[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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nap_rz
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Post by nap_rz »

paulwheeler wrote:
nap_rz wrote:
paulwheeler wrote:Oh - well in that case... :headbang:
another thing you forget to add? please add them in the next patch! :lol: for now I will just using stock exchange to raise my money...

eh, morikaane, you can cheat to add equipment to be sold on stations? hmmm I'll look onto that...
No - not something I forgot to add.

It is not my responsibility to make the XRM work with all the scripts and mods in this forum.

If a ware added by someone's script isn't where you think it should be then go and tell them in their thread. Its got nothing to do with the XRM. Their script should add the ware to docks.
huh? no offense but AFAIK it came from egosoft...
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Erenar
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Post by Erenar »

It did... as part of the BONUS pack. Besides, that should add to the docks in question. Will check in my game in a minute as I am close to PTNI, PCA.
paulwheeler
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Post by paulwheeler »

As far as I was aware CLS2 is a script by Lucike...

Or is it something that was incorporated by Egosoft into Albion Prelude?

If it is then I will endeavour to add it.



You have to remember that;

a - The XRM was ported from TC to AP, so there are bound to be an oversight or two with something so complex;

b - I played vanilla AP for about ten mins so again there may be one or two oversights;

c - Egosofts documentation of what they add in each patch is very sketchy. It is up to modders to hunt through files to find what has been added.




EDIT - Oh - its from the bonus pack...

Well its the bonus pack that adds it to docks - again not the XRM's responsibility.

I highly recommend not using the bonus pack anyway as the scripts get out of date extremely quickly.

Its better to download the latest version of each script from the author's thread.
swatti
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Post by swatti »

Whoops or feature, some missiles are not aviable to player. Cyclone and Typhone missile-factory doesnt seem to exist, no dock sells em. (a dock visited/checked should add its wares to the in-game database)

And, once more. Does XRM change combat behaviour or ships? Combat AI needs a serious overhaul, some ships behave just plain stupid or silly atleast.
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Erenar
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Post by Erenar »

Erm... yeah I forgot, CLS is an Argon upgrade... not Teladi... just like Teladi have Best Buys etc, Argon's trading s/w is CLS. And remember, Teladi aren't the only capitalists out there.

And yeah, go to Lucike's page and download Befehlswhatsit and his updated scripts cos the bonus pack ones are way out of date.
paulwheeler
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Post by paulwheeler »

swatti wrote:Whoops or feature, some missiles are not aviable to player. Cyclone and Typhone missile-factory doesnt seem to exist, no dock sells em. (a dock visited/checked should add its wares to the in-game database)

And, once more. Does XRM change combat behaviour or ships? Combat AI needs a serious overhaul, some ships behave just plain stupid or silly atleast.
All the vanilla missile fabs are there. Any missiles that were not produced in vanilla (and there were quite a few), are now produced in complexes. So check swarm missile complexes for those missiles.

Also the various weapon dealers will sell them.

XRM does not change combat behaviour. Thats an Egosoft job.
NOValdemar
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Post by NOValdemar »

Any chance you want to share with us what the to-do list is looking like for AP/TC XRM paul?
nap_rz
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Post by nap_rz »

Erenar wrote:Erm... yeah I forgot, CLS is an Argon upgrade... not Teladi... just like Teladi have Best Buys etc, Argon's trading s/w is CLS. And remember, Teladi aren't the only capitalists out there.

And yeah, go to Lucike's page and download Befehlswhatsit and his updated scripts cos the bonus pack ones are way out of date.
yes but the thing is, I remember every race had access to CLS in TC 3.0... CMIIW though...

I :headbang: :headbang: :headbang: my head too, there's still CAG!
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Sairaf
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Post by Sairaf »

Hi, I DL'd this mod a couple of days ago, and I must praise the modders, because it is indeed great. I just experienced an issue, which was related to performance. I don't know what happens, but in very crowded sector, like M148, the framerate drops. Not to mention Terran sectors made my gaming impossible, as the FPS is so low the game is basically frozen.
"So what?" you say. So what, the problem isn't my PC. Hell, it runs Crysis 2 on Ultra settings without a SINGLE drop in the frame rate, so there's something wrong with this mod.

But I learned to avoid such sectors and/or save before entering them. Needless to say, I would highly appreciate a fix or an explanation to such an annoying issue.

