[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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Requiemfang
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Post by Requiemfang »

paulwheeler wrote:
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.
Doh, that does explain it. I have it set at around 180... guess I should set it to 100.

*goes into the MBRR menu and makes changes*
paulwheeler
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Post by paulwheeler »

Even with low settings, it occasionally goes into crazy spawning mode. It doesn't seem to do any harm to just cheat destroy ships if you see a huge build up.

I also reduce rearguard patrol dismantle time to 5000 and token regeneration to 2000. That keeps a lid on the existing rearguard ships while still enabling the military bases to respond to new threats.
Ragemaster9999
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Post by Ragemaster9999 »

Is there such a thing as pirate PAR shipyards? if no, can we get a pirate PAR shipyard? pretty please.
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Cadius
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Post by Cadius »

paul will the more advanced fighters and fighter variants get PAR versions in the future or do you plan on sticking to only the basic fighters as PAR?
NOValdemar
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Post by NOValdemar »

Hey Paul/Mizuchi/anyone who knows

Ok I guess these MkI ships are some sort of legacy thing, and I dont really hate them as much as I originally did because you have placed them in a civilian role. Thing is I don't really see why ever script package I install seems to prefer to spawn them instead of the stronger normal versions? Its one thing to have them in a civilian role but i think seeing fleets of them being used by MBRR is just annoying. I know you guys dont have anything to do with MBRR but any ideas why this happens and if I can stop it? I dont want to delete the MK1 ships altogether as they do make for a good casino defense.
paulwheeler
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Post by paulwheeler »

NOValdemar wrote:Hey Paul/Mizuchi/anyone who knows

Ok I guess these MkI ships are some sort of legacy thing, and I dont really hate them as much as I originally did because you have placed them in a civilian role. Thing is I don't really see why ever script package I install seems to prefer to spawn them instead of the stronger normal versions? Its one thing to have them in a civilian role but i think seeing fleets of them being used by MBRR is just annoying. I know you guys dont have anything to do with MBRR but any ideas why this happens and if I can stop it? I dont want to delete the MK1 ships altogether as they do make for a good casino defense.
I believe if you set them to race "0" they will still be spawned by jobs, but not scripts. You'll need to do this is the main XRM Tships, or whatever hull pack you use.
paulwheeler
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Post by paulwheeler »

Re: PAR ships

These are intended to be basic ships - you'll notice their stats are a bit worse than the standard ship versions. So I don't intend to add advanced versions. They are mass-produced and so pirates would not have the infra-structure to create them.

They are intended to be a quick and easy way to kit out your carrier, so I understand why you'd want a pirate PAR shipyard, but it just doesn't sit right with my view of pirates.
Mizuchi
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Post by Mizuchi »

paulwheeler wrote:I believe if you set them to race "0" they will still be spawned by jobs, but not scripts. You'll need to do this is the main XRM Tships, or whatever hull pack you use.
If you set them to Race 0 they won't be spawned by Scripts or by Jobs anymore unless a particular job calls on a specific Ship ID.

In English, that means that Arenas, Casinos and some of the Corporate Defense Ships will still spawn MK II ships, but nothing else will. :)
morikaane
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Post by morikaane »

Paul...

Question... not sure if it has been asked yet... but the Mercury Prototype doesn't seem to be able to mount PACs or PRGs like the other Mercury freighters - is this deliberate?

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

morikaane wrote:Paul...

Question... not sure if it has been asked yet... but the Mercury Prototype doesn't seem to be able to mount PACs or PRGs like the other Mercury freighters - is this deliberate?

Cheers,
M.
Ill check it, thanks.
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Cadius
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Post by Cadius »

I think you've got the description for the Logich and Morrigu mixed up. Morrigu is described as the heavier version boasting a wider array of weapons, but it actually has less weapons than the Logich.

That aside, great work of the fluff, I think it really flesh out the background of the ships and adds that historic feel to the game. Any chance you guys would rewrite the vanilla ships descriptions too?
Mizuchi
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Post by Mizuchi »

Cadius wrote:That aside, great work of the fluff, I think it really flesh out the background of the ships and adds that historic feel to the game. Any chance you guys would rewrite the vanilla ships descriptions too?
Not for love nor money. :wink:

(Well, maybe for money.)
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bernoud
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Post by bernoud »

Sure, playing as a pirate is the most challenging gamplay by using XRM. Okay, I have to bypass CLS2, thus could not use the FDN mod efficiently, and collect nividium by hand for ever. Okay I will never have the possibility to build an advanced satellite factory, okay none of my M7 and up could dock at a pirate dock, okay I have to .... and so on.

