[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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Etyneo
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Post by Etyneo »

0o0o0 wrote:I think I am doing the M3 bombers wrong . . . they are Quasars and launch from my carrier with orders to attack my target (via Anarkis Defense) and their turrets are each set with mars offense on the PRG turrets and "Attack my target" on the missile turret. They are full of missiles but don't fire any. What am I doing wrong? Is it the ADS script?

on a slightly similar note - my M7Ms don't fire on structures. I would like for them to unload on a Phanon corp HQ every now and then. They are not using ADS. Does Medusa work with XRM? It was fantastic back in the days before XRM. But XRM is just to awesome not to use. . . .
The attack my target turret command only works on the player ship. You'll have to use Attack Enemies, Attack Capitals, or Attack Fighters (almost pointless with Tomahawks). With these, the turrets will, by default (you can modify the turret commands in the Gameplay options menu) do the following, with the priority as numbered:

1. Attack the ship's attack target (given via the console > combat > attack command.)
2. Protect the ship from those directly firing on it, and perhaps missiles also.
3. Automatically attack the type of targets the turret command specifies. All enemies will likely pick a random target, nearest target, etc. Capitals will go after only M6 and up. Fighters obviously will go after M5 and down. Not sure where TSes, TMs, TPs, etc get placed.

As to your M7Ms, make sure their missile turrets are set up the same way as I just recommended for your M3Bs and then give them a specific attack order for the station you want obliterated.
Last edited by Etyneo on Sun, 15. Jul 12, 11:51, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

0o0o0 wrote:I think I am doing the M3 bombers wrong . . . they are Quasars and launch from my carrier with orders to attack my target (via Anarkis Defense) and their turrets are each set with mars offense on the PRG turrets and "Attack my target" on the missile turret. They are full of missiles but don't fire any. What am I doing wrong? Is it the ADS script?

on a slightly similar note - my M7Ms don't fire on structures. I would like for them to unload on a Phanon corp HQ every now and then. They are not using ADS. Does Medusa work with XRM? It was fantastic back in the days before XRM. But XRM is just to awesome not to use. . . .
Well id imagine that MARS will take control of the missile turrets, so first Id try not running MARS on the M3bs.

As for the M7M - The XRM does not modify missile turret behaviour in AP (all the XRM does is remove the overpowered barrage command). Its the new AP scripts which have not enabled firing on stations. I will ask Gazz if theres a simple way to get this working (its his scripts).
Etyneo
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Post by Etyneo »

paulwheeler wrote:
0o0o0 wrote:I think I am doing the M3 bombers wrong . . . they are Quasars and launch from my carrier with orders to attack my target (via Anarkis Defense) and their turrets are each set with mars offense on the PRG turrets and "Attack my target" on the missile turret. They are full of missiles but don't fire any. What am I doing wrong? Is it the ADS script?

on a slightly similar note - my M7Ms don't fire on structures. I would like for them to unload on a Phanon corp HQ every now and then. They are not using ADS. Does Medusa work with XRM? It was fantastic back in the days before XRM. But XRM is just to awesome not to use. . . .
Well id imagine that MARS will take control of the missile turrets, so first Id try not running MARS on the M3bs.

As for the M7M - The XRM does not modify missile turret behaviour in AP (all the XRM does is remove the overpowered barrage command). Its the new AP scripts which have not enabled firing on stations. I will ask Gazz if theres a simple way to get this working (its his scripts).
I think he mentioned that MARS was not running on the missile turrets. MARS can be placed selectively on specific turrets, allowing you to keep it from using your missile turrets.
paulwheeler
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Post by paulwheeler »

Well the thing to do is not have any scripts running on them and see if they fire. Its a process of elimination.
calvhugs
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Post by calvhugs »

calvhugs wrote:Fair enough but ive noticed that the game before the mod was using around 17% of my 580 but with the mod it's bearly using 8%. I have an i7 2600k and it should be more than enough.....

