Ill check it - its a fairly simple thing to fix.DevilishMoney wrote:Paul I am seeing all the new XRM sectors and have been playing XRM/AP since you updated to AP.
But I have not noticed until I recently looked at your change log that they are Core sectors and not border sectors.
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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I can confirm that Pluto, Oort Cloud and Kuiper Belt are core sectors in my game too. I have directly started a new game with the last version of XRM.
Paulwheeler, can you give us more informations about how to get the war objectives? Thanks
It doesn't really look like the "given objectives" described in the first post, but more something like you can choose to do by yourself. So the question remain.Destroy:
McCallum Station in McCallum or Farpoint Station in Farpoint Relay.
Stop this war, at least for a while (respawn station).
Paulwheeler, can you give us more informations about how to get the war objectives? Thanks
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I think that what was intended is that the war itself was given an objective (destroy the stations in the Relay sectors), not that the player will get a mission to do so.anachron13 wrote:I can confirm that Pluto, Oort Cloud and Kuiper Belt are core sectors in my game too. I have directly started a new game with the last version of XRM.
It doesn't really look like the "given objectives" described in the first post, but more something like you can choose to do by yourself. So the question remain.Destroy:
McCallum Station in McCallum or Farpoint Station in Farpoint Relay.
Stop this war, at least for a while (respawn station).
Paulwheeler, can you give us more informations about how to get the war objectives? Thanks
Question: How hard do you think it'd be to port the TC Plots in AP mod to XRM? It looks like the main problem points are the lack of a Family Zyarth in XRM:AP, the A New Home sector may need to be moved/added/otherwise made different from the similar player-owned sector from the other game's plot, and the sector next to Argon Sector M148 isn't Unknown/undeveloped in AP. Also, some sectors may be in different locations, necessitating altering their coordinates in the MD files.
EDIT: Oh, and, of course, the replacement war in XRM may not be compatible with the mod, so it may need to be disabled, with either the original war code re-instated or the new war-code initialized only after the war is supposed to break out and stopped after the peace accords are signed in the AP plot that does so.
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Its basically not possible without breaking the AP plots or significantly rewriting the TC plots. I did look at it before when porting the corporation and treasure hunt plots and there are just too many overlaps.MutantDwarf wrote:
Question: How hard do you think it'd be to port the TC Plots in AP mod to XRM?
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Jumpdrive deployment kits: mother nature's greatest gift....dougeye wrote:{{{{{{{{{{{{{{Paul - were can I find JD deployment kits in the T files? ive edited the jumpdrive ok but can't seem to find JD deployment kits listed by name?}}}}}}}}}}
edit forget the above ^^^^^^^ just found it at the bottom of tnatural
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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Could you expand on that? Why is it impossible to do it in XRM, but not vanilla AP (which was done, as evidenced by the fact that mod includes all the TC plots and all the AP plots)? What does XRM change that makes it more difficult to do?paulwheeler wrote:Its basically not possible without breaking the AP plots or significantly rewriting the TC plots. I did look at it before when porting the corporation and treasure hunt plots and there are just too many overlaps.MutantDwarf wrote:
Question: How hard do you think it'd be to port the TC Plots in AP mod to XRM?
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So, I've been playing around with idea some more and investigating to see what might be required. Here's what I think would need to be altered; let me know if you see anything else that might need doing:MutantDwarf wrote:Could you expand on that? Why is it impossible to do it in XRM, but not vanilla AP (which was done, as evidenced by the fact that mod includes all the TC plots and all the AP plots)? What does XRM change that makes it more difficult to do?paulwheeler wrote:Its basically not possible without breaking the AP plots or significantly rewriting the TC plots. I did look at it before when porting the corporation and treasure hunt plots and there are just too many overlaps.MutantDwarf wrote:
Question: How hard do you think it'd be to port the TC Plots in AP mod to XRM?
Sectors that must be changed:
Earth
Elysium of Light (remove completed Goner Temple)
Aldrin and Terran Unknown Sectors (reset to prior-to-Aldrin plot)
Family Zyarth/Circle of Deceit (rename and add gate to Dominion back)
Change Terran sector jumpgates to TOAs (Jump Beacons replace the need for them being gates anyways)
Other Required Changes:
Remove XRM war (use stop war script or similar)
Add back in normal war, which starts off in 'disabled' state
- May be able to just use Dillpickle's normal AP->TC mod for this
- Alternatively, make Argon plot compatible with XRM war and make XRM war start up at appropriate time (after TC plots) and end at appropriate time (after AP 3.0 plot)
- Something that must be tested!
