[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

Scoob
Posts: 11186
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

paulwheeler wrote:I've already got this fixed. It will be in the next update.
Nice :-)

Scoob.
User avatar
surferx
Posts: 1252
Joined: Wed, 6. Nov 02, 20:31
x4

Post by surferx »

Yes thanks for the update. Those beam weapons seemed awfully long ranged. I was getting hit while the ship was outside of my scanner range! At the time I wondered if that was the problem, the beams being too long to render or something. I meant to post the pic earlier, but forgot all about it. :oops:
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
User avatar
bernoud
Posts: 260
Joined: Fri, 21. Aug 09, 21:34
x3tc

Post by bernoud »

oh, paulwheeler, just one thing :

With the xenon start, it is just impossible to fly to Heron's nebula and dock to the Argon Commercial dock, in order to hire better pilots (logistic MK1 & 2).

Can I request a fix for this one, like the same feature but on a paranid commercial dock ? (I wish I want to blow up those stupid Argons :p). This would be perfect for the next update :)

Thank you in advance :=)

I'm enjoying this mod, it is nearly perfect (with all the plugins installed, of course, like FDN, PM etc ..).
A l'abordage ! est le sujet réunissant tutoriaux et vidéos d'abordages de vaisseaux !
10 000 Lasers de réparation, X3TC vanilla exploit
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

bernoud wrote:Can I request a fix for this one, like the same feature but on a paranid commercial dock ?
I don't think Paul has the ability to edit Lucike's scripts to make that happen, Bernoud. ;)
User avatar
bernoud
Posts: 260
Joined: Fri, 21. Aug 09, 21:34
x3tc

Post by bernoud »

I can't believe this as Heron's Nebula is a trading key feature, I hope that screwing ppl will hire a solution. And of course, reducing lag by decreasing TS CLS2's in action ;)

I think it's possible

EDIT : YES, those weapon plateforms are just crap, they blow up without nearly hit just one target (M6, M7 or what else ?). What a shame :( (Argons : 2 OWP : 0). NEED A FIX ASAP.
A l'abordage ! est le sujet réunissant tutoriaux et vidéos d'abordages de vaisseaux !
10 000 Lasers de réparation, X3TC vanilla exploit
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

bernoud wrote:I can't believe this as Heron's Nebula is a trading key feature, I hope that screwing ppl will hire a solution. And of course, reducing lag by decreasing TS CLS2's in action ;)
Yeah but, bernoud: we don't have anything to do with the Commodity Logistics Software scripts, pilots, or how all of that work out. Those are Lucike's, and aren't part of XRM.
User avatar
bernoud
Posts: 260
Joined: Fri, 21. Aug 09, 21:34
x3tc

Post by bernoud »

I don't know how to script, I don't have time for this, I can only code AJAX/JSON/PHP/MySQL/CSS2 and so on.

Anyone that have the patience to edit a Paranid commercial dock ? This script could be added as a valuable feature to XRM ...
A l'abordage ! est le sujet réunissant tutoriaux et vidéos d'abordages de vaisseaux !
10 000 Lasers de réparation, X3TC vanilla exploit
Kinda_new
Posts: 4
Joined: Mon, 18. Jul 11, 16:59

Terran TL not hirable?

Post by Kinda_new »

@Mod creators, or anyone that knows more than me.
I tried hiring a atmo lifter, but when I contact the captain the only com.-options i got were "nearest dock/shipyard", only two options. The Nav.officer gives the same options and "surrender" aswell

There are alot of them, atmo, around terran space, but none of them can be hired.
I´v reinstalled a fresh TC 3.1, Bonuspack, 1.03 part 1, 1.04c part 2, gazza missile defense mk2, gazza AI ammo and gazza missile safety(rec. script from page 1)
I started a new advanced start and my terran rank is servant of terra. So far I have not fired a round, and got no enemies what so ever.

Thanks for a great mod!
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Re: Terran TL not hirable?

Post by Mizuchi »

Kinda_new wrote:There are alot of them, atmo, around terran space, but none of them can be hired.
Atmospheric Lifters are Plantary Supply Jobs. You can't hire them. (It was the same in Vanilla - it's a directly ported Job).

Try looking for a Polacca. They should be hirable. :)
Kinda_new
Posts: 4
Joined: Mon, 18. Jul 11, 16:59

Re: Terran TL not hirable?

Post by Kinda_new »

Mizuchi wrote: Try looking for a Polacca. They should be hirable. :)
Thanks!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Mizuchi has put together a list of recommended scripts for use with XRM. We both suggest you try these out for the best experience playing XRM.

http://forum.egosoft.com/viewtopic.php? ... 17#3636817
KyoZed
Posts: 10
Joined: Wed, 1. Nov 06, 03:03

Post by KyoZed »

I just recently installed XRM so I might have something installed incorrectly but should MARS mod (installed after XRM) be showing up as 2.2mil per, and only be allowed on XL ships?

If so, any way to change this? I love using mars on my M6's at least! XL is kinda silly.. The price I can deal with.. its worth it lol.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

M6s are XL....
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

paulwheeler wrote:Mizuchi has put together a list of recommended scripts for use with XRM. We both suggest you try these out for the best experience playing XRM.

http://forum.egosoft.com/viewtopic.php? ... 17#3636817
Fascinating....really interested in trying these out!