I'm guessing that the stocks are a little messy due to the mod making the AI buy and sell different stuff that I would normally invest in. Shame really as the stock market is the best way to make a quick 20mill in the early game.
00Z662 wrote:Things are more complicated than "throw more CPU at it." Bus width and RAM read-write among other things.
The game is also using around 1100mb of VRAM which is fine as I have 1500mb in total. I can OC my CPU to around 4.5ghz and also this OCs my 8gb of ddr3 ram. If I purchased another 8gb and OCed my CPU would I see more performance? Sorry if I'm going a little off topic here, last hardware question promise :)
Last edited by calvhugs on Sun, 15. Jul 12, 12:34, edited 2 times in total.
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mr.WHO
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Post by mr.WHO »

paulwheeler wrote:
0o0o0 wrote:I think I am doing the M3 bombers wrong . . . they are Quasars and launch from my carrier with orders to attack my target (via Anarkis Defense) and their turrets are each set with mars offense on the PRG turrets and "Attack my target" on the missile turret. They are full of missiles but don't fire any. What am I doing wrong? Is it the ADS script?

on a slightly similar note - my M7Ms don't fire on structures. I would like for them to unload on a Phanon corp HQ every now and then. They are not using ADS. Does Medusa work with XRM? It was fantastic back in the days before XRM. But XRM is just to awesome not to use. . . .
Well id imagine that MARS will take control of the missile turrets, so first Id try not running MARS on the M3bs.

As for the M7M - The XRM does not modify missile turret behaviour in AP (all the XRM does is remove the overpowered barrage command). Its the new AP scripts which have not enabled firing on stations. I will ask Gazz if theres a simple way to get this working (its his scripts).

Can you also ask him how to fix "missile fire limit"? I mean the problem I pointed with group of M3B where only one M3B will fire it's missiles and once it fire all of them the next one will start to fire.
M3B is only an exemple as this also apply to more than one M8/M7M in sector (e.g. 2 M8, only one will fire till run out of missiles, then the next one) Something makes your missiles ships to limit firing ships to one per sector at a time.

I think that this also apply to hostile ships as I entered xenon sector with multiple G and ony one if firing at me at given time window.

This is realy big issue as it limit the use of missiles ships especially the M3B.
Master of the Blade
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Post by Master of the Blade »

Scoob wrote: I have a Boron Hammerhead and it's Laser Energy is always showing as 0% (ZERO) MARS does fire the weapons, however issuing any attack command is ignored by the ship, also OOS, it does not defend its self and cannot attack anything.

Is this a glitch from upgrading to 1.24 from 1.23? I only started this particular game in 1.23...

Note: Lasers ARE of course installed, I did this manually and MARS swaps them around as you'd expect.
I have this 'problem' as well, with a lot of ships in the universe. I first noticed it on a G which I hacked when the SOS was first given that ability, but now I'm seeing it on a lot of other ships. Even weirder, sometimes they put themselves right and start showing a valid laser energy, though usually they stay at 0%. I haven't seen any which can't fight, though I've not looked especially closely at any of these OOS.
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greypanther
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Post by greypanther »

Paul, I am noticing that now some of the Argon RRF ( I assume RRF, ) now jump into space at a set point in Circle of labour, ( the same point each time, ) is this intended by you, or is there something wrong? :)
paulwheeler
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Post by paulwheeler »

greypanther wrote:Paul, I am noticing that now some of the Argon RRF ( I assume RRF, ) now jump into space at a set point in Circle of labour, ( the same point each time, ) is this intended by you, or is there something wrong? :)
That is not possible for RRF if you have upgraded correctly. This could only be caused by using a non-xrm 1.24 jobs file if it is RRF ships as thats vanilla RRF behaviour.

Are you sure your not seeing the local defences respawn? They use the jump effect when they respawn. What was the ship called? If its Border Patrol or Otas Contractor, then its local defence respawning.
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vukica
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Post by vukica »

Would you consider these changes for TC?

-rename Aldrin to Aldrin Asteroid Belt (the official x-encyclopedia states that planet Aldrin is an earth like world, not a small rock in 1000 peaces.) - maybe some other name?
-add a new Aldrin sector south of aldrin 2 with aldrin homeworld. you know, to expand the region a bit.
-rename TUS1 as Ares (red planet, similar to Mars)
-rename TUS2 as Cerberus (guardian of gates to hell, which the area beyond neptune is)
-atf garrison for Cerberus.
-rename TUS3 as Hades (real hell)
-connect Xenon Sector east of TUS3 with Xenon core 023 :twisted:

now... i'm going to do these things myself, i'm just askin would you integrate them into XRM?
Last edited by vukica on Sun, 15. Jul 12, 15:37, edited 1 time in total.
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Jumee
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Post by Jumee »

TUS'es already have names in AP ;)
Troubleshooter11
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Post by Troubleshooter11 »

vukica wrote:Would you consider these changes?

