[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.

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paulwheeler
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Post by paulwheeler » Mon, 6. Feb 12, 00:55

Nemesis_87 wrote:Ok, seems all LOWP decie to move a few k when activating them :/

Some might say itsn ot a big deal, but when ya making a gate blocker and then when activated they either go out of range or block the bloody thing can be annoying, Didnt happen in XRM TC so might be a bug in AP
Wrong thread maybe?

I think you want the xrm thread - this is SRM.

paulwheeler
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Post by paulwheeler » Mon, 6. Feb 12, 00:57

USC Pilot wrote:
paulwheeler wrote:Regarding the start up issue - I have noticed in the past, some scripts can cause the empty ship issue if they have particularly complicated setup scripts and don't put enough wait commands in. While they are doing their thing, the game start script sometimes times out.

This can be solved by extracting the Start.xml director script from the vanilla cat/dats (not sure what number has the latest version in TC) and adding a delay in.

If using the Lucky Heir mod you can alter the start.xml file in that.

Find this entry near the top:

<do_when value="{player.age}"

and change the minimum time like this:

min="200">
I've tried it. But it came to the same thing.
Are still the ships at the start without weaponry, shields and equipment.
The Terrans are still hostile to me and want to destroy me. :( :cry:


It is also strange that the engine effects were not seen more than I had previously installed it again and have started a new game. :gruebel:



mfg
USC Pilot
Well i don't know what else to suggest.

As I said - its not the SRM causing your issues with game starts.

Hostility depends on the gamestart you choose.

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USC Pilot
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Post by USC Pilot » Wed, 15. Feb 12, 15:09

I've found the problem. :D

The script ScoutspezialsoftwareMk1 caused the game start problem. No idea why or how but it seems to be the only cause of the problem.

All other Mod's and scripts run without problems with SRM. :)



mfg
USC Pilot

-XeNoN-
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Post by -XeNoN- » Wed, 21. Mar 12, 21:19

Hi i have a question and can you please answer =).

Im using XTRa Ship/Station pack 1.94,and i already have M2 ships bla bla bla.
My question is how should i install this package and what is the best solution =)?

paulwheeler
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Post by paulwheeler » Wed, 21. Mar 12, 22:19

NighTragE wrote:Hi i have a question and can you please answer =).

Im using XTRa Ship/Station pack 1.94,and i already have M2 ships bla bla bla.
My question is how should i install this package and what is the best solution =)?
This mod is not compatible with the Xtra Mod. Most of the Xtra ships are included in the SRM, but you must remove Xtra first.

Although you can go from a vanilla save to the SRM without a restart, i doubt you can go from an Xtra save straight to the SRM as the tships/TFactories/TDocks entries won't corrispond so you'll probably have to restart your game.

The full installation instructions are in the main post.

CuriosityKillsTheMADCat
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Post by CuriosityKillsTheMADCat » Mon, 14. May 12, 15:39

Hello!

I just had the opportunity to buy a Nexus (M6) at the Argon shipyard at Home of Light for approx. -24,5 MCr - which means that i got it for free. It that a bug or a feature ( :) )?

MFG

CKTMC

PS: X3TC 3.2 + some mods + many, many scripts
Fähiger Pilot wie DU sein...
"When ships to sail the void between the stars have been invented, there will also be men who come forward to sail those ships."
Johannes Kepler, Somnium, 1634 A.D.

paulwheeler
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Post by paulwheeler » Mon, 14. May 12, 21:36

I assume you bought it from a mission rather than in the normal way from the shipyard?

There is a bug in vanilla missions that occasionally causes the price to wrap around into negative numbers.

If its for sale for negative credits from the shipyard itself, then this couldn't only be caused by a tships conflict - and a very messed up tships at that.

CuriosityKillsTheMADCat
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Post by CuriosityKillsTheMADCat » Mon, 14. May 12, 23:20

Yes, it was from a mission (ship sale). This "bug" has just become one of my favorite ES bugs :) .

Thanx for clearing that.

MFG

CKTMC
Fähiger Pilot wie DU sein...
"When ships to sail the void between the stars have been invented, there will also be men who come forward to sail those ships."
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Dunamis
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Post by Dunamis » Sat, 16. Jun 12, 18:33

Hey buddy, quick question: do any of the stations here let me add equipment to my ships like boost extension or cargo hold extensions if i build them?

paulwheeler
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Post by paulwheeler » Tue, 19. Jun 12, 12:34

Dunamis wrote:Hey buddy, quick question: do any of the stations here let me add equipment to my ships like boost extension or cargo hold extensions if i build them?
If you also install the "player workshops" script (available from the library), then any HQ, ED or Trading Station - or even capital ships - will enable this.

Koramauf
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Post by Koramauf » Tue, 31. Jul 12, 07:38

Well... not many people have probably noticed because most people probably don't use it, but the Heavy Hydra in Albion Prelude with SRM 1.10b is broken.

1. it places you inside/behind the front turrets.

2. Only 2 of the front guns fire, and none of the turrets.

I've uninstalled all other mods just to be sure, SRM is what breaks the H Hydra.

parkel
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Post by parkel » Sun, 9. Sep 12, 17:34

I have this strange problem with the SRM Weapon Dealers spawning places.

