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

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unit757
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Post by unit757 »

@ NovaTempest
Giving the GC 12KM range doesn't actually do anything IIRC, as last I knew the games AI would only engage targets within 10KM. Although you can fire at that range, your AI ships won't.

But yep, X3 Editor 2 is a good one to have if you want to do stuff like that. I haven't made any huge changes though, because it's already a really well done and balanced mod to begin with. I think the biggest thing I've done is changed a good chunk of the argon ships quad cannons to actually be quad cannons, and buffed RoF on a few other races anti-fighter weapons to compensate, but that's about it besides like what you did with changing the speed but keeping the same range, although not on as many weapons, just PPC, GC, and I think a couple other of the heavier capital weapons. And the CIG.

Actually... stealing redemption from the Yaki might be the biggest one...

Or the radar models on some ships I merged in from something I did for vanilla TC/AP.
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NovaTempest
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Post by NovaTempest »

X3 Editor 2 is a very essential tool for making a modder's life easier, I would be surprised if paulwheeler did not have this himself.

As for other things I have done with the Editor, I carried over The Alpha and Beta Pulsed beam emitters, mainly to give corvettes and capital ships and modified each to be more powerful than the standard PBE, but upped the ware size for the Alpha and Beta to L and XL respectively.

I might also make a Delta version [If I ever learn how to create weapons properly for TC,] which would be most effective as either a anti-missile weapon or for standard boarding operations in terms of keeping shields down.

I have even fiddled with turrets, given a mod ship extra main weapon bays and have fiddled with the locations of turret models.

I also recently obtained a ship viewer, so If I go further into ship modding, it will be a very handy tool for turret placement and such.

and plus, both of these programs I am talking about are rather easily to learn to use. that is something you do not see often.
1. When It comes to hunting Pirates, Overkill is the law.
2. When It comes to hunting Xenon, Superiority is the law.
3. When It comes to hunting Kha'ak, see rule 1.
4. In all due respect, there is no such thing as being over prepared in the X-universe.

Alternative account: The X-Plorer
46852
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Post by 46852 »

I changed the prices of JumpDrives to fit my personal taste from the TWareT in the XRM .cat, that worked just fine. But for the life of me, I can't find JumpDrive Deployment Kits anywhere in the file. How can I change JDKs price, are they defined in TWareT or somewhere else?

I'm using X3 Editor 2 to edit the files.
paulwheeler
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Post by paulwheeler »

Jump Drive Development Kits are in TWareN (simpler to add things in this file as there is no EMP to worry about and Egosoft change it less often).
Spider0804
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Post by Spider0804 »

Next question, although it is not possible to use mods that adds ships to xrm is it possible to modify a current ship with a new model?
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

unit757 wrote:@ NovaTempest
Giving the GC 12KM range doesn't actually do anything IIRC, as last I knew the games AI would only engage targets within 10KM. Although you can fire at that range, your AI ships won't.
I would imagine that it could help hit ships that are moving away or when the IS AI pilots the ship away from the target. Slightly niche though.

Is the 10 km shoot range measured from the weapon mount or something else like the cockpit or centre of mass? If not the turret, perhaps some turret arcs could benefit.
unit757
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Post by unit757 »

I think it's measured from the ships center point. I've been 9.9 from a ship with my brigantine when in cockpit, but the guns didn't open up until a bit later, possibly when the center point was within 10KM.

I honestly don't know though, that's just a guess.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Thanks for your reply...mostly just guesses by me too :)
paulwheeler
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Post by paulwheeler »

I believe its measured from the cockpit dummy of whatever turret will fire to the centre point of the target ship (I don't think target ship's dummys get targeted until the range is less than 5km). In any case, setting higher than 10km is pointless as any higher and the game will read it as 10km anyway - it will make no difference whatsoever. 10km is a hard coded limit to gun ranges.
46852
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Post by 46852 »

paulwheeler wrote:Jump Drive Development Kits are in TWareN (simpler to add things in this file as there is no EMP to worry about and Egosoft change it less often).
Thanks for the quick reply, Paul!

You have created an excellent mod, enjoying it immensely at the moment :)


PS. XRM is tempting me to buy a new computer, which is the only bad thing to say about this mod... ;)
Spider0804
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Post by Spider0804 »

Where does one buy a repair laser?

I was going to install a repair laser mod but the ships sheet shows a repair laser as already being in but I have not found any.
habeebafett
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t.cockpits file for turrets

Post by habeebafett »

Hey all,

First - maximum Kudos for the XRM mod and continued support.

Next a question, that I guess follows on from the previous ones about Laser loadouts etc.

I am trying to use X editor to slightly adjust the guns allowed in some of the turrets. I have loaded the Tcockpits pack from addons/cat07 (the one downloaded with the XRM mod) and can see from the layout that it seems to be the Racially modified lists for this mod. Howevre when I try to add a laser to a particular cockpit and the select that cockpit for a turret, it does not match up in game!!??

So I guess my questions for clarification are...

What files must open to modify the laser loadout for turrets in this mod?

If someone could tell me "T" files I need to point to, that would be great, thanks!!
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Spider0804 wrote:Where does one buy a repair laser?

I was going to install a repair laser mod but the ships sheet shows a repair laser as already being in but I have not found any.
I've not noticed them for sale alone. You get 4 in the cargobay of OTAS Maintained Pods, which can be mounted in their 4 front turrets. They use Quantum Tubes as ammo.
paulwheeler
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Post by paulwheeler »

Spider0804 wrote:Where does one buy a repair laser?

