[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
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Post by Mizuchi »

swatti wrote: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.
The answer is "no", on both accounts.

I tired while we were developing XRM. I've actually pushed the Gates back as far as they'll go before collision detection kicks in (in the Galaxy Editor) and they start to freak out.

(I don't know if that change made it into the final release version of XRM, actually. I suspect it should have.)

It might be possible to remove the Sphere model, but that'd take away a HUGE element of the Hub, and that wouldn't be a sacrifice we'd be willing to make just for one user out of (potentially) hundreds.

You'd also lose the Hub Station, and that'd likely break the Hub plot, the Hub itself, the Hub functionality...

Soz Boz.
Slashman
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Post by Slashman »

Hello all. I've just found this mod and wanted to try it with AP.

My one weakness is that I love cockpits and recently switched from PSCO1's cockpit mod to the ITS-PSCO1 Shawn cockpit mod which adds a bunch more cockpits and improves the look of them. Would this be compatible with XRM?

I know it's been updated to work with the latest version of AP, but I'm not sure that it would work with XRM.
If you want a different perspective, stand on your head.
Requiemfang
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Post by Requiemfang »

XRM has it's own cockpit addon which are built from ITS-PSCO1 Shawn cockpit mod. Download the addon on the front page and your all set... also don't forget to follow install instructions.
Slashman
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Post by Slashman »

Requiemfang wrote:XRM has it's own cockpit addon which are built from ITS-PSCO1 Shawn cockpit mod. Download the addon on the front page and your all set... also don't forget to follow install instructions.
Thanks!

One more question. Do the hull multiplication packs work in addition to the already increased hull values in AP? Or are they necessary to achieve them once you are running the XRM mod?
If you want a different perspective, stand on your head.
Scoob
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Post by Scoob »

Hi,

Since starting my current game in v1.18 (now v1.19e) I've encountered a couple of indestructable ships - both fighter class.

I've seen this before in non-XRM TC games however this time it's different. Even a script kill ship command does not destroy said indestrucable ships. In the end I had to use a "jump out of existance" script to get rid of them.

So, a very rare occurance, plus I do have other scripts that could be the cultprit, but equally it's a fairly new phenomenon in AP for me.

Note: I've only encountered a couple of such ships, however possibly there are others in the universe. This would be bad as it would potentially tie up response fleets. I had one in Segaris (Terran sector bording Xenon space) where the entire Terran fleet there were attacking one invulnerable fighter relentlessly without effect. Fighter was sat there on 0 hull points, no weapons but was still flying around as if attacking.

The other such ship I encountered was a pirate if I recall correctly. I don't think I have any scripts that spawn ships, other than TECSG's Salvage Claim Software which just spawns bailed ones periodically.

I suspect it's just some engine glitch where using SETA in a busy sector causes the ships death to get missed somehow. Just guessing there.

Scoob.
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ezra-r
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Post by ezra-r »

Probably the question has been asked a million times but the thread is so huge...

Is this incompatible with any scripts in the bonus pack?

I ask because I got a freeze when trying to use the hefistaios corp (or whatever is called) service to build stations.

In my clean AP installation with little modding + MARS & Complex cleaner I never get freezes.

Edit:

don't mind me I answer myself, I checked the original thread of the that script in question and found the problem:
Problem: The game freezes, when confirming the initial Hephaistos Corp. message, if the player just has the Terran rank to buy stations. - Workaround: Increase your rank with one of the other races, so you can buy their stations.
Jumee
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Post by Jumee »

Slashman wrote: One more question. Do the hull multiplication packs work in addition to the already increased hull values in AP? Or are they necessary to achieve them once you are running the XRM mod?
its different, and it does not build upon AP's increase, I'd recommend you go with the medium hull pack, but you can always switch it if you feel like it
Jumee
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Post by Jumee »

Scoob wrote: Since starting my current game in v1.18 (now v1.19e) I've encountered a couple of indestructable ships - both fighter class.
Alan Phipps wrote: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.
Slashman
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Post by Slashman »

Jumee wrote:
Slashman wrote: One more question. Do the hull multiplication packs work in addition to the already increased hull values in AP? Or are they necessary to achieve them once you are running the XRM mod?
its different, and it does not build upon AP's increase, I'd recommend you go with the medium hull pack, but you can always switch it if you feel like it
Ah thanks for clearing that up. I think that answers everything so far.