I have these mods installed:
-Reduced Enemy Missiles
-Stock Exchange
-Universal Banking
-Galaxy Explorer
-Numeric Ranks
-Improved Races v2.0
-XaiCorp Fighter Drones
-SRM: Continued
-SRM Shipyard Pack (not activated)
-SRM Trail Pack
-SRM Weapon Dealers
-A HUD Mod. The name I forgot. :/

I tried these mods out in the custom game just to be sure that they didn't conflict. That they didn't. The weapon dealers were spawning and moving around normally in the custom game.

When I next started a new game, after about 13 hours in, I noticed that I haven't seen any of the weapon dealers at all.

Then when I got to Nathan's Voyage, and with my Galaxy Explorer exploring an unknown sector, this is what I see:

http://i49.tinypic.com/w1s0p4.jpg

and

http://i45.tinypic.com/zj9sb7.jpg

Is there a way to actually make them work normally again? I don't wish to start a new game, however.

I actually wanted to try destroying them with Cycrow's Cheat Script, but didn't for fear that they wouldn't spawn again.

Appreciate the help.

EDIT:
I'm running X3TC 3.2

Edit: removed img-tags. Please note forum rules: Images posted should not exceed 640 x 480 and 100kb in size. X2-Illuminatus

flopsies
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Post by flopsies » Thu, 27. Sep 12, 05:58

Since I don't want to click through 403 pages, is there a page with all the ships?

paulwheeler
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Post by paulwheeler » Thu, 27. Sep 12, 09:32

Koramauf wrote:Well... not many people have probably noticed because most people probably don't use it, but the Heavy Hydra in Albion Prelude with SRM 1.10b is broken.

1. it places you inside/behind the front turrets.

2. Only 2 of the front guns fire, and none of the turrets.

I've uninstalled all other mods just to be sure, SRM is what breaks the H Hydra.
That'll be because the SRM is not compatible with Albion Prelude.

Please use the XRM if you want to play Albion Prelude.

paulwheeler
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Post by paulwheeler » Thu, 27. Sep 12, 09:38

parkel wrote:I have this strange problem with the SRM Weapon Dealers spawning places.

I have these mods installed:
-Reduced Enemy Missiles
-Stock Exchange
-Universal Banking
-Galaxy Explorer
-Numeric Ranks
-Improved Races v2.0
-XaiCorp Fighter Drones
-SRM: Continued
-SRM Shipyard Pack (not activated)
-SRM Trail Pack
-SRM Weapon Dealers
-A HUD Mod. The name I forgot. :/

I tried these mods out in the custom game just to be sure that they didn't conflict. That they didn't. The weapon dealers were spawning and moving around normally in the custom game.

When I next started a new game, after about 13 hours in, I noticed that I haven't seen any of the weapon dealers at all.

Then when I got to Nathan's Voyage, and with my Galaxy Explorer exploring an unknown sector, this is what I see:

Is there a way to actually make them work normally again? I don't wish to start a new game, however.

I actually wanted to try destroying them with Cycrow's Cheat Script, but didn't for fear that they wouldn't spawn again.

Appreciate the help.

EDIT:
I'm running X3TC 3.2
That is very strange - I have never seen anything like this or had any reports of problems with the Weapons Dealer spawning script in a very long time.

The thing is, the SRM WD script has routines in it to stop them spawning in the same sector.

My guess is that it is another script which is spawning them by mistake.

The only script in your list that creates stations as far as I'm aware is IR2.0, but I've no idea if its that at fault.

Whatever it is, I'm pretty sure the SRM is not causing it - of course having all these extra dealers will stop the SRM scripts from doing their thing as they have strict limits on numbers.

paulwheeler
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Post by paulwheeler » Thu, 27. Sep 12, 09:39

flopsies wrote:Since I don't want to click through 403 pages, is there a page with all the ships?
There is a link to stats on the first page.

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jack775544
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Post by jack775544 » Thu, 27. Sep 12, 09:41

I remember IR 2.0 had a problem a while ago creating lots of docks in a sector. Not sure if Jack08 fixed it though.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.

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Jack08
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Post by Jack08 » Thu, 27. Sep 12, 11:11

The fix relys on the weapon dealer stations being class "ST", if they are not class "ST" in SRM then IR will spawn them. Otherwise yes, that was fixed but i cant remember what revision i fixed it in (i forgot to add patch notes for that change)

But on the problem of IR spawning a hundred docks was fixed in 1.07a

@parkel, make sure your running the latest version of IR2.0.
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flopsies
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Post by flopsies » Fri, 28. Sep 12, 01:22

paulwheeler wrote:
flopsies wrote:Since I don't want to click through 403 pages, is there a page with all the ships?
There is a link to stats on the first page.
I meant to to pictures

Dhamon
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Post by Dhamon » Mon, 19. Nov 12, 22:58

I have a problem with this mod along CMOD4... M5 fighters have ware class S but every weapon is at least of M class: as a result is impossible to equipe weapons on any M5

EDIT: I opened TLasers.pck in the 15.cat (SRM mod) and I found that all M5 lasers have S size, but it isn't so in the game. I've run X3 Editor, but this doesn't seem to update the correct ware size.
Any hint?

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