[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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DrBullwinkle
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Post by DrBullwinkle »

paulwheeler wrote:all the ammo weapons deal more damage than equivalent non-ammo weapons, to compensate for the hassle of dealing with ammo.
That would be an issue if it were true, but it is not. HEPT is stronger than EBCG, IBL/PPC/PSP are stronger than Gauss Cannon. Mass Drivers are totally nerfed in AP.

The only advantage to ammo-based guns is that they can fire continuously while IN-sector. OOS, they are *always* at a disadvantage compared to non-ammo lasers (which have infinite power OOS).
unity100
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Post by unity100 »

paulwheeler wrote:
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.
actually paul, when i clicked 'open tcockpits file' link in x3 editor, i found out that the tships.pck file in 05.cat under x3root\addon folder was actually using the tcockpits.pck file in x3root\11.cat\types\Tcockpits.pck . When i added turrets here, it showed in selections for turrets in tships.pck in x3 editor, i saved, and it shows up in game.

turret selections were only up to SS_COCKPIT_A_REAR_HYBRID entry in 11.cat's tcockpits.pck, and for selections for turrets tships.pck was showing only up to SS_COCKPIT_A_REAR_HYBRID too. so they match.

when i added a turret it just worked this way.

im at a loss as to why the tcockpits.pck , which is being loaded much later, and before the last tships.pck is not working at all. your edits, seem to be in that file.
paulwheeler
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Post by paulwheeler »

I think you are confused...

Tcockpits is just used to define gun selections for turrets (or is this what you are trying to do?), not to add turrets.

To add a turret to a ship, you need to add a camera and turret dummy to the scene file, then reference this in tships.

In any case, this is not xrm related so it would be best to create your own topic for help - this thread is crowded enough.
unity100
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Post by unity100 »

paulwheeler wrote:I think you are confused...

Tcockpits is just used to define gun selections for turrets (or is this what you are trying to do?), not to add turrets.

To add a turret to a ship, you need to add a camera and turret dummy to the scene file, then reference this in tships.

In any case, this is not xrm related so it would be best to create your own topic for help - this thread is crowded enough.
no i dont want to add new turrets. i just want to add a gun selection to a turret. but, i want to COPY that turret so that what i add will not affect the rest of the game.

all i want to do, is to be able to see the COPIED turret which i added new guns to, be selectable when i am selecting turrets in 'Turrets' tab of tships.pck file in X3 editor.

the turret i am copying is SS_COCKPIT_A_RILE_M6

i copied it, pasted it (paste to end selection in x3 editor right click context menu), and then select it at the tships.pck turrets tab.

i am confused indeed, because tcockpits.pck i 05.cat (the cat file that is sitting in x3root\addon) has NO effect on anything - even if i remove ALL the turrets/cockpits from that file and leave it empty, it does not affect anything.

instead of using your tcockpits.pck file, the tships.pck in 05.cat uses the tcockpits.pck in x3root\11.cat
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DrBullwinkle
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Post by DrBullwinkle »

unity100 wrote:i just want to add a gun selection to a turret
1) It is usually better not to do your own mods in existing .cats. Either create your own .cat or use loose files in the appropriate folders.

2) See Adding Guns to a Turret. It is part of Ship Tricks: Mini Guides for Modding Ships.
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unity100
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Post by unity100 »

DrBullwinkle wrote:
unity100 wrote:i just want to add a gun selection to a turret
1) It is usually better not to do your own mods in existing .cats. Either create your own .cat or use loose files in the appropriate folders.

2) See Adding Guns to a Turret. It is part of Ship Tricks: Mini Guides for Modding Ships.
.

i see now, i think i havent been explaining myself clearly :

im not adding guns that can be fired. im not adding new guns to a turret. im not changing anything in a turret, EXCEPT the guns which can be mounted on that turret. (ie the 'compatible guns' list in tcockpits.pck).

so all im doing is adding new gun selections to an already existing turret - i go to tcockpits.pck , i select the turret, and i just add a new selection (say, SG_LASER_BORON_MEDIUM) to the already existing list under 'compatible guns'. when you select a turret, it shows 2 lists, see, one lists compatible guns, and one lists the existing gun types in the game which you can add to the left by the buttons. so im just modifying the compatibility list.

