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

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Grimshad
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Post by Grimshad »

I started playing today and all of the AP and XRM corp shipyards now have the name <Invalid>, their station icons have turned to a Kha'ak station Icon and I can no longer dock at some of them. Any ideas anyone??
Valenzio
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Post by Valenzio »

Grimshad wrote:I started playing today and all of the AP and XRM corp shipyards now have the name <Invalid>, their station icons have turned to a Kha'ak station Icon and I can no longer dock at some of them. Any ideas anyone??
have any custom ship addons?

might have to reinstall the mod... maybe....
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joelR
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Post by joelR »

Grimshad wrote:I started playing today and all of the AP and XRM corp shipyards now have the name <Invalid>, their station icons have turned to a Kha'ak station Icon and I can no longer dock at some of them. Any ideas anyone??
A few of us have the same issue. Theres a t file conflict with a commonly used script. Im not sure anyone has figured it out yet.

Ive only seen it with drone fabs though.
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Spectre01
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Post by Spectre01 »

Paul, is there a list that tells us what ships (m6 and up) can dock what? I have this vida sentinel, which in the ship info screen says can dock 1 ship. But I can't dock either m5, m4, or m3.
incarnyte
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Post by incarnyte »

Concerning the Low Hull Pack, Which ships are considered "Capitals"?

And what exactly do I need to do to update all ships currently in game?
impress
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Post by impress »

Spectre01 wrote:Paul, is there a list that tells us what ships (m6 and up) can dock what? I have this vida sentinel, which in the ship info screen says can dock 1 ship. But I can't dock either m5, m4, or m3.
One page before:
deca.death wrote:
nap_rz wrote:oh yeah I forgot to ask this
all these capital ships, can we know what kind of ships that can dock onto them?
Check this, it's not 100% precise but it's close enough:
Bomber and Shuttle Docking v1.1, XRM
Look on 3rd post :wink:
impress
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Post by impress »

incarnyte wrote:Concerning the Low Hull Pack, Which ships are considered "Capitals"?

And what exactly do I need to do to update all ships currently in game?
1.Big ships like destroyers and carriers.

2.
To reload the hulls for all ships, run X3, enter the script editor, highlight the script "temp.xrm.hull.reload.xml" and hit "r".
impress
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Post by impress »

Valenzio wrote: QUESTION...

I got a Medium Weapons Platform but it doesn't seem to want to fire on any enemy ships! The fighters are red on my map and it does not attack. Is their something I'm suppose to do? cause I don't see what it is when I look into its command panel and what not.
Maybe this could help:
USING ORBITAL WEAPON PLATFORMS

OWPs are purchasable at many shipyards in universe. To use them follow these instructions:

- You need to assign a Hotkey to the OWP activation command first.

- You purchase and deploy them as Stations using a TL in the usual way. DO NOT DOCK AT IT WHILE IT'S STILL IN STATION MODE!

- Target the OWP and hit the Activation hotkey, you should hear Betty say "Weapons Systems Activated" (This will switch out that OWP "Station" for a working one.)

- The OWP is now ready for use.
deca.death
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Post by deca.death »

Nick 031287 wrote:The Fusion Beam cannon doesnt seem to pack much punch, there any chance to increase its Damage? i thought it was spose to be a super anti cap weapon
It does same damage as any other beam anticap weapon, exactly as it should be. Btw classical capital guns do similar damage as well. XRM made deliberate changes to make ship combat, with big or smaller ships, last more and feel more like battle between two large hunks of metal and not tinfoil vanilla ships that expired in seconds. Before you try messing up with game files I suggest you try to adjust to new game rules, they are there for reason. Besides, it would be game breaking to increase weapon of only one race and leave others weaker /their military patrols and warships would be OPed then. And if you do it for all beam weapons ... you'll have same problems. Try using PSP instead.
nap_rz
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Post by nap_rz »

for those who play XRM AP with Immersive Environment, do you see 2 suns on sol sectors? I see this huge orange star on sol systems besides the normal sun... is that intentional? but what is it? :lol:
NeverSnake
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Post by NeverSnake »

nap_rz wrote:for those who play XRM AP with Immersive Environment, do you see 2 suns on sol sectors? I see this huge orange star on sol systems besides the normal sun... is that intentional? but what is it? :lol:
Lucifer?
Valenzio wrote:
KloHunt3r wrote: If things got really hairy then I'd call in a Pirate Cerberus and a fighter wing of its own. That thing is a giant, rapid-fire flyswatter. :p
Ya no kidding... Got myself a Teladi Tern fully loaded with Cluster Flak Artillery and basically making fighters useless! Anytime a TS is attacked I jump it in and clean up.
The Tern doesn't fit Cluster flaks, I guess you mean normal flaks.

