[MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Hi,
Yet another issue with LxXRM I want to report here (even I get no answer to my questions )
It's with Resurrection, I believe : I do not have any texture for the galaxy box in Omicron Lyrare, Circle of Labour and Heretics End. I haven't visited the Sol System Sectors yet, so I hope that the background textures will be there.
Any LxXRM or Resurrection user did report this issue?
Yet another issue with LxXRM I want to report here (even I get no answer to my questions )
It's with Resurrection, I believe : I do not have any texture for the galaxy box in Omicron Lyrare, Circle of Labour and Heretics End. I haven't visited the Sol System Sectors yet, so I hope that the background textures will be there.
Any LxXRM or Resurrection user did report this issue?
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The M6 Unknown Object can't actually fire its weapons under player control. Neither "attack target" nor manually pulling the trigger make anything happen. I didn't try commanding attack when I'm not in the ship, but own it. I've got 8 laserbeam tower cannons installed, but no go.
I want to fly my ridiculously overpowered ship of doom...
I want to fly my ridiculously overpowered ship of doom...
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- Joined: Wed, 13. Sep 17, 01:11
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- Posts: 16
- Joined: Wed, 13. Sep 17, 01:11
I believe it is 8 front guns and 2 in a back turret. I'll have to check when I get home and see if I was that dumb...SirNukes wrote:Aren't the lasers on that ship all turret mounted?arbarbonif wrote:The M6 Unknown Object can't actually fire its weapons under player control.
Yep, I was exactly that dumb. Good to know.
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i think
Marine Repairs and Training needs fixing
if you choose to add more hull hitpoints to ships during install repair costs skyrocket
so
<t id="304">8</t> <!-- Repair cost per hull point. Default = 8. This is a different formula than shipyard; full repairs average 10-40% of new ship cost. -->
<t id="308">1400000</t> <!-- Hugeship Hull Definition. Number of hull points which define "Hugeship" for cost calculation. Default = 1,400,000. -->
for mid settings
304 should be reduced to 2 or 3
308 should be increased to at least 6m, probably better at 10m
that script should be tied to hitpoints install step
Marine Repairs and Training needs fixing
if you choose to add more hull hitpoints to ships during install repair costs skyrocket
so
<t id="304">8</t> <!-- Repair cost per hull point. Default = 8. This is a different formula than shipyard; full repairs average 10-40% of new ship cost. -->
<t id="308">1400000</t> <!-- Hugeship Hull Definition. Number of hull points which define "Hugeship" for cost calculation. Default = 1,400,000. -->
for mid settings
304 should be reduced to 2 or 3
308 should be increased to at least 6m, probably better at 10m
that script should be tied to hitpoints install step
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- Joined: Sun, 23. Jan 11, 13:28
- xxx_L.E.O.P.A.R.D_xxx
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Guys, hello everyone!
Are there modmakers here who will tell me one interesting feature?
How and by what formulas did the ships balance in XRM be calculated? These formulas are very, very necessary.
I am modding and adding a large number of ships. Therefore, it is very important for me to know all the calculation formulas for all ships.
I think that this is not a secret and good people will help me in my question.
Best regards, LEOPARD!
Are there modmakers here who will tell me one interesting feature?
How and by what formulas did the ships balance in XRM be calculated? These formulas are very, very necessary.
I am modding and adding a large number of ships. Therefore, it is very important for me to know all the calculation formulas for all ships.
I think that this is not a secret and good people will help me in my question.
Best regards, LEOPARD!
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- Joined: Tue, 2. Sep 14, 09:15
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
When I try to open the X3AP_PATH.bat, it instantly closes. What causes that?
The Teladi are known for creating a standardized currency, ship insurance, and insurance fraud.
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Hello There!
First of all, this is a beautiful pack! Thank you very much for spending the time to make this! It is quite similar to the setup I made during this year, but I see you added a few tweaks and patches for compability, so I'd really love to use your version. there's one small problem tho. I love IEX, and I am not sure how to add it into this here. You said in an earlier post on this thread that you don't like to play with IEX, so I understand why it isn't in there, but it still makes me kind of sad
EDIT: Based on the included mods, I am quite sure the compability packs by Mythrantar can get this to work with IEX
I will make a backup of my old install now, install LxXRM, IEX and then the patches on top of it. I will post later on, if I have new information.
First of all, this is a beautiful pack! Thank you very much for spending the time to make this! It is quite similar to the setup I made during this year, but I see you added a few tweaks and patches for compability, so I'd really love to use your version. there's one small problem tho. I love IEX, and I am not sure how to add it into this here. You said in an earlier post on this thread that you don't like to play with IEX, so I understand why it isn't in there, but it still makes me kind of sad
EDIT: Based on the included mods, I am quite sure the compability packs by Mythrantar can get this to work with IEX
I will make a backup of my old install now, install LxXRM, IEX and then the patches on top of it. I will post later on, if I have new information.
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Re:
SOME cockpits work fine by just dropping in the .cat as a fake patch. Argon cockpits seem to work fine, for example. I haven't gone through all of them, but Terran and Split don't seem to work.SirNukes wrote: ↑Thu, 30. Aug 18, 02:39I think XRM cockpits can be dropped in as normal. Tships already has the references, and the extra cat/dat just adds the cockpit resources. Background mods can be more problematic since they often edit the x3_universe file which sets up sectors, conflicting with other mods making sector changes; that would take more research into compatibilities with the mods in use.mati140 wrote:@michtoen What would it take to mod the cockpits back in? ...
EDIT: Also: does the XRM background mod work with this? What about IEX?
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
ive made missile rebalance, i guess ill leave link to topic here viewtopic.php?f=94&t=401620
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
is the link for LxXRM10.zip is dead ? can't download it ... (
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Download works fine for me.
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
yes it's working now will give this a try !
How LxXRM run on a savegame of at least 15 or 20 days ?
How LxXRM run on a savegame of at least 15 or 20 days ?
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Is there any way to reduce the amount of missiles used by npcs? Especially the xenon's swarm missiles?
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Hey,
Nice work with the mod!
One question - is it possible to revert to old UI?
Thanks!
Edit:
Nvm, found it
Nice work with the mod!
One question - is it possible to revert to old UI?
Thanks!
Edit:
Nvm, found it
Shit happens, ppl die. Usually when I'm around.