[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: Scripting / Modding Moderators, Moderators for English X Forum

deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

swatti wrote: Phased repeater gun, a gun i'd imagine is made for anti-fighter duties has VERY poor hit-rate past 1km against most fighters. It cant seem to hit a Xenon L going at full speed.
Look at this on this way: if you cannot do something, you shouldn't be able to do so in a first place. Xenon have small and very agile fighters and they have always been a problem for .. say any fighter weapon on capital turret, probably from reunion.
EDIT: I seem to hit very easy with CIGs what the PRG cant hit, my misses seem "realistic"
CIG always had large hit box. It needs some compensation for his snailish slow bullets, wouldn't you say?
Perhaps you can copy the bullet properties from there, the ones that consern hit-ratio or bullet size.
Why on earth would he want to do that? Argon fighter maingun with hit box of CIG? Why not use cheat instead, it's simpler.
My Centaur Sentinel has to get closer then 800m to do any decent dmg to fighters. Will compare to Dragon and railguns soon ^^
That's the spirit. Experiment a bit before whining "change this" and "change that" for Pete's sake :) This game has some very effective weapon setups. You just need to find them.
I've still got high hopes for that Mass Driver idea of mine. A "Classic point-and-spray minigun" that wont bypass shields.
Make one exceptional gun common? No way. But remember, stick has two ends. I know that my Adv.H.Centaur from vanilla kicked asses on full MD setup.


NeverSnake wrote:Can someone check whether their weapon dealer XLs (split if you've got one) are making Quantum Shockwave Cannons? The one in my game always seems to be empty.
Same here. Everything full except that one.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

NeverSnake wrote:Can someone check whether their weapon dealer XLs (split if you've got one) are making Quantum Shockwave Cannons? The one in my game always seems to be empty.
deca.death wrote:Same here. Everything full except that one.
I asked Paul that question long ago and I remember him telling me that was how he intended it, then promptly told me to go find some (ie board some Xenon and take them).

Cheers,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

PRG's do need some love, not much, juuuuust a little. Its like their effective range is half what it reads.

Speaking of testing. I got my Dragon Sentinel geared up, railguns ftw. Seemingly hit just as well as CIGs and have more range then PRG, lesser fire-rate and dont sound so cool but over-all, better.
I also tried PACs and they seem to hit also very good AND even at max-range do far more DPS then PRGs, PRG does grind anything up close to bits faster then PACs.

Now all that remains is to try out Hydra Sentinel, i doubt il even try the IPGs, but PACs have been proven usefull. Osprey is just... * puking noise *
NeverSnake
Posts: 5159
Joined: Thu, 9. Oct 03, 20:44
x3tc

Post by NeverSnake »

morikaane wrote:I asked Paul that question long ago and I remember him telling me that was how he intended it, then promptly told me to go find some (ie board some Xenon and take them).
If that's the case then I can live with that as they do occasionally drop but they should be removed from the weapons dealer to prevent confusion as they serve no purpose there (as weapons dealers are factories rather than docks you can't even sell them there).
"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
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

NeverSnake wrote:
morikaane wrote:I asked Paul that question long ago and I remember him telling me that was how he intended it, then promptly told me to go find some (ie board some Xenon and take them).
If that's the case then I can live with that as they do occasionally drop but they should be removed from the weapons dealer to prevent confusion as they serve no purpose there (as weapons dealers are factories rather than docks you can't even sell them there).
They do occasionally appear at the hidden Strong Arms weapons dealer - its just very rare for one to appear.

The Xenon weapons are very powerful - allowing the player easy access to them feels too much like cheating...
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe »

Two questions :

1/ Just to be sure, in the X3TC version, are all plots enabled and 100% working ?

2/ Is there a map of the new universe ?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

swatti wrote:Understood. It seems "wasp-spam" is the key to victory once more :lol:

GUN ISSUE mmm, red, pretty...

