[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

starhawkprime wrote:Since the XRM mod has EMP mod integrated, could someone tell me which file to edit to change an emp ware name and description. When my son and I play a new mod we like to add 4 home brewed scripts to the game and as it is right now they all show up in the custom factory as EMP default names. ex. ZA_EMP_10233 ect.... This mod is awesome and we really love many of the ship designs. Thanks guys for any help you could throw my way !!!
You need to edit the XRM TWareT file.
User avatar
Drewgamer
Posts: 536
Joined: Fri, 27. Aug 10, 08:39
x4

Post by Drewgamer »

If you use cycrow's plugin manager would you edit the TwareT file that it creates instead?

Edit: or does it not matter either way?
Check out my mod Crystal Rarities
Wintersdark
Posts: 238
Joined: Thu, 15. Jan 09, 17:12
x4

Post by Wintersdark »

Re: Boarding, rare ships, etc.

Personally, I'm very happy with how the mod is, as is, in this regard. I've found the boarding process to be so enormously time consuming (ridiculous marine training process) followed by horrendously buggy and annoying - the system just doesn't work terribly well, and it's easy to lose a bunch of marines you spent a huge amount of (real life) time training to bad RNG/bugs.

I wish boarding worked better, then I'd be all over that... but as it is, it's just not a lot of fun for a lot of people. So, what you end up with is forcing players to do something they don't want to do(train marines+board) vs. simply allowing players to NOT do something they don't want to do (buy said ships).

It *would* be nice if there was some way to have certain "rare/unique" ships to spawn... well, rarely, so boarding was also an option, but I don't know enough about how Jobs works to know if it's even possible to do that without scattering them all over the place and thus destroying the rarity/uniqueness of the ship.
Emerentius
Posts: 23
Joined: Sun, 28. Dec 08, 09:32
x4

Post by Emerentius »

Emerentius wrote:
Hi, noticed a Yaki TL in Savage Spur named "....." (ITLXO-82) with zero shields and zero hull. During IS it looked indestructable. When I returned later it was gone.
I had used temp.xrm.kill.nameless after updating to version v1.04b.
Btw couldn't find any Yaki stations.

Paul wrote:
If you have no stations in Yaki sectors (look in Weavers Tempest - the sector south of Savage Spur) then the XRM is not installed correctly. You almost certainly have a conflicting X3_Universe file. This is a game breaker and very little of the XRM will work. You will need to remove the offending file and restart your game.


Hi, the sector south of Savage Spur in my game is called Ocracoke's Storm and south of that Senetor's Badlands. Is that not correct?
Further I noticed Rhy's Crusade has no discription. It says only "Sector nor recognised in database" (or something like that).

Btw I do see Hikari lasertowers everywhere and fighters disappearing into stations I can't see.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Emerentius wrote:Hi, the sector south of Savage Spur in my game is called Ocracoke's Storm and south of that Senetor's Badlands. Is that not correct?
No, that's corrent. Paul just meant "south of..." as in a general direction, rather than "adjacent to". :)
Emerentius wrote:Further I noticed Rhy's Crusade has no discription. It says only "Sector nor recognised in database" (or something like that).
We know about that one. We just forgetting to delete the erroneous tfile line. :roll:
Emerentius wrote:Btw I do see Hikari lasertowers everywhere and fighters disappearing into stations I can't see.
Hikari Laser Towers are part of Improved Races and not XRM. If you're using IR, I really recommend that you turn that aspect of the Improved Yaki off.
Wintersdark
Posts: 238
Joined: Thu, 15. Jan 09, 17:12
x4

Post by Wintersdark »

Mizuchi wrote: Hikari Laser Towers are part of Improved Races and not XRM. If you're using IR, I really recommend that you turn that aspect of the Improved Yaki off.
This.

In my experience, Improved Yaki is very buggy and basically a minefield of potential problems. Just leave it all off.

Your best off, with IR, just turning on Improved Xenon and Improved Khaak until you get a better feel for how the whole script works - and what elements are safe to play with. Many more advanced options either don't work or cause all sorts of unintended issues.

My two bits at any rate.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Hektos wrote:If you use cycrow's plugin manager would you edit the TwareT file that it creates instead?

Edit: or does it not matter either way?
No, edit the twaret in part 2 of the xrm, then run the plugin manager and it will integrate any changes.

If you edit the plugin manager version you will lose the changes every time you run the plugin manager.
Emerentius
Posts: 23
Joined: Sun, 28. Dec 08, 09:32
x4

Post by Emerentius »

Hi, thanks. I will disable improved yaki.
But is that the reason of the invisible stations? I also use SatelliteEarlyWarningNetwork-V1.22-03.06.2009.spk could that be the reason?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Emerentius wrote:Hi, thanks. I will disable improved yaki.
But is that the reason of the invisible stations? I also use SatelliteEarlyWarningNetwork-V1.22-03.06.2009.spk could that be the reason?
Do you mean stations are on the sector list but no model or no stations at all?

In either case there is a file conflict. Check other mods installed and your types folder for TDocks, TFactories or X3_universe.xml.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Emerentius wrote:Hi, thanks. I will disable improved yaki.
Just disable the Laser Tower and Aoandon options and the rest of Improved Yaki should be fine.
Nagittchi
Posts: 454
Joined: Fri, 15. Jul 11, 01:44
x4

Post by Nagittchi »

The reason why I wanted cap only/board only ships is because I feel like scouring the universe for it instead of scouring for a shipyard. I have Improved Boarding and Cap modifiers installed in my modded x3tc folder; with everything purchasable, it makes it moot point.

