[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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[XRM.TC] Alright, I have few things on my mind:
OOS gate blockade. Had them going in vanilla (Gate blockade methods) and I'm thinking helping out argons and split maybe in zyaerth, getsu and probably nopileos. Have my own plex rolling, nothing too big, 4 fabs, but enough for small scale operation. I have plenty of M2+ stolen and equipped, so shielding won't be a problem. I'm planing to use 1 M2+ and 2 tougher M2s (osaka, tyr or equivalent) and 100 LTs placed at exact OOS gate entry point. It worked in vanilla, and here? Is OOS combat same /similar enough?
I'm getting lot of CAGs killed. One would thought then with 10x tougher shielding they will survive more then in vanilla, but apparently not. Now I had to blacklist dozen sectors :)
And while we're at it ... PAR shipyard. Sells only fighters. Wouldn't be a splendid if it could sell fully equipped and kited TSes...?
Any way of getting Goner ranger? Damn thing won't bail, will it? I can't buy it cause goners are ... maybe liiitle mad at me (serves me right you'll say ;) and I cannot befriend them, they won't give missions, they have no combat missions to destroy ship convoys, they have no enemies in territory for me to exterminate (I've put few scouts on "scout enemies" there but nada) ... and I need small JD ship for logistic purposes.
Is Prometheus ever seen in space? I lack that ship for M2+ collection ;)
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Ok, gone back 20 pages and can't find what i am looking for so gonna ask 
Joel or Doug, I think it was one of you 2... How did you fix the ware size, ship change issue? I keep trying to change my mammoth cargo hold size and dropping the JD down to L (doing this just for one ship, a navsat deployer.. not sure if there is a way to alter it for one ship instead of allowing all M3s access to JD, not that I would do that but to reduce temptation....).
I thought you mentioned making the change in x editor and making sure you don't use PM. Tried that and my mammoth is still 60k (again would just like 1 TL with enlarged hold for plex building) and my JD and DC are still their old ware sizes.

Joel or Doug, I think it was one of you 2... How did you fix the ware size, ship change issue? I keep trying to change my mammoth cargo hold size and dropping the JD down to L (doing this just for one ship, a navsat deployer.. not sure if there is a way to alter it for one ship instead of allowing all M3s access to JD, not that I would do that but to reduce temptation....).
I thought you mentioned making the change in x editor and making sure you don't use PM. Tried that and my mammoth is still 60k (again would just like 1 TL with enlarged hold for plex building) and my JD and DC are still their old ware sizes.
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Best bang for the buck?
I want to increase my fleet with a couple of M7s.
So far best possible candidates are the Cyclops, the Ocelot or maybe the Raven - other races hate me too much and will never even tell me the time of day or sell me anything again ever, lol.
Anyways... I like the shielding and shield generator of the Cyclops and Raven, but the Ocelot might have the bigger mouth. (read forward firepower which is always nice if the AI is at the helm).
Which one would you prefer?
Or should I better skip the M7 step and go the extra mile and invest in light destroyers instead? Some Boreas, Krait or... Brigantine if I can convince my nasty neighbors to hand some of theirs over?
I want to increase my fleet with a couple of M7s.
So far best possible candidates are the Cyclops, the Ocelot or maybe the Raven - other races hate me too much and will never even tell me the time of day or sell me anything again ever, lol.
Anyways... I like the shielding and shield generator of the Cyclops and Raven, but the Ocelot might have the bigger mouth. (read forward firepower which is always nice if the AI is at the helm).
Which one would you prefer?
Or should I better skip the M7 step and go the extra mile and invest in light destroyers instead? Some Boreas, Krait or... Brigantine if I can convince my nasty neighbors to hand some of theirs over?
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When I get home later today I will walk you through it. Im on an iphone right now.Erenar wrote:Ok, gone back 20 pages and can't find what i am looking for so gonna ask
Joel or Doug, I think it was one of you 2... How did you fix the ware size, ship change issue? I keep trying to change my mammoth cargo hold size and dropping the JD down to L (doing this just for one ship, a navsat deployer.. not sure if there is a way to alter it for one ship instead of allowing all M3s access to JD, not that I would do that but to reduce temptation....).
I thought you mentioned making the change in x editor and making sure you don't use PM. Tried that and my mammoth is still 60k (again would just like 1 TL with enlarged hold for plex building) and my JD and DC are still their old ware sizes.
