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

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Kinda_new
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Post by Kinda_new »

MY comp is a asus lap, Pentium t4400, geforce 320M 1gb, 4gb ram...so it's not the best around.

However, I can play vanilla and extended mod 1.2a with performance fix with high graphics without any big problems. In sectors with many objects SETA, and larger IS combats gets somewhat laggy, but other than that it runs pretty ok.

My install:
TC
1.01-3.0
3.0-3.1
Bonuspack
[Copied the entire egosoft folder for XRM mod-play, and when I play with a new mod or an updated version of the same mod I create a new copy of the vanilla]
XRM 1.05
All the essential and recommended scripts(in random order, except for prereq.) except the hull packages and HUD mods.
And those scripts/mods/plugin mgr installed into the copied folder.

When I played XRM the first time(the first edition) I could play with the same settings as in vanilla and the game ran ok.

Now with 1.05 the lag/fps-drop has increased alot, and while on SETA it becomes a slide-show. I changed the graphics to low and also sat the "pre buffered frames" in nvidia settings to 0, and it improved somewhat, but it's still to the point that it interferes the "game-experience".
Vanilla still works fine.

I'm not asking for miracles, just wondering if any experienced player(or the mod-creators see any direct issue or if there is any fix that is compatible with the mod).

Thanks in advance.
paulwheeler
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Post by paulwheeler »

Nothing has changed in 1.05 that would cause fps issues.

It is far more likely that your fps issues are related to a misbehaving script.
morikaane
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Post by morikaane »

paulwheeler wrote:It is far more likely that your fps issues are related to a misbehaving script.
And on that note, a good thing to try would be to reinstall X3TC (preferrably from a vanilla backup -- its quicker) and just try playing the game with only XRM installed and whichever HUD you like (it'd require a restart though).

As you play, and if everything seems okay, back up your saves, and then add some of the other scripts and whatnot. Play for a while, see how it goes, and repeat until you have everything installed, or whatever seems to work for your system. If it messes up, then you've found your problem and of course, having made save backups, you can roll back to them once you've fixed up X3TC again (from a reinstall).

I did have some trouble with PM, FDN and SSDN. In sector combat seemed to 'freeze' and the game would hang. It might have had something to do with how I had installed them; but I decided only to use PM and the problems went away with it.

Anyway, hope you get something helpful out of my rant.

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

Requiemfang wrote:Meh... I won't touch steam... :lol:
Someone did just provide a download of the files...I just added it as the next cat/dat after vanilla and bumped up the XRM, Hull and Cockpits cat/dat numbers.
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You basically get a prompt to fly to a new Unknown sector, upon entering the SPP M is assigned to you.
Forum Topic Link

Must be legit else Egosoft would have stomped on this...

Cheers,

Scoob.[/url]
morikaane
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Post by morikaane »

Scoob wrote:Must be legit else Egosoft would have stomped on this...
I think its more that Ego don't mind :)

And I have a sneaking suspicion that they'll release 'A Sunny Place' for everyone soon enough via an update or something.

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

navetta wrote:is it ok to have xenons and yaki flying around in khaak sectors?
It's likely more to do with the weird spawning issue we hit with the last XRM Jobs update. It's been fixed since then, and isn't present in the version that will be in the next update.

morikaane wrote:@Mizuchi,
I've noticed a few ships that seem to be designated as Freight Transporter that seem to be Yaki in origin (yaki M3s)... is it meant to be like that?
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On an unrelated note, the Holy Dimensions Corporation would like to reassure members of the Profit Guild that all suggestion of ties to the Yaki Syndicate are merely malicious rumours perpetuated by rival corporations for the sake of undermining Holy Dimension's public image.
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bernoud
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Post by bernoud »

What I can't understand is why a M7 can't dock on a Big Pirate Base to buy a Jump Drive ...

Is that a bug Paul ?

Not a good point to play the Pirate Start (as it is mandatory to get a good rep with Teladis).

And no complex building unit too, at the Naval Base at LooMankStrats for example. No Ore seeker too ... Mandatory to get a good rep with Teladis too ... There is a huge lack of furniture on the pirate docks ... Even on the big ones.
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Mizuchi
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Post by Mizuchi »

bernoud wrote:And no complex building unit too, at the Naval Base at LooMankStrats for example. No Ore seeker too ... Mandatory to get a good rep with Teladis too ... There is a huge lack of furniture on the pirate docks ... Even on the big ones.
That's because Pirates don't actually have any stations beyond a Shipyard, Duke's Haven, and one or two others.