Regardless, congratulations on making such an awesome mod.
deca.death
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Post by deca.death »

Sairaf wrote: Hell, it runs Crysis 2 on Ultra ...
This means nothing.

Does this sound familiar?

Infamous 'severe stuttering bug' returns...
swatti
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Post by swatti »

EDIT: no matter where i look, i cant find fabs for Firelance, Wildfire and Cyclone. Yes, they are made in complexes but i want to make my own.
NOValdemar
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Post by NOValdemar »

I have always had times when for some reason if I look at a certain side of a sector my fps will drop to 1-2. Its been happening since SRM, and strikes pretty much at random. To fix it I just turn my ship way from the area of the sector that drops my FPS and then save, and restart the game. Its just something weird that happens on at least my install, though its pretty rare and doesn't take any time to fix so no biggie
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Sairaf
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Post by Sairaf »

deca.death wrote: This means nothing.

Does this sound familiar?

Infamous 'severe stuttering bug' returns...
Huh, so I'm not exclusive. Did you resolved your issue with the pagefile suggestion? If not, how did you fix it?
deca.death
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Post by deca.death »

Sairaf wrote:
Huh, so I'm not exclusive. Did you resolved your issue with the pagefile suggestion? If not, how did you fix it?
64 bit OS and 8GB ram.

Yep. :shock:
paulwheeler
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Post by paulwheeler »

swatti wrote:EDIT: no matter where i look, i cant find fabs for Firelance, Wildfire and Cyclone. Yes, they are made in complexes but i want to make my own.
There are no fabs for those in vanilla and I decided against adding them due to time constraints. Maybe in the future when the "to-do" list gets shorter.
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Sairaf
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Post by Sairaf »

deca.death wrote:
64 bit OS and 8GB ram.

Yep. :shock:
Ok, thanks.
swatti
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Post by swatti »

MISSILE ISSUE:

Proximity missiles are not very "proxy'ish" ive seen them fly thru enemies without exploding. If you spend 20 seconds thinking, how often do you see a ship CLOSER then 100m to you or anyone else and not see a collision?
Upgrade proximity radius and blast radius A LOT for smaller missiles. Small missiles are very important for M6 and bigger to shoot down small fighters and right now 80% missiles just miss. Swarm missile spam is seemingly only option to shoot down small fighters and that has friendly fire issues far more then larger blast-radii would.

Thx for answers tho, il just stick to regular i-can-make-missiles. I can imagine that to-do list aint small ^^
paulwheeler
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Post by paulwheeler »

swatti wrote:MISSILE ISSUE:

Proximity missiles are not very "proxy'ish" ive seen them fly thru enemies without exploding. If you spend 20 seconds thinking, how often do you see a ship CLOSER then 100m to you or anyone else and not see a collision?
Upgrade proximity radius and blast radius A LOT for smaller missiles. Small missiles are very important for M6 and bigger to shoot down small fighters and right now 80% missiles just miss. Swarm missile spam is seemingly only option to shoot down small fighters and that has friendly fire issues far more then larger blast-radii would.

Thx for answers tho, il just stick to regular i-can-make-missiles. I can imagine that to-do list aint small ^^
The proximity fuse flag in X3 is broken unfortunately. This is a vanilla bug and there is nothing I can do to fix it. I'd already written the descriptions and made the missile icons before I realised this. So any missile that says it has a proximity fuse: It doesn't.
swatti
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Post by swatti »

Understood. It seems "wasp-spam" is the key to victory once more :lol:

GUN ISSUE mmm, red, pretty...

Phased repeater gun, a gun i'd imagine is made for anti-fighter duties has VERY poor hit-rate past 1km against most fighters. It cant seem to hit a Xenon L going at full speed.

Im not sure how the bullet is calculated but making it, say a 1-2m "bigger" would make it hit. Or increase the spead / decrease overall accuracy a bit.

EDIT: I seem to hit very easy with CIGs what the PRG cant hit, my misses seem "realistic"
Perhaps you can copy the bullet properties from there, the ones that consern hit-ratio or bullet size.
My Centaur Sentinel has to get closer then 800m to do any decent dmg to fighters. Will compare to Dragon and railguns soon ^^

I've still got high hopes for that Mass Driver idea of mine. A "Classic point-and-spray minigun" that wont bypass shields.
NeverSnake
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Post by NeverSnake »

Can someone check whether their weapon dealer XLs (split if you've got one) are making Quantum Shockwave Cannons? The one in my game always seems to be empty.
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