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

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paulwheeler
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Post by paulwheeler »

fishman99 wrote:Hi All

Sorry if this has been asked before - this is a very big thread!

I've just installed the mod and I've been getting "readtext" errors in my X3 AP-XRM game. As far as I know, it's only on certain station names and is pretty rare in general.

For example, McCallum Station is called something along the lines of {1103,80885} when I click on it (I just made the numbers up but you get the idea).

I've just deleted the local game files for X3 AP via steam and re-downloaded them. I installed the bonus pack and then the 3 parts of XRM 1.29 and I genuinely t the same results. Everything in the mod works except for the names of a few stations.

Is there something I'm doing wrong? I haven't technically "uninstalled" it (I'm not even sure if I can via steam or whether deleting local game files is the same thing), nor have I tried wiping my X3 TC files but I'm fairly sure there are no modded files in there either.

Any suggestions? Any help would be much appreciated!

Thanks
I suspect you have either not copied the scripts from the "scripts_ap" folder in part 2 to your "addon/scripts" folder, or you have not put the xrminst.xml file into your "addon/director" folder.
paulwheeler
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Post by paulwheeler »

Szynszyl wrote:Hello
At first i want appologize for my bad english. I am user of this mod for some times but recently i have a big problem, a often fight with xenon and they P launch a huge number of missiles, but its not swarm missile. They flight with on line and this is like a loop who dont have a end. Another player have this same problem and make this scrrenshots:

http://imageshack.us/a/img542/7205/x3screen00001s.jpg

Also i find this video where another player have this bug:
http://www.youtube.com/watch?feature=pl ... A2Lt0DR53o

This bug are kill my FPS and game becomes a slideshow.

I use this scripts:

NPC Bailing Addon
Logain Industries Capital ship Energy generator
Cheat Collection Package dla AP
Custom start
RankDial by Wiercho
Mobile Ship Repair
AP Bonus Pack
Universal Best Buy/Sell Locator
No Fog for AP
Trade Overview
Station Repacker
Su[er Tractor Beam
And for short time i have installed a Logain Industries Production Modules but they are not compatybile with AP


Edit: removed img-tags. Please note forum rules on posting images: Images posted should not exceed 640 x 480 and 100kb in size. X2-Illuminatus.
We never got to the bottom of what was causing this bug. It has only ever affected two or three people, so i suspect it is some kind of script combination.
Bejla
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Post by Bejla »

Little question.

I want to get rid of the Khaak. I want to delete it compledly.
Is it enough to edit your Jobs file or did i have to do more?
Any help would be nice.
Scoob
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Post by Scoob »

Hey Paul,

Just a quick one hopefully...

I'm attacking Duke's Buccaneers in their HQ sector. I've taken out their heavy ships and am proceeding to clean up (heavies just spawned again *sigh*) anyway, one of my M6 ships, set to "attack fighters", killed one of the RED Dukes-owned Freight Drones (I-prefix id) and as soon as it does this, the Paranid in the sector North of me (I have a sat nav their) go RED and start attacking me - just their ships go red, my rep drops but it's still very high due to my prior combat efforts for them.

Somehow, those freight drones are associated with the Paranid. When I kill one I do get a "null thanks you" type message from the bounty system.

Any ideas?

Cheers,

Scoob.
greypanther
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Post by greypanther »

Could someone please remind me how the HQ and HUB plots start for someone playing the Terran side of things, in XRM/AP? I have forgotten and cannot find the trigger. :oops:

Thanks in advance. :)

Incidentally Paul, I have that same problem as Szynszyl has, ( sometimes, ) yet share very few of his scripts. In fact I only have the add on pack and no fog, of his listed mods.
So I doubt it is a script combo... ( But what do I know? :roll: )
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InFlamesForEver
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Post by InFlamesForEver »

greypanther wrote:Could someone please remind me how the HQ and HUB plots start for someone playing the Terran side of things, in XRM/AP? I have forgotten and cannot find the trigger. :oops:
For the Terrans you have to get to a certain level then you get a message telling you to go to a station in some core sector, probably mars but I can't remember.
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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Post by paulwheeler »

greypanther wrote:
Incidentally Paul, I have that same problem as Szynszyl has, ( sometimes, ) yet share very few of his scripts. In fact I only have the add on pack and no fog, of his listed mods.
So I doubt it is a script combo... ( But what do I know? :roll: )
Very few players have experienced this. It is a consequence of the faster refire rates in the XRM and some script setting the AI missile fire probability very high - the XRM does not touch this.
paulwheeler
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Post by paulwheeler »

Bejla wrote:Little question.

