[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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Sn4kemaster
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Post by Sn4kemaster »

Hi Paul,

More idea's for you to think about....

The OTAS Skiron, ever thought about swapping the small guns for those nice large pulsating main cannon's you get on the Heavy Corvette's?

Put them in roughly the same position around the main body surrounding the bridge (might need to move them back a little), might make it look really formidable and cool, and maybe a couple of those ball cannon/turrets on each side ( 2 turrets going up/down) ......it might end up looking cr&p too, but its an idea i think might make it look a lot better!

The Xenon G.....i think you forgot to give it the same treatment as the other M7M's in regards to defensive turrets......think it would be nice to spread the love and give it the same fighter defence as the rest.

Also i have never seen any Terran/ATF fighters use the EMR....dont know if its just my end or something that needs tweaking on CWP.

The ATF Mjollnir just noticed its missing its middle 7th gun when you swapped the body over to the new model, also it's top end speed looks just a little slow compared to the other Terran M4's, i know its a M4+ but still seems a tad slow compared to the spread of the rest of their entire ATF fighter selection.
dougeye
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Post by dougeye »

updating from v1.09b to v1.10 will i need to create a new wall file for bounce?
I used to list PC parts here, but "the best" will suffice!
paulwheeler
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Post by paulwheeler »

dougeye wrote:updating from v1.09b to v1.10 will i need to create a new wall file for bounce?
Yes as there are new ships (the terran pirates).
paulwheeler
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Post by paulwheeler »

Sn4kemaster wrote:Hi Paul,

More idea's for you to think about....

The OTAS Skiron, ever thought about swapping the small guns for those nice large pulsating main cannon's you get on the Heavy Corvette's?

Put them in roughly the same position around the main body surrounding the bridge (might need to move them back a little), might make it look really formidable and cool, and maybe a couple of those ball cannon/turrets on each side ( 2 turrets going up/down) ......it might end up looking cr&p too, but its an idea i think might make it look a lot better!

The Xenon G.....i think you forgot to give it the same treatment as the other M7M's in regards to defensive turrets......think it would be nice to spread the love and give it the same fighter defence as the rest.

Also i have never seen any Terran/ATF fighters use the EMR....dont know if its just my end or something that needs tweaking on CWP.

The ATF Mjollnir just noticed its missing its middle 7th gun when you swapped the body over to the new model, also it's top end speed looks just a little slow compared to the other Terran M4's, i know its a M4+ but still seems a tad slow compared to the spread of the rest of their entire ATF fighter selection.
RE: Sirokos - good idea. I'll look into it.

RE: Xenon G - it has a bloody great Dark Matter Beam Cannon on the back!:wink:

RE: Mjollnir - I'll check it.
MegaBurn
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Post by MegaBurn »

Paul, do you have any plans for major changes to XRM, beyond the usual minor tweaks and bug fixes, and in particular is the universe map final? I saw a few comments saying XRM was pretty much feature complete except minor changes, just want to make sure. Reason I ask is I'm working on a XRM-DDTC-XTC compatibility patch, using XRM as baseline.

Edit: Wanted to add and clarify, if XRM is not feature complete just ignore that patch comment, I'd rather not disrupt your work on XRM.
Last edited by MegaBurn on Sat, 15. Oct 11, 16:34, edited 1 time in total.
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paulwheeler
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Post by paulwheeler »

Nope, the universe map is final as far as im concerned.

The next update is going to make some changes to bombers to suit litcubes new missile boat script, but its nothing major.
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Sorkvild
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Post by Sorkvild »

Paul you could review reward ship, they come without armaments when handed to player. When I was doing the Terran plot, they handed me 3 Rapiers ready for wing patrol and to my surprised all of them were whacked by Xenon ships because all these three guys were left unarmed, in vanilla they were already equipped with electromagnetics.

Also you could make this pleasure complex in Saiien 3 a drop off point for booze, weed and slaves.
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InFlamesForEver
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Post by InFlamesForEver »

I just did that and had no problem because they were already equipped.
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paulwheeler
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Post by paulwheeler »

Sorkvild wrote:Paul you could review reward ship, they come without armaments when handed to player. When I was doing the Terran plot, they handed me 3 Rapiers ready for wing patrol and to my surprised all of them were whacked by Xenon ships because all these three guys were left unarmed, in vanilla they were already equipped with electromagnetics.

Also you could make this pleasure complex in Saiien 3 a drop off point for booze, weed and slaves.
hmm.... its probably because in the plot they are spawned with EMPCs, whereas in the xrm Rapiers and only mount EMRs.

However, going through every plot mission to make sure ships are given the correct loadouts would take an extremely long time... i think we'd be onto X:rebirth 2 by the time i finished it.

It might just have to be something you'll have to live with.
MegaBurn
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Post by MegaBurn »

Sounds good, I'm still in the late planning and rough semi-playable proof of concept stage of that patch. So far the results are pretty cool, I did a test build full merger with 1.08, DDTC 1.3, and XTC 1.2a, and am about to start on another one updated to 1.10 and DDTC 1.4beta9 but using a diff patch approach.

