[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

Post Reply
Cascinova
Posts: 239
Joined: Mon, 27. Dec 10, 18:15
x3tc

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Cascinova » Thu, 13. Dec 18, 07:22

Having the same issue, can't download the files from onedrive.


Cascinova
Posts: 239
Joined: Mon, 27. Dec 10, 18:15
x3tc

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Cascinova » Thu, 13. Dec 18, 19:23

@BlackArchon, wow, thank you very much!

kyoo
Posts: 350
Joined: Wed, 26. Jul 06, 10:54
x4

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by kyoo » Tue, 18. Dec 18, 21:29

How do you manage to trade well in this mod? With all of the pirate swarms and khaak/xenon I don't really get how anything that can't outrun or kill them is supposed to survive. By the time you can afford to invest in an escort fleet big enough to protect a TS trading is kind of small potatoes too. Is it intended as more of a pure combat mod?


BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BlackArchon » Thu, 20. Dec 18, 21:54

I use this enhancement for my MK3 traders in XRM: viewtopic.php?t=314455
Now MK3 traders have a way better chance of survival against unfriendly ships. They still get destroyed from time to time, but they will earn you enough so that they are worth it.
However, bounties from combat are a faster way to earn credits in XRM.

User avatar
bubbabenali
Posts: 122
Joined: Tue, 14. Jan 14, 07:30
x4

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by bubbabenali » Wed, 2. Jan 19, 19:14

So, what am I supposed to do if a random Privateer attacks me out of nowhere in a Core Sector?
If I shoot back suddenly the lokal law enforcement turns against me. Talking to the NPC is not possible too...
I have no problem with a whole faction being an enemy, but random NPCs attacking out of the blue with no option to defend myself or talk myself out of it seems like a major oversight.

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BlackArchon » Wed, 2. Jan 19, 20:08

Yeah, that is a bit of a problem. While these Privateers are quite rare (should be about one privateer per race), you can't destroy them without problems if the sector owner isn't at war with the privateer's race. My way of dealing with them is mostly to ignore these ships when they are in a sector where I can't blow them up easily. Since the privateers regularly fly to other sectors, you will have your chance sooner or later.

SirNukes
Posts: 546
Joined: Sat, 31. Mar 07, 23:44
x4

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by SirNukes » Wed, 2. Jan 19, 23:21

They are indeed very immersion breaking, exposing flaws in the faction logic. The easiest solution is just to mod them out of XRM. Second might be to flip them over the pirate factions.
BlackArchon wrote:
Wed, 2. Jan 19, 20:08
these Privateers are quite rare (should be about one privateer per race),
They aren't at all rare in my experience. Up to 126 of them can be flying around, minus any destroyed and on respawn timers.

User avatar
bubbabenali
Posts: 122
Joined: Tue, 14. Jan 14, 07:30
x4

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by bubbabenali » Thu, 3. Jan 19, 01:19

BlackArchon wrote:
Wed, 2. Jan 19, 20:08
Yeah, that is a bit of a problem. While these Privateers are quite rare (should be about one privateer per race), you can't destroy them without problems if the sector owner isn't at war with the privateer's race. My way of dealing with them is mostly to ignore these ships when they are in a sector where I can't blow them up easily. Since the privateers regularly fly to other sectors, you will have your chance sooner or later.
Oh boy, what now?
Not only random Privateers, random Freighters too! In the middle of a 100% friendly to me Sector where I also have a Police licence they turn their backturret against me and try to kill me on sight. Security "Can't help me right now" and when I dare to shoot back, I am suddenly the Enemy of the Galaxy (what a joy for every ship with turrets).
Thanks to the trading between all factions everywhere I have now officially no where to go.

alphalvr
Posts: 1540
Joined: Sun, 13. Nov 05, 18:19
x3ap

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by alphalvr » Thu, 3. Jan 19, 07:30

Oh this seems to be the issue I am talking about (I just posted in the CODEA page) where privateers (and rescue ships) are playing havoc with my newly set up CODEA ships.

In fact it has brought my gameplay to a halt atm, I cant go more than a few minutes without my CODEA TM's causing massive military escalations against me because some random ship called privateer or rescue took a pot shot at me.

maybe a mod could move my post, it was obviously in the wrong place. my bad.

These ships are not rare, they are everywhere.

So how does one go about minimising the trouble these ships are causing me. I have wasted hours thinking I had messed up my friend/foe settings somehow :D

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BlackArchon » Thu, 3. Jan 19, 10:59

Are you sure that another mod you are using isn't influencing the privateer jobs from XRM? In all of my XRM games the privateers were so few that they didn't annoy me at all.
As a last resort, you could also disable all of the privateer jobs in types\Jobs.txt.

Taylor2008
Posts: 295
Joined: Fri, 20. Mar 09, 16:38
x4

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Taylor2008 » Thu, 3. Jan 19, 11:02

I am playing a lot XRM in the last 3 weeks and I NEVER EVER run into this "Feature". :)
Think I have to be happy?!

