[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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Mizuchi
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Post by Mizuchi »

Requiemfang wrote:300+ Ships
It's closer to 217 (including escorts)... but it's still a very badly designed sector that people should avoid like a nanite-plague, I agree. :)
Requiemfang
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Post by Requiemfang »

In my game it appeared to be 300+ ships, though I just completed the Terran Plot with the CPU ship and discovering Aldrin for the first time. Might have something to do with the fleet that came with me. But as I said I just deleted the sectors amount of ships via cheat menu.
Kadatherion
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Post by Kadatherion »

Hmm, never thought smaller rocks could be a real performance factor in Aldrin: they should not be rendered at all once they are 50/100 km away (whatever is the fade limit in Aldrin), and wherever you are in Aldrin 3/4 of the sector is actually invisible because it's too far: only the central roid - and some of the surrounding stations - are rendered all the time. Thus I always labeled 'em as the obvious culprits (apart from ships, which even if not rendered have all those little things running only IS).
I'd give the small rock remover a try, but then again, I usually fly into Aldrin only when the plots force me to... otherwise I don't bother, ever :P
Mizuchi
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Post by Mizuchi »

Requiemfang wrote:A lot of the Corporate transporter ships I've come across have 1 m/j shields. It seems the jobs for the corporate owned transporter ships is a little bugged in that they aren't fitting the proper sized shields for their ship type.
Well, I investigated (because I do care!), and here's what I found:

[ external image ]

I scanned a bunch more as well, but that was the common trend: a few had 25 MJ instead of a full spread of 200 MJ, and a few had 4 x 200 MJ instead of 5 x 200 MJ (and so on), but I couldn't find a single transport that had 1 MJ.

So whatever's causing it isn't to do with XRM or XRM Jobs, as everything seems to be Working As Intended™ on my end of things.

The only two things I can think of are:

1. Do you have EES installed (which could be messed with the native CWP settings)?

2. Did you install all of the XRM Scripts properly?

I suspect the answer to those questions will be "No" and "Yes" (in that order), but whatever the case it doesn't seem to be a problem with XRM itself, as I can't find a trace of it.

And I should also clarify, because it came across with the wrong tone:

The next Jobs Update will be the last one because it doesn't need updating anymore. :D

XRM Jobs was 95% working on the day we released; with the exception of one or two recursive JobWings, all of the subsequent tweaks have either been cosmetic, or entirely to do with Kha'ak, Xenon, and Pirate spawning and numbers.

There's a real lack of documentation for the majority of things in the two main Jobs Editors, so I've been having to learn it as I go (usually via sinking hours into changing, loading, observing, tweaking, loading, observing...) or attempting to patch together bits of information from old forums posts - most of which has been contradictary at best!

Seriously: far more hours have gone into XRM Jobs than I'd like to admit for something that is just one text file. :cry:

But the next version is solid like Soviet Rock Bear, not weak like American Dollar Kitten.
Wintersdark
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Post by Wintersdark »

Mizuchi wrote: But the next version is solid like Soviet Rock Bear, not weak like American Dollar Kitten.
hahaha win!
Requiemfang
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Post by Requiemfang »

Mizuchi wrote:
But the next version is solid like Soviet Rock Bear, not weak like American Dollar Kitten.
funny :P then again from what I see... the country I live in is screwing itself over.

On topic: I just happen to have seen a Mistral Freighter in the sector at the time, hardly any ships in the sector above Argon Sector M148. I just happened by random chance clicked on it and opened the information on the ship and I noticed the 1 mj shield.

as for the jobs, likely you'll later have to update it seeing how Cadius is still working on new ships, though his updates have been slow lately due to him having stuff to do in RL.

Pretty much your in the clear for now atm :P
Mizuchi
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Post by Mizuchi »

Requiemfang wrote:as for the jobs, likely you'll later have to update it seeing how Cadius is still working on new ships, though his updates have been slow lately due to him having stuff to do in RL.
Actually... they should pop up as soon as they're added to Tships without any edits having to made to Jobs.

I got this one covered way ahead of time. :wink:
Requiemfang
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Post by Requiemfang »

Nice, good job thinking ahead :wink:
morikaane
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Post by morikaane »

In regards to Aldrin,

It is prolly a silly question but has anyone ever tried to replace the vanilla version of the sector with a more compact one? Say like ripping out that stupid 'mega-fugly-rock' and using a snazzy rock planet background, then rejigging all of the stations and stuff?

...or would that cause issues with the plot missions?

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

I believe messing with the sector a bit too much will screw some of the plots up. Also... the Aldrin stations are like other Terran stations are massive, well some of them at least. So trying to place them close together might not be sort of a good thing. Aldrin sector is around... 4577 kms at max out zoom. cutting that down to at least 1k might do it... but there are also a lot of rocks in that sector.
morikaane
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Post by morikaane »

Good point. Those shipyards are ridiculous (more rock than station too).

I just figured a smaller sector would require less ships, and less ships would mean a better fps being in the sector.

I was only thinking aloud anyway :)

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

I just checked and havent come across any ships with 1mj shields.
Requiemfang
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Post by Requiemfang »

Maybe it was just a fluke?

anyways, Paul will have to check his PMs as I got into contact with TESCG and he's agreed to let the use of the script that allows for the upgrade of the repair system for the MRS and Aran, I'm sure paul will be able to adapt it so that it'll also include the USC Logitch.

Of course the one thing that comes to mind now is if both XRM and the salvage command suite script have the same kind of script won't that cause a conflict? then again knowing this I'd think they'd plan ahead and make sure that didn't happen.
morikaane
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Post by morikaane »

joelR wrote:I just checked and havent come across any ships with 1mj shields.
Nor I.

However... very dumb / silly question here... was the ship actually scanned and found to have 1MJ shields equipped? Because I almost misread the shield level in the properties on a few of them as 1MJ that actually had 5x200MJ shields.

*insert sheepish grin here, and emphasises almost.*

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

I'll have to find a similar ship to check, I didn't scan it but I saw as it was passing by from the information it had 1 mj shield amount which I found odd as the other races transporter ships around it had say like 600 mj shield amounts or other amounts going above 100 mj shield amounts.
morikaane
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Post by morikaane »

I just found a Thuruks Inc Freight Transport (CaimanSF) zipping through Treasure Chest with 2x5MJ shields... o.O

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

Ah ha... I was on to something it seems :lol:
paulwheeler
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Post by paulwheeler »

CWP introduces a degree of variety into shield loadouts, so you will see the odd ship with low shields, but if every freighter has 1mj shielding something is wrong with your install - most likely a script issue.
navetta
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Post by navetta »

is it ok to have xenons and yaki flying around in khaak sectors?

if so then cool! I was doing the OFF mission where you have to grab the data storage box and it was hilarious because they all started fighting so i went and picked up the box with no one bothering me.
paulwheeler
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Post by paulwheeler »

navetta wrote:is it ok to have xenons and yaki flying around in khaak sectors?

if so then cool! I was doing the OFF mission where you have to grab the data storage box and it was hilarious because they all started fighting so i went and picked up the box with no one bothering me.
That would only happen with a script controlling them, like IR, id have thought.

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