Think of it as your quest to find a Shiny Pokemon.

The only Pokemon game I played were the first red/blue versions when they said there were only 150 pokemon. Then I got mad when they added on more.

And Mizuchi, you talked about being against military using prototypes -

The Griffon was a prototype 8)
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Nagittchi wrote:The Griffon was a prototype 8)
Keyword: was.

It hasn't been a Prototype in SRM for as long as I can remember.

Now if it was "Prototype Griffon", you'd have a point; but it's not, and the Argon M7C is seeing a lot of service in the universe now.

All ships were originally a prototype - or, rather, had a prototype model or five when the ship was being designed. ;)

My point was that it doesn't make a lot of sense for the Military to still be using prototype vessels when the actual production model has been entered into service. That's why you can still find one prototype in use for each race (as that's the first production model), but the why the rest are relegated to specialist retailers.

Besides which, the Prototype variants are kind of pointless.

Anyhow, I'm not adding unique ships to XRM Jobs. Jobs as it stands is pretty much final now. Even when Cadius releases more ships and XRM gobbles them up, they should appear in the Universe (almost) right away without any Jobs tweaks. :D
User avatar
surferx
Posts: 1252
Joined: Wed, 6. Nov 02, 20:31
x4

Post by surferx »

Scoob wrote:Hi,

Just updated to v1.04c and I'm noticing something really odd.

I've been to several sectors where, thanks to IR, the Kha'ak are invading. However now (right after applying the update) when Kha'ak M2's fire you see the beams coming from the ship plus another beam that's dislocated in space, some km from the M2!

So basically, Kha'ak M2 fires one of its turrets & I see three beams shoot out towards the target. At the exact same moment, and for the same duration, three other beams shoot out randomly several km away from the ship - I'm viewing from a distance.

The odd thing (other than there being this floating beam in the first place!) is that during its lifetime these beams start and end points move.

Bloody weird!

The only thing different is that I applied v1.04c just prior to this session. All other mods and scripts remain unchanged.

Cheers,

Scoob.
I saw this about a week ago and took this [ external image ]screenshot.
The battle was going on in the other part of the sector, but everytime a ship fired these appeared.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
Scoob
Posts: 11184
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

Hi surferx,

Yep, that's it! I'd taken some shots myself of it in action last night but hadn't got around to posting them.

Glad someone else is reporting this too.

Cheers,

Scoob.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

I've already got this fixed. It will be in the next update.
User avatar
bernoud
Posts: 260
Joined: Fri, 21. Aug 09, 21:34
x3tc

Post by bernoud »

Hi all,

I installed a small Orbital Plateform, but how it works ? It is just like a dock ....

How do the defense working with such a building ?
A l'abordage ! est le sujet réunissant tutoriaux et vidéos d'abordages de vaisseaux !
10 000 Lasers de réparation, X3TC vanilla exploit
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

bernoud wrote:I installed a small Orbital Plateform, but how it works ? It is just like a dock .... How do the defense working with such a building ?
Firstly (apologies if you've done this already) is assign a hotkey to the XTra Cadius OWP Activate. You need to access the controls on the main in-game menu and find that in the extensions section on the interface tab. Once you've assigned a key, save the updated profile, target your OWP and press that key.

it was change from a station into a proper OWP. last i checked the OWP comes complete with free weaponry and shields. Then, all you do is leave it as is, and have the turrets set to "Attack Enemies" and if any enemies fly past it whilst in weapons range, well, they get blown away :P

i usually put it into Defend Position mode (the OWP itself) but I doubt it makes little difference. also, don't place it too close to a gate or something as it is likely to move around and go out of position when you enter that sector after leaving it.

Hope that helps.
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

I remember OWPs didn't work at all OOS though, vanilla bug related to their max speed being 0 IIRC, and it seems that is still true now, judging by how I see commonwealth ones get easily destroyed OOS by just a wing of xenon fighters (while they are pretty wicked IS). If it's the same for player owned ones, then, they aren't much more than just flavour and hardly worth the money. Lasertowers are probably the way to go now, they've been beefed up quite a lot in XRM, and they are really cheap. A bunch of lasertowers near a gate should be able to make short work of pretty much anything hostile trying to come through.
Alan Phipps
Moderator (English)
Moderator (English)
Posts: 31801
Joined: Fri, 16. Apr 04, 19:21
x4

Post by Alan Phipps »

@ morikaane: Agreed. Being normally classed in-game as a ship, an OWP might be moved any time you enter sector if the placement proximity detection thinks that it is going to be put too close to something else (static or a ship in transit) that has already been positioned. It is better to put them a bit away from static objects and normal transit lanes between gates and stations. Obviously you still need them in weapon/missile range of likely hostile approaches to your assets.
A dog has a master; a cat has domestic staff.
User avatar
bernoud
Posts: 260
Joined: Fri, 21. Aug 09, 21:34
x3tc

Post by bernoud »

Thank you for the replies ;=)

I saw that early, and this was not talking to me as I'm not understanding english very well.

Will have a try
A l'abordage ! est le sujet réunissant tutoriaux et vidéos d'abordages de vaisseaux !
10 000 Lasers de réparation, X3TC vanilla exploit

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”