[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

Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Mizuchi wrote:I wish there was a way to force all the Jobs changes to take effect, but it doesn't seem like there is. :|
Well, Mizuchi from about thirty minutes in the past, there is a way to force a Jobs update so that all the changes take effect without having to start a new game; but you didn't like (or think) to mention it until now...

If you're going to attempt this (and what's the worst that could happen?) for your own sanity make a back up of your saves folder first, just in case things go wrong. If you mess stuff up, it's not my fault. :|


HOW TO FORCE A JOBS UPDATE FOR THE BRAVE AND PURE OF HEART

1. Back up your save file(s).

2. Create a blank text file, name it "Jobs", and drop it into your Types folder.

3. Did you back up your save files? Seriously, do it.

4. Load X3TC. Load your most recent save.

5. Buy some Salvage Insurance and travel to a relatively quiet sector (the fewer ships, the better). Avarice, Saiien II, Xi, and Sectors like that are good.

6. All non-player ships in the Universe should have blank names.

7. Run the temp.xrm.kill.nameless script from the Script Editor. (Highlight it, press "r", and then press "return").

8. Your game should freeze for about 30 seconds while every Jobs-created ship in the Universe is deleted.

9. Save your game. Quit out of X3TC.

10. Delete the blank "Types.txt" file from your Types folder.

11. Load X3TC. Load your most recent game.

12. You should find that your Universe is now devoid of all life except for civilian jobs (as they have a very short respawn timer). GOD will recreate them over time, but you'll need to wait around one hour (of in-game time) for it to do so.

13. Run SETA for an hour of in-game time.

14. After an hour has passed, save, load, and then continue as normal.


It's not pretty, but it works (I've used it myself for testing, and before posting this to triple-check) - and for many, it's a better alternative than starting a new game.

I'm not saying that it might come with a few quirks, however... a new game is always the best option, but it's not always the most convenient one.

Again, if you mess something up and you don't have a backup save to reload from, don't blame me. You do this of your own merit, and are under no obligation to do so. 8)
vkerinav
Posts: 632
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav »

Its kind of a relief to know I've lost responsibility for Jobs. Spares me from trying to fix the last version. Now, if only known this was going to happen soon enough for me to have not spend a month puttering around with it.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Mizuchi wrote:
Mizuchi wrote:I wish there was a way to force all the Jobs changes to take effect, but it doesn't seem like there is. :|
Well, Mizuchi from about thirty minutes in the past, there is a way to force a Jobs update so that all the changes take effect without having to start a new game; but you didn't like (or think) to mention it until now...

If you're going to attempt this (and what's the worst that could happen?) for your own sanity make a back up of your saves folder first, just in case things go wrong. If you mess stuff up, it's not my fault. :|


HOW TO FORCE A JOBS UPDATE FOR THE BRAVE AND PURE OF HEART

1. Back up your save file(s).

2. Create a blank text file, name it "Jobs", and drop it into your Types folder.

3. Did you back up your save files? Seriously, do it.

4. Load X3TC. Load your most recent save.

5. Buy some Salvage Insurance and travel to a relatively quiet sector (the fewer ships, the better). Avarice, Saiien II, Xi, and Sectors like that are good.

6. All non-player ships in the Universe should have blank names.

7. Run the temp.xrm.kill.nameless script from the Script Editor. (Highlight it, press "r", and then press "return").

8. Your game should freeze for about 30 seconds while every Jobs-created ship in the Universe is deleted.

9. Save your game. Quit out of X3TC.

10. Delete the blank "Types.txt" file from your Types folder.

11. Load X3TC. Load your most recent game.

12. You should find that your Universe is now devoid of all life except for civilian jobs (as they have a very short respawn timer). GOD will recreate them over time, but you'll need to wait around one hour (of in-game time) for it to do so.

13. Run SETA for an hour of in-game time.

14. After an hour has passed, save, load, and then continue as normal.


It's not pretty, but it works (I've used it myself for testing, and before posting this to triple-check) - and for many, it's a better alternative than starting a new game.

