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

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hourheroyes
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Post by hourheroyes »

I really like the concept of a gypsy style homebase that does everything...huge and lumbering mothership. I named my Elephant "Homeworld", haha. I'm thinking maybe the Aran is really what I'm looking for here!
Nicoman35
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Post by Nicoman35 »

Paul, I *think* I got an issue with the Valhalla. I play TC.
How many M6/TS docking ports sould the Valhalla have? Because I am able to load up to 19 M6 on my Valhalla. OS only 10 ships can be docked. But not always. Sometimes, especially, if 19 M6 were docked, then undocked, it is able to redock them?!?
Troubleshooter11
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Post by Troubleshooter11 »

hourheroyes wrote:I really like the concept of a gypsy style homebase that does everything...huge and lumbering mothership. I named my Elephant "Homeworld", haha. I'm thinking maybe the Aran is really what I'm looking for here!
Something tells me nothing beats the Valhalla when it comes to having a mobile base with plenty of docking space. But then you'd be more of a raiding Viking instead of a Gypsy. :D
paulwheeler
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Post by paulwheeler »

I dont recall off the top of my head how many m6 docks Cadius added. 19 sounds alot more than i would expect. I will check when i can (monday).

Remember that the docking total that controls the size of the internal hanger also affects the external docks, so if you fill up the internal hanger, you wont be able to dock externally. Try again OS with an empty internal hange.
LikeANO0b
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Joined: Wed, 8. Feb 12, 01:49

Post by LikeANO0b »

I have a really huge problem with this "rebalance" since i'm prefering M7Ms.
Missiles just don't hit anymore. They are just cycling around ships and even the more agile ones seem to be unable to hit.

It takes a long time til actually some lucky missile hits a target, even swarm missiles just don't hit anymore.

Are missiles regulary screwed in this rebalance or do i have another problem?
Nicoman35
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Post by Nicoman35 »

paulwheeler wrote:I dont recall off the top of my head how many m6 docks Cadius added. 19 sounds alot more than i would expect. I will check when i can (monday).

Remember that the docking total that controls the size of the internal hanger also affects the external docks, so if you fill up the internal hanger, you wont be able to dock externally. Try again OS with an empty internal hange.
I know what is going on.
It has something to do with the docking computer. When an M6 has a docking computer aboard, and is ordered to dock, it will be docked somehow internally, it will not be visible at an external dock. Landing M6 without the docking computer lets them always land at external docking bays.
Could be some sort of hard coded bug, as I do not see an option choosing the internal or external docking bay type, when docking a ship. Corrent me if I'm wrong.

*EDIT*
I am afraid this is a global problem and not related to XRM.
This sub is from !move.movetostation, which is executed when a ship is to be docked:
Use.Docking.Computer:
if [THIS]-> is in active sector
[THIS]-> ignore collisions: null
[THIS]-> set ship speed to 0
= [THIS]-> follow object [THIS] with precision 10000 m : timeout=1 ms
[THIS]-> set ship speed to 0
[THIS]-> set destination to null
[THIS]-> put into environment $targetstation->
= [THIS]-> call script '!ship.signal.docked.std' :
else
* OOS
$Alpha = $targetstation-> get x position
$Beta = $targetstation-> get y position
$Dummy1 = $targetstation-> get z position
[THIS]-> force position: x=$Alpha y=$Beta z=$Dummy1
= [THIS]-> fly to station $targetstation
end
With a docking computer, IS, a ship is simply put into environment Valhalla, while OOS it FLIES to the carrier.
I think putting an M6 into the environment Valhalla will not put it to an external docking place, but to an internal. Does anyone else confirm this behaviour?
I will start an own thread with this question, if you confirm it has nothing to do with XRM, paul.



LikeANO0b wrote:I have a really huge problem with this "rebalance" since i'm prefering M7Ms.
Missiles just don't hit anymore. They are just cycling around ships and even the more agile ones seem to be unable to hit.

It takes a long time til actually some lucky missile hits a target, even swarm missiles just don't hit anymore.

Are missiles regulary screwed in this rebalance or do i have another problem?
Happens on my PC, when the framerate gows down due to large amouts of ships IS. I think the accuracy of missiles is then affected along with other things.
Lastexile01
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Post by Lastexile01 »

For some reason, AP updated through steam, even though I have it set to not automatically update.

I bumped up all of the .dat/cat files by one. So far everything seems fine, but the Terrans keep asking me to build Xenon ZZZplaceholdersomethingoranothers which I found some in the Saturn Ship yard. Haven't noticed anymore bugs yet. What did I do wrong?
paulwheeler
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Post by paulwheeler »

When AP updated, it added a new cat/dat at 04 and so wrote over whatever you had at the 04 cat/dat - most likely part 1 of the xrm. After increasing all cat/dats from 05 upwards by 1, insert the part 1 cat/dat at 05.

