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

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paulwheeler
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Post by paulwheeler »

Actually, now that I think about it - I have an idea for something that might help with playing as a pirate...

I could swap ownership of a selection of border sector stations and fabs to use the "independant" race. That way they would stay friendly no matter your rep with the main races, so you'd have a few "safe havens" to dock and buy/sell looted wares. Id have to check that NPCs would still trade with them too...

Let me think about it and discuss it with Mizuchi.
morikaane
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Post by morikaane »

Sorkvild wrote:Yep. Tht's hardcoded stuff, but what about Graxster's Friedly Pirates script? Author says it converts all red pirates into friendly ones, has anyone tested this ?
If you read on in the thread some of the feedback suggests that it doesn't work entirely as intended. Unfortunately, I can't test it in my current playthrough, the pirates don't like me much. Probably something to do with me boarding their ships.

M.
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Sorkvild
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Post by Sorkvild »

paulwheeler wrote:Actually, now that I think about it - I have an idea for something that might help with playing as a pirate...

I could swap ownership of a selection of border sector stations and fabs to use the "independant" race. That way they would stay friendly no matter your rep with the main races, so you'd have a few "safe havens" to dock and buy/sell looted wares. Id have to check that NPCs would still trade with them too...

Let me think about it and discuss it with Mizuchi.
Idependent fabs? This sounds really good :idea:



You missed my previous question, my fault I just added by editing my prev. post...

Are you planning to replace the Khaak ships with the upcoming ones from Cadius ? Will there be a ship update for SRM too.
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paulwheeler
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Post by paulwheeler »

All of cadius new khaak ships are already in the XRM as advanced versions. I will probably do the same with the new Corvette too.

I probably wont put them into the SRM. I consider that mod finished now, unless something huge comes up.
McOrion
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Post by McOrion »

paulwheeler wrote:- ESSENTIAL SCRIPTS -

Gazz's Missile Defence Mk2 script is essential to temper the much faster missiles in XRM. It will be used by both the player and the Ai automatically. I recommend installing this even if using another turret script like MARS.

Gazz's Missile Safety script is also highly recommended.

Gazz'z AI ammo cheat is recommended even though ammo weapons have been removed from the game. It still helps with missile loadouts.
This is third post of this thread. Links to Gazz's scripts are missing?
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InFlamesForEver
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Post by InFlamesForEver »

McOrion wrote:
paulwheeler wrote:- ESSENTIAL SCRIPTS -

Gazz's Missile Defence Mk2 script is essential to temper the much faster missiles in XRM. It will be used by both the player and the Ai automatically. I recommend installing this even if using another turret script like MARS.

Gazz's Missile Safety script is also highly recommended.

Gazz'z AI ammo cheat is recommended even though ammo weapons have been removed from the game. It still helps with missile loadouts.
This is third post of this thread. Links to Gazz's scripts are missing?
The links are in the next post with the recommended scripts.
McOrion
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Post by McOrion »

InFlamesForEver wrote:The links are in the next post with the recommended scripts.
It's unlogical, captain Kirk.

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Shimrod
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Post by Shimrod »

Just a quick note that the Smart CTD issue garrry identified is fixed in Smart 1.5.
paulwheeler
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Post by paulwheeler »

McOrion wrote:
InFlamesForEver wrote:The links are in the next post with the recommended scripts.
It's unlogical, captain Kirk.

Spock
That's because the two sections were written by two different people.

I wrote the essential scripts section, and I assumed you were all quite capable of using the library... mizuchi wrote the recommended section and he was a bit more accommodating. :wink:
Mizuchi
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Post by Mizuchi »

Sn4kemaster wrote:Why do i get the feeling angry Ponies will be erupting later in this thread!
[ external image ]
Requiemfang
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Post by Requiemfang »

Sorkvild wrote:Yep. Tht's hardcoded stuff, but what about Graxster's Friedly Pirates script? Author says it converts all red pirates into friendly ones, has anyone tested this ?
Umm... I do hope you aren't using PG3 and friendly pirates together because Friendly Pirates causes conflicts with the pirate guild script, Serial Kicked even stated on the first post in the pirate guild thread that Friendly Pirates conflicts.

as for Pirate Guild and Yaki Armada it's a shame SK dropped off the map because those scripts are unfinished and haven't been updated for near a year.
NOValdemar
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Post by NOValdemar »

morikaane wrote:
NOValdemar wrote:b) If you dont like it use the NCP Bail script to allow more drops on ships. That way you can easily gain all of the equipment or items you need for any ship simply by pirating. Think its hard to get what you want in the quantities you need? XRM adds lovely Weapon Dealers you can camp outside of and take everything some sucker buys the second he undocks.
You don't need NPC bailing to make a killing, if you're hardcore enough.

There's this trick...
Spoiler
Show
Even without having the NPC bailing scripts, if you keep shooting the hell out of a transport and repeatingly tell them to drop freight and surrender, they'll pretty much empty their entire hold for you.
Most'll prolly know that one, but damn is it a goody!

M.

What i was refering to with the NCP bail scripts was acquisition of rare equipment (JDs, TDs, DCs ect..) which, though possible in vanilla, is very much helped by NCP bailing. If you want to get goods then old fashioned pirat comm-ing for them to drop goods i the best as you said. :I
Kadatherion
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Post by Kadatherion »

paulwheeler wrote:Actually, now that I think about it - I have an idea for something that might help with playing as a pirate...

