[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

paulwheeler
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x3tc

Post by paulwheeler »

Bardis wrote:I was looking around and couldnt find the answer the question is which game start do i use to get the other plots and hub things ? sorry if its a stupid question oh and great mod :)
Any of them. All plots are available from all starts (except for the disabled Argon war plot).
uoheinrich
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Joined: Sun, 31. Mar 13, 06:55
x4

Post by uoheinrich »

I've seen that trailer. Combines Ace Combat 4 trailer with XRM. Still makes a fantastic showcase of not only XRM but X3 in general.
swatti
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x4

Post by swatti »

paulwheeler wrote:
swatti wrote:Minor issues:

- Griffon still mounts flaks as MAIN and CIGs in front-turret. Isnt that supposed to be other way around? Would make more sense.

- Please add missing missile (Windstalker and Wildfire) factories. Maybe to the jumping stations and with bigger price-tag.

Had a huge list of small bits but forgot where i put it again... I SHALL RETURN!
The Griffon can mount CIGs in the main guns as well. Removing the flaks means removing PRG as they are on the same subtype. I think its something you may have to put up with.

I've not added the missing missile fabs because the refreshing of warestemplate was broken in AP. It is down as one of the fixes for 3.0, so I will investigate. If I can do it, I will for 1.30.
Cant you just swap the Flak/PRG from the main-guns to the turret where they belong?
No-one will mount fighter-guns/PRGs in carrier-frigate main-guns if CIGs are aviable for both. Front turret and main-guns.

No other ship can mount flaks in fixed main-guns so i initially thought it was mistake or bug. Since both main and front turret mount CIGs the ship has some anti-cap firepower but the front turret not being able to mount Flaks just feels wierd as rest of the turrets do mount flaks.
paulwheeler
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x3tc

Post by paulwheeler »

swatti wrote:
paulwheeler wrote:
swatti wrote:Minor issues:

- Griffon still mounts flaks as MAIN and CIGs in front-turret. Isnt that supposed to be other way around? Would make more sense.

- Please add missing missile (Windstalker and Wildfire) factories. Maybe to the jumping stations and with bigger price-tag.

Had a huge list of small bits but forgot where i put it again... I SHALL RETURN!
The Griffon can mount CIGs in the main guns as well. Removing the flaks means removing PRG as they are on the same subtype. I think its something you may have to put up with.

I've not added the missing missile fabs because the refreshing of warestemplate was broken in AP. It is down as one of the fixes for 3.0, so I will investigate. If I can do it, I will for 1.30.
Cant you just swap the Flak/PRG from the main-guns to the turret where they belong?
No-one will mount fighter-guns/PRGs in carrier-frigate main-guns if CIGs are aviable for both. Front turret and main-guns.

No other ship can mount flaks in fixed main-guns so i initially thought it was mistake or bug. Since both main and front turret mount CIGs the ship has some anti-cap firepower but the front turret not being able to mount Flaks just feels wierd as rest of the turrets do mount flaks.
As a rule, Flaks are usually mountable only on rear, up and down turrets. Front, Left and Right are usually equipped with medium weapons - the only exception is anti-fighter frigates.

The Griffon has flak in all but one of its turrets. I'd consider removing it from the main guns, but I don't think it would be appropriate to add it to the front turret.
swatti
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Post by swatti »

Well atleast remove it from the main-guns, feels kinda odd. If it were given to the front turrets it would give it very good anti-fighter abilities imo yet nothing overpowered.

QUESTION: Installed AP3.0, deleted old AP & XRM, copied AP3.0 from steam folder and installed XRM & no-steam exe along with my minor plugins etc. Got a message "1.29 installed" but sector "credit denied" remains as such, wasnt that supposed to be a different name? Wheres the new ships sold? If they are not there something went boo boo...

EDIT: i remember running patch scripts with the editor before, must i do that? Continuing a 1.28 save atm.
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InFlamesForEver
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Post by InFlamesForEver »

swatti wrote:Well atleast remove it from the main-guns, feels kinda odd. If it were given to the front turrets it would give it very good anti-fighter abilities imo yet nothing overpowered.

QUESTION: Installed AP3.0, deleted old AP & XRM, copied AP3.0 from steam folder and installed XRM & no-steam exe along with my minor plugins etc. Got a message "1.29 installed" but sector "credit denied" remains as such, wasnt that supposed to be a different name? Wheres the new ships sold? If they are not there something went boo boo...

EDIT: i remember running patch scripts with the editor before, must i do that? Continuing a 1.28 save atm.
Yes, run the patch script. It says so in the release notes.
In Flames We Trust
Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

swatti wrote:Well atleast remove it from the main-guns, feels kinda odd. If it were given to the front turrets it would give it very good anti-fighter abilities imo yet nothing overpowered.

QUESTION: Installed AP3.0, deleted old AP & XRM, copied AP3.0 from steam folder and installed XRM & no-steam exe along with my minor plugins etc. Got a message "1.29 installed" but sector "credit denied" remains as such, wasnt that supposed to be a different name? Wheres the new ships sold? If they are not there something went boo boo...

EDIT: i remember running patch scripts with the editor before, must i do that? Continuing a 1.28 save atm.
If you are continuing a 1.28 save, you need to run the 1.28 - 1.29 patch - see the release notes for more information.


The sector changes are:

Credits Received - Moved to a new location ONLY in new 1.29 starts, not continuing games (again see the release notes for more info).