I'm not saying that it might come with a few quirks, however... a new game is always the best option, but it's not always the most convenient one.

Again, if you mess something up and you don't have a backup save to reload from, don't blame me. You do this of your own merit, and are under no obligation to do so. 8)
Great stuff Mizuchi!

I've got a script knocking about somewhere which kills all AI ships in the universe... should do the same job - although it will destroy script created ships too.
freelancer91
Posts: 101
Joined: Tue, 12. Jul 11, 03:32

Post by freelancer91 »

paulwheeler wrote:
freelancer91 wrote:I know that Research stations appear randomly and move from time to time, but can the same be said for weapons dealers? I had a StrongArms Weapons Dealer L that I regularly visited in Matriarch's thorn but now I can't find it. The only other possibility is that it was somehow destoyed, perhaps by a Xenon Patrol. If this happens, does the station automatically rebuild itself?

EDIT: The Weapons Dealer in Empire's edge also has disappeared. I haven't messed with any of the game files since I last saw them.
Only one weapons dealer jumps around like research stations, the black market strong arms weapons dealer xl, which sells any weapon to anyone regardless of Rep.

The empires edge one must have been destroyed. GOD should respawn it in time.
I haven't seen this Black Market Strong Arms Weapons dealerXL. I have only seen a L Strong arms dealer in Matriarch's thorn and a Medium one in thrk's deprivation.

Are you saying that I should use the cheat menu to replace the ones that were lost?
User avatar
bernoud
Posts: 260
Joined: Fri, 21. Aug 09, 21:34
x3tc

Post by bernoud »

OMG I can't enter the PTNI HQ sector :(

The game just exit. That's the only sector that cause such trouble.

Xenon Rogue start up.
A l'abordage ! est le sujet réunissant tutoriaux et vidéos d'abordages de vaisseaux !
10 000 Lasers de réparation, X3TC vanilla exploit
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

freelancer91 wrote:
paulwheeler wrote:
freelancer91 wrote:I know that Research stations appear randomly and move from time to time, but can the same be said for weapons dealers? I had a StrongArms Weapons Dealer L that I regularly visited in Matriarch's thorn but now I can't find it. The only other possibility is that it was somehow destoyed, perhaps by a Xenon Patrol. If this happens, does the station automatically rebuild itself?

EDIT: The Weapons Dealer in Empire's edge also has disappeared. I haven't messed with any of the game files since I last saw them.
Only one weapons dealer jumps around like research stations, the black market strong arms weapons dealer xl, which sells any weapon to anyone regardless of Rep.

The empires edge one must have been destroyed. GOD should respawn it in time.
I haven't seen this Black Market Strong Arms Weapons dealerXL. I have only seen a L Strong arms dealer in Matriarch's thorn and a Medium one in thrk's deprivation.

Are you saying that I should use the cheat menu to replace the ones that were lost?
The black market one is in an unknown sector somewhere... its supposed to be hard to find.

No - the game should replace them itself after a while.
Wintersdark
Posts: 238
Joined: Thu, 15. Jan 09, 17:12
x4

Post by Wintersdark »

Mizuchi wrote:
Kadatherion wrote:All's well that ends well: now I can fully bask in the glory of the fine work you did with the Yaki textures :D
At least when they're not a speck on the horizon or a blur as they streak by you. :|

But I'm glad that worked for you. :D
The Yaki Ronin start in the Appollox; it looks *awesome*!

I spent a fair chunk of time just checking it out. Badass!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

bernoud wrote:OMG I can't enter the PTNI HQ sector :(

The game just exit. That's the only sector that cause such trouble.

Xenon Rogue start up.
I've have on occasion had this kind of bug - even in vanilla. Leave the sector alone for a while then try again. Probably just some job or script that has got messed up.