Egosoft never actually intended for Pirates to be "playable", per se, so there's very little native support for a pure "I hate everyone" play-through (just like there's no support for a pure Xenon game).

The idea with the Freebooter start is that you do at least become friends with the Teladi (as they're thematicly amicable to Pirates as long as it involves profit).
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bernoud
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Post by bernoud »

Why not.

But there is a REALLY BIG problem, there isn't any CLS2 for sale at Teladi / Pirate / Yaki EQ or commercial bases.

How to grab one ? Capping ? I don't think so, as there is a very small chance to get one, maybe 0.01%
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Mizuchi
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Post by Mizuchi »

bernoud wrote:But there is a REALLY BIG problem, there isn't any CLS2 for sale at Teladi / Pirate / Yaki EQ or commercial bases.
Well, CLS isn't part of XRM, so that's not really something we're responsible for, you know?

You'd have to open up the CLS files in the (external) script editor and change where it's sold so it's stocked at Teladi EQs and such.

If you grab my convenient wares script (wherever it is on the forums now) and open that up in the script editor, you could probably modify that to do the same thing, too.

Other than that, all I can suggest is just don't use the pirate start if you're not finding it easy, as it isn't supposed to be easy.
Scoob
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Post by Scoob »

Hi,

It might be worth posting on the English "Lucikes Scripts" thread suggesting that they be added to Teladi docks...Teladi are into trade after all so it makes sense!

Btw: talking Pirates...I notice that after a while I start seeing "Pirate Anarchy Ports" that are actually Argon or Teladi Trading stations. They have the right stock for an Anarchy Port, just the wrong station model. Thinks...maybe Anarchy Ports should be Military Outposts...more wares, big ship docking...hmmms :-)

Cheers,

Scoob.
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bernoud
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Post by bernoud »

That"s not a problem easy or not Mizuchi, but a Pirate start is ... a Pirate start. I wish / want to play it hard :=)

If you manage to leak a mod that give you the ability to play a Pirate startup, then you must pay attention to give that ability to the users through your mod, that make sens to me. Otherwise you have to disable it as your mod is not finished if you don't.

I don't know how to script and how to add that CLS2 to a Teladi EQ. Better release a script that do it, leak it right now, and put it in the next release in order to let player starting a Pirate game in the right way ;)

That make sens to me.
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Requiemfang
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Post by Requiemfang »

bernoud you should check out the Personal Transorter script

http://forum.egosoft.com/viewtopic.php?t=264034

it's part of the script collection.
The main menu is divided into four sections. In the first section all available ships with pilots are listed. Only ships which are docked at the same station as the Personnel Transporter are shown. If the Personal Transporter has a transporter device installed and it is in space, ships within a distance of 5km are shown. If you select a ship in the first section, the pilot of the ship gets transferred to the passenger compartment of the Personnel Transporter.

The second section shows the personnel in the passenger compartment. If you select an employee here, you'll get a list of available ships shown, to which your emplyee can get transferred. Of course, only ships which are docked at the same station or if in space within the transporter range, like described above, are shown too. After selection of the ship, your emplyee is transferred to the selected ship as a pilot. Also marines can be transferred into the operation room.

Marines in the operation room get listed in the third section. If you select one, it is transferred into the passenger compartment. The advantage is the greater intake of Marines, but only Marines in the operation room can be used to board other ships.

The fourth section offers some administration options. These include the hiring and firing of personnel, as well as changing the regular occupations of the personnel and the retraining of marines.
I remember along the lines that it allows you to hire CAG/CLS1/CSL2 ect, ect pilots. Could be wrong though it's generally always best to ask in the thread where the original script came from.
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bernoud
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Post by bernoud »

This isn't what is needed. What is needed is a Command Logistic Software MK1 & 2 in at least one Teladi EQ or Commercial dock.

Actually, this is not possible with the Pirate startup, as everyone is ennemy, excepted the Teladi, and I won't cheat to get that CLS2, as I need to play a proper Pirate startup.

Anyway, I don't even know how to use this as I don't even understand what it is :p That is just a lot of scrambled lines for me.

I'm not a scripter or a mod builder, but just a simple player that enjoy this mod :)

Maybe a step by step Howto in order to modify a game file should be fine ... But hey, the mod has to be updated next time to let players playing a proper pirate startup ;)
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Requiemfang
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Post by Requiemfang »

ah yeah I see what you mean, guess Lucike didn't take into account that little detail. That detail being certain starting plots and mod made plots that have you start as an enemy of a certain race. That's one of the draw backs to Lucike scripts is that most of them are based in Argon space and only in Argon space, it's part of the script that I to this day refuse to like.
Mizuchi
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Post by Mizuchi »

bernoud wrote:If you manage to leak a mod that give you the ability to play a Pirate startup, then you must pay attention to give that ability to the users through your mod, that make sens to me. Otherwise you have to disable it as your mod is not finished if you don't.
Here's the thing: XRM is not a "play as a pirate" mod. It is a mod that has a start that puts you in a pirate ship and sets you as friendly with the Pirate faction.

