[MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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hargn
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Post by hargn » Sat, 8. Sep 18, 13:01

Hi,

Yet another issue with LxXRM I want to report here (even I get no answer to my questions :S)

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?

Cormyr
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Post by Cormyr » Sat, 8. Sep 18, 19:36

I didn't play LU that much but as far as I remember, the ships of the Omnicron Virus were pretty powerful. Are they rebalanced to better work in conjunction with most of the ships introduced by XRM?

arbarbonif
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Post by arbarbonif » Mon, 10. Sep 18, 18:50

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...

arbarbonif
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Post by arbarbonif » Mon, 10. Sep 18, 18:55

Greyfoot wrote:Any chance to setting the jumpdrive`s size to at least L or M? A bit tedious not having it on M3 class ships. :(
That is a classic XRM thing. The salvage command suite gives "buddy jump" which lets you jump non-jump capable ships that are next to a ship with a jump drive and e-cells.

SirNukes
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Post by SirNukes » Mon, 10. Sep 18, 19:16

arbarbonif wrote:The M6 Unknown Object can't actually fire its weapons under player control.
Aren't the lasers on that ship all turret mounted?

arbarbonif
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Post by arbarbonif » Tue, 11. Sep 18, 16:41

SirNukes wrote:
arbarbonif wrote:The M6 Unknown Object can't actually fire its weapons under player control.
Aren't the lasers on that ship all turret mounted?
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...

Yep, I was exactly that dumb. Good to know.

dispostableatheist
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Post by dispostableatheist » Wed, 12. Sep 18, 03:23

Any ship and station mods that work with this mod? Can never have enough ships and stations :P.

Btw. which HQ has the biggest storage??

What's the travel drive supposed to do? I enable it and it says something about coonventional turbo yada yada, and then nothing.

Ed86
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Post by Ed86 » Thu, 13. Sep 18, 11:42

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

dispostableatheist
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Post by dispostableatheist » Fri, 14. Sep 18, 14:20

Any way to make Travel Drive AND Jumpdrive work together, it's either or.

Also why are TandiTech TS just sitting around doing nothing andletting me kill them?

Ed86
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Post by Ed86 » Wed, 26. Sep 18, 11:02

also EST UT seems somewhat broken, it sometimes sells EC and then slow boats through universe without using JD

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xxx_L.E.O.P.A.R.D_xxx
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by xxx_L.E.O.P.A.R.D_xxx » Thu, 4. Oct 18, 01:07

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!

ZombiePotatoSalad
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by ZombiePotatoSalad » Thu, 11. Oct 18, 00:16

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.

Connstar
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Connstar » Sun, 14. Oct 18, 00:24

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.

captainradish
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Re:

Post by captainradish » Sat, 20. Oct 18, 05:54

SirNukes wrote:
Thu, 30. Aug 18, 02:39
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?
I 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.
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.

Ed86
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Ed86 » Tue, 6. Nov 18, 17:45

ive made missile rebalance, i guess ill leave link to topic here viewtopic.php?f=94&t=401620

stonedsub
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by stonedsub » Wed, 14. Nov 18, 18:36

is the link for LxXRM10.zip is dead ? can't download it ... :((

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PromX
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by PromX » Thu, 15. Nov 18, 17:07

Download works fine for me.

stonedsub
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by stonedsub » Fri, 16. Nov 18, 00:49

yes it's working now will give this a try !

How LxXRM run on a savegame of at least 15 or 20 days ?

t-master
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by t-master » Sun, 18. Nov 18, 17:25

Is there any way to reduce the amount of missiles used by npcs? Especially the xenon's swarm missiles?

sepa
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by sepa » Wed, 5. Dec 18, 00:13

Hey,

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.

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