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

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Nick 031287
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Post by Nick 031287 »

Sn4kemaster wrote:Where u getting the figures from?

Dmg per second PBE is well above EMR in power???
nevermind i was looking at the wrong stats, but its irrelevant im using the Xperimental shuttle wich is far better Fighter than any other, it is very fast (over 300m/s), and it has very heavy sheilding (2x 200mj sheild) and it has up and down turrets 2 guns each, and 6 guns fired from cockpit.

i listed the weapons it can use. i dont see anything better than these ships as a fighter role.
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Spectre01
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Post by Spectre01 »

The x shuttle is huge. Which means you will get shot, a lot.
A5PECT
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Post by A5PECT »

Well, anything flown by the AI is going to get shot a lot. Since it looks like Nick wants to use them as heavy interceptors, 400MJ of shielding will be more than enough.

My only worry with AI X shuttles is it seems like they would be crashing into things a lot. I'd definitely refrain from using it against capital ships, maybe even corvettes.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Nick 031287
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Post by Nick 031287 »

well what would be a great interceptor then?
nap_rz
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Post by nap_rz »

joelR wrote:
KloHunt3r wrote:Every weapon is capable of destroying equipment. Ion Disruptors were just more popular to use in vanilla because it let you destroy equipment without damage the hull.
Actually equipment damage has been removed in AP.
last night I lost my advanced scanner in my phantom from engaging a centaur... :?
A5PECT
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Post by A5PECT »

Nick 031287 wrote:well what would be a great interceptor then?
No, I'm saying X-Shuttles would make great interceptors.

They just wouldn't be very reliable against large ships.
Admitting you have a problem is the first step in figuring out how to make it worse.
nap_rz
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Post by nap_rz »

Nick 031287 wrote:someone help me with any advise? :( i dunno what could be best weapon to use for m Xperimental shuttles

Impulse Ray emmitter
Energy Bolt chain gun
Electro magnetic repeater
Electro magnetic plasma cannon
Partical accelirator cannon
Mass driver
Ion Disruptor

which ones of these?
weapon with the biggest hit box
weapon with the biggest damage / hit & balanced speed
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Spectre01
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Post by Spectre01 »

KloHunt3r wrote:
Nick 031287 wrote:well what would be a great interceptor then?
No, I'm saying X-Shuttles would make great interceptors.

They just wouldn't be very reliable against large ships.
Then use bounce. I swear, that mod is a must if you want to let AI fly your fighters.
Uncle Ruckus 42
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Post by Uncle Ruckus 42 »

Sorry again for the questions......these are simple though.

1: I was thinking of installing both MARS and ADS for v 1.14c on TC. Does the drop in file in the OP still work with v 1.14. If so then I'm good. So then is ADS compatible as well?

2: Any tips on starting as the Yaki Insurgent? I have capped a few ships and shot things to the tune of about 10 mil, but I'm hemmed in because I can't fly in Argon or Paranid sectors. The teladi are not accessible because a small fleet of Xenon has been munching on anything in Grand Exchange so I can't get through without a bunch of missiles taking me out and the Teladi arent dealing with it for now about 7 in-game hours. Even if I could get past the Xenon there, I'd still have to make it back at some point, and I still can't really go to Belt of Aguilar.

3: Does XRM eliminate the need for SPPs to use crystals? The XL SPP in Weavers Tempest seems to be doing just that. If so, thanks.
"I don't understand......how can you shoot women and children"?

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A5PECT
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Post by A5PECT »

Spectre01 wrote:Then use bounce. I swear, that mod is a must if you want to let AI fly your fighters.
WOW. I forgot about Bounce and I had it running while I was typing that post.

Size is still an issue. The Shuttle runs a higher risk of taking CIG and PPC-level weapons fire. It's also much more susceptible to flak, and even though it has a lot of shielding I don't think its generator can cope with capital-grade point defenses.
Last edited by A5PECT on Sat, 28. Jan 12, 03:09, edited 4 times in total.
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impress
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Post by impress »

Uncle Ruckus 42 wrote:Sorry again for the questions......these are simple though.
1. As far as I know all turret systems are compatible with each other as long as you use only one per ship.

