[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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paulwheeler
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Post by paulwheeler » Tue, 22. Nov 11, 22:19

deca.death wrote:
mrowka wrote:Beams do track but only if you got some fast firing weapon in the first slot of the same turret.

O'Rly...? :pirat: :)
Now that's good to know
Beams do not track. The turret tracks, but once it fires the actual beam remains stationary.

Also, tracking speed is set by the slowest weapon in any slot in the turret.

paulwheeler
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Post by paulwheeler » Tue, 22. Nov 11, 22:24

KRM398 wrote:Been having some fun ,saw the response about the Khaak TM being good enough as is, ok if its got to be that way I guess. i was just thinking that the average TM has two turrets, with 2 guns in each front and rear. They also use some missiles, as this one does, and carry 4 fighters.

Its true the Khaak TM carries 12, but everyone thinks the same thing with carriers no matter the size...they only count what it can do FULL never what it will do empty or half full, I'm sure you understand. If i cap one, then its most likely empty, needing hull repairs and a severe tuneup, that's a huge problem for the owner until he gets some fighters for it.Its less safe than a freighter as is, that's all i was saying.

Also noticed a few things that are definitely different from any other Ego game:

1) loot drops a lot more often, making salvage one of the easiest jobs in game..lol

2) while there is lots of loot, its all the same, in hundreds of drops 95% are missiles, a few are illegal, and there are a few ores and ecells. No weapons at all, no shields at all, seems the loot drops are very specialized.

3) enemy ships love their swarm missiles, even more than before, a ship without missile defense is a dead ship, even a turret set for missile defense on my M6 cant get them all.

4) saw some more new ships, mostly in missions like the new Khaak 'advanced' ships very nice, thanks to the person who made those, my favorite so far is the Advanced Corvette, nice new design, and very deadly. Also had to kill a Khaak bomber, looked like a sphere inside a frame, very different design, took some imagination to come up with that one..lol

Since the reload and restart lots of heavy pauses, no CTD yet, so happy the way things are going soi far.
1 and 2 - thats because in the XRM ships actually carry missiles. The rest of the loot is dropped at the same rate.

FYI - the loot dropping is hard coded and can't be changed as far as I'm aware.

3 - Good!

4 - Cadius made most of the new Kha'ak. I retextured them (did the vanilla khaak too). That Kha'ak bomber in the sphere shape is an unused vanilla model.

paulwheeler
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Post by paulwheeler » Tue, 22. Nov 11, 23:16

The new ATF Bragi - courtesy of Expnobody.

http://forum.egosoft.com/viewtopic.php? ... 94#3732994

garrry34
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Post by garrry34 » Wed, 23. Nov 11, 00:07

awesome paul, seperate wee question, paul with regards to swarm missiles is there anyway they could launch as a single missile then split as they get closer to the target? ie say you lauch 8 of them they get within say 4km and split into 8 fragments each...
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paulwheeler
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Post by paulwheeler » Wed, 23. Nov 11, 00:14

I'm afraid not.

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Post by garrry34 » Wed, 23. Nov 11, 00:16

lol kind of new the answer before I posted, just wanted to be wrong...
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paulwheeler
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Post by paulwheeler » Wed, 23. Nov 11, 00:22

Yeah I know. There is a multi-warhead flag in tmissiles, which I imagine was intended to do something like that, but alas it does nothing.

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joelR
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Post by joelR » Wed, 23. Nov 11, 01:11

paulwheeler wrote:I'm afraid not.
Isnt that a punchline for a joke?

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Litcube
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Post by Litcube » Wed, 23. Nov 11, 03:36

paulwheeler wrote:
FYI - the loot dropping is hard coded and can't be changed as far as I'm aware.
I've been using a small package I wrote about a year ago that drops loot based on the ship's actual equipment.

The frequency of the loot increases based on your fighter rank. At around mid rank, the drops are about 1%, but it's an exponential scale after that. At Extreme, I think it's about 80%.

The script goes through each ware on the dying ship and makes flying wares if the random percent roll passes.

HotSake
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Post by HotSake » Wed, 23. Nov 11, 04:20

joelR wrote:
paulwheeler wrote:I'm afraid not.
Isnt that a punchline for a joke?
These two strings walk up to a bar. The first string walks in and orders and the bartender throws him out and yells "I don't serve strings in this bar. The other string ruffs himself up on the street and curls up and orders. The bartender shouts, "Hey, didn't you hear what I told your buddy?"
The string says "Yeah."
The bartender says, "aren't you a string?"

...