I'll give it a try!
If you want a different perspective, stand on your head.
Scoob
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Post by Scoob »

Hi Paul,

Just wondering, does AP's vanilla turret scripts (created by Gazz I understand) correctly use lasers based on the XRM changes? Obviously MARS (with the file t file) will generally select an appropriate laser for the task in hand based on it's stats. However, many of my smaller ships (M6's) are NOT using MARS so I was wondering if their performance in combat might be somewhat compromised.

Note: I do use the vanilla commands such as "Missile Defence" as well as my own customised Alpha command and weapon swapping is enabled.

Also, could AI owned ships potentially not be making smart use of their varied weapon loadout if I'm not running MARS on all AI capital ships? I am allowing the AI to use MARS, but sometimes performance can understandably drop off in larger battles.

Generally I'd rather not have weapon swapping, but the AI makes such extensive use of it that my larger ships need to be able to switch to lighter/heavier lasers sometimes so as not to be outmatched. I do however like the light/heavy turret balance on many of the ships.

Cheers,

Scoob.
paulwheeler
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Post by paulwheeler »

XRM uses a custom CWP to arm ships. So yes, the ap turrets use xrm weapons just fine.

The AI does not use weapon switching in the xrm as there are no extra weapons spawned, so there is nothing to swap.
Scoob
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Post by Scoob »

That's cool, thanks Paul. I was a little concerned that the vanilla turrets would behave like MARS when you forget to add the t file for XRM. I.e. somewhat questionable weapon selection choices when switching.

Cheers,

Scoob.
Chestburster2
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Post by Chestburster2 »

Heya Paul, wasn't around for some time but i love what you and mizuchi have created out of the old srm :)

But theres still one thing thats nagging me.. how on earth (or space) can you get marines in terran space? The military bases dont sell them and i'm pretty much on war with everyone outside of our borders. And even if i could get some "alien" marines.. im not gonna let them wander around in my ships, sabotaging the weapons and shields before the next fleet engagement starts!

Sooo... is there a way to get terran marines? Or at least any kind of marines (besides those criminals on a pirate base)?
paulwheeler
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Post by paulwheeler »

Terran marines dont actually exist in x3. Even if you try and script them in, i believe the game just puts random race marines in instead.

I think there is a script that adds terran marines, but ive no idea how they solve the problem.
jmcavoy
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Post by jmcavoy »

This is my first time using XRM. When I try to use the Race Military Intelligence Network all I see is read text 9950 in the window. I looked in the T scripts and didnt see a 9950 file. Was wondering if I missed a download somewhere. I installed both part 1 and part 2. Didnt see it in the part 2 T folder either. Sorry if this question has been asked already.
Chestburster2
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Post by Chestburster2 »

Meh.. i knew that there are no terran marines in x3 tc.. thought they added them in AP (because.. if you go for an all out war.. dont you need marines? geez.. egosoft, what are you doing? -.- ).

But it would still be nice, if you add some kind of terran mercenary station (selling mercenarys like pirates, but are associated with the terran faction) for us poor terran commanders.
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ezra-r
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Post by ezra-r »

I finally decided myself for the Terran start and it's been a few days playing it.

So far I am amazed at the level of models in XRM.

Love the new khaak ships/models and the new additions to terran/argon and the little I have yet seen of the teladi/split/paranid (still too young inside the game), and the think the direction the mod is pointing is absolutely great.

I see lots of fighting everywhere which for me is super cool, at least in the places I have checked you can never be too confident and have to keep an eye out always.

Just a couple of questions.