2.I had xenon invasion in Grand Exchange too, so I just avoided them by flying over them at safe distance :wink:
nap_rz
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Post by nap_rz »

apologize but I want to bring this matter again

anyone here feel that the existence of MAML and FPD somewhat confusing each other? I find it odd that smaller ship (I mean corvettes or heavy fighter or even TS back turrets) cannot mount MAML despite of the weapon is an anti corvettes, and not just that, MAML capable turrets on bigger capital ships are also somewhat limited... some corvettes OTOH can mount FPD, FPD also has smaller ware size, longer range and available on corvettes and frigates...

back in TC with SRM and CMOD however, terran corvettes can mount MAML... why can't they now?
FPD : XL, 22 volume, 10k more expensive than MAM, most corvette and bigger ships can mount FPD
MAM : XXL, 21 volume, and requires more rank than FPD, only used on the bigger terran frigate and capitals
just quoting myself because I forget little details...

so that's practically it is

anyone has opinion?
Mizuchi
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Post by Mizuchi »

deca.death wrote:Yeah, "good old days" when I had to manually search 10 sectors to buy freaking ISR for my new vette and when 9 out of 10 EqD were totally empty. And you actually miss that /need that for immersion? :) I say thank God that's shi*t is over and good riddance! ;)
This.

Spending all of my free time and the better part of a week trying to equip an M2 with capital ship weapons that didn't exist anywhere because the vanilla economy had tanked, and then only being able to buy two of the things when GoD decided to make some (providing I got there before an NPC trader did) was NOT fun.

Weapon Dealers were one of the greatest additions, without a doubt.

Also, it's a triviality, but M3s are Fighters; M4s are Interceptors. :3
morikaane
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Post by morikaane »

nap_rz wrote:FPD : XL, 22 volume, 10k more expensive than MAM, most corvette and bigger ships can mount FPD
MAM : XXL, 21 volume, and requires more rank than FPD, only used on the bigger terran frigate and capitals

just quoting myself because I forget little details... so that's practically it is... anyone has opinion?
The ware size is a bit odd. I think the M/AM is meant to be an M7 weapons. In combat, I have been using M/AMs on my Hayabusa but I am finding it somewhat ineffective against M6s -- oddly. It might be the hull damage it does or the size of the bullet (...or maybe I'm just a really bad shot :P). Though, I think it might be a combination of all three... in varying quantities. Hehe.
Mizuchi wrote:Spending all of my free time and the better part of a week trying to equip an M2 with capital ship weapons that didn't exist anywhere because the vanilla economy had tanked, and then only being able to buy two of the things when GoD decided to make some (providing I got there before an NPC trader did) was NOT fun.
Terran Destroyers. Good times. *shudders at the thought*

M.
Last edited by morikaane on Sat, 28. Jan 12, 05:49, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
nap_rz
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Post by nap_rz »

morikaane wrote:
nap_rz wrote:FPD : XL, 22 volume, 10k more expensive than MAM, most corvette and bigger ships can mount FPD
MAM : XXL, 21 volume, and requires more rank than FPD, only used on the bigger terran frigate and capitals

just quoting myself because I forget little details... so that's practically it is... anyone has opinion?
Paul told me that he made the M/AM an M7 weapon. Though, the ware size of the FPD / M/AM probably needs adjustment. I have been using M/AMs on my Hayabusa but I am finding it somewhat ineffective against M6s -- oddly.

M.
MAM as an M7 weapon, fine..., but for dealing with what? M3? M6? or fellow M7 and bigger ship?

as an anti M3 and M6 weapon it's fine enough, but the problem is, the EMPC is just as fine and cheaper for the job, yes the EMPC is almost 1.5 km shorter in range but then both weapons are not fast enough to deal with M3 and M6 at current MAM range (3.6 km), M3 and M6 will easily dodge both bullets, whether it is mounted as a turret or frontal gun, it's only matter a little in difference...

as an anti M7 and bigger ships, there's FPD for that, not to mention it's OUT RANGED AND OUT POWERED compared to other anti M7 guns from any race...

