[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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greypanther
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Post by greypanther »

I guess that was well said. :)

Question: Can you get the unfocussed jump drive with XRM? If so how?
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paulwheeler
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Post by paulwheeler »

GrieferBastard wrote: or the decision to use My Little Pony gifs to replace all the aliens in the comm window.

Shh.... you'll give Mizuchi ideas... :roll:
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Post by paulwheeler »

greypanther wrote:I guess that was well said. :)

Question: Can you get the unfocussed jump drive with XRM? If so how?
Yes - its for sale at:
Spoiler
Show
The Otas Research Station - if you can find it.
greypanther
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Post by greypanther »

Wow! Fast answer!
Are you sure your not getting paid for this support? :wink:

Your efforts continue to impress me for one. :)
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Osiris454
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Post by Osiris454 »

Fair enough. I'm sorry to Paul, Mizuchi and anyone else I may have offended by being an ass.

I totally forgot about 'red shift' though. I'm still playing with the sounds (just for my sake, I won't ask anyone to make these sound changes unless they want to know) and I think I've got them all nailed down (I've only really replaced 4). I have the perfect sound for the Dark matter beam, but it (the sound) is too long in duration. If your wondering it's the old firing sound to the FBC. That long wailing like sound. I'd like to increase the beam's duration, but that would open up a few 'problems' with fighters. Perhaps, more weapons? New ones I mean, like some kind on Xenon Quantum Distortion Cannon to be dedicated as flak? I just don't think beam cannons should be used as antifighter weapons. The AI is just too much of a dunce when using them.

EDIT: Oh, I almost forgot. The CWP seems to be equipping capital ships for the Argon with PBC's but not many PPC's. Does it just go by the biggest weapon and give it that? I also didn't actually change anything in the mod. I just give the new sound the same name as the old one and put it in the 's' folder.
Handsomebbqman
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Post by Handsomebbqman »

Since my message was not answered the first time I'll try again. These are questions for anyone to answer but any dev opinions would be most welcome.

1. Which one would you recommend going for with this mod, Albion Prelude or Terran Conflict? And why?

2. The Military Base Response Revamp is not needed for AP. But is it compatible to use it with AP and XRM? I mean, what are the race response systems in AP compared to Terran Conflict with MBRR? I don't think they're the same.

3. Anyone have good token numbers etc. for Pirate Guilds to go with XBR?

4. I like the music in AP, does XRM replace any music files? Or does it just go with whichever game you boot it with?

Extra. What is the IR mod? I couldn't find it.
EdXell
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Post by EdXell »

I think I fixed the Infinite Loop error that some people (like me) were getting. All credit for this fix should go to TestUnknown since his earlier post basically told me what to do.

I added a couple of lines to al.LitQB.PhanCorp.Task.GuardSector

Code: Select all

  while $EnemyEnv == [SECTOR] 
    $Fighters = [THIS]->get ship array from sector/ship/station
    $FighterCount = size of array $Fighters
    $Pos = [THIS]->get position as array
    while $FighterCount 
      dec $FighterCount =
      $FighterCurrent = $Fighters[$FighterCount]
      START $FighterCurrent->call script '!fight.attack.enemiesrange.land' : station=[THIS]  range=30000  arefpos=$Pos  noidle=[TRUE] 
    end
     
    = [THIS]->call script '!fight.attack.object' : victim=$Enemy  follow=[FALSE]  onlyShields=[FALSE] 
     
    $Enemy.Last = $Enemy 
     
    $Enemy = [THIS]->find nearest enemy ship in range: class=null
     
    if $Enemy.Last == $Enemy 
      = wait 10000 ms
    end
    = wait 1000 ms

    $EnemyEnv = $Enemy->get environment
  end

This seems to have fixed it, I managed to kill off TandiTech without any trouble. It's the first time I've done anything with modding for any game ever though so feel free to tell me if I screwed something up.

