[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.

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deca.death
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Post by deca.death »

Probe1 wrote: And on that note I'd really like to ask how to install Bounce. I've read the instructions in the OP but I don't want to muck everything up. Do I rename the dat/cat files as a higher number than XRM or a lower number? Or is it somehow incompatible?
It's all been explained there, all you need is to copy files to needed folders. You need additional wall file specially designed for latest version of xrm - you'll find XRM.TC version in original post, at last pages. I'm not sure about AP version though.

CAT DAT files are only needed if you want to CREATE your own wall file. Not for actually using mod. They should be introduced in game, make wall, then to be removed.
Probe1
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Post by Probe1 »

Thank you. I've never been good at installing things without the plugin manager and every time I unzip a file I can already feel bad times coming.
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mr.WHO
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Post by mr.WHO »

Could someone write a short missile tutorial for all XRM missiles? I don't mean pure statistic fest but rater like this:

Missile name - range, yeld, warhead type, speed, agility, targeting

like

Missile X - short range, low yeld, swarm, fast, medium agility, cannot-retarget (after the target has been destroyed)
deca.death
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Post by deca.death »

mr.WHO wrote:Could someone write a short missile tutorial for all XRM missiles? I don't mean pure statistic fest but rater like this:
That would be nice. And while we're at it, could someone pretty please update this map:Best TC Map to XRM map? And since we're in demand streak ... someone could update XLS sheets of all ship stats from page 1. Adding ship docking info wouldn't hurt. Oh btw several sectors need descriptions too.

Any volunteers? ;)
Elucca
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Post by Elucca »

Not to seem overly fussy, but are the SRM ships taken from other games games still in this? (And are there a lot of them?) It's kind of a major immersion breaker to suddenly run into a random ship from Mass Effect or some other game.
deca.death
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Post by deca.death »

Elucca wrote:Not to seem overly fussy, but are the SRM ships taken from other games games still in this? (And are there a lot of them?) It's kind of a major immersion breaker to suddenly run into a random ship from Mass Effect or some other game.
Have no fear: they are not, or they have been deliberately excluded if were part of other ship packs. However some of recently included ships have some connections with some older and relatively unknown games so you probably won't mint.
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mr.WHO
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Post by mr.WHO »

Could you add A-T war to other gamestarts or a script that can be manually started by player in AL menu?
dougeye
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Post by dougeye »

i think all obvious and famous ships are gone now as they have been replaced with original community models. there are a couple of nexus based usc terran ships but they are being replaced in the next update with originals so that should be it then, if you install now though you "won't" see any longswords or super star destroyers. (unless you count vanilla AP's Kyoto :P) :lol:


+ guys if you want information on missiles just trawl through the enciclopedia. or better yet open up tmissiles and take down the information yourselves :)
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Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote:
mr.WHO wrote:Is there is a chance to have Aamon Prototype be buyable in as secret location (like some sort of Argon Intelligence base) just like Xperimental Shuttle?

I think that despite some diffrence both ship are quite simillar as they are created to be able to use both Terran and CW weapons.


BTW Does "Dark Space" organizationn in Terran terriory is a corporation or a pirate/criminal sindicate like Yaki?
IIRC Dark Space is a Terran corporation with criminal links. Its the only terran corporation that's ever been named in the game, hence its the one we've used.

The reason I've not bothered with the Aamon Prototype is that it just uses a standard eclipse (or was it nova?) model so is not really unique at all and did it even feature in a plot in the end? Its just a waste of a spare betty name if you ask me. I could use the name "Aamon" for a new terran ship...
Hi Paul,

The Aamon Prototype use's the XRM Eclipse model (Vanilla Notus Hauler) and although they have never used it they did make a very nice job of tarting it up, new paint scheme etc....looks a lot better than the standard Eclipse, so just take this unused model and make it some advanced/prototype version of the Eclipse or maybe a Dark space vehicle or something that maybe can fit the Xenon fighter weapon ...or something and redo thew stats for the thing.

Anyway its nice model so would be a shame not to use it!

And in regard to the Eclipse, i have meant to say this for about a year and kept forgetting....its got the wrong cockpit model.....its still using the cockpit for the original Eclipse (the fat round thing now used as the Quasar) so its got 2 side by side seats.......it should have say a normal single Nova cockpit, so to make it fit the current Model better as the current one doesn't match.