I want to get rid of the Khaak. I want to delete it compledly.
Is it enough to edit your Jobs file or did i have to do more?
Any help would be nice.
All Kha'ak in the XRM are spawned via jobs, so simply removing the Kha'ak jobs should do it.
paulwheeler
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Post by paulwheeler »

Scoob wrote:Hey Paul,

Just a quick one hopefully...

I'm attacking Duke's Buccaneers in their HQ sector. I've taken out their heavy ships and am proceeding to clean up (heavies just spawned again *sigh*) anyway, one of my M6 ships, set to "attack fighters", killed one of the RED Dukes-owned Freight Drones (I-prefix id) and as soon as it does this, the Paranid in the sector North of me (I have a sat nav their) go RED and start attacking me - just their ships go red, my rep drops but it's still very high due to my prior combat efforts for them.

Somehow, those freight drones are associated with the Paranid. When I kill one I do get a "null thanks you" type message from the bounty system.

Any ideas?

Cheers,

Scoob.
Freight drones should be exempt from the bounty system. I will check this.

As for why the paranid is getting upset - pirate jobs are set by checking a standard race and the pirate race as the owner (this is to set the race of the pirate pilot). Usually this means attacks on them do not cause problems with the standard owner race, but in the case of drones, perhaps whatever system controls this is ignoring drones (I doubt Egosoft ever expected pirate freight drones). There's probably no fix except to remove the drones.
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InFlamesForEver
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Post by InFlamesForEver »

paulwheeler wrote:
Scoob wrote:Pirate freight drones
Freight drones should be exempt from the bounty system. I will check this.

As for why the paranid is getting upset - pirate jobs are set by checking a standard race and the pirate race as the owner (this is to set the race of the pirate pilot). Usually this means attacks on them do not cause problems with the standard owner race, but in the case of drones, perhaps whatever system controls this is ignoring drones (I doubt Egosoft ever expected pirate freight drones). There's probably no fix except to remove the drones.
Destroy target hotkey anyone? ;)
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
Scoob
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Post by Scoob »

paulwheeler wrote:
Freight drones should be exempt from the bounty system. I will check this.

As for why the paranid is getting upset - pirate jobs are set by checking a standard race and the pirate race as the owner (this is to set the race of the pirate pilot). Usually this means attacks on them do not cause problems with the standard owner race, but in the case of drones, perhaps whatever system controls this is ignoring drones (I doubt Egosoft ever expected pirate freight drones). There's probably no fix except to remove the drones.
Morning Paul,

Thanks for the reply.

Ok, something's certainly not right then. I suspect you're right re: pirate Fighter drones being unexpected, though the affiliation with any other Race is odd as the pirates are their own race. All their other assets ("I" prefixed ID's) behave as you'd expect except for these drones.

To work around this I had to make my ships turret commands less aggressive - so no "attack all" and more "protect" and "missile defence" - so not Freight Drones get accidentally tagged. It does limit fleet performance somewhat, and there's no issuing of clean-up commands such as Attack All of course.

@ InFlamesForever: Yeah, might do that next time I invade that sector. Will be a while though as I need more heavy assets.

As an aside Paul, not sure if it's a 100% XRM thing, but the re-spawn rate of Dukes Capital ships is rather speedy! I kill them both (the two MkI ships) quickly, along with their supporting Mk1 Nemesis and fighters. I move on to attacking the HQ & just a few minutes later (5 - 10 mins or so it seems?) the two MKI capitals are back and making a bee-line for me. Makes it interesting, so no big deal, just thought it a little quick is all.

Btw: I tweaked most of my bullet speeds (excluding Beam and Flak) to 2x the speed, .5x the duration last night. Combat is now pretty brutal and, oddly, performance seems improved. Fun Fun :)

Cheers,

Scoob.
Bejla
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Post by Bejla »

Many Thanks, Paul
fishman99
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Post by fishman99 »

paulwheeler wrote:
fishman99 wrote:Hi All

Sorry if this has been asked before - this is a very big thread!

I've just installed the mod and I've been getting "readtext" errors in my X3 AP-XRM game. As far as I know, it's only on certain station names and is pretty rare in general.

For example, McCallum Station is called something along the lines of {1103,80885} when I click on it (I just made the numbers up but you get the idea).

I've just deleted the local game files for X3 AP via steam and re-downloaded them. I installed the bonus pack and then the 3 parts of XRM 1.29 and I genuinely t the same results. Everything in the mod works except for the names of a few stations.