-connect Xenon Sector east of TUS3 with Xenon core 023 :twisted:

now... i'm going to do these things myself, i'm just askin would you integrate them into XRM?
In AP that Xenon sector already is connected with that Xenon core sector.
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vukica
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Post by vukica »

no shit sherlock.

i was talking about TC.
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Troubleshooter11
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Post by Troubleshooter11 »

vukica wrote:no shit sherlock.

i was talking about TC.
I must have missed that. Nice attitude you got there btw....
Master of the Blade
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Post by Master of the Blade »

Something's definitely up with the Kha'ak Scout in OOS - a cluster just took out a Skate and two Pikes while under attack from 8 Skates, 10 Pikes, a Hammerhead and a Cyclops. Like what Greypanther said before, the fighter died really fast so it was definitely the scouts.
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greypanther
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Post by greypanther »

@ Master; I suspect it is for two reasons, one: Paul has made the Alpha Kyons too strong OOS, two: the scout has manoeuvrability of about 250, perhaps that makes it too hard to hit in Paul's new OOS combat. Certainly this was not a problem with Alkeena's OOS adjustment. I think I will just reinstall Alkeena's cat/dat. :)

Incidently the cluster and scout are fine in sector. :)

Paul regarding the RRF: you may well be right, I will take more note of the name when I play later. I did not know that spawning ships use the effect too. :oops:
Certainly the last to appear was just an Argon Military Titan and it spawned, ( ? ) along with a Gladiator and 3 fighters. There was no jump beacon present.
All other RRF seems to be operating fine. ( Always assuming this is RRF! )
Last edited by greypanther on Sun, 15. Jul 12, 18:30, edited 1 time in total.
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vukica
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Post by vukica »

Troubleshooter11 wrote:
vukica wrote:no shit sherlock.

i was talking about TC.
I must have missed that. Nice attitude you got there btw....
i'm sorry. i shouldn't have reacted like that.

i just asumed that such changes are unnecessary for AP and that it was obvious. (some could still go into ap though)
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Troubleshooter11
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Post by Troubleshooter11 »

vukica wrote:
Troubleshooter11 wrote:
vukica wrote:no shit sherlock.

i was talking about TC.
I must have missed that. Nice attitude you got there btw....
i'm sorry. i shouldn't have reacted like that.

i just asumed that such changes are unnecessary for AP and that it was obvious. (some could still go into ap though)
Fair enough, no problemo. :)
Goatman
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Post by Goatman »

Tiek,
Many thanks for link to the ECS library needed for MBRR that you posted back on page 1034 that goes to a site called xdownloads :P

I haven't mastered my phone yet so cannot quote/repost the link.

I do promise to help anyone who asks about ECS to find it tho, since I don't write code or edit 1st pages of "someonelses mod" its the most *I* can do
:D

Cept maybe "ask gazz" :twisted:

Thanks again and I promise,
Goatman
TC 3.2 *Moddified* with XRM,highhulls, eEQv2.7.2.2,EquipResandDevV1.00CommPluginConfigV1.51,FDNV7.2/LIModv7, MissdefMk2,XRMdockwaresizefix,Nofog,Npcbailing,Salvageclaimsoft, SalvcommandNPC's,Smart2.2,Memiaautoscansector,GALAXYEXPLORER1.9.8.9,Workshop_V20,BounceV1.7,Codea3310/BasicpayV3103/MilitaryTransV3300/PersonalTransV3400/MefosV3206, and ALL required Librarys,** yet to add MbrrV2.16!!** just have a few ssWares in the cheat menu? And all FINALLY coexist peacefully!
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Tiek
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Post by Tiek »

Hi Paul,

I just wanted a clarification; I apologize if the topic has already been discussed but in case I missed it :oops: ...

At Boron Military Outpost I noticed that unlike those of other races there are no Marines; in fact I looked in the file WareTemplate (AP and TC) and for Boron Outpost, as opposed to other races, are missing the Ware_Soldier_1 and Ware_Soldier_2; this thing is intentional?

Thanks in advance.

Greetings.

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