I'm currently have a Logich and I can't find any reason why I should buy 4 MAM to equipped it on my front turrets when there's already FPD for that.... the funny thing is I reckon that MAM may fit as the weakest weapon on an M2/M1+ rather than simply buying EMPC or EMR, just because it feels more badass than these lowest grade weapons, no other reason I can find lol... so for a tyr and other terran awesomesauce ships I'd recommend fitting them with PSPs, SSCs and MAMs... which is actually the way it is like, now :lol:

however, MAM as the frontal gun (or even as turret) on terran M6 or even M3+ this will be somewhat make the MAM worth it, and definitely make terran corvettes and heavy fighters even more of a threat, if not a little overpowered... but overpowered is not the issue here, I'm more thinking this scenario as the "THIS IS IT! this is the right way" :lol:
mkrco
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Re: HUB sector altered by XRM

Post by mkrco »

Mizuchi wrote:
paulwheeler wrote:The hub sector in XRM is absolutely identical to vanilla TC, with one exception - it has a background of 34 rather than 74. This is why the fog dissapears and will not be the cause of any problems.
It's also 100% intentional, and it's been that way since before we released XRM.

I really hated the fog in the Hub. (^_^ゞ

Oh, hold on. I know the problem...
mkrco wrote:...if you just warp in after a new game...
I'm pretty certain this is your problem.

If you discover the Hub Sector before you trigger the Hub Plot, the plot won't trigger at all and will remain in it's pre-plot state forever.

I had this issue a bunch of times back when we were still on SRM. In my case, it was being caused by a "reveal all sectors" script I was using.

So you need to leave the Hub hidden and well alone if you intend to do the Hub Plot.
OKAAY! That might be the problem right there, because I've been using the Aldrin Adventurer start and with Advanced universe there are no jump points revealed initially with that start. I don't like cheating so I always used reveal all sectors to jump to a jump point (and then unreveal), instead of using the warp to sector cheat. The plot script itself did start up, but maybe that's what's messing up the HUB gates. I'll try using warp to sector instead to get out of Aldrin!

thanks,

Oh and Paul, I saw your other post as well. Thanks for looking into it. Since other people have been successfully doing the HUB plot, and it still wasn't working for me with a clean install with just XRM I was really stumped. But now I'm hopeful it's just the reveal sectors sectors thing. It's just that the Aldrin Adventurer start the only sector visible initially with a jump point (Using Advanced Universe) is Titan, but none of the sector is revealed. So there's no way to actually get out of Aldrin without some sort of cheat when using Advanced Universe addon.

By the way, if I haven't said it before, love the mod. Really adds so much more compared to Vanilla. After a few days now, can't really see myself going back to vanilla. And the Advanced Universe is great, always felt the jump drive was a bit of a cheat in the previous X games, but this really forces you to use it properly instead of as a hop-around-anywhere drive.
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joelR
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Post by joelR »

Hey Paul, why does the advanced universe pack work in TC only?
deca.death
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Post by deca.death »

Uncle Ruckus 42 wrote: 2: Any tips on starting as the Yaki Insurgent? I have capped a few ships and shot things to the tune of about 10 mil, but I'm hemmed in because I can't fly in Argon or Paranid sectors. The teladi are not accessible because a small fleet of Xenon has been munching on anything in Grand Exchange so I can't get through without a bunch of missiles taking me out and the Teladi arent dealing with it for now about 7 in-game hours. Even if I could get past the Xenon there, I'd still have to make it back at some point, and I still can't really go to Belt of Aguilar.
Well, first you have to sort out your priorities. Priority one: get M6. Priority two: get JD. And yes, map several interesting sectors you will travel to, like unknown sectors near race space, good for pirating business. Everything is much more easy then. First you're gonna need fast M5. That will solve your "cannot pass sector" problems. You can get anywhere with those guys. Choose one race to be your friend (teladi are natural choice) and find out where they sell JDs, that information will be of essence in future adventuring. With M6, JD and universe half explored - it's much easier to start serious gaming. And yes, invest your first money into marines :) Always watch out for weapon dealers. You can net 50 million worth spoils from single ship with little luck :) Put satellites in youf hunting grounds, and check area often.