And if you want a spectacular anti-fighter frigate try the Split Wolf with Phased Array Laser Cannons all round.
Nick 031287 wrote:The Fusion Beam cannon doesnt seem to pack much punch, there any chance to increase its Damage? i thought it was spose to be a super anti cap weapon
Are you trying it on fighters? It does it's damage over the duration of the beam (and the fusion beam lasts the longest) so fighters and corvettes that soon move out of the beam don't take much damage and you need to use it on an M7+ to see the full effect.

Also, bear in mind that capital ship weapon damage had been reduced across the board by a factor of five. PPCs are down from 45k to 9k shield damage per second for example.
"There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup
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Nick 031287
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Post by Nick 031287 »

NeverSnake wrote:
nap_rz wrote:for those who play XRM AP with Immersive Environment, do you see 2 suns on sol sectors? I see this huge orange star on sol systems besides the normal sun... is that intentional? but what is it? :lol:
Lucifer?
Valenzio wrote:
KloHunt3r wrote: If things got really hairy then I'd call in a Pirate Cerberus and a fighter wing of its own. That thing is a giant, rapid-fire flyswatter. :p
Ya no kidding... Got myself a Teladi Tern fully loaded with Cluster Flak Artillery and basically making fighters useless! Anytime a TS is attacked I jump it in and clean up.
The Tern doesn't fit Cluster flaks, I guess you mean normal flaks.

And if you want a spectacular anti-fighter frigate try the Split Wolf with Phased Array Laser Cannons all round.
Nick 031287 wrote:The Fusion Beam cannon doesnt seem to pack much punch, there any chance to increase its Damage? i thought it was spose to be a super anti cap weapon
Are you trying it on fighters? It does it's damage over the duration of the beam (and the fusion beam lasts the longest) so fighters and corvettes that soon move out of the beam don't take much damage and you need to use it on an M7+ to see the full effect.

Also, bear in mind that capital ship weapon damage had been reduced across the board by a factor of five. PPCs are down from 45k to 9k shield damage per second for example.
well it doesnt seem to do hardly anything against capipital ships its like trying to Stare it to death... it just dont do anything... wasnt even any good against a corvette an i personally held down the fire on it an it was slowly killing it.... an when the AI takes control of the weapon it fires in a single pulse and then it dont fire again for a long time, its completly useless
nap_rz
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Post by nap_rz »

Nick 031287 wrote:
NeverSnake wrote:
nap_rz wrote:for those who play XRM AP with Immersive Environment, do you see 2 suns on sol sectors? I see this huge orange star on sol systems besides the normal sun... is that intentional? but what is it? :lol:
Lucifer?
Valenzio wrote:
KloHunt3r wrote: If things got really hairy then I'd call in a Pirate Cerberus and a fighter wing of its own. That thing is a giant, rapid-fire flyswatter. :p
Ya no kidding... Got myself a Teladi Tern fully loaded with Cluster Flak Artillery and basically making fighters useless! Anytime a TS is attacked I jump it in and clean up.
The Tern doesn't fit Cluster flaks, I guess you mean normal flaks.

And if you want a spectacular anti-fighter frigate try the Split Wolf with Phased Array Laser Cannons all round.
Nick 031287 wrote:The Fusion Beam cannon doesnt seem to pack much punch, there any chance to increase its Damage? i thought it was spose to be a super anti cap weapon
Are you trying it on fighters? It does it's damage over the duration of the beam (and the fusion beam lasts the longest) so fighters and corvettes that soon move out of the beam don't take much damage and you need to use it on an M7+ to see the full effect.

