[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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jbrookins3
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Post by jbrookins3 »

paulwheeler wrote: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.

i understand and agree i just wanted to get this plot ive done out of the way ive done it SO MANY TIMES :D

i was going to move everything back to there correct ships and change it back after plot was over :lol:
jbrookins3
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Post by jbrookins3 »

paulwheeler wrote: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.
i feel like the kid in class that just got in trouble by the teacher for cheating
:( ill do it the right way paul

but my post 2 before this one is talking about the script x3 editor and what its saying about the TwareT.pck if someone could tell me why it says dif things then whats in my game that would be great
paulwheeler
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Post by paulwheeler »

Because its not loading the xrm text files as a base. I added a ware size - XXL between XL and ST. To do this (i did this back in the srm days which is why i simply couldn't add an extra size) i renamed the sizes. So "tiny" became "small", "small" became "medium", etc. Your x3 editor is showing the vanilla ware size names not the xrm ware size names. Point it at your xrm installation in settings and it should show correctly.
jbrookins3
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Post by jbrookins3 »

paulwheeler wrote:Because its not loading the xrm text files as a base. I added a ware size - XXL between XL and ST. To do this (i did this back in the srm days which is why i simply couldn't add an extra size) i renamed the sizes. So "tiny" became "small", "small" became "medium", etc. Your x3 editor is showing the vanilla ware size names not the xrm ware size names. Point it at your xrm installation in settings and it should show correctly.
thanks that worked
Chase842
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Joined: Wed, 9. Jun 10, 09:16
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Post by Chase842 »

Is no one going to answer my questions from yesterday?
Alkeena
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Post by Alkeena »

Chase842 wrote:Thank you for your reply. I was wondering what side of the Argon-Terran war does/can the Yaki Ronnin side with/how do you start the plot?

I appreciate how helpful the people on this forum have been, thank you.
Its not a plot.

Its done in the sandbox via jobs, you'll just see ships flying around shooting each other. Your side is determined purely by standings and who you decide to help push towards their objectives.

Good standings with Terrans, bad standings with Argon = Terran side
Good standings with Argon, bad standings with Terrans = Argon side
Good standings with Terrans, good standings with Argon = Neutral
Bad standings with Terrans, bad standings with Argon = You're going to have a bad time

These standings are of course malleable throughout the course of the game.
Chase842
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Post by Chase842 »

Thanks, um I was wondering if anyone had any tips for ship capping in this game(also where the heck actually has boarding pods in stock?)

I am having a really really hard time capturing ships, either I get owned or my allied ship destroys the target....
Catinator2
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Starting plots as an Argon

Post by Catinator2 »

Hi

First up let me thank Paul and Mizuchi for this awesome mod, I were a religious vanilla player until I took the plunge in to modding a week ago.
Since then everything runs flawlessly an experience I'm not used to, playing vanilla.

I started XRM as the Argon Charlatan start with a stolen USC ship.
I searched google and read the supplied manual only to find out the argon plot is disabled because of the replacement war.
Is there a way to start the terran plot instead? As the Hub plot per vanilla requires a completed base plot (Argon or Terran).

I'm sorry if this has been answered before in this thread as I just cannot find a way to to search a thread only on this forum :roll:
Alkeena
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Post by Alkeena »

Chase842 wrote: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!!!
These are almost all vanilla questions, which is probably why they've been ignored in this thread. Take it to general discussion, or better, peform a search since they've been answered several times over.

My apologies for taking a hard line on the matter, but this thread is already the longest in the forum and quickly approaching 2000 pages...it's hard enough finding information relevant to the topic itself without cluttering it with general discussion non-sequiturs as well.

As for the two modding related questions those questions should be posed in their respective threads:

Background: This thread! yay! sadly, I don't know. I _believe_ it can be installed mid-game.

Freight: http://forum.egosoft.com/viewtopic.php?t=281671
Since I've been a bit of a prat above I'll save you the trouble: it can be installed mid-game
Huillam
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Post by Huillam »

I obtained an Unknown Object Prototype (the pilot bailed). Reassure me: This thing is not supposed to be boardable and can not be obtained without cheating or using a mod to enable m6+ bailing. Right?


Other question: I can't find any shipyard to buy a Komodo (even while cheating to discover the whole universe and/or adding sats to every sectors). Is it a super rare board only ship? I'm pretty sure I've found at least one because I can find it in my encyclopedia.
Same applies for the Lotan (Mercury Sentinel). May I assume it's a tfile issue?
paulwheeler
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Post by paulwheeler »

Huillam wrote:I obtained an Unknown Object Prototype (the pilot bailed). Reassure me: This thing is not supposed to be boardable and can not be obtained without cheating or using a mod to enable m6+ bailing. Right?


Other question: I can't find any shipyard to buy a Komodo (even while cheating to discover the whole universe and/or adding sats to every sectors). Is it a super rare board only ship? I'm pretty sure I've found at least one because I can find it in my encyclopedia.
Same applies for the Lotan (Mercury Sentinel). May I assume it's a tfile issue?

