[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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BanzaiBlitz
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Post by BanzaiBlitz »

I am being swarmed by mammoths mammoths everywhere.

I did some browsing and searching but have come up empty figuring out what happened. I installed XRM, Hull high, XRMcppack, MARS, MARS data. I think I have the order of install right. This was a fresh and clean Steam version.

Suggestions?

Also, might help to mention how to fix or a link to fixit posts on the front page so noobs like me don't have to pester. :P Actually a little surprised I didn't see a mention.
garrry34
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Post by garrry34 »

when you say mars data do you mean the cat, then if so get rid of it you don't need the drones in xrm are compatable...
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mrscribbler
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Post by mrscribbler »

Found a small problem: the Trinity Corp. Showroom near Empire's Edge uses Argon notoriety. Don't know if it's the only one.
Mizuchi
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Post by Mizuchi »

Yacek wrote:Does the lack of gateways between sectors: Moo Kye's Revange and Cardinal's Domain are intended purpose, or random error?
It's intentional. I wanted to create a second "Pirate Highway" to funnel all traffic into Deserated Skies instead of letting Traders (and Military patrols) take a short-cut through Moo-Kye's Revenge. :)

BanzaiBlitz wrote:I am being swarmed by mammoths mammoths everywhere.
This happens when you have a Tships conflict. When X3TC can't find the ship it's meant to use, it uses the Mammoth as the default placeholder.

As Gary said, if you've installed MARS, make sure you do not have the Mars Drones .cat file in your Mod Directory, as that contains its own Tships file which is likely being used instead of the XRM one.
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Yacek
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Post by Yacek »

Mizuchi wrote: It's intentional. I wanted to create a second "Pirate Highway" to funnel all traffic into Deserated Skies instead of letting Traders (and Military patrols) take a short-cut through Moo-Kye's Revenge. :)
I thought so, but I wanted to be sure.
Thank you for your reply.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Mizuchi
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Post by Mizuchi »

Out of interest, has anyone seen any Kha'ak TMs or Clusters on their travels?

I don't know if I have a script that causing them not to spawn or it's something to do with Jobs, but all I've seen so far is an M1 and an M2 (on different occasions) and not much else. :|
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Yacek
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Post by Yacek »

I met a few clusters, and even corvettes.
As for the cluster, I notice this strange behavior. I found them, I took aim, and flew in his direction. Suddenly disappeared, and after a while appeared elsewhere in the sector. I do not know whether it was a different cluster, or the same, just made ​​the jump. I did not pay attention to the ID.
Last edited by Yacek on Thu, 4. Aug 11, 21:18, edited 1 time in total.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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djrygar
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Post by djrygar »

using IR with khaak antispawn maybe?

"wypatrzyłem one" ? :D :D :D
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Yacek
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Post by Yacek »

djrygar wrote:using IR with khaak antispawn maybe?
I do not use IR. My opinion about this script, you know.
djrygar wrote: "wypatrzyłem one" ? :D :D :D
Poprawiłem. :p
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Bany
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Post by Bany »

Yacek wrote:I met a few clusters, and even corvettes.
As for the cluster, I notice this strange behavior. Wyptrzyłem one, I took aim, and flew in his direction. Suddenly disappeared, and after a while appeared elsewhere in the sector. I do not know whether it was a different cluster, or the same, just made ​​the jump. I did not pay attention to the ID.
wypatrzyłem??? troche sie zapedzileś.

Ive got strane issue with terran plot, xenons just ported out after they spawned, then mission progress, it looked v strange like : bum omg 20 of xenons 1 sec late bum omg wtf ? there were gone. It happend every time ive should fight them during my patrol on terran plot, strange. Still everything else loooked ok.
Mizuchi
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Post by Mizuchi »

Bany wrote:Ive got strane issue with terran plot, xenons just ported out after they spawned, then mission progress, it looked v strange like : bum omg 20 of xenons 1 sec late bum omg wtf ?
Are you using MBRR at all?

This is one of the bugs it can cause if you use certain settings (I suffered from this one a long time ago).

Other scripts can cause it too, but MBRR seems to be the most frequent offender (although we still love it).
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Yacek
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Post by Yacek »

Xenon have a very powerful weapon in the XRM, perhaps too powerful. Even the flying I have a problem with the M7 and 4xM3 1xM6.
However Kha'ak weapon is compared to the weapons Xenon weak, very weak.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Sn4kemaster
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Post by Sn4kemaster »

OK im trying to install MBRR....have installed it and Galactic News, Json parsey libary, Communications plug in all by SPK...easy!

But im confused about what to do with the Extended Communication Sytem, MMBR states you need it but in its thread it said its just for scripters and not to install it......do i install the scripts and T folder from it into the game files or not???

I know this really should be in that thread particular thread, but i unistalled IR and put this in on the XRM recomendation......


So thats you Mizuchi :wink: :wink: :wink:
Last edited by Sn4kemaster on Thu, 4. Aug 11, 21:50, edited 1 time in total.
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bernoud
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Post by bernoud »

Paul, I can't dock a TS onto a M1 Zeus MK1, as it accept to do so.

I can dock only one TS onto a M7 Kariudo but it can carry 10 of them as described.

(everything in a wing or one after one => same problem)

It seems that the M1 Hoshi accept them, just testing this right now.

Which ship can dock TS fine please ?