I recommend reverting to a save from before the AP update to ensure no problems down the line.
paulwheeler
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Post by paulwheeler »

Nicoman35 wrote:
I will start an own thread with this question, if you confirm it has nothing to do with XRM, paul.
I concur - its a global bug. Remember, no vanilla ships have both an internal hanger and external docks. So its not really a "bug", but more a consequence of modding beyond the scope of the original game.
Nicoman35
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Post by Nicoman35 »

paulwheeler wrote:I concur - its a global bug. Remember, no vanilla ships have both an internal hanger and external docks. So its not really a "bug", but more a consequence of modding beyond the scope of the original game.
Aha - I see. Though - at stations this problem is not existent, right? When applying "Put into environment" with an M7 on a shipyard, it will dock the ship to an external clamp...but this is probably another pair of shoes....
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Edna
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Post by Edna »

Hey there! I'm familiar with the installation of new scripts and the usage of the great plugin manager, but installing of mods always messes up my whole computer. :D

So, I just installed X3-TC completely new, updated from 3.0 to 3.1 and 3.1.1 and 3.2, then installed the mod like it was told on the first page, but every time I start the game, there is no speech (yes, that 000044.dat was renamed) and the starting sectors are completely clear - only the standard gates without destination, some asteroids and a small Argon fleet. So has anyone an idea what I did wrong? Oh, and sorry, I tried to find the solution myself by reading some of the postings here, but there are SO MUCH, I thought asking directly would be faster! :D

Greets, Edna (g)
sdfg
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Joined: Mon, 14. Oct 13, 22:40

Post by sdfg »

Hiya,

I just installed XRM plus some other mods, and I can't dock other than where an M1/M2/TL can dock :-( I tried even as an astronaut, so I know it's not just the ship I was in.

Also the Military Scanner is XXL size, yet I started with one in my Buster? (Humble Merchant) Is this right?

I'm a bit confused heh. I checked the other forums and back in this thread but couldn't see anything.

Hope you can help

-Steve-
paulwheeler
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Post by paulwheeler »

Edna wrote:Hey there! I'm familiar with the installation of new scripts and the usage of the great plugin manager, but installing of mods always messes up my whole computer. :D

So, I just installed X3-TC completely new, updated from 3.0 to 3.1 and 3.1.1 and 3.2, then installed the mod like it was told on the first page, but every time I start the game, there is no speech (yes, that 000044.dat was renamed) and the starting sectors are completely clear - only the standard gates without destination, some asteroids and a small Argon fleet. So has anyone an idea what I did wrong? Oh, and sorry, I tried to find the solution myself by reading some of the postings here, but there are SO MUCH, I thought asking directly would be faster! :D

Greets, Edna (g)
Ok - probably best for you to post a screenshot of your installation folder so i can work out what's going on. It sounds like x3 cannot see the part 2 cat/dat for some reason.
paulwheeler
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Post by paulwheeler »

sdfg wrote:Hiya,

I just installed XRM plus some other mods, and I can't dock other than where an M1/M2/TL can dock :-( I tried even as an astronaut, so I know it's not just the ship I was in.

Also the Military Scanner is XXL size, yet I started with one in my Buster? (Humble Merchant) Is this right?

I'm a bit confused heh. I checked the other forums and back in this thread but couldn't see anything.

Hope you can help

-Steve-
First up, you have a non-xrm twaret. Thats causing the military scanner to show the wrong size. Did you open and close the plugin manager before starting your game? Do you have any other mods installed that alter twaret?

You should restart after fixing this.

As for the docking issue, are you getting a docking denied message? I suspect your rep is too low. Kill some enemies or try going to a border sector or try one of the other starts.
sdfg
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Joined: Mon, 14. Oct 13, 22:40

Post by sdfg »

paulwheeler wrote: First up, you have a non-xrm twaret. Thats causing the military scanner to show the wrong size. Did you open and close the plugin manager before starting your game?
Yup.
Do you have any other mods installed that alter twaret?
Yeah, but I'm not sure what does change twaret, or how to check.
As for the docking issue, are you getting a docking denied message? I suspect your rep is too low. Kill some enemies or try going to a border sector or try one of the other starts.
The docking option is missing entirely. I tried comming the stations, I tried autopilot, I tried direct command (Navigation -> Dock At...) and all that shows up is the big stations. However that, at least seems to be another plugin, which I'm trying to track down now (installing each spk and checking...so time consuming XD)

As for the XXL Military scanner, if you tell me how to check what brings in twaret, I can say yes or no :-D In saying that, a number of my mods were simple 'extract here' jobs, they weren't spks.

-Steve-
paulwheeler
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Post by paulwheeler »

It could be any number of mods. I suggest you remove all mods except the xrm and check its ok, then add the other mods back in one at a time until you find the offender.
sdfg
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Post by sdfg »

paulwheeler wrote:It could be any number of mods. I suggest you remove all mods except the xrm and check its ok, then add the other mods back in one at a time until you find the offender.
How do things edit twaret anyway? There must be a way to search through the files. Just to give me a start (spending 2 minutes restarting a new game after every new mod is boring me to death).
uoheinrich
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Post by uoheinrich »

Hey Paul, quick question, are all of the essential scripts up-to-date to work with AP 3.1 AND XRM?
paulwheeler
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Post by paulwheeler »

sdfg wrote:
paulwheeler wrote:It could be any number of mods. I suggest you remove all mods except the xrm and check its ok, then add the other mods back in one at a time until you find the offender.
How do things edit twaret anyway? There must be a way to search through the files. Just to give me a start (spending 2 minutes restarting a new game after every new mod is boring me to death).
How many mods are you installing???

The only other way is to use the X3Editor2 to inspect each cat/dat and see if there is a TWareT in there.

If you are running a large amount of mods, then you may well have other compatibility problems (I'm talking about mods, not scripts - basically anything with a cat/dat). List them here and I'll have a quick look and see if there is anything obvious.
paulwheeler
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Post by paulwheeler »

uoheinrich wrote:Hey Paul, quick question, are all of the essential scripts up-to-date to work with AP 3.1 AND XRM?
No idea. Mizuchi wrote that list. I don't actually play with any additional mods or scripts (other than the cheat scripts).

Scripts are generally not a problem with updates. Its only mods where you really need to be careful.

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