[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.

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

paulwheeler
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Post by paulwheeler » Sun, 18. Aug 13, 12:00

temetvince wrote:Does XRM include the bonus package scripts for cls and comm agent?
No. They are compatible.

skipp
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Post by skipp » Sun, 18. Aug 13, 13:00

I am totally new to modding X games..

Is there any easy instruction as to how to mod the various aspects of Albion Prelude. with the XRM files.

Also I wanted to install the background mod and the cockpit mod and am unsure as to where to put the files in the steam X folders.

Any help would be greatly appreciated :)

Psygnosis
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Post by Psygnosis » Sun, 18. Aug 13, 13:15

can i find random things in ap 3 xrm or not?

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Yacek
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Post by Yacek » Sun, 18. Aug 13, 14:54

skipp wrote:I am totally new to modding X games..

Is there any easy instruction as to how to mod the various aspects of Albion Prelude. with the XRM files.

Also I wanted to install the background mod and the cockpit mod and am unsure as to where to put the files in the steam X folders.

Any help would be greatly appreciated :)
- INSTALLATION INSTRUCTIONS -
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
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InFlamesForEver
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Post by InFlamesForEver » Sun, 18. Aug 13, 15:33

skipp wrote:I am totally new to modding X games..

Is there any easy instruction as to how to mod the various aspects of Albion Prelude. with the XRM files.

Also I wanted to install the background mod and the cockpit mod and am unsure as to where to put the files in the steam X folders.

Any help would be greatly appreciated :)
I have made a video on the installation of XRM in my signature, its not the best but its something :)
In Flames We Trust
Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video

temetvince
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Post by temetvince » Sun, 18. Aug 13, 16:50

paulwheeler wrote:
temetvince wrote:Does XRM include the bonus package scripts for cls and comm agent?
No. They are compatible.
Thanks. I'll go grab the bonus pack. I may not need the commercial agent because I grabbed the freight distribution network light and all the other recommended mods listed on the xrm first page. I haven't decided if it feels like cheating yet or not.

Thanks for all the hard work you've put into xrm. I had the "vanilla" fever for a long time after buying the game, but I've recently come to the conclusion that the vanilla game just isn't quite completed. Xrm fits the bill quite nicely.

Edit: Eh, apparently the bonus pack scripts are out of date. I'll just grab the updated individual scripts.
Last edited by temetvince on Sun, 18. Aug 13, 17:27, edited 1 time in total.

Kadaas
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Post by Kadaas » Sun, 18. Aug 13, 17:16

basicz wrote:BTW, I somehow capped an orbital defence weapon (no idea how it was bailed :|) and its kinda stuck at its original place as it cant move...I gave it a jumpdrive and jumped it back to my sector, but I cant seem to find a way to place it at a strategically important location. Any ways to move it legit when its deployed?

Rotate and move objects script is an option

Also you could put a docking computer on it and get either an Aran or Tepuki close ,order it to dock then move the ship near where you want it and have it undock..Did this once myself .

basicz
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Post by basicz » Mon, 19. Aug 13, 06:39

Thanks. tractor beam worked like a charm...shouldve thought of that myself :lol:

i thought about aran & jump beacon...but being a thrifty (actually a very poor) entrepreneur...had to look for other options :oops:

basicz
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Post by basicz » Mon, 19. Aug 13, 12:06

Interesting. I started out with the OTAS Operative start and after completing the Xenon Hub plot, I triggered the Terran plot and lost the hub. :lol:

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Familiar
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Post by Familiar » Mon, 19. Aug 13, 12:51

Familiar wrote:Hello Paul!

Thanks for keeping running this mod!
And thank for all people contributed to XRM.

I would like to ask permission to publish small addon for XRM (not standalone). What it is:

I don't like in game engine textured effects because they look like hello from '90 in term of computer graphics. And what I hate most - lets say you make turn in your blastclaw and particles trail make some curve, but this huge "carrot" from your engine does not. For me, this stuff look like immersion breaker.
So I re textured fx_engine* dds to make it invisible.
And modifiyng effects.txt to compesate lose of textures by adding and adjusting flares.

Here's some result, however it is still in progress.
More screens for those who interested.
https://www.dropbox.com/sh/qruofg4xd6j94f3/Tyk97uRR8t

No more core files modified except :
effects
fx_engine* dds
some lensflare.dds (aqua lens flare)
Ready :
http://forum.egosoft.com/viewtopic.php?t=341721

Kenrouedad
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Post by Kenrouedad » Mon, 19. Aug 13, 19:46

I tried to play with this mod and got some frustrations with some economics choice.

Someone can explain me why a jumpdrive is more expensive than a simple factory like weet farm M ? Is it realistic or rebalanced ?

Anyway, congrats to the team for his work !

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Familiar
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Post by Familiar » Tue, 20. Aug 13, 09:01

Kenrouedad wrote:I tried to play with this mod and got some frustrations with some economics choice.

Someone can explain me why a jumpdrive is more expensive than a simple factory like weet farm M ? Is it realistic or rebalanced ?

