[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

adb0899
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Post by adb0899 » Sun, 22. Feb 15, 11:34

BlackArchon wrote:
adb0899 wrote:...
anyone know where i can buy an Argon Advanced Sat. Fac? can't find it
The ingame encyclopedia tells me it can be bought in Red Light, Aladna Hill and Albion Gamma.
hello, is this for tc, cause i'm using tc

BlackArchon
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Post by BlackArchon » Sun, 22. Feb 15, 11:45

This is for AP - why aren't you looking in the ingame encyclopedia for yourself?

adb0899
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Post by adb0899 » Sun, 22. Feb 15, 11:52

i have, but it seems like there is no play to buy it. in rogue it states 3 places but none of them actually sell it with this mod :{

Edit, i just cheated and placed and sat in every sector to find, then reloaded. thank you though

BlackArchon
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Post by BlackArchon » Sun, 22. Feb 15, 14:39

Ah yeah, I forgot - you only see the places where you can buy factories after you discovered the corresponding yards. :)

bci
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Joined: Sun, 2. Mar 08, 19:52

XRM 1.30 Voice missing after install ** Macintosh Install **

Post by bci » Sun, 22. Feb 15, 18:04

1. Used fresh App Store install
- Voice working here
- Version 3.2c Build 23
- Mac Pro, OSX 10.10.2
2. Followed instructions for installing XRM
3. Started X3TC
4. Started new game
5. Received communication that XRM 1.30 was installed
6. Communicated with flight trainer, no voice. Music and background fine

Re-downloaded XRM1, XRM2, XRM3 and tried twice more.

Download from store again, voice working again

Any ideas?
---kent-(-

paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
x3tc

Re: XRM 1.30 Voice missing after install ** Macintosh Install **

Post by paulwheeler » Sun, 22. Feb 15, 21:01

bci wrote:1. Used fresh App Store install
- Voice working here
- Version 3.2c Build 23
- Mac Pro, OSX 10.10.2
2. Followed instructions for installing XRM
3. Started X3TC
4. Started new game
5. Received communication that XRM 1.30 was installed
6. Communicated with flight trainer, no voice. Music and background fine

Re-downloaded XRM1, XRM2, XRM3 and tried twice more.

Download from store again, voice working again

Any ideas?
Most likely you have not installed the cat/dats correctly - post a screenshot of your installation folder and ill take a look.

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DrBullwinkle
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Post by DrBullwinkle » Sun, 22. Feb 15, 22:05

Wasn't there a special sound file made for unix-y operating systems?

adb0899
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Post by adb0899 » Mon, 23. Feb 15, 10:20

Does anyone know the purpose for an asteroid base? it looks cool but what's it for?

Communications facility?

is there a thread that shows the new stations?

feygan
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Joined: Fri, 26. Dec 03, 18:41
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Post by feygan » Mon, 23. Feb 15, 11:54

adb0899 wrote:Does anyone know the purpose for an asteroid base? it looks cool but what's it for?

Communications facility?

is there a thread that shows the new stations?
Functions pretty much as any other HQ, the only differences is that some have better repair/build rates and others have better research rates. So you can use them for anything you want really depending on your own asthetic choice.

KestrelM1
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Joined: Mon, 23. Feb 15, 15:48
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Post by KestrelM1 » Mon, 23. Feb 15, 16:09

Hello everyone,

I have come here to ask for a bit of advice with CODEA. I'm playing X3:TC with XRM and a number of other mods installed. Everything works swimmingly together. I wanted to thank everyone who worked on this and many other mods for seriously improving the X3 experience. I'm completely hooked.

I recently acquired an ATF Forseti (M7 "Mini"-Carrier) to begin my foray into the capital class, so I decided to install the CODEA scripts to make management of the fighter bay a little easier. It took a bit to get set up properly, but now I've got two Fenrir as a personal Escort and five Thors on Interceptor duty, as well as a Valkyrie Explorer on Recon.

For a little while I tried the Thors on Attack Fighter duty but they tended to get chewed up whenever they were sent out against anything heavier than an M6. So I have thought about buying a couple of the M3B Norns as a long-range bombardment option against enemy frigates or other capital class ships.

The issue I ran into is that while CODEA provides a "Missile Bombardment" command and automatic missile re-stocking and a whole bunch of other awesome features, it only recognizes M8 class ships as "Bombers," so as far as I can tell the M3B Norns aren't usable for that role. If I set them as Attack Fighters or Patrol they happily wade into close combat despite not being equipped to do so. I'd really rather they hung back with the carrier and lobbed missiles at a capital target of my choice. The CODEA "Bomber" role seems to fulfill all those requirements, but as previously mentioned I don't know if there's any way to assign an M3B as a "Bomber."

Sorry for rambling on, but ultimately my question is this: Is there any way to make CODEA recognize M3Bs as "Bombers," or some workaround that will let me order them to hang back and make long-range missile attacks? I'm fairly new to fleet/fighter management so I may be missing something. Thanks in advance for the help.