So, the problem is that it isn't intertaining, just boring, this is why I qualify this startup as "short life time".

Okay some thingys are hardcoded, but it is worth working on solutions to get it acceptable ? That's the main problem, I feel.

I noticed only 2 constructive replies :
NOValdemar wrote:c) If you cant stand the always enemy pirate that egosoft has dumped into the game then use the Pirate guild with its bribe/threaten option. I always play as a pirate but have shifted between using and not using the Pirate Guild to facilitate this. In the end I find that being able to bribe off hostile pirates via the Pirate Guild is too much of a cheat because its relatively inexpensive.. Im sure however if I took the time I might be able to remedy this in text edit and so could propbably anyone else.
This is interesting as I already use Pirate Guild, but I dunno how to achieve what you mean. I have to go back to the main thread to look at this. However, any help appreciated ;) I hope that this could help me to find some missing components like CLS2 and like.
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.
It seems that working on a solution is worth the effort :).

Pirate Playing style is more than playing, it is a big part of the humanity and of nostalgia. The fact is that there is a lack of some mandatory components to make it playable, nor interesting, with a "long game time" experience. It's okay, it's hardcoded, and there are some ways to bypass limitations by playing such a start, and I'm enjoying it, but remember that it is unfortunately for a short time because of that missing features.

I feel that we don't want to go back to dinosaur by playing the Pirate Start, because of the high technologie and more entertainement given by the other starts. Even by putting these missing features, the difficulty should stay intact, but the game would be much more interesting, entertaining, more playable in term of game time, and surely original.

Anyone that understand what I mean ? (I should maybe write it in french :p)

note : I have stoped playing this start because I'm bored right now, by collecting without CLS2, by not being able to build an advanced satellite factory and other important one, and so on ... Too much limitations to be (honestly) playable for a long time. Better disable that startup, as I fell that it is only a sandbox even by using zillions of dediicated scripts.
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paulwheeler
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Post by paulwheeler »

There is no point discussing scripts (CLS2 and FDN) here that are nothing to do with us. I suggest you discuss them in the relevant thread as you are more likely to get an answer to your concerns. If you ask the author of the scripts, they may be able to accomodate you. There's certainly nothing I can do as they are not my scripts.

M7s and up not docking at trade docks is the same no matter what race you play as - that's just how egosoft built the models.

I have tried adding independant owned factories and they occasionally cause the game to crash during docking, so that is not an option.

The pirate start is a bonus, nothing more. I tailor this mod to my style of play and I don't play as a pirate.

If you're not satisfied with this mod I suggest you attempt a bit of modding yourself. Then you may realise that much of what you want simply cannot be done.

Or alternatively try a different mod...

Hopefully in X Rebirth egosoft will accommodate playing as a pirate. Until then there's not much we can do.
Requiemfang
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Post by Requiemfang »

Hmmm this sort of puts me off a little but, Split fighters, none of the M3 types have even 3 25 mj shields they all have 2, at least the strongest heavily armored versions.

Shouldn't at least one of the variants have at least 3 25 mj shields?

I remember in SRM that the Cougar Raider or the Cougar had at least 3 25 mj shields. I can under stand the Cougar raider having 2 of them since it's a raider type vessel and those are meant to be fast, hard hitting M3 fighter variants. But the Cougar? at least 1 or two of the Split heavy + fighters should have at least 3 25 mj shields. No more then 3 I say because well their Split ships after all.
Sn4kemaster
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Post by Sn4kemaster »

Requiemfang wrote:Hmmm this sort of puts me off a little but, Split fighters, none of the M3 types have even 3 25 mj shields they all have 2, at least the strongest heavily armored versions.

Shouldn't at least one of the variants have at least 3 25 mj shields?

