[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

malanthor
Posts: 67
Joined: Fri, 24. Jun 11, 01:43
x3tc

Post by malanthor »

Never mind then, i must have remembered wrong, my memory just told me i used to level up otas to get access to the ships but that was quite a long time ago so, heh. Funny stuff, must have dreamt it up. Or maybe it was kist wishful thinking.

Anyway eagerly awaiting XRM. :)

edit: you are very correct that alot of fun stuff could be done with the megacorporations, too bad it is not easy to do, and yeah egosoft could have done alot more in that aspect. Just a simple check against corp rank to buy specific goods would be nice. But oh well.
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

About XRM updates, will they be - as frequent as SRM or less frequent ?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
malanthor
Posts: 67
Joined: Fri, 24. Jun 11, 01:43
x3tc

Post by malanthor »

Also, will all the mods that go hand in hand with SRM go hand in hand with XRM?

By the way do you think this mod works fine with SRM/CMOD4 and all their respective addons or cause a conflict? Just asking for an educated guess not the allmighty truth :D
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

My plan is that XRM will be pretty much a finished article. It will also be self contained and not require lots of addon packs. I certainly wont be adding any more features after release, just bug fixes if needed. Ill try and keep updates to a minimum as I actually want to spend time playing it. Plus with rebirth on the near horizon, I think its just about time to start putting these mods to bed. I certainly doubt ill continue modding TC once rebirth is released (unless my pc can't handle it).

XRM will not be as compatible as the srm/cmod with other mods simply because the scope of the new features is much larger. It will still be compatible with Complex Cleaner, EED, MARS, IR, MBRR, RRF, and probably loads more. Ill try and compile a more complete list nearer release.

That script you linked to should be fine.
malanthor
Posts: 67
Joined: Fri, 24. Jun 11, 01:43
x3tc

Post by malanthor »

Thanks, and sounds good. :D
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

Paul in the XRM (and retro fitted to the SRM) could you have a look at making it possible to buy such as items as Internal Sentry Lasers, Hull Polarization, plus the other one I cant remember to protect the computer against boarding and Cargo Shielding etc etc.....in both Terran and Commonwealth docks.

I know its not a game breaker or anything but it adds to the immersion factor.

Also could you have a look at allowing players to finally having the ability to actually get Terran Marines, even if its just an extra ware from a Military base......you could have USC Marines or even Elite ATF Commandos (say from the ATF Headquarters with 3 star fight rank minimum but very expensive)

Again a small thing but would be nice.......(imagine ATF Commandos trying to capture a Xenon Z) you would also have to give the Skinir the abilty to fire boarding pods if you do this though.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Sn4kemaster wrote:Paul in the XRM (and retro fitted to the SRM) could you have a look at making it possible to buy such as items as Internal Sentry Lasers, Hull Polarization, plus the other one I cant remember to protect the computer against boarding and Cargo Shielding etc etc.....in both Terran and Commonwealth docks.

I know its not a game breaker or anything but it adds to the immersion factor.

Also could you have a look at allowing players to finally having the ability to actually get Terran Marines, even if its just an extra ware from a Military base......you could have USC Marines or even Elite ATF Commandos (say from the ATF Headquarters with 3 star fight rank minimum but very expensive)

Again a small thing but would be nice.......(imagine ATF Commandos trying to capture a Xenon Z) you would also have to give the Skinir the abilty to fire boarding pods if you do this though.
I'll look into it. The wares you mention aren't actually usable by the player IIRC, but I guess if it adds to immersion...

As for marines, I'll have a go. I thought though that there was a reason why Terran marines don't work... I'll see...
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

paulwheeler wrote:As for marines, I'll have a go. I thought though that there was a reason why Terran marines don't work... I'll see...
There is: they don't seem to exist. It just fills the Terran station up with a mix of various Commonwealth-race Marines instead.

I tried putting them on [that station in Heretic's End], and that's all what kept happening. I even tried putting them on [those other stations], with similar effects.