RayF
Posts: 456
Joined: Wed, 22. May 13, 12:30

Post by RayF » Mon, 23. Feb 15, 16:58

Guys,

whats the best way i can control multiple ships to join me/assist me/ depress shields during ops in enemy sectors?

i remember vanila wings were problematic. My lonley hyperion is not a match for the ungry m7s all around :)

Additional scripts are welcomed!

adb0899
Posts: 78
Joined: Tue, 4. Sep 12, 23:17
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Post by adb0899 » Tue, 24. Feb 15, 11:04

my [terran] small orbital weapons platform isn't shooting, and i can't dock it... does it even have weapons on it?

feygan
Posts: 147
Joined: Fri, 26. Dec 03, 18:41
x4

Post by feygan » Tue, 24. Feb 15, 11:20

KestrelM1 wrote:Hello everyone,

I have come here to ask for a bit of advice with CODEA. I'm playing X3:TC with XRM and a number of other mods installed. Everything works swimmingly together. I wanted to thank everyone who worked on this and many other mods for seriously improving the X3 experience. I'm completely hooked.

I recently acquired an ATF Forseti (M7 "Mini"-Carrier) to begin my foray into the capital class, so I decided to install the CODEA scripts to make management of the fighter bay a little easier. It took a bit to get set up properly, but now I've got two Fenrir as a personal Escort and five Thors on Interceptor duty, as well as a Valkyrie Explorer on Recon.

For a little while I tried the Thors on Attack Fighter duty but they tended to get chewed up whenever they were sent out against anything heavier than an M6. So I have thought about buying a couple of the M3B Norns as a long-range bombardment option against enemy frigates or other capital class ships.

The issue I ran into is that while CODEA provides a "Missile Bombardment" command and automatic missile re-stocking and a whole bunch of other awesome features, it only recognizes M8 class ships as "Bombers," so as far as I can tell the M3B Norns aren't usable for that role. If I set them as Attack Fighters or Patrol they happily wade into close combat despite not being equipped to do so. I'd really rather they hung back with the carrier and lobbed missiles at a capital target of my choice. The CODEA "Bomber" role seems to fulfill all those requirements, but as previously mentioned I don't know if there's any way to assign an M3B as a "Bomber."

Sorry for rambling on, but ultimately my question is this: Is there any way to make CODEA recognize M3Bs as "Bombers," or some workaround that will let me order them to hang back and make long-range missile attacks? I'm fairly new to fleet/fighter management so I may be missing something. Thanks in advance for the help.
Not possible unless you go in to the scripts for CODEA and start changing things there. M3B are something added by XRM and CODEA is a separate entity.

BlackArchon
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Joined: Wed, 4. Feb 04, 17:37
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Post by BlackArchon » Tue, 24. Feb 15, 20:13

adb0899 wrote:my [terran] small orbital weapons platform isn't shooting, and i can't dock it... does it even have weapons on it?
Have you assigned a hotkey to activate OWPs and used it?

goeffel
Posts: 9
Joined: Mon, 28. Jan 08, 14:21

Post by goeffel » Tue, 24. Feb 15, 20:28

when were are on hotkeys right now...

no i did not read the whole 1751 pages, but even google didn't helped me out.


where can i find the new hotkeys added due xrm?

in control i can't find something like the military network :(
there are several new entrys ( military transport, mefos, advanced jump, ware logistic...) but nothing new looking like from xrm (owp/network..)

what went wrong?

KestrelM1
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Joined: Mon, 23. Feb 15, 15:48
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Post by KestrelM1 » Tue, 24. Feb 15, 20:38

feygan wrote:Not possible unless you go in to the scripts for CODEA and start changing things there. M3B are something added by XRM and CODEA is a separate entity.
I figured that was the case. Thanks for the reply. I will try modding the script and hopefully not break everything :P

paulwheeler
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Post by paulwheeler » Wed, 25. Feb 15, 08:37

goeffel wrote:when were are on hotkeys right now...

no i did not read the whole 1751 pages, but even google didn't helped me out.


where can i find the new hotkeys added due xrm?

in control i can't find something like the military network :(
there are several new entrys ( military transport, mefos, advanced jump, ware logistic...) but nothing new looking like from xrm (owp/network..)

what went wrong?


That sounds as if you have not installed the scripts correctly. Copy the contents of "scripts_ap" or "scripts_tc" from part 2 to your "scripts" folder.

You will need to restart your game.

goeffel
Posts: 9
Joined: Mon, 28. Jan 08, 14:21

Post by goeffel » Wed, 25. Feb 15, 13:12

Oh no not again :/ just made it to an m6 now.
So copy them there again and after that run the plugin manager. and colse it again?
After that coping the scripts from mefos p2p military transport and the script libary shouldnt be a problem? And at last install the energie cell generator via plugin manager.

This order is right? Then i'll try this evening.

Thanks

paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler » Wed, 25. Feb 15, 14:48

It shouldn't matter what order you install scripts in.

KestrelM1
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Post by KestrelM1 » Wed, 25. Feb 15, 15:51

KestrelM1 wrote:I figured that was the case. Thanks for the reply. I will try modding the script and hopefully not break everything :P
Well hey, it worked! I modified CODEA's check to allow M3s with missile racks to be added to the Bomber role.

My four Norns flew out in perfect formation and obliterated a truly deserving Xenon J. The poor bastard barely knew what hit it.

I'd be happy to share the modified script if anyone is interested. I can't promise it's bug free, but it works as far as launching M3Bs on Bombardment missions and recovering them afterwards.

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