Adding the ability to have a full pirate experience is not something that XRM neither covers nor seeks to cover.

As I already stated, the fact that it is difficult to actually play as a pirate is entirely due to the fact that Egosoft evidently did not intend for people to team up with the Pirates and play as one.

This is why there are very few real Pirate stations in the game, why "Pirates" aren't even considered a real race by the game, and why no matter how friendly you become with the pirates, the game always spawns pirates who are hostile with the sole intent of attacking your stations and ships.

There are other scripts out there that attempt to let you play as a pirate better than the method Egosoft implemented (such as this one and this one) - but at the end of the day the "Pirate" aspect of the Pirate start is merely a roleplay illusion, just as every other start is: you are just "PlayerRace" who starts in an M7 Carrack with poor standings with the Commonwealth races.

Where you go from there is entirely up to you.

The fact that you can't buy CLS from anywhere but Argon docks is something you need to take up with Lucike; the fact that you can't play as a real Pirate is something you need to take up with Egosoft.
Scoob
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Post by Scoob »

Hi,

Somebody mentioned performance in v1.05 earlier, I think something had changed...

I have TWO games on the go, one started in the initial release of XRM, where I have loads of ships, a couple of complexes (small) and much of the universe discovered. This game is also running IR with sector takeovers, full Fighter and Capital responses, No reduced fighters options etc. - so basically "maxxed" with lots of combat going on. Game speed with this game is 100% fine, hardly a slowdown except in the largest of battles.

My second game is based on the EXACT same TC install, I just flip between the saved game sets manually. I started this game in v1.05, it's the exact same build (exact same TC folder) so the exact same scripts etc. In this game I'm noticing regular quite heavy judder when using SETA, something I do not experience in the game started in a prior version.

In the second game I'm running IR, but I've turned off all invasions, so I'm basically just using it for responses to threats.

Now my 2nd game, started in v1.05, is noticably down on performance vs. my much longer-term game. I assume that as I started this 2nd game in v1.05 that certain "new game only" features might be in effect and are what is affecting performance.

It's not a massive problem, it's just that I'm experiencing judder I simply do not in my other game - I have flipped back and forth between the save sets a couple of times now.

For the record my PC is fairly good, 2500k @ 4.5 with a 570 @ 800 and 8gb of ram. It's the contrast between the two saved game sets on the exact same build I find interesting. I'd expect the game I've put more hours into and have more assets etc. to be slower if anything, however it's the other way around.

Could just be an oddity, or some unrelated script issue that's occured in one game and not the other. I thought it worth mentioning though, just in case.

Cheers,

Scoob.
paulwheeler
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Post by paulwheeler »

As I said, nothing significant has changed in the 1.05 release that would alter fps. On my system 1.05 performance is exactly the same as 1.00 performance.

Juddering sounds script related to me.
Kadatherion
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Post by Kadatherion »

Scoob wrote: Btw: talking Pirates...I notice that after a while I start seeing "Pirate Anarchy Ports" that are actually Argon or Teladi Trading stations. They have the right stock for an Anarchy Port, just the wrong station model. Thinks...maybe Anarchy Ports should be Military Outposts...more wares, big ship docking...hmmms :-)
Only some of them, and only after a while? And you're using IR, right?
I experienced what seems to be a similar issue while giving IR a try a couple of XRM versions ago. One anarchy port became an Argon trading station: I mean it was recognized as such by the game, didn't actually bother checking if the model changed too. That way the station suddenly became friendly to me, and I noticed it as one of my UTs flew there to sell something and reported being attacked by the still unfriendly lasertowers. I didn't investigate the problem any further, as I uninstalled IR shortly after and went back to a save previous its installation (I was just giving it a try to see if I could set it up to be a very low impact response fleets alternative, without all the wars and invasions going on), so I can't give any more details.

Not exactly the same thing, but close enough to assume they could be related and both caused by some quirk in IR.
Snowship
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Post by Snowship »

I've a vague memory of there being a Terran TL supply (like very other race to transport players factories in the early game).
I've not notice a single TL in the terran sectors (although Ice miners are about, just sitting in stations doing nothing, and they won't transport things for you).
Has there been a step back in the latest patches? or am I remembering things wrong?
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