And finally.....the #Efaa.....just read the changelog...so you only put it into the AP version? im still on TC untill the box version comes out... any chance it can be put into the TC version?
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Post by Elucca »

dougeye wrote:i think all obvious and famous ships are gone now as they have been replaced with original community models. there are a couple of nexus based usc terran ships but they are being replaced in the next update with originals so that should be it then, if you install now though you "won't" see any longswords or super star destroyers. (unless you count vanilla AP's Kyoto :P) :lol:
Good to hear that! I guess there's no excuse for me not to get to playing X3 again, then. :P
dougeye
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Post by dougeye »

The Aamon prototype is the reward for completing the plot in AP so its no long irrelivent. I would personnally use the amon model instead of the eclipse. it is structurally the same but the texture scheme makes it look like an advanced piece of kit ideal for an m3+ ;)

Also on that point if you re enable the plot perhaps a new unique model could be supstituted for the Aamon so it is a nice rewrd for completing the plot :)
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paulwheeler
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Post by paulwheeler »

Friznit wrote:Fixed my game - you were of course right about Immersive Environment load order - I must have read the FAQ wrong. All appears to be functioning as intended, except the Stock Markets have all disappeared - is that a feature of XRM or because I chose custom start? No real biggy though, cos I find they're a bit too easy mode for making cash.
Stock exchanges should be there in xrm:ap.

If they are not, but you're seeing the xrm added new sectors, check for a mod with a conflicting tdocks.
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:Could you add A-T war to other gamestarts or a script that can be manually started by player in AL menu?
It's active in all gamestarts.
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:Recon drones.

Recon drones have been fixed and are fully working and very useful in AP; for this to work they have builtin Explorer Command software and shield. Warelistid 136.

Apparently you have simply copied the freight drone entry?
Because their speed and cargo is totally wrong, too.
I wasn't aware they had been changed for AP. I will sort this for the next update.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote: First - that is the way the war is designed. The terrans need an objective and capturing stations would mean alot of complicated scripting which is not what the xrm is about.

If you want to stop it:
Spoiler
Show
Destroy the command ship to stop the current invasion, then destroy McCallum Station. This stops the main invasion task force from respawning.
Second - there is no way to do that except place a satellite in the sector.
huh? there's connection between the station with the invasion force? :o what's the story on this? and what will happen if you destroy both? no more war? how about the argon side, is there a station that can stop the invasion too?
Read the message you receive at the start of a new game as an argon or terran. The war objectives are clearly stated.
paulwheeler
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Post by paulwheeler »

deca.death wrote:
mr.WHO wrote:Could someone write a short missile tutorial for all XRM missiles? I don't mean pure statistic fest but rater like this:
That would be nice. And while we're at it, could someone pretty please update this map:Best TC Map to XRM map? And since we're in demand streak ... someone could update XLS sheets of all ship stats from page 1. Adding ship docking info wouldn't hurt. Oh btw several sectors need descriptions too.

Any volunteers? ;)
I would be very grateful if someone wanted to volunteer to update all the ship and weapon stats. They are quite out of date now.

I've got enough on my plate maintaining the xrm itself so some help with stuff like that would be gratefully received.
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mr.WHO
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Post by mr.WHO »

paulwheeler wrote:
mr.WHO wrote:Could you add A-T war to other gamestarts or a script that can be manually started by player in AL menu?
It's active in all gamestarts.
:oops: I was mislead by the fact that only Terran and Argon gameastar have war message in the start.
Well, it will be have profitable to be neutral salvager in this conflict :)
dougeye
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Post by dougeye »

mr.WHO wrote:
paulwheeler wrote:
mr.WHO wrote:Could you add A-T war to other gamestarts or a script that can be manually started by player in AL menu?
It's active in all gamestarts.
:oops: I was mislead by the fact that only Terran and Argon gameastar have war message in the start.
Well, it will be have profitable to be neutral salvager in this conflict :)
Profiteering goner me all the way! lol ive got npc bail all set to 1 and im making a tidy profit! ;)
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mr.WHO
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Post by mr.WHO »

Today i went on experiments with Xenons and their weapons. I love their basic weapon due to fact that it's both greate fighter weapon and good capship AA turret weapon (which is even better due to fact that Xenons don't have flak weapons).

I spawned a Z with full Gamma weapons mounts, turrets command attack enemies and then spawned 40 Argon fighters near it. It almost look like WW2 slugfest with tracers everywhere.
I like the ballance that this weapon is better than basic CW weapons and due to fact that xenons don't have flak makes them vunerable to to heavy fighters attack (it take some time for Gammas to break through shields of M3 and M3+).


This brings me to evil conlusion (no, no flaks for Xenon):
Xenon need light AA/patrol frigate and Sentinel variant for ther corvettes that use Gammas as their dedicated AA weapon.
Expnobody? :twisted:
Teladidrone
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Post by Teladidrone »

Me want credit(s!) for single handily stopping Terran invasion force like I did yesterday in Omicron Lyrae!
Hey, I am a private contractor helping with the Argon war efforts and ruthless mercenaries like me want to get paid! A lot! (*quickly hides stolen Terran invasion ships*)

Seriously, a little additional reward for nuking invasion ships would be nice... its not really about the money its about the flavor! :)

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