Phased repeater gun, a gun i'd imagine is made for anti-fighter duties has VERY poor hit-rate past 1km against most fighters. It cant seem to hit a Xenon L going at full speed.

Im not sure how the bullet is calculated but making it, say a 1-2m "bigger" would make it hit. Or increase the spead / decrease overall accuracy a bit.

EDIT: I seem to hit very easy with CIGs what the PRG cant hit, my misses seem "realistic"
Perhaps you can copy the bullet properties from there, the ones that consern hit-ratio or bullet size.
My Centaur Sentinel has to get closer then 800m to do any decent dmg to fighters. Will compare to Dragon and railguns soon ^^

I've still got high hopes for that Mass Driver idea of mine. A "Classic point-and-spray minigun" that wont bypass shields.
PRGs are, like all weapons of that size - primarily "up-close-and-personal" fighter weapons. They are not intended to be able to swat an M5 from 3km away.

The CIG bullet is about 300% bigger than the PRG bullet, so of course it will hit things at distance easier.

But where the PRG excels is in a fast fighter with good turning ability - its huge fire rate then brings it into its own. Its also great for taking down missiles.
incarnyte
Posts: 151
Joined: Mon, 8. Nov 10, 20:42
x3tc

Post by incarnyte »

Were the way Sector Traders behave changed at all? I remember them keeping energy cells stocked for jumps and then slowly increasing their cargo bay hold. Doesn't seem to be doing those things now.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

incarnyte wrote:Were the way Sector Traders behave changed at all? I remember them keeping energy cells stocked for jumps and then slowly increasing their cargo bay hold. Doesn't seem to be doing those things now.
I've not touched them.
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

What level is your ST? think it tends to do that at later levels and certainly is the case for JD fuel as it can't use JD until lvl8 or 10, can't remember which.

Edit That's one thing i have never used in XRM, TC or AP... 6mill to set up a UT and you ideally need 10-12 of them to make the idea work... large outlay when you really need to set them up early to get the universe stock levels moving.
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

paulwheeler wrote:The CIG bullet is about 300% bigger than the PRG bullet, so of course it will hit things at distance easier.
Have you tested the CIG in AP? I noticed that in vanilla they are much, much more effective against fighters than in TC. ES seems to have toned down the concussion effect so targets don't get thrown around violently, just nudged off course. It's very easy to land successive shots now, especially when they're used in small groups of 2 or 4 (i.e. turrets).
Last edited by A5PECT on Thu, 26. Jan 12, 18:04, edited 1 time in total.
Admitting you have a problem is the first step in figuring out how to make it worse.
incarnyte
Posts: 151
Joined: Mon, 8. Nov 10, 20:42
x3tc

Post by incarnyte »

My highest one is a level 11. I reduced the price of the jump drive and Trader MK3 to about 300k a piece. Have 3 of them running now but I just started my game.
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

1. why almost all terran combat missions involving killing argons? why can't it be xenon or khaak or paranid or somebody else??? :evil:
2. why the lacks of defend stations/sectors on terran space?
3. why the god is so slow on rebuilding? the terran emptied circle of labour and it's still empty like 10 real life hours later with some seta in game....
4. somebody mentioned secret shipyard? :lol: can you tell where? :lol:
5. besides terran vs argon, AND WITHOUT extra scripts like IR/MBRR, do any of you witness major invasions/wars between races? who fights? where? how big? result?
6. some of the ATF ships and orbital defense stations still red for me despite I cheated the ATF rank to mars acces and I'm being planetary senators, noticeably on south terran sectors like the one that directly neighbour xenon sector... weirdo...
7. has anyone seen khaak major invasion/khaak main fleet/big ships invading?
NeverSnake
Posts: 5159
Joined: Thu, 9. Oct 03, 20:44
x3tc

Post by NeverSnake »