If you want to test if its a temporary bug, just start a new game and cheat warp to that sector and see what happens. I was in that sector myself yesterday so there should be no problem.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

vkerinav wrote:Its kind of a relief to know I've lost responsibility for Jobs. Spares me from trying to fix the last version. Now, if only known this was going to happen soon enough for me to have not spend a month puttering around with it.
Well, it seemed unfair to keep putting all the pressure on you to fall in line with the updates with equal Jobs updates, and we wanted a Jobs file that could be used "out of the box" without making people download extra files (and deal with the "how i downloaded file??" problems that came with it).
Last edited by Mizuchi on Fri, 5. Aug 11, 00:17, edited 1 time in total.
User avatar
bernoud
Posts: 260
Joined: Fri, 21. Aug 09, 21:34
x3tc

Post by bernoud »

paulwheeler wrote:
bernoud wrote:OMG I can't enter the PTNI HQ sector :(

The game just exit. That's the only sector that cause such trouble.

Xenon Rogue start up.
I've have on occasion had this kind of bug - even in vanilla. Leave the sector alone for a while then try again. Probably just some job or script that has got messed up.

If you want to test if its a temporary bug, just start a new game and cheat warp to that sector and see what happens. I was in that sector myself yesterday so there should be no problem.
I didn't discovered it, so I don't know if it's possible to enter the sector.

Anyway, I installed the HQ a bit below, Ianamus Zura. I will check sometimes if it persist.

note : neverway I had this kind of bug in vanilla, since start of X story. I think it is a plot related bug.
A l'abordage ! est le sujet réunissant tutoriaux et vidéos d'abordages de vaisseaux !
10 000 Lasers de réparation, X3TC vanilla exploit
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Speaking of jobs, I have the feeling the "pwn terrans" xenon jobs might be a bit too strong in the long term (once they finish cleaning the terran blockade created by the plot, or a lot sooner if you skip the plot with the MD script): 2 M2s (sometimes Ks sometimes the almighty Z) + 2M7s + several M6s on a 1 hour respawn timer, with no real resistance to meet until Neptune (save for the rare case when some Terran cap ship has gone patrolling south to the Aldrin unknown systems).

Problem is, I'm noticing the Xenon are really badass OOS, more than ever. I was trying to blockade that sector myself, but 1 Valhallha and 2 Tyrs (and a large OWP, but they do nothing OOS so...) kept being oneshot (or, well... twoshot, as I'm playing with the high hull pack... :roll:). Enabling the new OOS calculation routine helped, but even 1K+1C at a time would always be enough to take down at least one of the Tyrs.

Now I've added two ATF jobs to blockade the sector, pretty much cloned from the two already existing, so 1Odin+1Tyr+1M7 and 1Tyr+2M7 escorts, as well as lots of fighters and some M6s. They barely, really barely, manage to keep 'em at bay for a while, but still the Xenons are able to break through sometimes (which is just about the balance I was going for). Seeing how wicked they are OOS, I believe in a universe without something blockading them there's a serious chance of seeing them doing a bit too much destruction in Terran Space.



P.S. Oh, and noticed it thanks to this jobs experiment: the Snotra ATF M7 isn't for sale at any shipyard. I guess it was not intended :wink:
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Kadatherion wrote:Speaking of jobs, I have the feeling the "pwn terrans" xenon jobs might be a bit too strong in the long term (once they finish cleaning the terran blockade created by the plot, or a lot sooner if you skip the plot with the MD script
I'll drop it back down to Vanilla levels. The M2+ should only be there to guard the sector, rather than wander out of it. I may have set the wrong function on it by accident.