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You must change files in 'types' folder, not in actual CAT file like before. Open, change, save. Don't use PM. It worked for me. BTW if you want to limit changes just to some ships, change ware, buy ware /load to ship, change back. "Bigger" wares will actually stay in the ship, game check flags only on load, naturally.Erenar wrote: Joel or Doug, I think it was one of you 2... How did you fix the ware size, ship change issue?
All of them :) You can't miss with ocelot, but I've flown aggy too in last few days an it's mean thing - shielding of light destroyer actually. 50% tougher then ocelot, and similar bite. But ocy has other aces in sleeve, PALCs, which are badass AA weapon, and lateral ISRs, which are split vette but in reality anti everything gun. Like mini GC. But beware, in XRM M7+ are not sector killers. Each class holds it's own ground. That doesn't mean you won't score on single K, but still...Teladidrone wrote:Best bang for the buck?
I want to increase my fleet with a couple of M7s.
Which one would you prefer?
Light destroyers are substantially more powerful, and brigantine is queen. That speed, steer and GCs? Yes please. My favorite M2.
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Ok. The mistake I made earlier is that I edited the twaret file that XRM:TC uses instead of the twaret file inside the "addon" folder in the XRM cat. So when you open up the cat be sure to edit the addon\types\twaret.pck.Erenar wrote:Ok, gone back 20 pages and can't find what i am looking for so gonna ask
Joel or Doug, I think it was one of you 2... How did you fix the ware size, ship change issue? I keep trying to change my mammoth cargo hold size and dropping the JD down to L (doing this just for one ship, a navsat deployer.. not sure if there is a way to alter it for one ship instead of allowing all M3s access to JD, not that I would do that but to reduce temptation....).
I thought you mentioned making the change in x editor and making sure you don't use PM. Tried that and my mammoth is still 60k (again would just like 1 TL with enlarged hold for plex building) and my JD and DC are still their old ware sizes.
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I quite like the dual Tobosaku A/B variants myself as it makes sense to platform share different weapon packages...very Terran.paulwheeler wrote:Sn4kemaster wrote:I like Cadius M1+ myself, so the only option left is if Paul wants to replace the Kyoto with Expnobodys design, and then balance it as a Bragi style dreadnought command ship rather than full fat M0, as IMO the game does not need any more, the Valhalla should be the only true M0 in the game!mr.WHO wrote:Hey Paul have you decided what to do with Expnobody M1+?
I'm suprise by myself, but if the only option would be to replace Cadius Saitama/Solaris, then I think I'd rather want Cadius ship coz it fit new Nagoya. And because we have more or less lack space for more USC M1 (exept maybe M0) then this one might be out of luck.
I want to keep the vanilla Kyoto in as I kind of like it. Bragi is an M2+, so USC already have one in the Nagoya.
There is one other alternative, and it depends on the size of the ship - convert it into a light destroyer to replace the duplicate Tobosaku. I've not actually looked at the model yet, so we'll see...
Anyway...really like the new Nagoya below ( you picked the best design there Paul) but...........
http://www.strikingsoftware.com/files/nagoya2.jpg
............ i notice expnobody gave it 6 left/right turret platforms and you have only used 3 each with a quad turret and left 3 empty? would it not be better to have used all 6 with the smaller dual turrets give the same firepower but would look better due to no unused empty turret place's.
And also what ever happend to this.....
http://bbs.deeptimes.org/data/attachmen ... u281ju.jpg
http://bbs.deeptimes.org/data/attachmen ... 2blk99.jpg
Hope he sent it, as its a top notch Argon M3B and would finnaly get rid of that bloated round thing that used to be the Eclipse in Vanilla....uuurrrrgh

Last edited by Sn4kemaster on Mon, 30. Jan 12, 23:02, edited 1 time in total.