I was going to install a repair laser mod but the ships sheet shows a repair laser as already being in but I have not found any.
Repair lasers are not for sale - they are ridiculously overpowered when loaded into a ship.
paulwheeler
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Re: t.cockpits file for turrets

Post by paulwheeler »

habeebafett wrote:Hey all,

First - maximum Kudos for the XRM mod and continued support.

Next a question, that I guess follows on from the previous ones about Laser loadouts etc.

I am trying to use X editor to slightly adjust the guns allowed in some of the turrets. I have loaded the Tcockpits pack from addons/cat07 (the one downloaded with the XRM mod) and can see from the layout that it seems to be the Racially modified lists for this mod. Howevre when I try to add a laser to a particular cockpit and the select that cockpit for a turret, it does not match up in game!!??

So I guess my questions for clarification are...

What files must open to modify the laser loadout for turrets in this mod?

If someone could tell me "T" files I need to point to, that would be great, thanks!!
Make sure you are editing the correct versions of TCockpits and TShips - there are two of each in the cat/dat - one for TC and one for AP. You want the one in addon/types.
unit757
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Post by unit757 »

Is there anywhere else besides the jobs file that deals with spawning NPC ships?

I've held Redemption for quite a while now, and recently a pair of pirate blastclaws have been spawning somewhere in the sector, and flying off to some other sector were they apparently both die, and then re spawn again.

I've been in that system for some time, and have SEWN running, and it's been pretty much clear, but recently these two have decided to start showing up. They don't attack unless one of my patrols takes a swing at them, they just spawn and leave. And considering this was once a Yaki sector, and not a pirate one, I'm a little surprised that they would spawn as frequently as these two are.

I've searched through the jobs file, and can't find anything dealing with a pair of blastclaws. Any ideas?
builder680
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Post by builder680 »

From the script editor, you can turn on the toggle for "Script Debugging: Additional Information," and then bring up the info panel (default 'u' in a context menu with the ship in question selected).

Towards the end of the info panel there should be a job ID. If job ID is 0, jobs didn't spawn it. Might be MD ships spawned by another mod/script. They might be vanilla... not really sure.
paulwheeler
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Post by paulwheeler »

unit757 wrote:Is there anywhere else besides the jobs file that deals with spawning NPC ships?

I've held Redemption for quite a while now, and recently a pair of pirate blastclaws have been spawning somewhere in the sector, and flying off to some other sector were they apparently both die, and then re spawn again.

I've been in that system for some time, and have SEWN running, and it's been pretty much clear, but recently these two have decided to start showing up. They don't attack unless one of my patrols takes a swing at them, they just spawn and leave. And considering this was once a Yaki sector, and not a pirate one, I'm a little surprised that they would spawn as frequently as these two are.

I've searched through the jobs file, and can't find anything dealing with a pair of blastclaws. Any ideas?
There are no XRM pirate patrols with only two Blastclaws.

I suspect a pirate base has spawned in the sector off map somewhere - all pirate bases are hard coded to spawn small pirate patrols like you describe. I don't think you can stop it. You can always destroy the base though.
unit757
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Post by unit757 »

paulwheeler wrote:
unit757 wrote:Is there anywhere else besides the jobs file that deals with spawning NPC ships?

I've held Redemption for quite a while now, and recently a pair of pirate blastclaws have been spawning somewhere in the sector, and flying off to some other sector were they apparently both die, and then re spawn again.

I've been in that system for some time, and have SEWN running, and it's been pretty much clear, but recently these two have decided to start showing up. They don't attack unless one of my patrols takes a swing at them, they just spawn and leave. And considering this was once a Yaki sector, and not a pirate one, I'm a little surprised that they would spawn as frequently as these two are.

I've searched through the jobs file, and can't find anything dealing with a pair of blastclaws. Any ideas?
There are no XRM pirate patrols with only two Blastclaws.

I suspect a pirate base has spawned in the sector off map somewhere - all pirate bases are hard coded to spawn small pirate patrols like you describe. I don't think you can stop it. You can always destroy the base though.
Thanks! Never thought of that, I'll expand my search and see if I can find it.

Edit - Ok, I think I've figured it out. These two blastclaws are spawned by XRM. They are job ID 9628, which deals with a single blastclaw that is linked to the caravals that pop up around the universe, which it spawns 4 of with each ship. What is odd I've never had any caravals come through my space, so I'm wondering if the pirate base that was apparently hiding 4-15 out of radar range for some reason is grabbing this job, and spawning 2 of them. I might also see if I can trail them next time they spawn, and find out were they are going.

Edit 2 - Nope, blew up the pirate base, and they still spawned.

Edit 3 - Tracked the pair to a pirate base in unseen domain, were they both docked, and then appear to have been deleted by the game shortly after.

Thanks for the suggestion on the script editor to builder, made it easier to narrow things down.
ezza84
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Post by ezza84 »

Hi, I am having a problem with the sound.

I do not get any voices at all for some reason. I have followed the installation instructions and removed the 00044.pck file from addon\mov directory not sure what else i can do.

I have XRM running with IE, IEx and XRMi

05 Complex Cleaner
06 Advanced Complex Hub
07 FDN
08 Enhanced Equipment Dock
09 IE
10 IEX
11 XRM1
12 XRM2
13 XRMi
14 Hull High
15 DockingWareSize

I have tried it with a clean install and just XRM ( the Part 1 and Part 2 cat/dats only) but still having same issues so not sure where to go from here.

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