Examine potential conflicts/changes to Corporation/Treasure Hunt plots
Alter locations in mission director scripts: A New Home sector; extra player sectors introduced in Dillpickle's mod; Mu Epsilon (unknown sector in Terran plot); Eta Psi (unknown sector in Khaak plot)
Alter the naming choices for the ANH and Breaking Grounds plots so there is no overlap between them and XRM
The galaxy .bod file may need to be altered to take into account the New Home/extra player sectors. I'm not sure how it handles the creation of a sector that it has no data for; I'd assume not well.
Lots of play testing would, of course, be required.
The big job looks to me like getting the war working properly, and not necessarily altering the plots to make them work right, though honestly none of it looks *too* hard.
Maybe I'm just missing something that makes it so challenging to pull off.
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Yep. That I can see, Paul.
That said, I'm working on it now. I'll let you know how it goes.
Aside: There are at least 28 unused sector names available; are you intending to use any of them for renaming the remaining Unknown Sectors? I need to decide which ones the player can use to name his player sectors and don't want any overlap with the XRM.
Here's the list of them that I believe are unused, along with their text ID's.
1021019 - Mercenaries' Rift
1021719 - Distant Clouds
1023802 - Nomad's Revivification
1023803 - Aphotic Necrosis
1023804 - Antedeluvian Ruins
1023805 - Leap of Faith
1023806 - Aphrodite's Storm
1023807 - The Void
1023808 - Narayan's Revenge
1023809 - Proteus Prime
1023810 - Themis Orcus
1023811 - Actaeon's Elysium
1023812 - Oceanus Prime
1023813 - Ashley's Paradise
1023814 - Lance's Dominion
1023816 - Hope's Nemesis
1023817 - Anacreon's Kingdom
1023818 - Kuiperian Descent
1023819 - Morning Star
1023820 - Mists of Artemis
1023822 - Tortuga's Retreat
1023824 - Lasting Vengeance
1023825 - Unholy Retribution
1023826 - Oceans Gardens
1023827 - Sanctuary of Darkness
1023828 - Rolk's Demise
1023829 - Hero's Memorial
1023831 - Gaian Prophecy
That said, I'm working on it now. I'll let you know how it goes.
Aside: There are at least 28 unused sector names available; are you intending to use any of them for renaming the remaining Unknown Sectors? I need to decide which ones the player can use to name his player sectors and don't want any overlap with the XRM.
Here's the list of them that I believe are unused, along with their text ID's.
1021019 - Mercenaries' Rift
1021719 - Distant Clouds
1023802 - Nomad's Revivification
1023803 - Aphotic Necrosis
1023804 - Antedeluvian Ruins
1023805 - Leap of Faith
1023806 - Aphrodite's Storm
1023807 - The Void
1023808 - Narayan's Revenge
1023809 - Proteus Prime
1023810 - Themis Orcus
1023811 - Actaeon's Elysium
1023812 - Oceanus Prime
1023813 - Ashley's Paradise
1023814 - Lance's Dominion
1023816 - Hope's Nemesis
1023817 - Anacreon's Kingdom
1023818 - Kuiperian Descent
1023819 - Morning Star
1023820 - Mists of Artemis
1023822 - Tortuga's Retreat
1023824 - Lasting Vengeance
1023825 - Unholy Retribution
1023826 - Oceans Gardens
1023827 - Sanctuary of Darkness
1023828 - Rolk's Demise
1023829 - Hero's Memorial
1023831 - Gaian Prophecy
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Awefully specific, but it workedvukica wrote:start plugin manager and close it. that should fix the sizesSirrobert wrote:I installed the docking computer size fix, as I want to start using CODEA, but the docking computers still list as XXL. Did I miss something?
Thanks, I'll make a mental note to add this to my standard trouble shooting steps
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I don't intend to use any more. Ive used some of those names for command ships and flagships, so i suggest avoiding those.MutantDwarf wrote:Yep. That I can see, Paul.
That said, I'm working on it now. I'll let you know how it goes.
Aside: There are at least 28 unused sector names available; are you intending to use any of them for renaming the remaining Unknown Sectors? I need to decide which ones the player can use to name his player sectors and don't want any overlap with the XRM.
Here's the list of them that I believe are unused, along with their text ID's.
1021019 - Mercenaries' Rift
1021719 - Distant Clouds
1023802 - Nomad's Revivification
1023803 - Aphotic Necrosis
1023804 - Antedeluvian Ruins
1023805 - Leap of Faith
1023806 - Aphrodite's Storm
1023807 - The Void
1023808 - Narayan's Revenge
1023809 - Proteus Prime
1023810 - Themis Orcus
1023811 - Actaeon's Elysium
1023812 - Oceanus Prime
1023813 - Ashley's Paradise
1023814 - Lance's Dominion
1023816 - Hope's Nemesis
1023817 - Anacreon's Kingdom
1023818 - Kuiperian Descent
1023819 - Morning Star
1023820 - Mists of Artemis
1023822 - Tortuga's Retreat
1023824 - Lasting Vengeance
1023825 - Unholy Retribution
1023826 - Oceans Gardens
1023827 - Sanctuary of Darkness
1023828 - Rolk's Demise
1023829 - Hero's Memorial
1023831 - Gaian Prophecy
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Good point. I noticed some of those in the Jobs file while I was perusing it earlier today. I'll have to double-check to make sure the ones I am using aren't in the 'command ship' list, then.paulwheeler wrote:I don't intend to use any more. Ive used some of those names for command ships and flagships, so i suggest avoiding those.MutantDwarf wrote:Yep. That I can see, Paul.