Now that I can actually play it I want to thank Litcube for the great mod.
Eriodas
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Post by Eriodas »

Handsomebbqman wrote: Extra. What is the IR mod? I couldn't find it.
It's the Improved Races mod. The 2.0 version works with XRM.
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Sorkvild
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Post by Sorkvild »

Handsomebbqman wrote:Since my message was not answered the first time I'll try again. These are questions for anyone to answer but any dev opinions would be most welcome.

1. Which one would you recommend going for with this mod, Albion Prelude or Terran Conflict? And why?

2. The Military Base Response Revamp is not needed for AP. But is it compatible to use it with AP and XRM? I mean, what are the race response systems in AP compared to Terran Conflict with MBRR? I don't think they're the same.

3. Anyone have good token numbers etc. for Pirate Guilds to go with XBR?

4. I like the music in AP, does XRM replace any music files? Or does it just go with whichever game you boot it with?

Extra. What is the IR mod? I couldn't find it.
Questions seem to drown here very fast, the only thing is to repeat your question until someone replies

1. Have you played TC before ? Most people recommends AP edition here due to some improvements and some extra content. AP uses more resources so expect decreased performance. TC still runs better than AP.
2. It not advisable to mix response fleets scripts in Ap unless you want to see funny things.
4. XRM does not change the music, moreover it adds unused music tracks for more variety!
5. IR stands for Improved Races script.
Last edited by Sorkvild on Tue, 24. Apr 12, 01:47, edited 1 time in total.
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Jumee
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Post by Jumee »

Handsomebbqman wrote:1. Which one would you recommend going for with this mod, Albion Prelude or Terran Conflict? And why?
AP, its simply better - a lot better OOS, slightly better visuals, slightly better UI
2. The Military Base Response Revamp is not needed for AP. But is it compatible to use it with AP and XRM? I mean, what are the race response systems in AP compared to Terran Conflict with MBRR? I don't think they're the same
It is compatible but there is no need to install it really, AP has sufficient response force (I personally use IR 2.0's response forces)
3. Anyone have good token numbers etc. for Pirate Guilds to go with XBR?
huh, I thought you just choose the difficulty, not tokens in Pirate Guild, I had the difficulty set at "High"
4. I like the music in AP, does XRM replace any music files? Or does it just go with whichever game you boot it with?
It does not replace music (well it changes the generic sector music in some of the sectors but its all still there)
Slashman
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Post by Slashman »

Was meaning to report this, but got busy with other stuff:

I have had 2 odd things happen since starting XRM.

Bear in mind that I have never fired up AP vanilla. I went right into XRM so I have no idea if this is related to XRM or AP itself. Since I never crashed in TC, I'd have to say my money is on AP...but I'm still unsure.

OK...first odd thing was a save game corruption on Sunday. I started the game up as normal and undocked from the Free Argon Trading Station in President's End. I saw a station offering a mission and I decided to save before accepting it. I had 7 salvage insurance and attempted to save.

The game paused for a bit and then told me that the save was unsuccessful. It did, however, use up a salvage insurance. I tried an in-space save about 3 more times, each using a salvage insurance and each unsuccessful.

I docked, tried to save and got the same message. Tried to reload my latest save and was told that the save was corrupted. I then exited the game and went back in. Used my last autosave and it worked fine. No further incidences of this since.

The second odd thing is a crash I had during an escort mission. I was almost to the gate when a yaki squadron jumped in. I started to engage and took out maybe two ships before another squad jumped in. As I switched targets, the sound started to loop and the game froze. I was able to alt-tab to windows and close it. And upon retrying the exact same mission it didn't happen again.

I have, in fact, not had a crash since.

Some folks have speculated that some of this is sound-related, but I'm not sure. I did notice that when I first start AP with XRM, I get a brief screeching sound at the menu screen. Updating to the latest sound drivers for my Realtek soundcard did not solve the problem. It did, however, give me a few more equalizer preset options. :P
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Handsomebbqman
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Post by Handsomebbqman »

Thanks for the replys Jumee and Sorkvild. I'm getting a new graphics card this week and intend to play this. From the suggestions I'll go with AP.