In the end I just gave up. :D

As for the other wares, they're available on [those two other stations down south and west], and maybe on the [other stations that were once something but are now something else].

I am the master of subtlety.
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

paulwheeler wrote:
Sn4kemaster wrote:Paul in the XRM (and retro fitted to the SRM) could you have a look at making it possible to buy such as items as Internal Sentry Lasers, Hull Polarization, plus the other one I cant remember to protect the computer against boarding and Cargo Shielding etc etc.....in both Terran and Commonwealth docks.

I know its not a game breaker or anything but it adds to the immersion factor.

Also could you have a look at allowing players to finally having the ability to actually get Terran Marines, even if its just an extra ware from a Military base......you could have USC Marines or even Elite ATF Commandos (say from the ATF Headquarters with 3 star fight rank minimum but very expensive)

Again a small thing but would be nice.......(imagine ATF Commandos trying to capture a Xenon Z) you would also have to give the Skinir the abilty to fire boarding pods if you do this though.
I'll look into it. The wares you mention aren't actually usable by the player IIRC, but I guess if it adds to immersion...

As for marines, I'll have a go. I thought though that there was a reason why Terran marines don't work... I'll see...
Cheers....again not a big thing

Terran Marines do work, as you can get them in another mod (Terran Revatalization) but the author had problems getting them to sound human in battle (random Teladi, Boron etc) but he has just managed to fix it apparently .....he uses Argon marine soundtrack now.....unless you create a XRM soundtrack for the Terran lads, sound clips of Chuck Norris, Rambo and Arnie films etc maybe for the ATF lads :roll:

Launch pods....Terran marines breach hull.....1st sound you hear from your boys is ''hasta la vista baby!''


Edit...just read your post Muzichi, maybe the work around if Paul cant do it is just use the Terran lads from the TR project....but it creates just one station and i think you have to buy them with a ship????? or something
garrry34
Posts: 911
Joined: Sun, 17. Jul 05, 14:43
x3tc

Post by garrry34 »

aye I'm using that add in, though not the new version thats a director file, im using the alplugin version and created a terran barracks using one of cadius' station models so capships can dock, granted lol I made it an XXL marine barracks lol
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Sn4kemaster wrote:Edit...just read your post Mizuchi, maybe the work around if Paul cant do it is just use the Terran lads from the TR project
Well, the thing with the Terran Marines of the eponymously named script, Snakey, is that... they're not actually Terran marines, per se.

Now I use that script as a staple part of my X3 modding diet, and I love it; but you may notice something about the names of the Terran Marines: they're Argon names.

It's kind of funny though: I noticed that they were Argon names one day and was like, "Why don't the Terran NPCs have Terran names? I must fix this!"

And then it turns out they do - at least where NPC pilots are concerned. The Terran Marine mod had just tricked(!) me.

(I then accused it of being a fox.)

I don't know if this has changed in the most recent version of the script (I have it, but I haven't had the chance to try it yet because of the XRM stuff we've been doing), but it seems that they're basically Argon Marines with the Terran race applied to them.

It's a pretty cool way of getting around it though, don't get me wrong; and as stated, it's a script I have to have.

I just figured I'd explain that part. You know, 'cause of honor and stuff. >_>
malanthor
Posts: 67
Joined: Fri, 24. Jun 11, 01:43
x3tc

Post by malanthor »

Well i wouldent mind Terran Marines at all, as previously said it adds immersion factor when playing terrans. What abouth adding something that works with the reputation, or if not then atleast making sure you can run some other mod that fiddles with it. I must say i find the normal repution build abhorrent, it goes way to fast to get a high rank, and there should be really hard to be great friends with everyone, i doubt the us goverment would be cuddly with someone that supported Iran or Al Quiada to exemplify it. The words "i can still be your friend even if you two dont see eye to eye is just not going to cut it".
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

Mizuchi wrote:
I don't know if this has changed in the most recent version of the script (I have it, but I haven't had the chance to try it yet because of the XRM stuff we've been doing), but it seems that they're basically Argon Marines with the Terran race applied to them.