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joelR
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Post by joelR » Wed, 23. Nov 11, 04:53

HotSake wrote:
joelR wrote:
paulwheeler wrote:I'm afraid not.
Isnt that a punchline for a joke?
These two strings walk up to a bar. The first string walks in and orders and the bartender throws him out and yells "I don't serve strings in this bar. The other string ruffs himself up on the street and curls up and orders. The bartender shouts, "Hey, didn't you hear what I told your buddy?"
The string says "Yeah."
The bartender says, "aren't you a string?"

...
lol

yarrick5
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Post by yarrick5 » Wed, 23. Nov 11, 09:10

Im a frayed knot. Bada tsssss

@ krm398 i generally dislike khaak ships, or anything Not human :) but i thought it cool that it didnt have turrets, As its unique, and fair, and in charachter. I have always seen the race As Fighter oriented, and the tm is in Charakter. And theres enough 2 turret tms, almost totally similar.

Paul, might i Be so bold As to ask u to consider a light, anti Missile and light Fighter beam? I mean, the khaak are Missile and light Fighter Proof, and if other races have a heavy beam, a Lighter beam would Be nice someday.

And finally, i was thinking possibly a price Change for the ghoul is in Order, Not sure about the Flails and other m7m light missiles. Seeing how its not a swarm anymore, relatively Löw Yield, but like 20,000 ish. Ive got a bunch of factories, so for me its irrelevant, but for earlier in Game its unaffordable compared to damage.

Firewrath
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Post by Firewrath » Wed, 23. Nov 11, 09:25

Ok, ive got some trouble with patching.
i finally had time to start up X3TC tonight and i figured id update to 1.13 since i didnt have That long, ...so i renamed the patch script to 'setup.<scriptname>' and ...nothing. it wont run, it wont show up on the script list in the editor, if i rename it to 'setup.patch.xml' it Still doesnt show up or run. I Can run it normally with the original name using the script editor though, so to me it was mostly a puzzle of why it didnt run after i renamed it. ^-^
Anyways, idk Why but yeah, spent the whole 30-45min i had just trying to get this to work or figure it out. Renaming the 1.11 to 1.12 patch worked just fine. So right now im between just staying with 1.12 or starting a new game,... (Yes, i really mind the script editor That much, im picky, :P)


And Yes, Paul, i know this isnt how im supposed to update my game, :P
but i actually had an idea for patching the game that Should work if youd implement it? (Please? ^-^)
and it wouldnt take much more editing then what you spend on the popup message saying "XRM 1.XX is now installed."

Under that, if youd add the question: "Are you updating a save from 1.XX to 1.XX?" with a 'Yes' and 'No' button. 'Yes' pointing to 'START call script 'temp.xrm.patch.1.XX.to.1.XX' '
(Not Exact code there as i cant remember it off the top of my head and im currently on dialup with none of the MSCI references to look at)
and 'No' pointing to 'end' or 'return' or whatever,

Then with every new release, all youd have to do is change the numbers in the 'start' line to match the new patch numbers, ...which is pretty much what you do with the message box saying what version is installed anyways. ^-^
(updating from older saves would still use the script editor, but since thats more of a process anyways, im good with that.)





And about the Kha'ak TM. I lean towards the 'keep it unarmed' side of this, or just give it a very light rear turret for the odd missile shot at it.
(Though if you gave it a bottom/middle turret with a wide range of motion, that should work too, the underside is pretty open, so a turret on missile defense should have good coverage there)
To me it more or less defines the 'Transport' side of a TM, as someone in this thread said before, its a Transport Carrier (TC) rather then a TM, its actually a 'class' id Very Much like to see all the races have, ^-^

paulwheeler
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Post by paulwheeler » Wed, 23. Nov 11, 09:56

Firewrath wrote:Ok, ive got some trouble with patching.
i finally had time to start up X3TC tonight and i figured id update to 1.13 since i didnt have That long, ...so i renamed the patch script to 'setup.<scriptname>' and ...nothing. it wont run, it wont show up on the script list in the editor, if i rename it to 'setup.patch.xml' it Still doesnt show up or run. I Can run it normally with the original name using the script editor though, so to me it was mostly a puzzle of why it didnt run after i renamed it. ^-^
Anyways, idk Why but yeah, spent the whole 30-45min i had just trying to get this to work or figure it out. Renaming the 1.11 to 1.12 patch worked just fine. So right now im between just staying with 1.12 or starting a new game,... (Yes, i really mind the script editor That much, im picky, :P)


And Yes, Paul, i know this isnt how im supposed to update my game, :P
but i actually had an idea for patching the game that Should work if youd implement it? (Please? ^-^)
and it wouldnt take much more editing then what you spend on the popup message saying "XRM 1.XX is now installed."