Looked at IR, seems good. It works with AP correctly then right?
Jumee
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Post by Jumee »

Handsomebbqman wrote:it works with AP correctly then right?
yes
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Sairaf
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Post by Sairaf »

Slashman wrote:(his text)
Lucky you. I get crashes in TC every five minutes, it's ridiculous. It's unknown how I finished the Terran Plot.

EDIT: Now I can only play for one and a half minutes before a crash.
Slashman
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Post by Slashman »

Sairaf wrote:
Slashman wrote:(his text)
Lucky you. I get crashes in TC every five minutes, it's ridiculous. It's unknown how I finished the Terran Plot.

EDIT: Now I can only play for one and a half minutes before a crash.
TC has always been rock solid for me so I can't help you with your problems there.

I'm wondering if Paul's initial reqs for XRM with AP are a bit off.

It may be more to do with video RAM than system RAM. As I said earlier, I went up 2 gigs to see if there would be any increase in performance. Didn't see much of one. Even though other games I own benefited from the increase(namely Skyrim).

It may also require a better video card. Paul was using a gtx 560(that's a reasonably high end card). I'm using a gtx 260 which has less RAM and handles things like AA much less efficiently than the 500 series. I'm getting a new card in a few weeks, so I'll be able to verify all this once and for all.

I'll post if I see any other odd things...well apart from that weird UFO that pops up from time to time.
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Sairaf
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Post by Sairaf »

Slashman wrote: It may be more to do with video RAM than system RAM.
It's probably the issue, but I don't know much about these things.
Slashman wrote: It may also require a better video card. Paul was using a gtx 560(that's a reasonably high end card).
I'm fine, since I have a 560 Ti.

Well, I noticed I was using IR instead of IR 2.0. I installed it and my savefile was corrupt. No biggy, I'll try it again later and report back here.
BlackRain
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Post by BlackRain »

I cant get the M7M's to work properly. I read where you give instructions how to fire missiles with them but it is not working.

You said to get them to fire on a station, set the turrets to "attack target" except there is no "attack target" under the turret commands. There is "attack my target" but no "Attack target" There is also "attack enemies" and other options but not the one you specified. I set the turrets to attack enemies and I give the ship the attack target command and it does not fire any missiles at stations.
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Sairaf
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Post by Sairaf »

BlackRain wrote:(Issues with M7Ms)
Try acquiring a Fight Command Software MK2 and other options will be available.
Reliku
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Post by Reliku »

Slashman wrote:
Sairaf wrote:
Slashman wrote:(his text)
Lucky you. I get crashes in TC every five minutes, it's ridiculous. It's unknown how I finished the Terran Plot.

EDIT: Now I can only play for one and a half minutes before a crash.
TC has always been rock solid for me so I can't help you with your problems there.

I'm wondering if Paul's initial reqs for XRM with AP are a bit off.

It may be more to do with video RAM than system RAM. As I said earlier, I went up 2 gigs to see if there would be any increase in performance. Didn't see much of one. Even though other games I own benefited from the increase(namely Skyrim).

It may also require a better video card. Paul was using a gtx 560(that's a reasonably high end card). I'm using a gtx 260 which has less RAM and handles things like AA much less efficiently than the 500 series. I'm getting a new card in a few weeks, so I'll be able to verify all this once and for all.

I'll post if I see any other odd things...well apart from that weird UFO that pops up from time to time.
Interesting, I am having intermitten crashes as well. Never had any on AP, and for the first few hours of XRM, I pretty much stayed in 5 sectors and all was fine, but as I expanded to more sectors, I am experiencing crashes, there are no specific identifiers, I could be simply flying toward a gate or station and half way it would suddenly crash(otas start). My rig is similiar to Pauls, core I7 26k, gtx560 2 gig vram, 16 gig ram, win 7 64 ultimate. Windows were patched and upto date.

Oh and a question, hopefully someone willing to share, for the PP start in XRM, how do you get out safely now that the sector E of where your start is also a Paranid sector(with military outpost and fleet...)
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Sairaf
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Post by Sairaf »

Important

The cause of my crashes may have been the fact that I was using IR, not IR 2.0. I updated and no crashes so far.[/b]

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