EDIT : Same problem with Hoshi, only 2 TS can dock on it, that's all. Houston, it's look like we have a problem ... ^^
Last edited by bernoud on Thu, 4. Aug 11, 22:17, edited 2 times in total.
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Mizuchi
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Post by Mizuchi »

Yacek wrote:However Kha'ak weapon is compared to the weapons Xenon weak, very weak.
That was being caused by CWP and was limited to the Kha'ak alone. We fixed it around v1.01 or v1.02, but unfortunately changes to XRM Jobs aren't retroactive:

You either need to start a new game to see all of the changes to Jobs take effect (which is a total pain in the ass, but is more cosmetic than game-breaking) or wait until that particular job is destroyed and respawned with the new configuration and functions.

I wish there was a way to force all the Jobs changes to take effect, but it doesn't seem like there is. :|

If you're planning on going down the "a new game" route to iron out all the bugs completely, wait until the next update: the Pirate, Xenon, and Yaki Battle Groups are now (hopefully) fully mobile, and I've upped the starting money on most of the starts by a factor of ten (so if a start previously gave you 2000 credits, it gives you 20,000 now).

Sn4kemaster wrote:But im confused about what to do with the Extended Communication Sytem, MMBR states you need it but in its thread it said its just for scripters and not to install it...
ECS is described as a Modder's Resource because the original intention was that modders would package ECS in with their scripts and mods instead of making people download it seperately.

However, ThisIsHarsh apparently decided against bundling it with MBRR, so you need to download it seperately and install it as well.

(Did the same thing happen with the Pirate Guild 3 and Yaki Armada scripts? I forget.)

Basically, it lets you talk to the Military Outposts and Capital Ships to request things like Invasions and to convert tokens into prestige or money.

If you're using our suggested settings to just let MBRR handle military responses, then you'll likely never need to use ECS at all - but it's still worth having installed in case certain scripts with MBRR depend on it, even if those aspects might never be used by you.
Kadatherion
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Post by Kadatherion »

Mizuchi wrote:Out of interest, has anyone seen any Kha'ak TMs or Clusters on their travels?

I don't know if I have a script that causing them not to spawn or it's something to do with Jobs, but all I've seen so far is an M1 and an M2 (on different occasions) and not much else. :|
Actually, same here. Encountered (separately) the Carrier and Destroyer in several occasions, and also a squad made of a Corvette plus fighter escort, but I don't seem to remember encountering lone Clusters or TMs. The vanilla jobs usually spawned them far away from the sector center, so if yours does the same they could often get unnoticed, but now that I think of it... I've a satellite network placed in pretty much every corner of the universe, I should DEFINITELY have seen them if there are more than just a couple around at all times.
paulwheeler
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Post by paulwheeler »

bernoud wrote:Paul, I can't dock a TS onto a M1 Zeus MK1, as it accept to do so.

I can dock only one TS onto a M7 Kariudo but it can carry 10 of them as described.

(everything in a wing or one after one => same problem)

It seems that the M1 Hoshi accept them, just testing this right now.

Which ship can dock TS fine please ?

EDIT : Same problem with Hoshi, only 2 TS can dock on it, that's all. Houston, it's look like we have a problem ... ^^
See the BSD thread for full docking information, unless it is stated in the ship description.

What you are describing sounds absolutely right. I don't believe there is any description that says 10 TSs... You're probably reading the fighter docking numbers. Most ships can only dock 1 or 2 TSs, and then only carriers and TLs if I recall correctly.
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bernoud
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Post by bernoud »

paulwheeler wrote:
bernoud wrote:Paul, I can't dock a TS onto a M1 Zeus MK1, as it accept to do so.

I can dock only one TS onto a M7 Kariudo but it can carry 10 of them as described.

(everything in a wing or one after one => same problem)

It seems that the M1 Hoshi accept them, just testing this right now.

Which ship can dock TS fine please ?

EDIT : Same problem with Hoshi, only 2 TS can dock on it, that's all. Houston, it's look like we have a problem ... ^^
See the BSD thread for full docking information, unless it is stated in the ship description
Ok, I will drop an eye on it.
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navetta
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Post by navetta »

i just spotted a cluster so yes, they do spawn.
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Drewgamer
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Post by Drewgamer »

Mizuchi wrote:On nVidia cards, the solution to that issue is to set the number of Maximum Pre-Rendered Frames in the nVidia control panel to either 1 or 0.

From personal experience, 1 vastly reduces the problems, while 0 removes them (almost) entirely.

I used to suffer from the kind of stuttering you're describing until I came across that solution; the "if you look in a certain direction X3TC becomes a slide-show and your HUD vanishes" one.

Now I don't get that at all.

If there's a similar setting in the ATI settings, I'd really suggest trying it for yourself.
paulwheeler wrote:With this in mind, I heartily recommend reducing the view port to its minimum of 70°. It makes everything bigger so you get a better look at textures. It also makes stations and capital ships feel huge with less of the "fish eye" lens effect.
Thanks for all the infos! My X3TC game hasn't looked better or ran smoother since I installed vanilla! I wonder how you can possibly squeeze more performance and good visuals out of the game next :D
Mizuchi wrote:If you're planning on going down the "a new game" route to iron out all the bugs completely, wait until the next update: the Pirate, Xenon, and Yaki Battle Groups are now (hopefully) fully mobile, and I've upped the starting money on most of the starts by a factor of ten (so if a start previously gave you 2000 credits, it gives you 20,000 now).
I positively LOVE starting new games (no sarcasm intended!), I'm a new-game-o-holic xD. I have yet to complete all the plots (in fact I've still yet to complete the last few steps of the HUB, lol :roll:)

<eagerly awaits next update>
Check out my mod Crystal Rarities

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