turned immortal.
So, its not XRM related, just a broken destroy-script of some sort.

It seems we are nearing the limit of what this engine can take, thus these things appear. I dont think Egosoft ever meant a single sector to handle so many ships.

QUESTION: the hub

The Hub is to be honest a bit too small(No, not just for my ego), the gates are also a somewhat too close to the hub walls and this makes things a bit wierd when large capital-ships are involved.

Is there a way to increase the "size" of the hub, or, dare i say it. Remove the damn thing all together. The big sphere that is.

Increasing the gate distances by a say 50% or so would make it more player-friendly and ships would no longer get stuck to walls.

Something of an option or a separate mod of sorts as some will prefer it as it is.
You realize that changing a sector layout or size would require a completely new game start right?
Alan Phipps
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Post by Alan Phipps »

The occasional indestructible ship is vanilla game behaviour too in both TC and AP. These are not the same as invulnerable flagged ships which cannot go below 93% hull nor be boarded. These are ships that can be taken down to 0% hull but will not die. The most likely theory is an in-game event interrupting the explosion-and-remove ship script. See this also.
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Gavrushka
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Post by Gavrushka »

That makes a lot of sense, thank you. I play on a lower end system and subsequently have lower frame rates.
dillpickle
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Post by dillpickle »

paulwheeler wrote:Setting a ship to indestructible can be done via jobs, the script editor and the mission director. In vanilla, there is only one ship set to indestructible in jobs - Argon One, plus plot ships are often set to indestructible.

The xrm doesnt go anywhere near the indestructible script commands. As ive said many times, there is very little scripting in the xrm. Also, we removed the indestructible flag from Argon One.
Argon One had it's invulnerability removed in one of the later patches by Egosoft.
swatti wrote:QUESTION: the hub

The Hub is to be honest a bit too small(No, not just for my ego), the gates are also a somewhat too close to the hub walls and this makes things a bit wierd when large capital-ships are involved.

Is there a way to increase the "size" of the hub, or, dare i say it. Remove the damn thing all together. The big sphere that is.

Increasing the gate distances by a say 50% or so would make it more player-friendly and ships would no longer get stuck to walls.
The Hub is made up of three models (a top half, a bottom half and the actual docking part) plus gates.

In order to make it bigger would mean redoing the models to a larger size...
Moving the gates out would be pointless as ship would still have to fly through the holes in the hub to reach them.
You could remove the sphere completely and move the gates, but you'd end up with just a docking clamp floating in space...
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InFlamesForEver
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Post by InFlamesForEver »

Well I've encountered indestructible Terran Police fighters before, but I assumed that Paul put that in because people were complaining about pirates in sectors.
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swatti
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Post by swatti »

I'd be willing to take the tradeoff of small immersion hit in exchange of being able to use the hub a bit better.

Are there any mods to modify the look/size/etc of the hub?
Jumee
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Post by Jumee »

swatti wrote:I'd be willing to take the tradeoff of small immersion hit in exchange of being able to use the hub a bit better.

Are there any mods to modify the look/size/etc of the hub?
afaik Apricotslice had a mini-mod that changes Hub, but I never got around to using it, soooo....

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