Under that, if youd add the question: "Are you updating a save from 1.XX to 1.XX?" with a 'Yes' and 'No' button. 'Yes' pointing to 'START call script 'temp.xrm.patch.1.XX.to.1.XX' '
(Not Exact code there as i cant remember it off the top of my head and im currently on dialup with none of the MSCI references to look at)
and 'No' pointing to 'end' or 'return' or whatever,

Then with every new release, all youd have to do is change the numbers in the 'start' line to match the new patch numbers, ...which is pretty much what you do with the message box saying what version is installed anyways. ^-^
(updating from older saves would still use the script editor, but since thats more of a process anyways, im good with that.)





And about the Kha'ak TM. I lean towards the 'keep it unarmed' side of this, or just give it a very light rear turret for the odd missile shot at it.
(Though if you gave it a bottom/middle turret with a wide range of motion, that should work too, the underside is pretty open, so a turret on missile defense should have good coverage there)
To me it more or less defines the 'Transport' side of a TM, as someone in this thread said before, its a Transport Carrier (TC) rather then a TM, its actually a 'class' id Very Much like to see all the races have, ^-^
You can't rename the scripts in windows as there is a reference to the name in the script itself too and these must correspond. You have to rename them in the script editor or exscriptor.

I don't see why its such an issue just running the scripts manually with the script editor. It takes about thirty seconds to enable the script editor and another ten to run the file.

Thats forty seconds of your time against an hour or so of my time writing a script that asks which version you're upgrading from and then calls the appropriate patch.

paulwheeler
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Post by paulwheeler » Wed, 23. Nov 11, 10:03

yarrick5 wrote:
Paul, might i Be so bold As to ask u to consider a light, anti Missile and light Fighter beam? I mean, the khaak are Missile and light Fighter Proof, and if other races have a heavy beam, a Lighter beam would Be nice someday.
You mean like the Phased Array Laser Cannon?

Firewrath
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Post by Firewrath » Wed, 23. Nov 11, 10:13

paulwheeler wrote: You can't rename the scripts in windows as there is a reference to the name in the script itself too and these must correspond. You have to rename them in the script editor or exscriptor.
Huh. Did not know that, i could have swore thats how i did it the first time...
and when i try to load it in exscriptor it, it changes some of the missile names to '{?}' and wont save, sooo yeah. :P
(And yes its pointed at my XRM install,)
I'll look into that though, Thanks.
paulwheeler wrote: I don't see why its such an issue just running the scripts manually with the script editor. It takes about thirty seconds to enable the script editor and another ten to run the file.
cause i cant turn Off the script editor,
its just a GUI thing, it ...annoys me for some reason seeing it there, i dont honestly know why, =/

paulwheeler wrote: Thats forty seconds of your time against an hour or so of my time writing a script that asks which version you're upgrading from and then calls the appropriate patch.
Alright, understood. ^-^

paulwheeler
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Post by paulwheeler » Wed, 23. Nov 11, 10:27

Firewrath wrote: and when i try to load it in exscriptor it, it changes some of the missile names to '{?}' and wont save, sooo yeah. :P
(And yes its pointed at my XRM install,)
I'll look into that though,
Yeah - exscriptor doesn't pick up mods very well. It seems to be a bit hit and miss and picks some things up but not others. I won't pick up any added tfile entries for me, but altered vanilla ones seem to work.

yarrick5
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Post by yarrick5 » Wed, 23. Nov 11, 15:29

@ Paul

Like that, Yes, but Terrans don't have One.
In fact, Ive Found that Terrans have nothing Thats good As an anti Missile weapon in the Cap ships, or generally, fastest weapon ( other than Fusion beam) is the em repeater, and Thats Not so good at Missile d either. Ive totally accepted it, but if other races have some rapid Fire beams, the terrans could use One, especially without a Maß Driver or prg speed light Gun on escorts, at least, to shield caps from high Volume missile Fire.

paulwheeler
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Post by paulwheeler » Wed, 23. Nov 11, 15:38

Terran's have the best ships in the game by far. They need some negatives.

Besides the EMR has a faster bullet speed than the PRG and should be just as good at hitting missiles.

yarrick5
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Post by yarrick5 » Wed, 23. Nov 11, 16:29

Strange, thought PrG was faster, but im Not in my CPU atm. Atf have the Best ships, i agree, but not USC, necessarily, which is what i use. And id say price is a balancing factor there, id have almost 2x As Many ships if i was going argon. But ok, no light beams then..

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