[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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morikaane
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Post by morikaane »

paulwheeler wrote:Some news about the jobs spawning in taken over sectors issue:
Sounds awesome Paul. I look forward to seeing it in action.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Black147
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Post by Black147 »

Are destroyed race trading stations rebuilt in XRM?

I destroyed all Boron ones for some testing, but after several hours I see none have been rebuilt. Upon checking the GOD TL script, it appears GOD actually requires a TL to go to a shipyard and buy the new station, then fly to the build location and build it. This however fails due to the old race trading stations not being for sale anywhere any more since the changeover to HQ style stations with variable capacity in the shipyards.
Am I missing something?
paulwheeler
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Post by paulwheeler »

Black147 wrote:Are destroyed race trading stations rebuilt in XRM?

I destroyed all Boron ones for some testing, but after several hours I see none have been rebuilt. Upon checking the GOD TL script, it appears GOD actually requires a TL to go to a shipyard and buy the new station, then fly to the build location and build it. This however fails due to the old race trading stations not being for sale anywhere any more since the changeover to HQ style stations with variable capacity in the shipyards.
Am I missing something?
I don't think the respawning of docks or shipyards requires a TL - thats just for factories, and it is all built into the X3 GOD engine I'm afraid. They just appear out of nowhere.

I'm no expert on GOD, but I think the only way to stop it is to disable GOD completely (if you can - no idea), have a suppression script for station spawning (again not ideal as it will have to continually run checks), or throw out the universe map method of spawning stations and do everything via script.

In any case, its not anything that is being caused by the XRM as vanilla does it too.
morikaane
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Post by morikaane »

paulwheeler wrote:I'm no expert on GOD, but I think the only way to stop it is to disable GOD completely (if you can - no idea), have a suppression script for station spawning (again not ideal as it will have to continually run checks), or throw out the universe map method of spawning stations and do everything via script.
FYI I wiped out Saiien-3 and used sector claim software to take it. None of the stations that were there have respawned and I've occupied that region of space (all of the Saiien system) for several game days.

Shouldn't they have respawned by now or is that an indication that they won't be coming back...?

The only things that respawn (always without fail) is a Carrack, 2 Blastclaws and an Osprey -- but they're easy to deal with. They can't compete against my forces patrolling the place.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Mizuchi
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Post by Mizuchi »

paulwheeler wrote:I'm no expert on GOD, but I think the only way to stop it is to disable GOD completely.
I just wanted to quote this because, out of context, I love how it reads. :D
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joelR
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Post by joelR »

Mizuchi wrote:
paulwheeler wrote:I'm no expert on GOD, but I think the only way to stop it is to disable GOD completely.
I just wanted to quote this because, out of context, I love how it reads. :D
Im adding that to my sig!
morikaane
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Post by morikaane »

joelR wrote:
Mizuchi wrote:
paulwheeler wrote:I'm no expert on GOD, but I think the only way to stop it is to disable GOD completely.
I just wanted to quote this because, out of context, I love how it reads. :D
Im adding that to my sig!
Uh oh....... :lol:

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Anuke
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Post by Anuke »

Hey. I am seeing some strange things. Things other than messed up muzzle boats and unusable flails.

All shipyards have been named argon federal shipyard except for the ones that use a different model. And I think you added a corporation that has a huge size "science ship". Anyway this thing I always find docked at equepment docks and when it undocks it gets destroyed.

Lol, that is supposed to be missle but I am typing on a cell phone. Anyway muzzle is kind of appropriate
What GoD taketh away, Cycrow giveth back.
paulwheeler
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Post by paulwheeler »

That would indicate the XRM is not correctly installed or you have a mod conflict.

Double check that you have part 1 and 2 installed correctly and also check that you dont have another mod that alters tfactories or tdocks installed.
dougeye
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Post by dougeye »

Hey guys,

Had an idea and im in no way stamping my feet demanding it i just thought it may work...

What if there were 2 main terran battle fleets, one USC and one ATF.

The USC fleet would act exactly the same as the XRM assault fleet apart from now it would just be made up of USC ships.

Spoiler below for people who dont know much about terran space in AP...
Spoiler
Show
The new second fleet made up of the ATF has another objective, and it makes its way out of the SOL system via the back door through the Xenon core. I just thought it may make things a bit more interesting and would make the ATF's ideals of fighting AGI a bit more of a priority, after all an AGI fleet has just helped to attack Sol. There primary objectives would be to destroy the shipyard in Xenon core 023 and then make there way to Albion Alpha to destroy (a newly created) beryll headquarters/research station. I think ive got it right that the Beryll are the ones developing the AGI for the Argon?
Im not sure myself as to how these fleets work/are scripted and whether you can set waypoints for them to follow or not. But the Second fleet could take the route i suggested and then head for there target via Grand Exchange etc.