Good News though: I fixed my problem with non-spawning Kha'ak, and the Pirate, Yaki, and Xenon Battle Groups are now totally mobile. :D
BanzaiBlitz
Posts: 13
Joined: Sat, 23. Jul 11, 01:57
x3tc

Post by BanzaiBlitz »

Kicked the cat/dat from MARS and everything seems fine now. At least now mammoth mayhem and I get to see all the new shinys. :D

Was it both though, or just the cat? MARS will function in XRM just fine without the dat file?
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

BanzaiBlitz wrote:Was it both though, or just the cat? MARS will function in XRM just fine without the dat file?
The .cat file that comes with MARS is just to add the Goblins to the game. As the Goblins are already supported by XRM, they're not needed for MARS and XRM to work together (to create a better future). :)
vkerinav
Posts: 632
Joined: Sun, 11. Apr 10, 21:38
x3ap

Post by vkerinav »

Mizuchi wrote:Well, it seemed unfair to keep putting all the pressure on you to fall in line with the updates with equal Jobs updates, and we wanted a Jobs file that could be used "out of the box" without making people download extra files (and deal with the "how i downloaded file??" problems that came with it).
Fair enough. I don't really mind--I don't often have much trouble finding something else to do.
HotSake
Posts: 472
Joined: Sun, 3. Jan 10, 22:15
x3tc

Post by HotSake »

BanzaiBlitz wrote:Kicked the cat/dat from MARS and everything seems fine now. At least now mammoth mayhem and I get to see all the new shinys. :D

Was it both though, or just the cat? MARS will function in XRM just fine without the dat file?
Cat/dat files function in pairs. That is to say, mods consist of a linked pair of files and require both to do anything at all. By removing one file, you've effectively removed the mod, but you might as well remove both to keep your folders tidy.
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Mizuchi (or paul), I know this isnt exactly an XRM question, but how do I know if MBRR is actually doing its job? Im so used to IR that I am not sure what to look for. I was watching a Khaak invasion to see if I would notice something but the Khaak fleet had free reign of Antigone Memorial. The carrier and several of the ships had significant damage so clearly something happened but there was no response while I was there observing. MBRR is a little "quieter" than IR. I was using the khaak invasion AL plugin so I may need to up the rearguard tokens...
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

joelR wrote:Mizuchi (or paul), I know this isnt exactly an XRM question, but how do I know if MBRR is actually doing its job?
Basically like this:

Vanilla: Pirates enter a Sector and start shooting stuff up. The local M7 patrol ignores them.

MBRR: Pirates enter a Sector and start shooting stuff up. The local M7 patrol hauls tail over to where they are and gives them a stern telling off.


As for military support, apparently MBRR doesn't make use of any Jump Drives, so any ships that do respond to an incursion in another Sector have to fly there of their own merit.

If one group responds and is destroyed, then I think MBRR sends another - which then has to fly there.

I like it like that, though. It adds a little more realism than, "Threat detected: ENGAGE HYPERDRIVE PEW PEW PEW NO MORE THREAT." :D
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Mizuchi wrote:
joelR wrote:Mizuchi (or paul), I know this isnt exactly an XRM question, but how do I know if MBRR is actually doing its job?
Basically like this:

Vanilla: Pirates enter a Sector and start shooting stuff up. The local M7 patrol ignores them.

MBRR: Pirates enter a Sector and start shooting stuff up. The local M7 patrol hauls tail over to where they are and gives them a stern telling off.


As for military support, apparently MBRR doesn't make use of any Jump Drives, so any ships that do respond to an incursion in another Sector have to fly there of their own merit.

If one group responds and is destroyed, then I think MBRR sends another - which then has to fly there.

I like it like that, though. It adds a little more realism than, "Threat detected: ENGAGE HYPERDRIVE PEW PEW PEW NO MORE THREAT." :D
I like it that way as well. I will have to remove Khaak invasions though. MBRR just cant keep up even with increased tokens. Although it has less to do with MBRR and more to do with the kind of Khaak fleets KI spawns. Not a big deal though. When I get my fleet built up I'll reinitialize Khaak Invasions.

Another thought. Doesn't MBRR rename certain ships it uses?
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

ImogenLockhart123 wrote:I feel old, when stopped coming here last year we were still calling it "Killerog's mod" or "Killerog's ships", we didn't have this fancy nacronym thang for it ...
Well you may still be old....:) but this isn't exactly Killerogs mod. It incorporates some of killerogs ships but its distinct from the KOG mod.

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