Anyway, congrats to the team for his work !
I can explain. The reason the cheatdrive, oops you call it jumpdrive is so expansive - because it give more profitsss then wheat farm. A LOT more.

It gives player unfair advantage over NPCs, so...

Reido
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Post by Reido » Tue, 20. Aug 13, 23:47

paulwheeler wrote:
Reido wrote:I've been toying with the idea of changing the ware size of jumpdrives to XXL and was wondering if there would be any game breaking consequences doing that, keeping in mind that I don't play through the plots anymore (pure sandbox play these days, and yes, I'm one of those people that don't use SETA and rarely use the jumpdrive).

The only major things that I can think of that will be affected are the TS traders with XL cargo holds (SF's with XXL would then be needed, at least for my use) and M6's. It's the M6's that are part of the RRF's as escorts that are my main concern as they won't be able to jump with the ships their escorting.
Reido
It will have consequences for the missile resupply transporters. If these can't jump, they wont be able to resupply the military missile boats.

It will also break TMs and the RRF M6s.
Ah yes, the missile boat supply ships, forgot about those...it's always something isn't it :)

I was thinking of installing the Advanced Universe and thought that I would further limit jump drive use. It's too bad that the amount of energy per jump is hard coded :(

On another note I'd like to thank Mizuchi for all the new game starts. It really helps us players who like to create stories and role play with self imposed "house rules", the Xenon start is especially interesting as I've come up with a complete storyline and a whole list of do's and don't's that will make it a unique game and a change from my usual play style.

I'll finally be switching over to AP soon (getting a new video card next month), I've had the entire X collection for a long time but I've been "saving" AP and squeezing all the playability out of TC until I finally get tired of all the limitations and quirks of it and then I'll be "tinkering" around with AP until Rebirth has been out for a few months after the inevitable bug patches from EgoSoft.

Thanks again for a great mod, really enjoying it.

Reido

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Mr Jones
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Post by Mr Jones » Wed, 21. Aug 13, 14:25

I love this Rebalance Mod. It really does some amazing things for the X3AP game engine. Thanks mod devs. :)

RicoOcho
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Post by RicoOcho » Wed, 21. Aug 13, 20:56

Still on 1.28 and i enjoy playing it..
only have a SPP and wheat farm in yaki space but got a fleet of awesome led by a Tyr and titan....
(gain most of the cash by shooting pirates, getting bounties and building stuff)

i think the only thing that does get to me (but i avoid it) is when doing a sector defense or station protection and there so happens to be an NPC M7M or M8 on the other side of the map lobbing obbber missiles..which then end the battle quickly..other than that no gripes..
just flying and killing stuff
An object in motion, stays in motion unless acted on by an outside force.
Sir Isaac Newton, The meanest person in space.

logan86
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Post by logan86 » Thu, 22. Aug 13, 00:54

Hey guys

I have recently made an X inspired piece of music, and I was wondering if you wanted to check it out, and if you like it you are more than welcome to use it in your mod. All I would ask is that you credit me somewhere if you do use it.

http://soundcloud.com/user9603240/ali-p ... chine-core

I hope you like it and thanks for listening :)
amtct wrote:If I hit a person once or twice is called instant death

Reido
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Post by Reido » Fri, 23. Aug 13, 00:19

Hello Paul,

You're probably not looking for feedback on CTD's in TC any more, but I thought I'd chime in anyway just to add another data point.

In one installation I did have CTD's with MDmk2 installed even after copying the new setup.plugin.gz.missile.def.mk2.xml so made another completely fresh install to try out the Adv. Universe but installed Smart Turrets instead. All was fine for a while (a few game days in, in a quiet back water in the SE corner of the map), but the crashes started again as I started to venture north to sectors around Xenon Sector 598, so now I'm moving on to XRM-AP as I can't go back to vanilla again since it's soooooo boring :D


Reido

dwb1
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Post by dwb1 » Fri, 23. Aug 13, 01:59

how can I turn off the engine effect in front when I use seta ?

paulwheeler
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Post by paulwheeler » Fri, 23. Aug 13, 02:33

dwb1 wrote:how can I turn off the engine effect in front when I use seta ?
It's a bug in x3 - there is no fix.

paulwheeler
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Post by paulwheeler » Fri, 23. Aug 13, 02:34

Reido wrote:Hello Paul,

You're probably not looking for feedback on CTD's in TC any more, but I thought I'd chime in anyway just to add another data point.

In one installation I did have CTD's with MDmk2 installed even after copying the new setup.plugin.gz.missile.def.mk2.xml so made another completely fresh install to try out the Adv. Universe but installed Smart Turrets instead. All was fine for a while (a few game days in, in a quiet back water in the SE corner of the map), but the crashes started again as I started to venture north to sectors around Xenon Sector 598, so now I'm moving on to XRM-AP as I can't go back to vanilla again since it's soooooo boring :D


Reido
Ive not had any CTD reports for TC for a long time, so i doubt it was the old mdmk2 conflict that was causing your crashes. Most likely another script all together.

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