Edit - i do appreciate that this would be no simply or quick task to achieve but i think it has legs..... :P :wink:
I used to list PC parts here, but "the best" will suffice!
greypanther
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Post by greypanther »

I have seen a lot of odd little bugs in XRM since I started playing.
Tonight i saw a bailed Baldric spinning on the spot so fast I could just see a blur of movement! Any idea where that came from?
After I claimed it and gave it an order, it stopped spinning and went where ordered.

I have also had ships randomly change names, sometimes even change type. Where are these little bugs coming from? They are not too bad, but are slightly annoying.

Any one else had odd things happen? :)
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
flyboychuckles
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Post by flyboychuckles »

dougeye wrote:Hey guys,

Had an idea and im in no way stamping my feet demanding it i just thought it may work...

What if there were 2 main terran battle fleets, one USC and one ATF.

The USC fleet would act exactly the same as the XRM assault fleet apart from now it would just be made up of USC ships.

Spoiler below for people who dont know much about terran space in AP...
Spoiler
Show
The new second fleet made up of the ATF has another objective, and it makes its way out of the SOL system via the back door through the Xenon core. I just thought it may make things a bit more interesting and would make the ATF's ideals of fighting AGI a bit more of a priority, after all an AGI fleet has just helped to attack Sol. There primary objectives would be to destroy the shipyard in Xenon core 023 and then make there way to Albion Alpha to destroy (a newly created) beryll headquarters/research station. I think ive got it right that the Beryll are the ones developing the AGI for the Argon?
Im not sure myself as to how these fleets work/are scripted and whether you can set waypoints for them to follow or not. But the Second fleet could take the route i suggested and then head for there target via Grand Exchange etc.

Edit - i do appreciate that this would be no simply or quick task to achieve but i think it has legs..... :P :wink:
I like this idea. Other than some minor incursions into the back water systems, that chain of systems is a non threat to Terran space.
JuniorD
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Post by JuniorD »

How do I remove these cockpits? It reminds me of the 80's, and they simply look horrible.
dougeye
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Post by dougeye »

uninstall the cockpit pack. simplez! ;)
I used to list PC parts here, but "the best" will suffice!
JuniorD
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Post by JuniorD »

It appears I cannot, it isn't part of the packs I installed.

These cockpits are simply atrocious, and do not display nearly enough information.
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joelR
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Post by joelR »

JuniorD wrote:It appears I cannot, it isn't part of the packs I installed.

These cockpits are simply atrocious, and do not display nearly enough information.
The cockpits wouldnt be in your game unless you installed them.

Also, please show a little respect to those folks who invested their personal free time to provide you with cockpits that you arent even required to install.
Eriodas
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Post by Eriodas »

JuniorD wrote:It appears I cannot, it isn't part of the packs I installed.

These cockpits are simply atrocious, and do not display nearly enough information.
Those seem to be the cockpit pack of XRM (since it works with the mod), so you only have to see what .cat/.dat is and erase it.
Psy_Commando
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Post by Psy_Commando »

Hey there, I've been playing around with XRM for a while. So far I like it, its a little harder though (I took the ATF veteran start).

I was wondering if there was any guides or FAQs to the XRM modified universe ? Because most of what was true in x3tc guides isn't anymore ...

Like, when you start the game as a Terran you have to go through befriending the teladi to do the plot. But its really hard to do, since the only teladi sectors you can access at relation level zero is scale plate green, which is either swarming with super beefed up xenon ships, or with very few doable missions (at least in my game there were almost never mission at any stations).

Moreover, the economy is much more efficient now, so its a little more complicated to setup a viable trading route or station. Any tips on a good, cheap, station to build and where to build it ?

Also, is there any ways to tweak the frequency and magnitude of random invasions spawns ? I got some major invasions going on in my game, I had once a Xenon C, K, and a couple of PXs and Ls (near a xenon sector though), and a Yaki assassin squadron. I escape in my m3 to the neighboring sector and I find 2 khaak clusters, and this goes on for a while...
Plus there are random Khaak destroyers destroying some helpless teladi sectors near pyramid profits... It makes plot missions a little more difficult.

And finally, any plans to make boarding not random ?
A5PECT
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Post by A5PECT »

JuniorD wrote:It appears I cannot, it isn't part of the packs I installed.
Custom cockpits are not inherent to vanilla X3 or XRM. Therefore, if cockpits are present in your game then you must have installed a separate third-party mod that adds them.

If you don't know which files are responsible for adding cockpits, then your only option is to remove/reinstall .cat and .dat files to find it through trial and error.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Sairaf
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Post by Sairaf »

joelR wrote:(don't want cockpits)
Do as the guys said, or simply change the cockpit index to "ships/props/cameradummy/" in X2 Script Editor's tab "model". Downside is you surely are going to do that for every single ship in the game...

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