Joubarbe wrote:1/ Just to be sure, in the X3TC version, are all plots enabled and 100% working ?
There are a few changes to the plots and plot sectors, for example OFF is now more difficult with the khaak sentinels (swarm missile bombers) spawning as part of it but they are all apparently working with just XRM, although I've been having trouble getting Balance of Power to start on my game.
Last edited by NeverSnake on Thu, 26. Jan 12, 18:12, edited 1 time in total.
"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
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

refueling the jump drive depends A if they land in a station selling ecells or B there are ecells availbale loaclly. if neither of these are met it will continue on its trade runs until it finds these.
I used to list PC parts here, but "the best" will suffice!
Maskelyne
Posts: 78
Joined: Wed, 9. Dec 09, 18:04
x3tc

Post by Maskelyne »

This may have been mentioned already, but the new gates in the Advanced Universe seem to have oversized collision boxes. Autopilot gets erratic anywhere within several kilometers of them and SETA shuts down several kilometers out as well.
"Science without religion is lame, religion without science is blind." - Albert Einstein
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

nap_rz wrote:1. why almost all terran combat missions involving killing argons? why can't it be xenon or khaak or paranid or somebody else??? :evil:
Well... I do vaguely remember the Argon blowing up the Torus and invading Earth space with a bunch of Terraformer CPU ships and a few million drones......... I dunno about you, but that'd put them at the top of my hit list. :P
nap_rz wrote:3. why the god is so slow on rebuilding? the terran emptied circle of labour and it's still empty like 10 real life hours later with some seta in game....
Well, that's been an advantage to me. I don't want that Omicron Lyrae Shipyard to reappear. Took me long enough to destroy it the first time and I'm thinking of taking ownership of that sector and turning it into my main base of operations.
nap_rz wrote:4. somebody mentioned secret shipyard? :lol: can you tell where? :lol:
No, it's a secret (it jumps around randomly).
nap_rz wrote:5. besides terran vs argon, AND WITHOUT extra scripts like IR/MBRR, do any of you witness major invasions/wars between races? who fights? where? how big? result?
The Xenon used to blow the living crap out of the Boron in Aquata, but in AP that isn't the case much anymore. I haven't checked out Zyarth's Dominion yet... too much missile spam from the Xenon Gs. :(
nap_rz wrote:6. some of the ATF ships and orbital defense stations still red for me despite I cheated the ATF rank to mars acces and I'm being planetary senators, noticeably on south terran sectors like the one that directly neighbour xenon sector... weirdo...
That's because it works off your USC rank.
nap_rz wrote:7. has anyone seen khaak major invasion/khaak main fleet/big ships invading?
Hmm, not really. Just an Adv Destroyer, Adv Carrier and a bunch of fighters. I have seen a few Adv Destroyers around the place blowing things up. But, haven't seen much of the Xenon though. Sure, seen a few Ps with a massive number of fighters escorting it, but that's about it.

Maybe I need to advance my fight rank more or something... *shrug*

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Shadow_Wolf33
Posts: 160
Joined: Fri, 5. Dec 03, 01:11
x3tc

Post by Shadow_Wolf33 »

What would be the best 'all around' missile that can be produced in a fab for commonwealth/terran ships? I figured a swarm would be tops as those tend to have a higher chance of at least landing one hit on a target. Oh and I don't mean missiles that go on an M7M, I'm already quite familiar with the M7Ms and I'd rather get up into the fray and mix it up than sit 40km away and launch a massive that I can barely even see land on targets.

I know I saw someone recommend a missile type earlier in the thread, but I'll be damned if I can remember what page it was on and yeah....530+ pages.... :o

In the meantime I think I'll grab the excel files and do a bit of poking around at the numbers.
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

napz god is probably trying to rebuild circle of labour but the terrans are destroying the TL's coming to rebuild the sector! ;)
I used to list PC parts here, but "the best" will suffice!
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

Then the Terrans must die!!!!!!!!!!!!!!!!!!!!! (Yes, I am an Argon through and through.... old habits die hard)

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