I remember in SRM that the Cougar Raider or the Cougar had at least 3 25 mj shields. I can under stand the Cougar raider having 2 of them since it's a raider type vessel and those are meant to be fast, hard hitting M3 fighter variants. But the Cougar? at least 1 or two of the Split heavy + fighters should have at least 3 25 mj shields. No more then 3 I say because well their Split ships after all.
Cougar (formally the Vanguard model in SRM) has 3x25mj shields (75mj)

Mamba Sentinal also has 3x25MJ sheilds (75mj)

Chimera and Advanced Chimera both have 4x25 mj shileds (100mj)


Currently playing a Split game at mo..........
Requiemfang
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Post by Requiemfang »

I stand corrected... disregard my last post

on another note

Paul you made an opps with the named Command Shipwith the ATF Forseti sector.

The Command Ship there is named Bragi on the map overview and when looking at it, while when you bring up the information it says Freyja
Mizuchi
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Post by Mizuchi »

bernoud wrote:Better disable that startup, as I fell that it is only a sandbox even by using zillions of dediicated scripts.
I started with the Formidable Freebooter just after we implemented it.

I've just finished the Goner plot, after previously finishing Hub Plot, HQ plot, and Final Fury plot. It took me a week, but I've just bought a Tyr (and a Snotra, converted into a TL), and I'm at Rank 11 with every race except the Split (I haven't done enough missions for them yet).

I settled in Xi (after blowing a few million discovering that attempting to fit Terran stations into the Hub is an expensive way to cause explosions), and it is now a haven of trade and fortune.

I know of other people who have started with the Xenon start, which is (perhaps) even more difficult than the Pirate one. They've been getting on just fine.

It's not getting disabled.
Requiemfang
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Post by Requiemfang »

Paul I just noticed this on the model already and notified cad in his thread, but you might want to look into this since it's on both the reg version and the pirate version.
Requiemfang wrote:Hey cad I just noticed this on the Pteranodon.

Might wanna look into it, as it's fugly, annoying and blocking my view :lol:

it's outlined in red

[ external image ]

[ external image ]

[ external image ]
Edit: also I noticed something else... not related to the pics but the pirate jobs issue. I noticed them being overly aggressive. Basically they are attacking EVERY trade ship that passes through their sectors, pretty much the same as the Yaki.

And no I am not using Yaki Armada or PG currently. I doubt Military Base Response script would be doing this either.
NOValdemar
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Post by NOValdemar »

bernoud wrote:
NOValdemar wrote:c) If you cant stand the always enemy pirate that egosoft has dumped into the game then use the Pirate guild with its bribe/threaten option. I always play as a pirate but have shifted between using and not using the Pirate Guild to facilitate this. In the end I find that being able to bribe off hostile pirates via the Pirate Guild is too much of a cheat because its relatively inexpensive.. Im sure however if I took the time I might be able to remedy this in text edit and so could propbably anyone else.
This is interesting as I already use Pirate Guild, but I dunno how to achieve what you mean. I have to go back to the main thread to look at this. However, any help appreciated ;) I hope that this could help me to find some missing components like CLS2 and like.


Ok this might be going totally off topic (sorry Paul) but as this might be interesting for a few people trying to be pirates I will state it here anyways...

The pirate guild script allows you to comm a person using the ECS Comm thingy that you set a hot key for. If a pirate has attacked you, you will normally get the option to bribe them. Only thing is it doesnt always work... The thing is it seems (*) to only work for pirates that are actively running an attack job command on your ship and not just lobbing missiles at you or shooting with turrets at you while it goes about attacking something else or driving somewhere...

In order to be able to comm them and bribe any pirate you must make that pirate start running an attack job (*) on your ship. Now if you attack them to do this then it doesn't always work. Sometimes the pirates get pissy and wont let you off the hook... So what I normally do is to do a few slow drive by hostile pirates and get them to finally take a hint and attack me. It might take a while because pirates are stubborn but it works like 97% of the time. This way you can clear whole sectors of pirates at relatively low cost.

The cost and ease of doing it however is what makes me earge people only to do it if you really feel like playing as a rouge pirate without race support. It simply distroyes the balancing that Paul and Mizuchi have attempted to create! but whatever floats your boat!



Footnote me hearties!
* Ok I really have no idea if it is really running a "job command" technically or even what it is. I like to think thats what it is since it seems really technical... what ever is happening it works....

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