Is there something I'm doing wrong? I haven't technically "uninstalled" it (I'm not even sure if I can via steam or whether deleting local game files is the same thing), nor have I tried wiping my X3 TC files but I'm fairly sure there are no modded files in there either.

Any suggestions? Any help would be much appreciated!

Thanks
I suspect you have either not copied the scripts from the "scripts_ap" folder in part 2 to your "addon/scripts" folder, or you have not put the xrminst.xml file into your "addon/director" folder.
Yes! This was the answer!

Thank you so much - I really appreciate it.
greypanther
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Post by greypanther »

For the Terrans you have to get to a certain level then you get a message telling you to go to a station in some core sector, probably mars but I can't remember.
Thanks for that Flames. Yeh that was what I thought for the HQ plot, professional fighter, then a message. I am way past that and not received the message, so assumed I had mis-remembered. Terran hub start anyone please? :)
Very few players have experienced this. It is a consequence of the faster refire rates in the XRM and some script setting the AI missile fire probability very high - the XRM does not touch this.
Thank you for the response Paul, not the first time you have responded to the query either. :roll: :)
I have learned to live with it and have no idea at all where the bug comes from. Sometimes it will go hours without it appearing, then like last night, I will get a Buster with a vast number of missiles. :D
Ah well, it certainly spices things up when an M4 fires 70 or 80 medium missiles at me in the space of about 30 seconds... :D
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InFlamesForEver
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Post by InFlamesForEver »

greypanther wrote:
For the Terrans you have to get to a certain level then you get a message telling you to go to a station in some core sector, probably mars but I can't remember.
Thanks for that Flames. Yeh that was what I thought for the HQ plot, professional fighter, then a message. I am way past that and not received the message, so assumed I had mis-remembered. Terran hub start anyone please? :)
As long as you're playing AP they're both part of the same quest.

Here is a link to rogues site which tells you the requirements, except you can ignore the start requirements as they're not true in XRM http://roguey.co.uk/x3ap/help/guides/lo ... /page1.php
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
greypanther
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Post by greypanther »

Thanks again Flames. :)

That explains that then, I have not had the invite because I am still with AP 2.0. DOH! :oops:
( Though I also thought Paul had added the hub and HQ plots for Terrans, to the XRM before AP 3.0 came out. Shows what I know eh? )

Ah well, more than one way and all that... :)
Shadow_Wolf33
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Post by Shadow_Wolf33 »

Could someone suggest a good script package to handle exploration and satellite deployment with the latest release of AP/XRM? I've tried out a few using M5s for explorers and so far the only one I've actually gotten to actually perform my exploration is the package done by 7ate9tin11s, but that one (at least in the documentation) limits explorers to fighter class ships. The other packages I've tried (gnasirator which says XRM compatible, and Nicoman35's continuation of ThisIsHarsh's work) will look like the M5s are attempting to explore but they never actually get out and find any undiscovered sectors.

Any help would be appreciated. :D
Scoob
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Post by Scoob »

Ooo, here's a new one!

I just bought a 2nd hand Dolphin - it's damaged so I sent it off to my TL for repairs using Marine Repairs.

As I often do I chose to press shift+1 to display the Dolphin on my left monitor, so I can see when it's repaired. Thing is, when I press Shift+1 or Shift+2 on this particular ship, all that happens is the audio prompt of "unidentified object" and the ship cannot be added to a monitor.

Weird eh?

Scoob.
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Drewgamer
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Post by Drewgamer »

Just want to start off saying I love XRM; I no longer play X3 without it.

Now it's been almost a year since I've played and I don't really remember how difficult combat was. Consider the following situation:

Blastclaw Prototype (me) vs. 3-4 Xenon L

Aside from spamming a ton of missiles I always get destroyed. Am I just bad or is this a winnable situation?
Check out my mod Crystal Rarities
Scoob
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Post by Scoob »

Hektos wrote: Blastclaw Prototype (me) vs. 3-4 Xenon L

Aside from spamming a ton of missiles I always get destroyed. Am I just bad or is this a winnable situation?
Yeah, it can be tough. Early-game - when I'm in a reasonable M3 - a wing of 3 to 5 Xenon L's is HARD if not impossible, and an LX as the wing leader and you are most certainly going to have a bad day. As it should be really. Xenon aren't overly well shielded, at least their basic M3 isn't, but they manoever well & hit hard...plus they like to use missiles when you damage, but don't kill them quite fast enough it seems.

Bring a better ship to the fight! ;) Or just use missiles of your own, the basic L can quite readily be tagged if you get in behind them - I use my excess of dropped Disruptors and spam them. Your Blastclaw Prototype can hold LOTS of missiles... :D

Scoob.

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