Regarding the first question - yes you are right.


Regarding the second question - the Komodo should be in three split shipyards. The Mercury Sentinel is in three Jonferco Showrooms.


If you're not seeing them then:


You are either running a pre-1.29 game and did not run the upgrade patch when you installed 1.29;


You are running a mod that alters the main universe file or tships.
Huillam
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Post by Huillam »

Seems strange. I have a Cheetah and shipyards added by XRM are working proberly (they have Mk1 version of ships for example). Could it be possible than one of my mod alter vanilla shipyards without messing with the ones you added?
To avoid future problems (and hopefully future questions): having XRM using the highest number for .cat/.dat files would allow it "overwrite" modifications from other mods?
paulwheeler
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Post by paulwheeler »

Huillam wrote:Seems strange. I have a Cheetah and shipyards added by XRM are working proberly (they have Mk1 version of ships for example). Could it be possible than one of my mod alter vanilla shipyards without messing with the ones you added?
To avoid future problems (and hopefully future questions): having XRM using the highest number for .cat/.dat files would allow it "overwrite" modifications from other mods?
Well it sounds like TShips is working OK - so it must be the universe itself.

If XRM is the highest cat/dat, then all I can say is you must be running an old game and you didn't run the update patch when you upgraded to 1.29.

Look in the shipyard in
Spoiler
Show
Family Pride
There should be a Komodo for sale there. Note - it won't be at the bottom of the list. It'll be in the middle somewhere.
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Sorkvild
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Post by Sorkvild »

Hi, Paul is XRM No War Pack v1.00 compatible with plots ?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
Chase842
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Post by Chase842 »

Alright I understand, sorry about that.

I got a relevant question here.

I installed the docking lockup fix, however when I tell my ships to dock at a carrier, I am still getting the docking lockup problem. Any help appreciated.

I have it installed to the addon folder fyi.
paulwheeler
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Post by paulwheeler »

Sorkvild wrote:Hi, Paul is XRM No War Pack v1.00 compatible with plots ?
Yes.
paulwheeler
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Post by paulwheeler »

MINI-UPDATE RELEASED v1.29c
------------------------------------------

This should get the AP3.0 plots firing when you have completed either Operation Loose Ends or the Argon HUB plot (when you reach the necessary starting requirements).


PLEASE NOTE- As I've not played through any of the plots myself, this is untested.

So if you are running a long game, I suggest you wait until others report saying this is working.

Please let me know if this fixes the problems.



COMPONENTS THAT REQUIRE UPDATING:

XRM Part 2 (cat/dat only)
Huillam
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Post by Huillam »

Regarding the plots the corp related launched in less than one minute. If I remember correct the second take a little more time so I (try to) don't worry.


Regarding my issue with the komodo running the update script corrected it. The weird part is that I started a fresh new game after updating to 1.29 so the update part shouldn't have been necessary.
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
timon just replied with the following :-
timon37 wrote:@adrianx
The offsets are stored in time not bytes or samples or other such. The problem is that some ffmpeg versions when recoding can change the space-time continuum. Though, with ardent prejudice, I still blame microsoft and windows software for probably encoding the file badly (and making a bad format to begin with).
I haven't thought exactly what this means yet - hopefully that as long as the conversion keeps the same "speed" (ugh, not sure what the right word is here, tempo ?) then there should be no problems.

Ie. an included shell script might be an easy solution perhaps with a separate download as backup ?
adrianx
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Post by adrianx »

adrianx wrote:
timon37 wrote:@adrianx
The offsets are stored in time not bytes or samples or other such. The problem is that some ffmpeg versions when recoding can change the space-time continuum. Though, with ardent prejudice, I still blame microsoft and windows software for probably encoding the file badly (and making a bad format to begin with).
I haven't thought exactly what this means yet - hopefully that as long as the conversion keeps the same "speed" (ugh, not sure what the right word is here, tempo ?) then there should be no problems.

Ie. an included shell script might be an easy solution perhaps with a separate download as backup ?
Actually this makes it easier; with a couple of additional commands the duration of the before and after files can be checked against each other :-

Code: Select all

# ogginfo ~/Games/X3\ Terran\ Conflict\ -\ no\ steam\ update/mov/00144.dat
Playback length: 738m:43.173s
# ffmpeg -i ~/Games/X3\ Terran\ Conflict\ -\ no\ steam\ update/mov/00144.dat 
Duration: 12:18:43.13
Stream #0.0(eng): Audio: wmav2, 44100 Hz, 1 channels, s16, 48 kb/s
So either a possibly tricky shell script to convert and work out the duration in seconds, or easier (for me at least), a small perl script to do the same.

If you've both no objections to adding such a script I'll put something together during the weekend for inclusion, with some additional instructions.

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