Transaction Denied - Renamed to Lost Order with the 1.29b update released today.
swatti
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x4

Post by swatti »

I managed to bork something... Argon shipyard in Cloudbase south east sells a TL named "zzPLACEHOLDER hauler"

EDIT:
Also the ship names are still the old ones...
paulwheeler
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Post by paulwheeler »

swatti wrote:I managed to bork something... Argon shipyard in Cloudbase south east sells a TL named "zzPLACEHOLDER hauler"

EDIT:
Also the ship names are still the old ones...
Yep - something is definitely not right. That sounds like a TShips conflict.

MARS by any chance?
swatti
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Post by swatti »

I dont use mars. Smart turrets i do but i doubt its the issue... Will test.

EDIT: tested, not Smart turrets.
Smart_Bomb
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x4

Post by Smart_Bomb »

Hey Litcube,

I am coming back from a 2 year break to Play AP. I want to play with a few mods and scripts that are high quality and add to the intensity of the game.

http://forum.egosoft.com/viewtopic.php?t=336879

Due to other peoples suggestions I have carefully selected your script and one other and I am very excited to try it out!

I was wondering, is your script compatible with:

X3 Rebalance Mod (XRM) - Total conversion - v1.29b (23.05.13)
http://forum.egosoft.com/viewtopic.php?t=304158

Thank you!
- Please check out & vote on my X4:F expansion idea thread

[ external image ]
Smart_Bomb
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x4

Post by Smart_Bomb »

Is this mod compatible with

Litcube's Phanon Corporation V1.21
http://forum.egosoft.com/viewtopic.php? ... sc&start=0

?
- Please check out & vote on my X4:F expansion idea thread

[ external image ]
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Litcube
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xr

Post by Litcube »

There's an XRM version of Phanon floating around somewhere.
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Erenar
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Post by Erenar »

Front page suggests it as a recommended :) Use the updated patch with it.

http://forum.egosoft.com/viewtopic.php?p=3862754
paulwheeler
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x3tc

Post by paulwheeler »

swatti wrote:I dont use mars. Smart turrets i do but i doubt its the issue... Will test.

EDIT: tested, not Smart turrets.
From your descriptions it seems as though x3 is not seeing the xrm tships. So either part 2 is not installed correctly, or another tships is blocking the xrm, either from another mod or in your local types folder.

The strange thing is that x3 seems to be reading the xrm text files, which it wouldn't if part 2 was incorrectly installed. That suggests a rogue tships somewhere.
Chase842
Posts: 33
Joined: Wed, 9. Jun 10, 09:16
x3ap

Hi, I got a question

Post by Chase842 »

Hi, I got a question. I was looking for the hotkeys for PAR ships and for the Military Intelligence network under controls and I couldn't find either of them. I am playing X3 Albion Prelude 3.0 with the 1.29 X Rebalanced mod. Could someone please help me out? I don't know where else to look. Also I have done the Thereshallbewings thing for the MARS mod I installed. Thanks
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DrBullwinkle
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x3tc

Post by DrBullwinkle »

Are you playing an old game? Started before AP 2.1?
D1g1talDragon
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Joined: Wed, 21. Sep 11, 03:27
x3ap

Post by D1g1talDragon »

paulwheeler wrote:
D1g1talDragon wrote:I'm getting a crash when scrolling down the list of game starts. The entry right below "Boring Boron" consistently crashes my game. I also have the portraits for the Argon Anarchist and ATF Veteran starts displaying as random bars of vertical color (screenshot below).

http://i.imgur.com/MWvr4RB.jpg

Clean fresh install through Steam. And here's the part you tell me you can't support: Linux version of AP. Can anyone point to a way for me to try to get at least an error message after the crash or something? Launching through the terminal doesn't leave any message after the crash, which is quite unhelpful.

The game starts I CAN get to seem to work just fine, so I'm otherwise golden as far as I can tell. I just want my PP Hyperion!

Thanks in advance.

EDIT: Just figured out I could Page Down to get through the menu. "Cunning Charlatan", "Formidable Freebooter", "Seriptitious Smuggler", "Xenon Rogue", "Advanced Start" all crash as well once moved to. I can't test a few due to not being able to maneuver around the land mines, but the trend does seem to be the new starts. Hmm...
That is very strange - I've never had a report like this before. All I can suggest is that you double check your installation.

Can you post a screenshot of your installation folder? That way I might be able to spot what is causing this.
X3TC Install folder:
http://i.imgur.com/336i7y0.png

X3AP addon Folder:
http://i.imgur.com/3etHHZ5.png

The extra cat/dat files in addon are as follows:
04 - XRM part 1
05 - XRM part 2
06 - XRM Cockpits
07 - Low Poly Asteroids
08 - Immersive GUI and HUD

I tried XRM alone in the clean install initially before adding those, and had the issue occur. I added them in figuring I could at least play other starts in the meantime. I also have a few scripts installed, namely M.A.R.S. and Bounce. MARS is using your fixed t file. Again, these were installed after the issue occurred so I could at least play around.

See anything obvious? I'm more then happy to be the test subject of whatever experiments you'd like to run. :)
Last edited by D1g1talDragon on Thu, 23. May 13, 23:27, edited 3 times in total.
Chase842
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Joined: Wed, 9. Jun 10, 09:16
x3ap

Post by Chase842 »

No I started a new game yesterday with the new 1.29 and everything. where under the controls tab should I find the option to make a hot key for these 2 things? Interface at the bottom?
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DrBullwinkle
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Post by DrBullwinkle »

Chase842 wrote:where under the controls tab should I find the option to make a hot key for these 2 things? Interface at the bottom?
Yes.

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