I could swap ownership of a selection of border sector stations and fabs to use the "independant" race. That way they would stay friendly no matter your rep with the main races, so you'd have a few "safe havens" to dock and buy/sell looted wares. Id have to check that NPCs would still trade with them too...

Let me think about it and discuss it with Mizuchi.
However, this would make XRM incompatible with Phanon Corp, as those stations would all be taken over by Phanon (race independant).
I suppose NPC ships should trade with them fine though, as I believe they are doing with the independant weapons dealer already in.



Anyway, guys, I really don't see the issue with playing a pirate in XRM. There are now many more pirate sectors and stations. You can't sell everything you loot full price as you would do with commonwealth stations? How strange, when you steal a car you can easily sell it full price at car showrooms, right? (AKA, if there's no friendly station buying that weapon from you at full price, just put it into a ship and sell the bloody ship, you goddamn cabin boy!).

The odd hardcoded unfriendly pirate is still there, but we are pirates: even though we all love ponies, this doesn't mean we all love each other. If I meet a pirate who loves Twilight Sparkle more than Pinkie Pie, you can bet I'll be at his throat in ten seconds flat! :P
Moreover, several scripts help addressing that "issue" too, if that's how you see it. Plus, as mentioned, tons of other ones can help from other perspectives, such as the mentioned player workshop.

What's the point of playing a pirate, a lawless lowlife, if everything's easily handed over to you? Isn't the whole point of playing a pirate having to steal those goodies instead of buying 'em wherever you please?
There are tons of other easier starts, a couple of really challenging ones are more than welcome here. Starts in X3 are anyway just that: slightly different starts in assets, location and general racial reputation. Everything else is just personal roleplaying, IF so you want to play... otherwise, two or three missions and all the starts can be pretty much the same.
If I really think I gotta have access to that specific, so vital Lucike's software that I never used apart for training its pilots for other more useful scripts, then I can just add it somewhere I feel right with the cheat package. It's my roleplaying, the modding community has been so nice over the years to give me access to pretty much all the tools needed to suit it to my tastes, why should I force my own idea of a Pirate onto the other players?
Mizuchi
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Post by Mizuchi »

Edit: Never mind. Nova Ltd. just kicked in.
Last edited by Mizuchi on Mon, 15. Aug 11, 02:19, edited 1 time in total.
Requiemfang
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Post by Requiemfang »

I think I know why the attack same target script has so high a number. It's the messed up jobs with the pirate ships showing up. I hope you guys release that new jobs file update soon so they disappear it's getting annoying to see pirates in every sector I go/jump to.

Edit:

Just saw and noticed this and it made me sort of face palm

[ external image ]

Paranid crusader fleet, DOES It REALLY need that many carriers!? talk about FPS killer/lag fest.

[ external image ]

What is this I don't even... Teladi, Split and Paranid fleet in Savage Spur!? Sure I'd expect the Paranid to be there trying to wipe the Yaki from under their boot but the Teladi and Split? That's a bit far for them to be straying from their Territory.
Last edited by Requiemfang on Mon, 15. Aug 11, 02:18, edited 1 time in total.
Mizuchi
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Post by Mizuchi »

Paul's looking at a release of the next update early in the week. Likely Tuesday, give or take a day. 8)
Last edited by Mizuchi on Mon, 15. Aug 11, 02:22, edited 2 times in total.
Requiemfang
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Post by Requiemfang »

Check my last post, I updated it with an edit and screenshots.

Also good to hear that :wink:
Mizuchi
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Post by Mizuchi »

Requiemfang wrote:Just saw and noticed this and it made me sort of face palm
None of the patrols/groups/fleets that are in those screenshots are being caused by XRM or XRM Jobs.

There are no Jobs in XRM Jobs with the title "Crusader", "Enforcer", or "Teladi Company".

Those are coming from MBRR. I totally advised people not to run it with those settings turned on. :wink:

Edit: see Paul's post beloooooo~w. 8)
Last edited by Mizuchi on Mon, 15. Aug 11, 02:28, edited 4 times in total.
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InFlamesForEver
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Post by InFlamesForEver »

Mizuchi wrote:Paul's looking at a release of the next update early in the week. Likely Tuesday, give or take a day. 8)
Awesome, that should just be in time for meto get home. So I can go into the latest update strait away.
paulwheeler
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Post by paulwheeler »

Requiemfang wrote:I think I know why the attack same target script has so high a number. It's the messed up jobs with the pirate ships showing up. I hope you guys release that new jobs file update soon so they disappear it's getting annoying to see pirates in every sector I go/jump to.

Edit:

Just saw and noticed this and it made me sort of face palm

[ external image ]

Paranid crusader fleet, DOES It REALLY need that many carriers!? talk about FPS killer/lag fest.

[ external image ]

What is this I don't even... Teladi, Split and Paranid fleet in Savage Spur!? Sure I'd expect the Paranid to be there trying to wipe the Yaki from under their boot but the Teladi and Split? That's a bit far for them to be straying from their Territory.
I believe that is MBRR gone a bit crazy, not XRM.

Paranid crusaders are the MBRR rearguard paranid ships. The default rearguard setting of 400 tokens is way too high. If you're going to use rearguard, I suggest dropping it to nearer 100. Also shorten the patrol time so you don't get them hanging around and building up like that.

Personally I have border invasions and rearguard switched on, but I have the kill sector menu option from the cheat scripts handy in case MBRR throws a hissy fit.

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