I will have a good look at these, just as a matter of interest...Lightcubes Missile Attack Script is not included (a simple script that allows the AI M7M's and M8's etc to actually use their missiles, rather than them doing naff all really) has not been included, surely this is a must have script?
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Sn4kemaster wrote:...surely this is a must have script?
It's a great script, but I wouldn't label it as a must-have per se - it depends if you like missiles or not.

I, for example, am not their biggest fan (they're okay in small doses); and coupled with the XRM Missile Rebalance, they're like, "ARGH. I KNOW THERE ARE MISSILES. SHUT UP MAKING NOISE. WHERE HAS MY S-".

(A few people already voiced their displeasure about the "Rearguard Bomber" patrols, after all, so it's clear that missiles aren't everyone's cup of explosions to the face.)

This is why there's we made distinction in the wording between "recommended" and "must-have" here, you see, and the reason why Lucike's Scripts and MARS and the Phanon Corp. scripts aren't on the list - those are things that people need to choose for themselves to install on a personal as they change the game in wonderful yet substantially more dramatic ways.

Those kind of scripts are also a little more involved in regards to installing and setting up (in some cases), and the last thing I want is people with little experience with scripts hammering on threads about how they NEED this particular thing because some guy in the XRM thread said so. :shock:

The recommended ones here are more subtle changes and fixes that people who may be new to this whole thing should perhaps use as a foundation, and then build upon that as they deem fit. 8)

I figure that the majority of people who know how to install XRM don't need any scripts suggested to them anyhow - they've danced the dance long enough to know all the moves already. :wink:
User avatar
Drewgamer
Posts: 536
Joined: Fri, 27. Aug 10, 08:39
x4

Post by Drewgamer »

@Mizuchi - Actually, I found that list quite helpful (and spend more time messing with mods than actually playing xD). A lot on that list I had never heard of and they sound very helpful indeed ^_^
Check out my mod Crystal Rarities
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Tatakau's Marine Repairs
Allows Marines on your vessels to repair your ship (and any docked ships) depending on how skilled they are in Engineering and Mechanics. Pretty much an essential download if you want the Tepukei to work as Cadius intended.

Personally, I'd suggest Anarkis Defense System instead. Marine Repairs can become a bit of a performance hog (checks are too frequent, every few ms, and as your fleets grow it can have a noticeable impact), while the hireable mechanics from ADS only do a check every minute - and only on the cap ships which have them enabled and actually hired. Should the ship also have marines with high technical skill, they help too. The repair rate is also MUCH slower - especially on hull multiplier packs - and more realistic (with Marine Repairs, a full squad of higly trained marines could repair both the carrier and the docked ships in a matter of seconds).
ADS is of course a plugin with a much wider scope, but it doesn't do anything else unless you set it up to, so one could just use it for the mechanics without worrying about anything else (which is pretty much what I've been doing with my Tepukei roaming the universe salvaging wrecks generated by the bailing plugin :wink:)
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Hektos wrote:A lot on that list I had never heard of and they sound very helpful indeed ^_^
Well thank you. ^_^v

FDNL is one of my absolute favorites, and a total gem.

No Complexes and laggy-tubes-O'-FPS-death is already a boon; but setting up a sector with stations so they have a domino effect and feed each other is insanely (and unintentionally) fun! :3
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Well Mizuchi, once again you convinced me to try something new. Ill give MBRR a go again. Although folks should know that it will conflict with the terran plot so it should be disabled for a portion of that.

EDIT: My only concern is if it will lessen the Khaak and Xenon threat? I like that hostile feel to my games and thats the one thing I am concerned about losing from IR while I try out MBRR for a bit.

EDIT: I cant find your recommended settings. What are they again?
User avatar
Drewgamer
Posts: 536
Joined: Fri, 27. Aug 10, 08:39
x4

Post by Drewgamer »

paulwheeler wrote:For a serious game, I would however suggest turning the Invasion, Sector Takeover, and Rearguard settings OFF and merely allowing MBRR to do what it does best with the ships that are available to it. If using an invasion type script like Pirate Guild you can experiment with rearguard settings, but keep token numbers below 200.

Once installed, I suggest you use the cheat scripts to destroy the military outpost that this script mistakenly adds to Kha'ak Sector 841.
EDIT: How do i destroy said outpost with the cheat scripts? Do I need vision of the sector first; and if I do, how would I go about that? xD

@ JoelR How does it affect the Terran Plot (though I usually use one of the TPC starts)? Are there any other bugs (major or minor) that I might want to know about before using MBRR?

EDIT 2: This question doesn't pertain to XRM so much (but I notice it a lot more with XRM installed) but I get a lot of "lag" in combat but everything feels smooth when just flying around. The framerate drops into the basement, and this isn't even in a large fight; I'm talking about in the beginning of the game when its Fighter-on-Fighter combat. For graphics settings, I'm running 1680x1050 resolution with Texture and Shader Quality on High, with "More Dynamic Light Sources", "Ship Colour Variations", and "Glow" all enabled. I have Antialiasing and Anistropic Texture Filtering disabled. Are my aging graphics cards not enough to handle this game on those settings? Is there some graphics option that I should disable, or is there some new graphic effect that XRM adds that would cause a performance hit?
Check out my mod Crystal Rarities

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