Also, bear in mind that capital ship weapon damage had been reduced across the board by a factor of five. PPCs are down from 45k to 9k shield damage per second for example.
well it doesnt seem to do hardly anything against capipital ships its like trying to Stare it to death... it just dont do anything... wasnt even any good against a corvette an i personally held down the fire on it an it was slowly killing it.... an when the AI takes control of the weapon it fires in a single pulse and then it dont fire again for a long time, its completly useless
only PALC worth to buy from all buyable beam weapons
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Nick 031287
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Post by Nick 031287 »

nap_rz wrote:
Nick 031287 wrote:
NeverSnake wrote:
nap_rz wrote:for those who play XRM AP with Immersive Environment, do you see 2 suns on sol sectors? I see this huge orange star on sol systems besides the normal sun... is that intentional? but what is it? :lol:
Lucifer?
Valenzio wrote:
KloHunt3r wrote: If things got really hairy then I'd call in a Pirate Cerberus and a fighter wing of its own. That thing is a giant, rapid-fire flyswatter. :p
Ya no kidding... Got myself a Teladi Tern fully loaded with Cluster Flak Artillery and basically making fighters useless! Anytime a TS is attacked I jump it in and clean up.
The Tern doesn't fit Cluster flaks, I guess you mean normal flaks.

And if you want a spectacular anti-fighter frigate try the Split Wolf with Phased Array Laser Cannons all round.
Nick 031287 wrote:The Fusion Beam cannon doesnt seem to pack much punch, there any chance to increase its Damage? i thought it was spose to be a super anti cap weapon
Are you trying it on fighters? It does it's damage over the duration of the beam (and the fusion beam lasts the longest) so fighters and corvettes that soon move out of the beam don't take much damage and you need to use it on an M7+ to see the full effect.

Also, bear in mind that capital ship weapon damage had been reduced across the board by a factor of five. PPCs are down from 45k to 9k shield damage per second for example.
well it doesnt seem to do hardly anything against capipital ships its like trying to Stare it to death... it just dont do anything... wasnt even any good against a corvette an i personally held down the fire on it an it was slowly killing it.... an when the AI takes control of the weapon it fires in a single pulse and then it dont fire again for a long time, its completly useless
only PALC worth to buy from all buyable beam weapons
yeah them Split laser beams are AWESOME i wish other shuips had use for it. they fire so rapidly,
morikaane
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Post by morikaane »

Nick 031287 wrote:The Fusion Beam cannon doesnt seem to pack much punch, there any chance to increase its Damage? i thought it was spose to be a super anti cap weapon
The Argon capital ships seem to blow up just fine. *shrug*

It isn't much chop against the faster / smaller ones, like the M6 'missile boats' (unless you're shooting their missile spam *grins*), but that's why I carry M/AM Launchers too.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Nick 031287
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Post by Nick 031287 »

these Tau missiles, are they meant to do 320k damage? they only M class ware and they cost 2'000 credits, is this right?
morikaane
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Post by morikaane »

Nick 031287 wrote:these Tau missiles, are they meant to do 320k damage? they only M class ware and they cost 2'000 credits, is this right?
I like them. They're really good at blowing things up. :P

But, their damage is a bit excessive. It should be more along the likes of about 180K - 200K, with a price of about 15,000.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
NeverSnake
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Post by NeverSnake »

Nick 031287 wrote:well it doesnt seem to do hardly anything against capital ships its like trying to Stare it to death... it just dont do anything... wasn't even any good against a corvette an i personally held down the fire on it an it was slowly killing it.... an when the AI takes control of the weapon it fires in a single pulse and then it dont fire again for a long time, its completely useless
As I said, you need to target a big ship. The beam doesn't track so it won't work very well against corvettes.

And obviously the more the merrier, you won't be blasting through destroyers with the 2 of them the Morrigu mounts but even the 10 on the Tobosaku A work pretty well and the 20+ on the heavier destroyers should fry a Xenon Q in no time.
"There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup
NOValdemar
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Post by NOValdemar »

Missiles are great in general, I do have one boon and that is there isn't really a good missile to take out stations. Maybe this is intentional (?).

I get why Paul dumped down the firestorm in relation to the other missiles in the cannon but I would suggest that one of the missiles could be reassigned as a very slow moving anti station missile.

idea:
Speed: extremely slow
Range: pathetically small like 10 km max
punch: 1-2 gj
ware size: massive (if you want to lay waste to a sector enjoy dragging a supply ship with you.
M2s only?

Only problem is that you would have to stop the computer using them.. it would just take up space in their inventory and they are pretty much useless... Don't know if that is possible though... (?)
incarnyte
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Post by incarnyte »

What level pilot is needed to start raising the jump radius for a Sector Trader? Got one at level 5 now and thought he should be able to handle a few sectors by himself by now.

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