That said, I'm working on it now. I'll let you know how it goes.
Aside: There are at least 28 unused sector names available; are you intending to use any of them for renaming the remaining Unknown Sectors? I need to decide which ones the player can use to name his player sectors and don't want any overlap with the XRM.
Here's the list of them that I believe are unused, along with their text ID's.
1021019 - Mercenaries' Rift
1021719 - Distant Clouds
1023802 - Nomad's Revivification
1023803 - Aphotic Necrosis
1023804 - Antedeluvian Ruins
1023805 - Leap of Faith
1023806 - Aphrodite's Storm
1023807 - The Void
1023808 - Narayan's Revenge
1023809 - Proteus Prime
1023810 - Themis Orcus
1023811 - Actaeon's Elysium
1023812 - Oceanus Prime
1023813 - Ashley's Paradise
1023814 - Lance's Dominion
1023816 - Hope's Nemesis
1023817 - Anacreon's Kingdom
1023818 - Kuiperian Descent
1023819 - Morning Star
1023820 - Mists of Artemis
1023822 - Tortuga's Retreat
1023824 - Lasting Vengeance
1023825 - Unholy Retribution
1023826 - Oceans Gardens
1023827 - Sanctuary of Darkness
1023828 - Rolk's Demise
1023829 - Hero's Memorial
1023831 - Gaian Prophecy
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i'm using some of these for LoCo sector names.MutantDwarf wrote:Good point. I noticed some of those in the Jobs file while I was perusing it earlier today. I'll have to double-check to make sure the ones I am using aren't in the 'command ship' list, then.paulwheeler wrote:I don't intend to use any more. Ive used some of those names for command ships and flagships, so i suggest avoiding those.MutantDwarf wrote:Yep. That I can see, Paul.
That said, I'm working on it now. I'll let you know how it goes.
Aside: There are at least 28 unused sector names available; are you intending to use any of them for renaming the remaining Unknown Sectors? I need to decide which ones the player can use to name his player sectors and don't want any overlap with the XRM.
Here's the list of them that I believe are unused, along with their text ID's.
1021019 - Mercenaries' Rift
1021719 - Distant Clouds
1023802 - Nomad's Revivification
1023803 - Aphotic Necrosis
1023804 - Antedeluvian Ruins
1023805 - Leap of Faith
1023806 - Aphrodite's Storm
1023807 - The Void
1023808 - Narayan's Revenge
1023809 - Proteus Prime
1023810 - Themis Orcus
1023811 - Actaeon's Elysium
1023812 - Oceanus Prime
1023813 - Ashley's Paradise
1023814 - Lance's Dominion
1023816 - Hope's Nemesis
1023817 - Anacreon's Kingdom
1023818 - Kuiperian Descent
1023819 - Morning Star
1023820 - Mists of Artemis
1023822 - Tortuga's Retreat
1023824 - Lasting Vengeance
1023825 - Unholy Retribution
1023826 - Oceans Gardens
1023827 - Sanctuary of Darkness
1023828 - Rolk's Demise
1023829 - Hero's Memorial
1023831 - Gaian Prophecy
so, that's about 160 people who might get a bit confused with these names

Split say NEED MORE FIREPOWER!!
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I'm enjoying this rebalancing quite a lot, most of all since the universe now feels alive with all the invasions.
However there is one bug that annoys me a lot
when I want to buy a mark 3 trade extention it now ranges in millions, and the first digit of the million price is stacked below the letters of the word upgrade.
it's just annoying UEX design ... any way to fix this ? some kind of setting (expand menus or something ???)
However there is one bug that annoys me a lot
when I want to buy a mark 3 trade extention it now ranges in millions, and the first digit of the million price is stacked below the letters of the word upgrade.
it's just annoying UEX design ... any way to fix this ? some kind of setting (expand menus or something ???)
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oh well I'll just live with it thenpaulwheeler wrote:There's no fix for this. Its a consequence of a GUI that was designed for cheaper prices.

I did found this
http://modsreloaded.com/custom-gui
It does seem to be quite a workaround and trouble for fixing such a minor thingh though