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Alternatively, you can just choose (win7) not to copy conflicting files over :) I've installed pirate guild too, it does sound awesome, but I'm not sure how comfortable I am with a mod that left behind 23 scripts and 4 files from "t", just like that. It smells of disaster to me but you guys assure that everything works fine ... Btw script "hotkey install" was also left behind (xrm has same script too) - does this mean that important configurable keys are off? Probably. All scripts left behind begin with "plugin.sk.ecs" and names vary; register, call.script, dialog.menu, commscript, setup, uninstall, getrandom, register, unregister....dougeye wrote: what i actually said if you read the pm back is it "may" overwrite some xrm scripts so after you have "finished installing" yaki armada and pirates guild copy all the "xrm part 2 scripts" back in to the scripts folder "again" and let them overwirte any duplicates, that way xrm will have everything it needs and will function properly, I have used this method and the yaki and pirate mods work fine will no side effects for xrm. Read it slower next time lol
As I've said, this doesn't look too well, but apparently works /doesn't crash ... for now.
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@sn4kemaster
I've not received the argon m3b yet. I'm also waiting for a fix to the nagoya model as there is an issue with it.
At the moment I'm not going to include his m1+ as it's not very optimised (30mb for a ship model after compression is huge - double most capital ships).
As for the turrets, I've kept it the same as the old nagoya for two reasons; one - it means the ship won't need to be cloned; two - I just love cadius's quad turrets!
I've not received the argon m3b yet. I'm also waiting for a fix to the nagoya model as there is an issue with it.
At the moment I'm not going to include his m1+ as it's not very optimised (30mb for a ship model after compression is huge - double most capital ships).
As for the turrets, I've kept it the same as the old nagoya for two reasons; one - it means the ship won't need to be cloned; two - I just love cadius's quad turrets!
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Ummm I don't think I am receiving money from the missions I am completing. The mission shows as complete, and the guy says the money transfer is on it's way......but it never comes. Has happened three times now. The guys picture also stays up in the upper right hand corner until I dock somewhere. Checked message log and it says mission is complete....but doesn't say anything about money transfer.
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paulwheeler wrote:@sn4kemaster
I've not received the argon m3b yet. I'm also waiting for a fix to the nagoya model as there is an issue with it.
At the moment I'm not going to include his m1+ as it's not very optimised (30mb for a ship model after compression is huge - double most capital ships).
As for the turrets, I've kept it the same as the old nagoya for two reasons; one - it means the ship won't need to be cloned; two - I just love cadius's quad turrets!
Hope he gets in touch soon with the Nagoya fix then and the Argon M3B

Fair enough over the turrets...the quad are a great design to be fair!
As for his M1+ i cant really see a place for it if you are keeping the Kyoto anyway.
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@in particular Deca
So I found a few hours to give boarding a detailed look through and thought id share a bit.
1. Missile Barrage Substitute
As some may know I have argued for the re imposition of the missile barrage for boarding pods. Since this seems complicated / unwanted I thought Id have a look for an alternative. So I decided to install the Medusa Missile script. Now it does not allow me to fire dummy missiles like I want but it has a hotkey which allows you to fire a set number of missiles at a target right after each other without having to mash the fire button.
(Note on install of medusa: you have to remove two scripts of medusa which allow the computer AI using ECM countermeasures on ships. If you don't dow this your pods will instantly be destroyed by ever-replenishing AI countermeasures....)
Now because you can't fire dummy pods anymore, the best way (imo) to cap ships is to get very close and deploy missiles so turrets don't have time to fire in their very short path to the ship. The beauty of Medusa is it allows you to rather quickly give a command to fire off 4 pods in the middle of a close close flyby. Which leads me to technique.
2. Update on technique
I love that the Pirate M7 Carrack has boarding pods and Ion Cannon Capabilities. I think its a great and realistic development. M7Ms were always out of place with boarding capabilities and now that they cannot fire multiple pods it is brilliant that (at least in the case of pirates) lightly shielded M7s have taken up this roll. (note other pirate heavies can also fire pods).
With one or two M6 H. Hydras as distractions and the Carrack you now have a fighting chance of getting pods on target. The trick with the Carrack (particularly if using Medusa) is to make sure that, when you are doing your drop drive-by, you have the belly of the ship facing your target. This is because missiles come from under the Carrack and will therefore latch on a lot quicker onto your target since they don't have to fly around your ship.
Because the Sheilds of the Carrack are very weak (2 GJ) expect to have to be quick; extra quick if you don't have support. In the 8 or so operations I ran I lost about 3 x 20 guys on bad deployments all in all and walked away with substantial hull damage 3 times (strafing is very important when you have deployed). I did recover some of the men so not really that horrible. All but one of the ships were captured swell so still easily a net gain.
