[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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HotSake
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Post by HotSake »

Missile Defense Mk. 2 is a better (working) version of the stock Missile Defense command for turrets. You just enable it on your turrets to have them shoot down missiles. Missile Defense Mosquito is a command that fires Mosquito missiles to intercept hostile missiles and is a ship command. They do two different things and are found in two different places. One is an additional ship command, one is a turret command.

Which one is "better" is kind of a nonsense question since they don't compete. You can have both if you like.
dr1zzt05
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Post by dr1zzt05 »

if a turret is on missle defence and theres no missles around is the missle on a protect command?
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Litcube
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Post by Litcube »

dr1zzt05 wrote:if a turret is on missle defence and theres no missles around is the missle on a protect command?
Hey, why not ask this in the thread made for the scripts you're asking about?
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robalexhall
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Post by robalexhall »

We are getting into deep philosophical waters.
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TrixX
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Post by TrixX »

robalexhall wrote:We are getting into deep philosophical waters.
I'm getting memories of Dark Star and Bomb #20
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
ympcylo
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Post by ympcylo »

TrixX wrote:
robalexhall wrote:We are getting into deep philosophical waters.
I'm getting memories of Dark Star and Bomb #20
hahahahaha :lol:
paulwheeler
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Post by paulwheeler »

dr1zzt05 wrote:if a turret is on missle defence and theres no missles around is the missle on a protect command?
The "missile defence" order reverts to "protect ship" if there are no missiles to engage.

Its the "missiles only" order that makes a turret only shoot at missiles and nothing else.
dr1zzt05
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Post by dr1zzt05 »

well thank you for the info and of coarse GREAT mod. I'm loving it so far. Wasn't crazy about the jumpdrive no longer able to be in M3's and smaller but that's basically just laziness lol. Something to help me strive to get into a bigger ship. Again thankyou for the great work. People like you and the rest of the modding comunity make some games worth playing over and over.
ThisIsHarsh
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Post by ThisIsHarsh »

Hey. About gamestarts, do they all work with the X3TC plot? and what does TPC mean (e.g. "XRM Formidable Freebooter (TPC)")?
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
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Yacek
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Post by Yacek »

ThisIsHarsh wrote:Hey. About gamestarts, do they all work with the X3TC plot? and what does TPC mean (e.g. "XRM Formidable Freebooter (TPC)")?
http://forum.egosoft.com/viewtopic.php? ... 15#3636815

FAQ
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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dr1zzt05
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Post by dr1zzt05 »

Terran plot complete
ThisIsHarsh
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Post by ThisIsHarsh »

Yacek wrote:
ThisIsHarsh wrote:Hey. About gamestarts, do they all work with the X3TC plot? and what does TPC mean (e.g. "XRM Formidable Freebooter (TPC)")?
http://forum.egosoft.com/viewtopic.php? ... 15#3636815

FAQ
dr1zzt05 wrote:Terran plot complete
Cheers guys. So that's the TPC question answered. Can I assume, then, that all other plots (plus Terran for non-TPC starts) are fully playable?
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
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Yacek
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Post by Yacek »

ThisIsHarsh wrote:
Cheers guys. So that's the TPC question answered. Can I assume, then, that all other plots (plus Terran for non-TPC starts) are fully playable?
Yes. But sometimes very difficult to do :) (Final Fury).
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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dr1zzt05
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Post by dr1zzt05 »

so I keep seeing pirate mammoths I know under the FAQ it says there's a tships mod conflict. I'm running the recommended mods on the XRM page plus Tc rock maker, pirate guild which it says in the faq its safe, Heph corp for building complexes, Phanon corp with a not safe from pirates mod which i believe in a previous post says there's no conflict, and bounce with the updated wall file, And OOS damage v1
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joelR
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Post by joelR »

dr1zzt05 wrote:so I keep seeing pirate mammoths I know under the FAQ it says there's a tships mod conflict. I'm running the recommended mods on the XRM page plus Tc rock maker, pirate guild which it says in the faq its safe, Heph corp for building complexes, Phanon corp with a not safe from pirates mod which i believe in a previous post says there's no conflict, and bounce with the updated wall file, And OOS damage v1
You arent using the Bounce cat/dat are you?
dr1zzt05
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Post by dr1zzt05 »

i start a random game with the bounce cat dat generate the wall file quit x3 erase the cat dat do the output rename once its done drag and drop into t file ore whereever its supposed to go and start a new game on another note not sure if I dl'd the new hull packs after dl'd new xrm gonna try that.
paulwheeler
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Post by paulwheeler »

The only thing that causes mammoths everywhere is a conflicting tships. Possible reasons are:

1 - youre not deleting the bounce cat/dat after generating your wall file.

2 - you are not starting a new game after removing the bounce cat/dat.

3 - your cat/dats are not consecutively numbered.

4 - you have another mod which has a tships in it.

Whatever the cause, the game cannot see the XRM tships.
dr1zzt05
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Post by dr1zzt05 »

I don't know if this would mean anything but the ships all show up in the spawn ship cheat at least I think they all do. Cause all the extra ones from ceadu's script shows up and the only thing that I have that ads ships is your mod. i have xrm1 as 14 xrm2 as 15 wrecks as 16 hull pack 17 wares as 18 and the backround as 19. cat and dat. the only thing though i just started the terran defender the only mammoths everywhere are pirate ones.
paulwheeler
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Post by paulwheeler »

Have a look in the list of ships when you use the cheat scripts to spawn a ship. Do you see a ship called "advanced destroyer"? The xrm is the only mod that adds a ship called that.

If you see it ok and there are still mammoths everywhere when you start a new game, then its possible that you have a non-xrm jobs file somwhere. check in your "types" folder in your X3TC installation directory.

If you dont see it then something is blocking the xrm tships.

One possibility is, if youre in terran space and seeing pirate mammoths, you are running xrm 1.10, but the hull pack is still 1.09 and doesnt have the new terran pirate ship entries. Make certain the hull pack is up to date.
dr1zzt05
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Post by dr1zzt05 »

well I reinstalled everything and It seems to be working now. There were around 4 advance ka'ahk m6's from cadues pack were tearing through Terran space lol so all seems well

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