joelR wrote:Hey Paul, why does the advanced universe pack work in TC only?
Because Paul doesn't have six arms and two heads, yet.


nap_rz wrote: anyone here feel that the existence of MAML and FPD somewhat confusing each other? I find it odd that smaller ship (I mean corvettes or heavy fighter or even TS back turrets) cannot mount MAML despite of the weapon is an anti corvettes, and not just that, MAML capable turrets on bigger capital ships are also somewhat limited... some corvettes OTOH can mount FPD, FPD also has smaller ware size, longer range and available on corvettes and frigates...
The way I see it: MAML is capital grade medium gun, which is unique in game. It's a general purpose weapon but probably best suited for M6-M7 targets. I originally believed XRM will have real M7 grade gun for every race, but for some reason that hadn't happen. Now we have sort of "half status" with nerfed IBL, mountable by teladi and pirates, and most other M7s have M6 guns in front battery.

I found it to be a clumsy solution but there is no room for new guns in game (color slots and engine limitations) to make this "right". It would be relatively easy making MAML M6 weapon and buff FPD to be IBL counterpart, but that would push Terran M7 to OPed "most desired" category that any game designer want's to avoid. And allowing all races to use IBL is opposite the "racialized weapons" philosophy XRM is sticking to.

XRM has M7+ frigates that can mount destroyer guns. Those ships are interesting and quite usable /although many have w. energy problems in prolonged fight (sturgeon especially, he's barely useful, but I often hit zero with cyclops too) I'm talking about ships that can mount big guns in front here, like, ocelot , sturgeon and cyclops. M7+ that can mount them only to lateral are not "real" anti cap platforms. Even mighty kvasir (4 front MAML, 6 lateral big caliber) struggles with single xenon C.
nap_rz
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Post by nap_rz »

deca.death wrote:
nap_rz wrote: anyone here feel that the existence of MAML and FPD somewhat confusing each other? I find it odd that smaller ship (I mean corvettes or heavy fighter or even TS back turrets) cannot mount MAML despite of the weapon is an anti corvettes, and not just that, MAML capable turrets on bigger capital ships are also somewhat limited... some corvettes OTOH can mount FPD, FPD also has smaller ware size, longer range and available on corvettes and frigates...
The way I see it: MAML is capital grade medium gun, which is unique in game. It's a general purpose weapon but probably best suited for M6-M7 targets. I originally believed XRM will have real M7 grade gun for every race, but for some reason that hadn't happen. Now we have sort of "half status" with nerfed IBL, mountable by teladi and pirates, and most other M7s have M6 guns in front battery.

I found it to be a clumsy solution but there is no room for new guns in game (color slots and engine limitations) to make this "right". It would be relatively easy making MAML M6 weapon and buff FPD to be IBL counterpart, but that would push Terran M7 to OPed "most desired" category that any game designer want's to avoid. And allowing all races to use IBL is opposite the "racialized weapons" philosophy XRM is sticking to.

XRM has M7+ frigates that can mount destroyer guns. Those ships are interesting and quite usable /although many have w. energy problems in prolonged fight (sturgeon especially, he's barely useful, but I often hit zero with cyclops too) I'm talking about ships that can mount big guns in front here, like, ocelot , sturgeon and cyclops. M7+ that can mount them only to lateral are not "real" anti cap platforms. Even mighty kvasir (4 front MAML, 6 lateral big caliber) struggles with single xenon C.
how about nerfing MAML to a bit better than HEPT there?

so kinda like this : EMPC < HEPT < MAML < CIG < FPD? is the EMPC worse than HEPT now in XRM? I'm thinking that MAML to be at the same league as... what is it the red gun usually coming from paranid corvettes?