* Has the collision avoidance routines or anything similar to that been modified (supposing it can I have no idea of scripting). I am asking that because in my semi-vanilla AP game AI seems to crash much less than usual or at least of what I was used to see in previous iterations of X3, but now I am seeing some ai stupid crashes, followers with me, or other ships against bases. I just want to know if its bad luck in my game or what.

* I noticed that compared to base vanilla there is a certain decrease in performance when running this mod, so I decided to reduce seta to 4x instead of 6x. Anyways most scenarios, even most fighting scenarios are fairly playable but still, I was wondering if this could be due to the so many spawns everywhere or maybe I did something wrong with my install :P
Last edited by ezra-r on Wed, 4. Apr 12, 23:13, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

jmcavoy wrote:This is my first time using XRM. When I try to use the Race Military Intelligence Network all I see is read text 9950 in the window. I looked in the T scripts and didnt see a 9950 file. Was wondering if I missed a download somewhere. I installed both part 1 and part 2. Didnt see it in the part 2 T folder either. Sorry if this question has been asked already.
The 9950 language file is within the part 2 cat/dat. It will be loaded automatically.

So either you are running X3 in a language for which I have not included a text file, or - more likely - part 2 is not installed correctly and the game can't actually see the text file.

Check that you have installed the XRM to the correct folder (\addon for AP), numbered the cat/dat pairs correctly so there are no gaps in your numbering and so that each cat/dat has two digits (I.e. on a bare AP install, part one should be 03.cat/03.dat and part two should be 04.cat/04.dat.

If part 2 is indeed incorrectly installed, you will need to restart your game once you fix the problem.
paulwheeler
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Post by paulwheeler »

ezra-r wrote:
* Has the collision avoidance routines or anything similar to that been modified (supposing it can I have no idea of scripting). I am asking that because in my semi-vanilla AP game AI seems to crash much less than usual or at least of what I was used to see in previous iterations of X3, but now I am seeing some ai stupid crashes, followers with me, or other ships against bases. I just want to know if its bad luck in my game or what.
Collision avoidance has not been touched. In XRM, fighter ship speeds are quite a bit faster which may cause a few more AI mishaps - but at least fighters aren't boring to fly.
ezra-r wrote:
* I noticed that compared to base vanilla there is a certain decrease in performance when running this mod, so I decided to reduce seta to 4x instead of 6x. Anyways most scenarios, even most fighting scenarios are fairly playable but still, I was wondering if this could be due to the so many spawns everywhere or maybe I did something wrong with my install :P
Its due to the increase in the number of ships and some of the new models created by Expnobody are not optimised for FPS.
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ezra-r
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Post by ezra-r »

paulwheeler wrote:
ezra-r wrote:
* Has the collision avoidance routines or anything similar to that been modified (supposing it can I have no idea of scripting). I am asking that because in my semi-vanilla AP game AI seems to crash much less than usual or at least of what I was used to see in previous iterations of X3, but now I am seeing some ai stupid crashes, followers with me, or other ships against bases. I just want to know if its bad luck in my game or what.
Collision avoidance has not been touched. In XRM, fighter ship speeds are quite a bit faster which may cause a few more AI mishaps - but at least fighters aren't boring to fly.
ezra-r wrote:
* I noticed that compared to base vanilla there is a certain decrease in performance when running this mod, so I decided to reduce seta to 4x instead of 6x. Anyways most scenarios, even most fighting scenarios are fairly playable but still, I was wondering if this could be due to the so many spawns everywhere or maybe I did something wrong with my install :P
Its due to the increase in the number of ships and some of the new models created by Expnobody are not optimised for FPS.
Thank you very much for the superquick reply.

Indeed flying in X3AP with XRM now is everything but boring, and I love the weapon modifications too, they fit great, much better than egosoft own work! :)

Well, Expnobody and whoever else made the new models did an amazing job, for my taste much on par the X3 theme race ships and many times more good looking & blended in than xtended mod ones (just my taste).

Keep up the great job!

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