Not sure how to put this, I get the impression you're open minded about people working with XRM, while the other two teams have a reputation for not playing well with others, and there are other community politics involved. Personally, I don't have a preference for whether my work is a standalone public mod project, semi independent side project of another project, part of another project as a lower profile add-on, or rearranged in some other fashion. Do you have any interest in working on this or preference for how I should proceed?

Or, to put it another way, I'll defer to the open minded community veteran for how I can do this in a way that genuinely benefits the community (all warm n fuzzy like) without it turning into a sort of political shit storm - since there are no major technical barriers to a full integration merger, copyright policy in noncommercial projects is a whim, and a patch able to install over full installs of each mod is only dancing around the politics. Not sure if its time and place for the ideological battle over project norms for Rebirth but if this were handled as a fully transparent community commons initiative it could set the tone for Rebirth mod projects, or be an opening salvo. Could/should this have an ulterior motive along those lines, and in either case, what should I do with it?
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paulwheeler
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Post by paulwheeler »

For your own personal use you can merge and butcher all you like.

If you were to release anything as a stand alone mod, then you'd need to obtain permission from the mod creators. Most mod creators on this forum are open to stuff like this. Cadius, for example is usually fine about other modders using his work. Usually its fine as long as full credit is given to the original modder.

However, for total conversion mods it can be a little different. Mainly due to the fact that they are the result of many, many hours of hard work. The Xtended team for example are usually very protective of their work - and rightfully so as they have put in many, many man-hours into their mod. As for us, Mizuchi did say to me that he wants his texture work to be exclusive to the XRM. Again, he put a huge amount of time and effort into designing those textures.

Remember that while edits of original game files cannot be covered by an intellectual property rights, original designed textures and models are. So in essence things like Tships, the main universe file, etc.are pretty much open, but original ships, weapons etc. arent.

Of course, if you go down the route of just having a patch which sits on top to make the mods work together and doesnt include any textures, models etc. and say users need to install the relevant mods first, then i dont really think anyone can complain.

Just be wary and contact those involved by pm or email, and be aware you will inevitably open a political can of worms. :wink:
StarCrack
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Post by StarCrack »

MegaBurn i'd love to have a XRM DDTC compatibility patch.
tried to merge just that ships and :evil: was not able to get it to work
MegaBurn
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Post by MegaBurn »

Yeah, I'm not trying to undermine anyone's copyright or credit due, just the factionalism, fragmentation, and other corrosive effects on the community which results from projects intentionally being incompatible with one another. Back in mid january there was a long thread touching on that and the state of the community (started with complaints about the lack of "sufficient" XTC downloads to warrant the effort invested, as if that wasn't expected). At the time I said a moderator should spearhead a huge mod compatibility project, they're supposedly the community leadership, and regularly spearhead similar projects for script compatibility (Cycrow's plug-in manager and libraries for example), though often overlook asking for help via organizing it as a community cooperative effort to everyone's benefit. Going the patch route to sort of force the issue might help, but I'm not sure if or how people want that done.

Well I guess the first step is confirming the technical feasibility of a convoluted patch, its already proving to be a bigger headache than I anticipated when I did the tight merger trial run. I'll start a new thread when I have something.

StarCrack, what went wrong?
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Vayde
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Post by Vayde »

Just a quick question hopefully with a fast answer. Using the bonus pack and then trying Gazz's latest MDM mk2 on an m5 (Humble Merchant start) My current game given Disco Explorer with fight Mk1 and 2 and mossies just does not have the mdm function where its supposed to be!

Any ideas?
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Sorkvild
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Post by Sorkvild »

Is there a list with newly assigned music files ?
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joelR
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Post by joelR »

Vayde wrote:Just a quick question hopefully with a fast answer. Using the bonus pack and then trying Gazz's latest MDM mk2 on an m5 (Humble Merchant start) My current game given Disco Explorer with fight Mk1 and 2 and mossies just does not have the mdm function where its supposed to be!

Any ideas?
Im pretty sure the explorer variants cant use mosquitos. Im not on my computer so I cant be certain.
HotSake
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Post by HotSake »

You're confusing Mosquito Missile Defense with Gazz's Missile Defense Mk. 2. The former shoots missiles at missiles. The latter is an improved version of the missile defense turret command.
paulwheeler
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Post by paulwheeler »

Sorkvild wrote:Is there a list with newly assigned music files ?
I had a paper list when i was doing the music, but i threw it away...
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InFlamesForEver
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Post by InFlamesForEver »

Has anyone else been having issues with the CsESG since 1.10?
IDK if I am the only one but this is the only thing that has changed and I can't get it to work.
I have tried the thread but no reply, any ideas?
In Flames We Trust
Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
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XRM Trailer - XRM Installation Guide Video
dr1zzt05
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Post by dr1zzt05 »

so what would be better missile defense 2 or Mosquito missile one?

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