User avatar
bubbabenali
Posts: 122
Joined: Tue, 14. Jan 14, 07:30
x4

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by bubbabenali » Thu, 3. Jan 19, 12:37

BlackArchon wrote:
Thu, 3. Jan 19, 10:59
Are you sure that another mod you are using isn't influencing the privateer jobs from XRM? In all of my XRM games the privateers were so few that they didn't annoy me at all.
As a last resort, you could also disable all of the privateer jobs in types\Jobs.txt.
I made a new vanilla installation.
XRM is the only mod I use there.

It seems I have a bad relationship with Terran and Argon - even when I never actually was in their Sectors until now.
So maybe it's all the Terran/ Argon Factions and Privateer that attack me.
That would be ok in my opinion... What is not ok is that I am not allowed to defend myself while they attack me in a Sector of a faction friendly to me and even hostile to the Terrans/ Argons.

SirNukes
Posts: 546
Joined: Sat, 31. Mar 07, 23:44
x4

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by SirNukes » Thu, 3. Jan 19, 19:08

Taylor2008 wrote:
Thu, 3. Jan 19, 11:02
I am playing a lot XRM in the last 3 weeks and I NEVER EVER run into this "Feature". :)
Think I have to be happy?!
Privateers are main race ships that attack anyone on bad relations with their race, wandering the galaxy to do so. If you are friendly with the main races, they are largely background flavor. It is when you want to roleplay with a bad reputation or two (or more) that they become a problem.

alphalvr
Posts: 1540
Joined: Sun, 13. Nov 05, 18:19
x3ap

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by alphalvr » Fri, 4. Jan 19, 09:12

Yes I guess that is my problem, I am not friendly to boron or paranid, I will learn to work around it.

By the way I am using the LxXRM so it might not help matters.

Any idea why I have similar issues with ships named such as 'boron rescue ship,' that is the most annoying, silly m4 or m5 taking pot shots at my Zepherus with 4 blastclaws on board, and then having military response just defending themselves.

Not moaning, just wondering how other people deal with it.

Befriending the races seem the only option atm.

Taylor2008
Posts: 295
Joined: Fri, 20. Mar 09, 16:38
x4

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Taylor2008 » Fri, 4. Jan 19, 10:06

These ships are like kids ; see if you have trouble with the older people of some "clan" ,
their kids will try to offend you when they see you even they migh loose a physican skirmish,
they and you know , the older brothers will come and revenge them. :D

User avatar
bubbabenali
Posts: 122
Joined: Tue, 14. Jan 14, 07:30
x4

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by bubbabenali » Fri, 4. Jan 19, 12:21

alphalvr wrote:
Fri, 4. Jan 19, 09:12
Not moaning, just wondering how other people deal with it.

Befriending the races seem the only option atm.
I cheated myself into the hearts of the Argon and Terran factions... seems to work at the moment, but oh boy do I need to apologize to a bunch of freighters I've never seen in the game before...

alphalvr
Posts: 1540
Joined: Sun, 13. Nov 05, 18:19
x3ap

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by alphalvr » Sat, 5. Jan 19, 21:01

Ok so I was actually starting to get frustrated with these Privateers and also other random ships from the Boron with names like 'Rescue' making it almost impossible for me to leave my carriers (er TM,s) to do their own devices without turning the entire Police and Military in the system against me, even border sectors are out of bounds. One small ship can cause trouble which escalates rapidly with even extra ships jumping in to help.(or at least that's how it looked)

The good news though (short of just befriending the Boron) is I noticed if i leave those ships in Split sectors the problem goes away. The Split don't seem to care if I retaliate so just as long as I make sure my TM's are in Split sectors the game has gone back to being fun.....and it also seems to make sense and I in fact like the feature. I'm sure I knew all this back when I used to play but had forgotten who likes who etc.

I have always liked to have at least 1 or even 2 factions against me which stems from the base game just being so easy with little threat.

Now I can create a few more TM,s and leave them to launch attacks against pirates without me needing to micro manage everything, I am really loving these mods and now I can start thinking about doing the campaigns finally which I had never bothered with in the past. I have been putting them off because I seem to remember they are harder if your fight rank is high, or maybe it was depending which ship you are in when you start the mission. Regardless I am hoping to get into some epic fights.

Big thanks to Egosoft and the modders who have made this game still enjoyable after all these years. It is really quite something to still be enjoying this title when I also have Elite, Star citizen and Eve online installed. (not forgetting X4 of course :D )

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BlackArchon » Sun, 6. Jan 19, 08:46

I also like coming back to XRM about once a year, trying out ships I haven't used before, or creating war scenarios using the "Hot war" feature from the script Improved Races. It doesn't get boring this way. :)

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”