btw after some in game hours and destroying tens of terrans freighters and weaklings, that khaak battlegroup advanced destroyer beaten by a Tokyo escorted by hayabusa and joined by my frigate... the ATF shown up in full power late... but they brought a wooden, a tyr, a kvasir, a skimir and one other frigate the name escape me plus their whole fighters... pretend to be cool after being late huh? :lol:
dougeye
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Post by dougeye »

Thought id play around with a few mods to see how well they work with XRM AP. To start with i love what paul has done with the war so far but i wanted to escalate it slightly :twisted:

So i installed the latest version of MMBR, Yaki Armada and Pirates Guild 3. The one thing i totally over looked and had forgoten was that the terrans are officially in the game engine at war with the argons and their allies meaning with MMBR invasions on the terrans would launch fleets into commonwealth space. Now i like to push things a bit so i set the rearguard counter to around 5000 :twisted: Ive also set the pirates guild to the strong setting and yaki armada has 10 command ships, i did this so the commonwelath would not overwealm them quickly. I also installed and enabled smart turrets for npcs.

Once all was set up i decided to check up on Pauls terran fleet which was in circle of labour. It had pritty much lost all its fighter support and currently consisted or the lasting vengeance, an Odin , Nagoya and 2 Tokyos with a coupe of M7's yoko's and hayabusas. Now one thing that seems to stall progress is the fact that argon defense ships keep retreating when there sheilds get low, it makes sense yes but the way in which it happens does not!

When the defense ships get low on sheilding they instantly do a Point to point jump in sector away from the terran forces and then jump out of sector properly. I was not aware the commonwealth could randomly jump around in sector. I dont think this is an MMBR feature or an XRM feature so i am a little confused as to how this is possible.

Anyways eventually they jump back in and eventually the terrans take them out. this went on for a good hour or two in circle of labour with terran invasion fleets (MMBR) and argon response fleets jumping in and having it out. I was however more interested in how Pauls fleet would do. Eventually the fleet made it to the south gate and jumped into omicron lyrae so off i went to omicron lyrae. BTW i started as goner and i am freindly with all the main races, think of me as a friendly observer. Who profits off the salvage after every battle :twisted: . I may eventually take a side but will build up a huge fleet first! :lol:

Right so now pauls fleet is in omicron. the command ship is being escorted by 4 m1/m2 class ships and a couple of m7's and a few m6's. they easily dispense with the argon trading station and the cahoona bakery next door before engaging a boron oceanus which was in sector. short work you might think. anyways the fleet then started to spread out and take on individual targets then after 5 minutes of picking off traders BOOOOM!! argon fleet jumps in a all three gates similtaniously! I must have counted 4 Atlas m2+ 3 daidalus m1+ 2 titans , 2 titan mk1 and 3 boreas m2. + supporting m7 and M6's (minitaurs/astreaus etc) - there was also a small boron fleet aswell with an m2 an m1 and fighter wings.

They made short work of the terran carriers who happened to be near the gates as it would happen the lasting vengeance was nearly smack bang in the middle of the sector. basicly it escorts got wiped out in minutes. i changed camera to focus on the terran command ship and watch the fire works as it was first engaged by the boreas's and m7's it wasnt fairing well at all lol not to mention the fact it had an argon fleet engaging it and it decided even with smart turrets enabled to focus 24 of its PSP's on the crystal fab near by walst the argons focused fire on it. So the boreas's severly crippled the Lasting Vengeance and by that time it had 3 atlas's enagging it and put it this way it died quickly! :lol:

Well the moral to this story is that i personnally think that with the correct settings MMBR etc work well with XRM AP and do not have a negative effect on gameplay but rather create a more interesting war senario. Paul's was mechanic will still function but the NPC fleet will definetly require the players help! Off i go to to buy my valhalla! oh and 4 Bragis and 10 Tyrs see you in a few years!! lol
I used to list PC parts here, but "the best" will suffice!

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