[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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UPDATE RELEASED v1.02
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---IMPORTANT---GAME RESTART REQUIRED---
Due to a bug that required a change to a fundamental game file, you will have to restart your game with this update. If you do not restart you will have factories and docks with incorrect wares.
However, I am extremely hopeful that this will not be required again.
Apologies from myself and the team (does two people count as a team?).
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COMPONENTS THAT REQUIRE UPDATING:
XRM PART 2
HULL PACKS
MARS DATA
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Please remember to overwrite existing files when copying scripts, director and t folders.
Please ignore the cosmetic error where the initial pop-up message on the start of a game still says XRM v1.00 installed. Its just a typo and it wont affect things in any way and I'll try and fix it tomorrow.
Changelog:
Fixed - various universe errors
Fixed - Pirate Elite main guns
Fixed - Keris not equiping with the right weapon - it now equips with the EMR.
Fixed - Research Station description ID mismatch
Fixed - Various jobs fixes
Fixed - Megalodon weapons loadout
Fixed - spawning of Khaak weapons
Fixed - game starts
Added - two new game starts
--------------------------------
---IMPORTANT---GAME RESTART REQUIRED---
Due to a bug that required a change to a fundamental game file, you will have to restart your game with this update. If you do not restart you will have factories and docks with incorrect wares.
However, I am extremely hopeful that this will not be required again.
Apologies from myself and the team (does two people count as a team?).
-------------------------------------------------
COMPONENTS THAT REQUIRE UPDATING:
XRM PART 2
HULL PACKS
MARS DATA
-------------------------------------------------
Please remember to overwrite existing files when copying scripts, director and t folders.
Please ignore the cosmetic error where the initial pop-up message on the start of a game still says XRM v1.00 installed. Its just a typo and it wont affect things in any way and I'll try and fix it tomorrow.
Changelog:
Fixed - various universe errors
Fixed - Pirate Elite main guns
Fixed - Keris not equiping with the right weapon - it now equips with the EMR.
Fixed - Research Station description ID mismatch
Fixed - Various jobs fixes
Fixed - Megalodon weapons loadout
Fixed - spawning of Khaak weapons
Fixed - game starts
Added - two new game starts
Last edited by paulwheeler on Mon, 18. Jul 11, 17:44, edited 6 times in total.
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A few hours!?!?paulwheeler wrote:Update is coming in a few hours.

*Starts pacing back in forth in anticipation*
Commended, I think a reward is due! The step is more of a leap and an awesome one!Esgaro wrote:XRM is really a good step forward, and the work you and Mizuchi have put into it deserves to be commended.
Take your time Paul, the more time you put into it the better quality the results! Always best to do the right job the first time than a fast job and come back to patch it later... (Microsoft)
EDIT: HAHA! You released while I was typing this!
It's not if we win or lose that matters, it's that we stood and faced it.
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Hello again woot thanks for the update! I'm planning to add FDN,MPM,SSDN and CODEA. Do I need to install their .cat/.dat files or would that mess up my game? Sorry complete noob here, the reason I ask is because I followed the instruction on how to Install Complex Cleaner/Bounce. I installed the .cat/.dat files to a lower number than XRM. But unfortunately that caused my game to mess up, argon shipyard everywhere etc... then joelR told me to just delete the .cat/.dat files of complex cleaner/bounce and from then on I didn't experience any anomalies... so should i install the .cat/.dat files of the mods or shouldn't I? that is the question...
And if by chance those mods doesn't have .dat/.cat files on them (because i haven't downloaded them yet) juts ignore my question hehe. Thanks for the awesome mod!
And if by chance those mods doesn't have .dat/.cat files on them (because i haven't downloaded them yet) juts ignore my question hehe. Thanks for the awesome mod!
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There's full instructions in the first few posts in this thread. Its only FDN, MPM and SSDN you need to worry about I think. Their cat/dats are required but MUST be a lower number than the XRM.clgseed wrote:Hello again woot thanks for the update! I'm planning to add FDN,MPM,SSDN and CODEA. Do I need to install their .cat/.dat files or would that mess up my game? Sorry complete noob here, the reason I ask is because I followed the instruction on how to Install Complex Cleaner/Bounce. I installed the .cat/.dat files to a lower number than XRM. But unfortunately that caused my game to mess up, argon shipyard everywhere etc... then joelR told me to just delete the .cat/.dat files of complex cleaner/bounce and from then on I didn't experience any anomalies... so should i install the .cat/.dat files of the mods or shouldn't I? that is the question...
And if by chance those mods doesn't have .dat/.cat files on them (because i haven't downloaded them yet) juts ignore my question hehe. Thanks for the awesome mod!
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Strange thing(s) noticed: I go my merry way towards earth and I spot a ship called Unknown Object. An UFO I guess, but then I notice it's an M6. It's using the alien ship model that once was an M3...
[ external image ]
But piloted by a Teladi, and the ship has a most unusual loadout:
[ external image ]
Bug in the jobs file or the most powerful easter egg ever?
Also, in The Moon, I noticed this wing of ATF fighters without racial specification. They aren't unmanned (wrecked or bailed) ships though, they are correctly flown by terran pilots, and homebased to the Valhallha it seems.
[ external image ]
Not sure if intended, but should there be other non racial named jobs around, that could actually be a bit bothersome for those who use the npc bailing addon and would confuse 'em with bailed ships.
[ external image ]
But piloted by a Teladi, and the ship has a most unusual loadout:
[ external image ]
Bug in the jobs file or the most powerful easter egg ever?

Also, in The Moon, I noticed this wing of ATF fighters without racial specification. They aren't unmanned (wrecked or bailed) ships though, they are correctly flown by terran pilots, and homebased to the Valhallha it seems.
[ external image ]
Not sure if intended, but should there be other non racial named jobs around, that could actually be a bit bothersome for those who use the npc bailing addon and would confuse 'em with bailed ships.
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Appalox - 8xWMP, continuous fire weapons and energy drop to only 99%. This is just an example, and there are more. So how is the balance?The XRM rebalances nearly every single ship in the game with a view to making every ship unique and useful. We have tried to ensure there are no "I Win" ships and that all ships within a class are balanced across the races.

X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]