the only reason im copying the turret is, i dont want this addition to affect the ships using the original turret im copying. so, i dont want all argon m6's side turrets to be able to mount Energy Bolt Chainguns for example.

this is why i copied the turret entry exactly, and just added new mountable guns to it.

so far so good, this works, there is no problem.

the problem is, paul's turret edits are all in tcockpits.pck in 05.cat under x3root\addon folder. but if i edit this, there is NO effect on anything.

but if i go and edit tcockpits.pck in x3root\11.cat , then the turret i copied shows up, and carries into the game.

i am thinking there is something i am missing about the load order of cat, dat files or pck files ?
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DrBullwinkle
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Post by DrBullwinkle »

unity100 wrote:i am thinking there is something i am missing about the load order of cat, dat files or pck files ?
See "A word about File Precedence" in the Tools and Resources section of Ship Tricks.
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Huillam
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Post by Huillam »

Finally meet all the requirement to start (in theory) corporation troubles: same as shady business, it just don't start.
Mythrantar
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Post by Mythrantar »

Here's the Wall file for XRM 1.29:

http://www.mediafire.com/view/k8n74mt5g ... l.XRM_1.29

Just delete the "_1.29" part.
paulwheeler
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Post by paulwheeler »

Huillam wrote:Finally meet all the requirement to start (in theory) corporation troubles: same as shady business, it just don't start.
I know - I'm fixing it.
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vukica
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Post by vukica »

poor paul, thanks for working so hard so we can have more fun
Split say NEED MORE FIREPOWER!!
Huillam
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Post by Huillam »

paulwheeler wrote:I know - I'm fixing it.
Forgive me but: I really like you. :D
The Cuban Nightmare
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Post by The Cuban Nightmare »

I agree with this. I think I speak for us all when I say we really appreciate all your hard work.
I'm your worst nightmare....

Apocalypse Incorporated; destroying a planet near you!
Mythrantar
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Post by Mythrantar »

Indeed, Paul's efforts are greatly appreciated! :)

I have another war question: in the XRM-AP war, do the player-owned ships get shot by both sides in the war sectors, a la vanilla AP? I have not played with the war enabled before, but I thought to spice things up this time. Also, are the war taskforce ships capturable? :mrgreen:
jbrookins3
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Post by jbrookins3 »

ok im having alot of problems with the terran plot in TC. im not trying to play it im just trying to get it over with ive done it so many time.

i need to jump and dont have a ship (that can fight) that can carry a jumpdrive for i tryed to edit in with script editor and the .cat ( before ive tryed changing anything)file says its a larger and the game says its a XL am i missing something?

EDITED*******
not sure what i did but went back into the game and the jumpdrive in goner temple is a L now but the only one ive been able to afford so far that is in my baltic is still a XL so i still cant put it in my nova so i can finish the plot????
Huillam
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Post by Huillam »

Mythrantar wrote:Indeed, Paul's efforts are greatly appreciated! :)

I have another war question: in the XRM-AP war, do the player-owned ships get shot by both sides in the war sectors, a la vanilla AP? I have not played with the war enabled before, but I thought to spice things up this time. Also, are the war taskforce ships capturable? :mrgreen:
They don't! Hurray! I have a nice complex in Omicron Lyrae, a salvager claiming ships in war sectors (that's not part of xrm) and many satellites. Except for the pirates/xenons/kha'aks that sometimes spawn they don't fear anything.


jbrookins3: If that can help in vanilla game the Falcon Hauler (I believe it's a falcon, it's a hauler teladi m3 for sure) has a XL cargo bay.

Edit:
It won't help, with XRM it has a L cargo bay.
jbrookins3
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Post by jbrookins3 »

any way to change the size of the one i already have?
Huillam
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Post by Huillam »

It's a been a long time since I have not played x3tc but you really *need* a m3 with a jump drive? I would swear I was given the Vidar along with a TP before having to do the jump mission.
paulwheeler
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Post by paulwheeler »

Taking the jumpdrive away from fighters is one of the core balancing features of the xrm - it gives a point to carriers.

Buy a TM (not very expensive) and use that to jump your fighter around.
jbrookins3
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Post by jbrookins3 »

i dont seem to have something right???

im looking at the .cat file from the part 2 download and in the twares file it says the jumpdrive is a Large container L

also is i go into nova it says max cargo size is Medium Containers M


in my game my nova can carry larger containers and the jumpdrive is a XL

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