Finally on sourcing marines
I use a Marine onboard training script since it speeds up training and allows you to train marines on your mobile pirate flotilla. I keep about 5 or so Capitals training troops constantly so I have backups when things go wrong.
PS. Medusa can easily "break your game" experience by making the playership way superior in how it fires missiles over vanilla. I do however think that a hotkey to fire a missile at all ships within a certain range is something which egosoft should have put in. The script takes account of the cool down rate of each missile, so is kinda fair. However if you are a traditionalist, then not having to mash "fire missile" and "target next enemy" might seem cheap. your choice!
EDIT: Medusa is obviously not necessary for the technique. It was just a nice way of making the flying process less stressful.
So I found a few hours to give boarding a detailed look through and thought id share a bit.
1. Missile Barrage Substitute
As some may know I have argued for the re imposition of the missile barrage for boarding pods. Since this seems complicated / unwanted I thought Id have a look for an alternative. So I decided to install the Medusa Missile script. Now it does not allow me to fire dummy missiles like I want but it has a hotkey which allows you to fire a set number of missiles at a target right after each other without having to mash the fire button.
(Note on install of medusa: you have to remove two scripts of medusa which allow the computer AI using ECM countermeasures on ships. If you don't dow this your pods will instantly be destroyed by ever-replenishing AI countermeasures....)
Now because you can't fire dummy pods anymore, the best way (imo) to cap ships is to get very close and deploy missiles so turrets don't have time to fire in their very short path to the ship. The beauty of Medusa is it allows you to rather quickly give a command to fire off 4 pods in the middle of a close close flyby. Which leads me to technique.
2. Update on technique
I love that the Pirate M7 Carrack has boarding pods and Ion Cannon Capabilities. I think its a great and realistic development. M7Ms were always out of place with boarding capabilities and now that they cannot fire multiple pods it is brilliant that (at least in the case of pirates) lightly shielded M7s have taken up this roll. (note other pirate heavies can also fire pods).
With one or two M6 H. Hydras as distractions and the Carrack you now have a fighting chance of getting pods on target. The trick with the Carrack (particularly if using Medusa) is to make sure that, when you are doing your drop drive-by, you have the belly of the ship facing your target. This is because missiles come from under the Carrack and will therefore latch on a lot quicker onto your target since they don't have to fly around your ship.
Because the Sheilds of the Carrack are very weak (2 GJ) expect to have to be quick; extra quick if you don't have support. In the 8 or so operations I ran I lost about 3 x 20 guys on bad deployments all in all and walked away with substantial hull damage 3 times (strafing is very important when you have deployed). I did recover some of the men so not really that horrible. All but one of the ships were captured swell so still easily a net gain.
Finally on sourcing marines
I use a Marine onboard training script since it speeds up training and allows you to train marines on your mobile pirate flotilla. I keep about 5 or so Capitals training troops constantly so I have backups when things go wrong.
PS. Medusa can easily "break your game" experience by making the playership way superior in how it fires missiles over vanilla. I do however think that a hotkey to fire a missile at all ships within a certain range is something which egosoft should have put in. The script takes account of the cool down rate of each missile, so is kinda fair. However if you are a traditionalist, then not having to mash "fire missile" and "target next enemy" might seem cheap. your choice!
EDIT: Medusa is obviously not necessary for the technique. It was just a nice way of making the flying process less stressful.
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Not to mention errors like 'couldn't obtain post information' when you try to jump to the last post form the main page. There is not jump to page option which makes navigation of long threads very difficult. Either they are to lazy to upgrade the engine or too greedy to spend some cash in order to improve browsing and using comfort, damn ego. The same medieval phpbb since I remember.paulwheeler wrote:Release notes for the current release are linked in the OP.
Alternatively, i find Google searches these forums much better than the forum search engine (which is totally useless!)
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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phpBB is free (and they're probably using a MySQL back-end too), and that's what they're using. It's just an older version. Just needs some updating (they're using the 2005 version).Sorkvild wrote:Not to mention errors like 'couldn't obtain post information' when you try to jump to the last post form the main page. There is not jump to page option which makes navigation of long threads very difficult. Either they are to lazy to upgrade the engine or too greedy to spend some cash in order to improve browsing and using comfort, damn ego. The same medieval phpbb since I remember.
Cheers,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson