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

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Chase842
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Post by Chase842 »

ok thank you. Ok I got a round of questions, I apologize,

1.) So If i applied the background enhancement script/mod mid-game is it going to work or do I need to start a new game too?

1a.) Does this also apply to the freight distribution mod?

2.) Can I fire boarding pods from any ship firgate or larger, or does it have to be a M7M?

ok, about Headquarters, as I've never had one before,

3.) What do they do?

4.) Can I get one through the Hub plot or do I just have to buy one from Argon Prime?

5.) How and where do I start the Hub plot?

6.) If I do the Hub plot, is it free?

7.) Do I automatically claim an unknown sector if I place my HQ there?

Ok I think that's it for now. Thanks again!!!
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Maj. Tom
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Post by Maj. Tom »

adrianx wrote: The reason I became concerned with this was the file sizes :-

00144.dat :-
- 237405604 as ogg
- 269753914 as WAV

which if the offsets are in bytes, whoops ! This is obviously due to the VBR; even setting it to 48k leaves the actual ogg bitrate at 42k after conversion. Whether setting to 52k or 56k would give a more accurate result I haven't tested yet. I presume that the most important thing (given byte offsets) is having the 2 files being as similar size as possible.

I'm hoping timon will have some method for doing this as he did it for the original index file.
Hmm... I'm not sure how it will make a difference. Especially being VBR, AFAIK you can't just do a quick calculation and start reading at X point in the file anyway, can you? Cause you never know "where" in the stream you'll wind up. So it must have a way of accurately reading from a point in time. As for your numbers- I assume by WAV you mean WMA... The WAV file at 16/44 ends up being around 4gb

Edit: you seem to also be more familiar with the technical sides of OGG than I am, so I welcome/appreciate your help with this!

Edit 2: various corrections!
Last edited by Maj. Tom on Tue, 28. May 13, 21:58, edited 6 times in total.
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DrBullwinkle
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Post by DrBullwinkle »

Taro8 wrote:A question about weapon ammo: I want to restore the ammunition to weapons that were using it, just to make them different.
Ammo was bugged in earlier versions of the game,which is why most major mods remove it. The bug was recently fixed -- it is definitely fixed in AP 3.0.
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InFlamesForEver
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Post by InFlamesForEver »

DrBullwinkle wrote:
Taro8 wrote:A question about weapon ammo: I want to restore the ammunition to weapons that were using it, just to make them different.
Ammo was bugged in earlier versions of the game,which is why most major mods remove it. The bug was recently fixed -- it is definitely fixed in AP 3.0.
Mind if I ask what the bug was?
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DrBullwinkle
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Post by DrBullwinkle »

In TC (and earlier versions of AP) ships equipped with ammo-based guns might not fire when OOS. By that I mean that the ships might not fire at all... even if they also had non-ammo-based lasers mounted. The bug had serious consequences to your game, but it only happened when the game was "busy" doing other things. It was most likely to occur when you experienced lag, so some people never noticed it.

Anyway, it appears to be fixed now.
paulwheeler
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Post by paulwheeler »

I also removed ammo because it was only required in-sector. This makes the weapons very overpowered OOS.
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DrBullwinkle
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Post by DrBullwinkle »

paulwheeler wrote:I also removed ammo because it was only required in-sector. This makes the weapons very overpowered OOS.
Vanilla ammo-based weapons are never overpowered; they are in line with non-ammo-based guns. OOS, laser power does not matter, so *they* are more likely to be overpowered. In either case, the balance is pretty close.

But I understand removing the ammo due to the bug. That was important.
adrianx
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Post by adrianx »

Maj. Tom wrote: Hmm... I'm not sure how it will make a difference. Especially being VBR, AFAIK you can't just do a quick calculation and start reading at X point in the file anyway, can you? Cause you never know "where" in the stream you'll wind up. So it must have a way of accurately reading from a point in time. As for your numbers- I assume by WAV you mean WMA... The WAV file at 16/44 ends up being around 4gb

Edit: you seem to also be more familiar with the technical sides of OGG than I am, so I welcome/appreciate your help with this!

Edit 2: various corrections!
Ah, yes I meant WMA, not WAV.

You made me laugh at the "more familiar with the technical sides of OGG" comment - all I've mentioned so far has been learnt googling the last 24 hours or so - please don't start labeling me as an OGG guru yet ;-)

At this point I'm waiting for timon but currently "the best" solution would seem to be to add support for ms-asf in the Linux version. Oh, except no open source library will support it seems because of the license (and patent). Sigh.
Alkeena
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Post by Alkeena »

Hey folks, back after an extended break.

Could someone give me an idea of where in the thread (~page #) I should look for the discussion on the M6 buffs?

I feel like M6 almost obsoleted fighters before, now with the increased maneuverability it just seems like the role of fighters has grown even smaller...
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Litcube
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Post by Litcube »

There were several issues with ammo based weapons.

1) Ammo was consumed at a rate of 1:1 round OOS. A much higher rate than IS. I believe this has been fixed.

2) Ammo based script commands had/have a bug where other script commands would stop firing if enough ammo based weapons were firing in sector. The testing around this was in In Sector. The end result would be ships stopping, and turrets not firing. This was also called the 0 m/s bug.

I think the first one was fixed. I haven't tested the second one to see if it has been fixed, but I think Bullwinkle has.
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Maj. Tom
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Post by Maj. Tom »

adrianx wrote:
Maj. Tom wrote: Hmm... I'm not sure how it will make a difference. Especially being VBR, AFAIK you can't just do a quick calculation and start reading at X point in the file anyway, can you? Cause you never know "where" in the stream you'll wind up. So it must have a way of accurately reading from a point in time. As for your numbers- I assume by WAV you mean WMA... The WAV file at 16/44 ends up being around 4gb

Edit: you seem to also be more familiar with the technical sides of OGG than I am, so I welcome/appreciate your help with this!

Edit 2: various corrections!
Ah, yes I meant WMA, not WAV.

You made me laugh at the "more familiar with the technical sides of OGG" comment - all I've mentioned so far has been learnt googling the last 24 hours or so - please don't start labeling me as an OGG guru yet ;-)

At this point I'm waiting for timon but currently "the best" solution would seem to be to add support for ms-asf in the Linux version. Oh, except no open source library will support it seems because of the license (and patent). Sigh.
I see! Well, I honestly wouldn't expect any issues, despite the different file sizes, but I'll have to play around with making OGGs and trying them out.

Yes- licensing is often an issue. Actually- technically even a mod like XRM can't use WMA or MP3 (we use both) without a license. This, alongside the technical limitations of MP3, is why most free game SDKs like UDK and CryEngine 3 recommend using OGG- most Indie game devs do use OGG. Fraunhoffer never really cared about mp3 licenses though, and even its new owner (Technicolor) rarely takes action. I know Pioneer got a bill in the mail because their car radios play MP3s and they didn't have a license, but Pioneer draws a bit more attention than the X3-playing Linux user community.

Aaanyway....
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
vindr20
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Post by vindr20 »

I'd asked this before, but didn't seem to get a response. Is there anywhere/one that I can find information from about how this mod changes the war aspects of Albion Prelude. I need to know what exactly the replacement war does before I commit to this mod.
Alkeena
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Post by Alkeena »

vindr20 wrote:I'd asked this before, but didn't seem to get a response. Is there anywhere/one that I can find information from about how this mod changes the war aspects of Albion Prelude. I need to know what exactly the replacement war does before I commit to this mod.
Each side has two stations that spawn task forces. These task forces will then select a hostile target sector and fly or warp there and attempt to occupy it. If the stations are destroyed the task force generaton is halted and the war is effectively won.
Mythrantar
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Post by Mythrantar »

Just a sidenote: the stations of the losing side will respawn a few in-game hours later and the war will resume.
jbrookins3
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Post by jbrookins3 »

i dont have the option to start the final fury mission from that guy in omicron lyrae?

can someone tell me why please

also after installing Military Base Response Revamp and all the stuff i had to get to istall it i lost vocals in the game??
unity100
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Post by unity100 »

i am trying to add a new turret by copying one of existing ones, but the turret just does not appear in turret selection in tships.

the tships.pck and tcockpits.pck i am using are in x3terranconflictrootfolder\addon\05.cat - im opening this with x3 editor, and from the directories it shows me regarding files in the .cat file, i go under addon\types . here are the tships.pck and tcockpits.pck i am using.

i edited some ship properties before, so i know that the active tships.pck file is the one in here. but, the tcockpits.pck file in the same place, has no relevance. i also went and tried to edit tcockpits.pck in higher directories, but to no avail.

what needs to be done ?
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InFlamesForEver
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Post by InFlamesForEver »

Paul did you pull the treasure hunter plot from X3 and put it in AP or was it put in by an update? Either was there is something wrong with the start requirements compared to TC, its supposed to trigger after you have visited 92 sectors but I get it after about 10. Just thought I'd bring it up in case you wanted to do something about it at some point.
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paulwheeler
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Post by paulwheeler »

DrBullwinkle wrote:
paulwheeler wrote:I also removed ammo because it was only required in-sector. This makes the weapons very overpowered OOS.
Vanilla ammo-based weapons are never overpowered; they are in line with non-ammo-based guns. OOS, laser power does not matter, so *they* are more likely to be overpowered. In either case, the balance is pretty close.

But I understand removing the ammo due to the bug. That was important.
In AP damage values matter very much OOS - and all the ammo weapons deal more damage than equivalent non-ammo weapons, to compensate for the hassle of dealing with ammo.
paulwheeler
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Post by paulwheeler »

InFlamesForEver wrote:Paul did you pull the treasure hunter plot from X3 and put it in AP or was it put in by an update? Either was there is something wrong with the start requirements compared to TC, its supposed to trigger after you have visited 92 sectors but I get it after about 10. Just thought I'd bring it up in case you wanted to do something about it at some point.
I put it in and it has the same starting requirements as it did in TC.
paulwheeler
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Post by paulwheeler »

unity100 wrote:i am trying to add a new turret by copying one of existing ones, but the turret just does not appear in turret selection in tships.

the tships.pck and tcockpits.pck i am using are in x3terranconflictrootfolder\addon\05.cat - im opening this with x3 editor, and from the directories it shows me regarding files in the .cat file, i go under addon\types . here are the tships.pck and tcockpits.pck i am using.

i edited some ship properties before, so i know that the active tships.pck file is the one in here. but, the tcockpits.pck file in the same place, has no relevance. i also went and tried to edit tcockpits.pck in higher directories, but to no avail.

what needs to be done ?
You need to edit the ship's scene file as well.

Please look at the tutorials.

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