It's a pretty cool way of getting around it though, don't get me wrong; and as stated, it's a script I have to have.
Ahhh...i kind of guessed as much, as i used an earlier version once ages ago (but it then had a problem with using different races voices during boarding)

It seems to be the only/best solution to the Terran/ATF marine problem, which judging by it seems to be something that players like to have the option to be able to have.....
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

malanthor wrote: What abouth adding something that works with the reputation, or if not then atleast making sure you can run some other mod that fiddles with it.
Well, there's LitCube's Fixed Reputation Mission Replacement Files that handle one half of the equation.

The other half of that equation can be found in Improved Races(: Chaos Edition)'s "True Relations" feature, which will work pretty happily with XRM.

Anything beyond that is likely(depending on what Paul adds on his side of things) beyond the scope of the intention of XRM - especially if there are things out that (strange and wonderful things) that already do the same thing without conflicting.
Sn4kemaster wrote:Ahhh...i kind of guessed as much, as i used an earlier version once ages ago (but it then had a problem with using different races voices during boarding)
I think I was using that one when I was learning never to ever attempt bording operations again (a few months ago). :3

I wondered what was going on, but I didn't realize (at the time) it was a bug. :D
malanthor
Posts: 67
Joined: Fri, 24. Jun 11, 01:43
x3tc

Post by malanthor »

hehe. yup yup. Ive been afraid to try out chaos edition so far as ive heard it is full of well if not bugs than atleast things that arent supposed to happen. Care to advice on the issue?
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

malanthor wrote:hehe. yup yup. Ive been afraid to try out chaos edition so far as ive heard it is full of well if not bugs than atleast things that arent supposed to happen. Care to advice on the issue?
Where did you hear that? I haven't noticed anything. Nothing worse than any other mod or script could possibly introduce.

Might want to ask in the IR:CE thread if its full of bugs......at your own risk.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Well, you'd be better off asking those kinds of questions in the actual Improved Race(s) threads, really (Edit: TWO MINUTES, JOEL. TWO MINUTES!).

But I can vouch for its stability (either version). It's easily one of the most refined major overhaul scripts out there, considering how jury-rigged it has had to become as it has evolved.

It is certainly not "full" of bugs, anyhow; but it has a few minor quirks here and there than can be easily avoided, and that are usually a PICNIC problem more than anything else.

Basically: leave ATF Counterstikes [off], Economy Booster [off], Yaki Aodeon Response [off], and then leave the rest to personal preference (I tend to leave the Response Capital Ships and the Yaki Laser Tower Array options off as well, because they're both kind of OP in my opinion).

That'll pretty much contain every quirk right there.
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

I would agree with everything Mizuchi said. Its really one of the must haves imho.

Some of the issues that crop arent game breaking and can be "repaired" but they are rare. If it doesnt suit you its a piece of cake to uninstall. But I suspect you wont be able to live without it.
powerguy
Posts: 14
Joined: Wed, 7. Oct 09, 09:28
x3tc

Post by powerguy »

The only truly game breaking bug I have seen with IR (Chaos or normal) is it very rarely getting stuck in some kind of loop and producing insane numbers of Khaak (in sector when they are swarming) and crashing everything (I got to 50+ capitals before it locked up). It was a known issue which was supposedly fixed, but still shows up occasionally. Considering that's the worst issue I have seen with it and it can be fixed with a simple reload I certainly wouldn't call it buggy.
astrix1402
Posts: 9
Joined: Tue, 14. Dec 10, 19:09

Problem

Post by astrix1402 »

Hi guys...I have a small problem with this. I did installation and enable in plugin configuration all options but seems to missing xtra shippack. Some options like agamemnon are there but nagoya, taipan and a lot of others are not... Any suggestions??

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”