[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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Drewgamer
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Post by Drewgamer »

paulwheeler wrote:Thats not entirely true... The turrets do follow the target. The problem is that the beams are fake. They are just standard bullets that are very long and stationary rather than moving. Thus, once fired they are no longer attached to the turret and just hang in the air for the duration of the beam when the turret itself keeps moving and tracking the target.

Again, its a problem with adding something to an engine that was never designed to do it in the first place.
Interesting...I never realized that's how it was accomplished, but it definitely makes sense.

Here is to hoping that Rebirth will have true beam weapons then...
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paulwheeler
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Post by paulwheeler »

LordGaara wrote:Paul,

Just had a talk with apricotslice about the PHQ and blueprints for wares/weapons/stations. He came up with a modified script which adds a menu enabling these blueprints in the PHQ. Problem is, we dont know if the XRM hq.xml is modified, so that this can work with XRM. He says you could easily do it using your file and adding his script in it. Is that possible pretty please?

I would love to see the PHQ with addable blueprint wares or stations and I am sure many XRM users will appreciate it too.

Cheers
The XRM does have a modified HQ file to accommodate all the new HQs from the Xtra pack.

I'd be happy to take a look at this though. Send me an email or PM with the details.
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:
swatti wrote:Speaking of missiles, when do we see the fabs for missing missiles? I hate hunting some of them all over the galaxy.
Already there. Look closer. ;)

But I almost missed that myself, too.
Some of them factories are priced a little "unbalanced" yet - maybe thats the cause of the silent addition?
I've not added any new missile fabs. Everything there has been in the XRM from the start (except for the new Terran missile fabs).

And yes there are still a few missile missile fabs. Its not exactly top priority at the moment - especially as the weapons dealers make missile much easier to track down.
nap_rz
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Post by nap_rz »

paulwheeler wrote:.
just curious, did you get my PM a few hours ago? I send one but for some reason it didn't get into my sent folder, instead it went into outbox :? maybe your pm box is full
swatti
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Post by swatti »

Teladidrone wrote:
swatti wrote:Speaking of missiles, when do we see the fabs for missing missiles? I hate hunting some of them all over the galaxy.
Already there. Look closer. ;)

But I almost missed that myself, too.
Some of them factories are priced a little "unbalanced" yet - maybe thats the cause of the silent addition?
Wildfire, windstalker, Blizzard, etc. Still missing. Or do point me my mistake :wink:

Weapon-dealers do make things a bit too easy. Tho my fighter-wing docking into one made my wallet cry. Hence my desire to build them myself.

EDIT:
XENON HUB battlezone wanted!

What gates to where do i need to allign to produce maximum enemy-spawning? Yaki from Ocracokes Storm i know of. Pirates from where? Leaves one more, xenon from where?
Il leave terrans as a wildcard as theirs is the only thing rivaling my capital-fleet.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote:.
just curious, did you get my PM a few hours ago? I send one but for some reason it didn't get into my sent folder, instead it went into outbox :? maybe your pm box is full
It stays in the outbox until I read it, when it then goes to the sent box. I have just read it and replied.
paulwheeler
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Post by paulwheeler »

swatti wrote:
Teladidrone wrote:
swatti wrote:Speaking of missiles, when do we see the fabs for missing missiles? I hate hunting some of them all over the galaxy.
Already there. Look closer. ;)

But I almost missed that myself, too.
Some of them factories are priced a little "unbalanced" yet - maybe thats the cause of the silent addition?
Wildfire, windstalker, Blizzard, etc. Still missing. Or do point me my mistake :wink:

Weapon-dealers do make things a bit too easy. Tho my fighter-wing docking into one made my wallet cry. Hence my desire to build them myself.

EDIT:
XENON HUB battlezone wanted!

What gates to where do i need to allign to produce maximum enemy-spawning? Yaki from Ocracokes Storm i know of. Pirates from where? Leaves one more, xenon from where?
Il leave terrans as a wildcard as theirs is the only thing rivaling my capital-fleet.
If you use the gate between Nopileos Memorial and Xenon sector 101, you'll get both pirates and Xenon.

BTW - the XRM enemy patrol scripts look for an enemy sector to fly to. If you keep one set of gates going to a border between two standard race sectors, you'll get a lot more enemy traffic though the HUB.

Out of interest - is the HUB working properly? I've not actually tested it in XRM yet.
Teladidrone
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Post by Teladidrone »

Have not completed HUB plot in XRM yet, I'm in the middle of it.

The first two preconnected sets of gates (connected between Queen's Harbor <-> Queen's Retribution and Kingdom End <-> Rolk's Drift) do work.
However, one of the missions in the plot is to Patrol Queen's Harbor, Queen's Retribution and then into the Hub.
When this mission triggered it spawned a bunch of Terran Advanced Satellites (near the gates) as enemies besides the Pirates mentioned in the briefings.
Didnt do plot in vanilla AP so I dont know if this is correct.
However killing them all progressed with the plot.
Requiemfang
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Post by Requiemfang »

I just remembered something also about beams. Homeworld 2. you get the huge massive ship near the end of the campaign. the Sajuk ship that has it's massive beam cannon mounted in the hull. I remember seeing this thing firing the beam, a beam that lasted around 5 seconds or more and did ungodly damage to enemy ships. When the ship turned the beam turned as well.

Pretty the system the guys used to make that game had the right thing going when they had the turrets track the target. Another thing you would notice is that if you aimed the ship with the huge beam in it and choose a target behind a bunch of ships it would not only hit that ship but also the ships in front of it. Most times killing them in the process. :lol:
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Yacek
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Post by Yacek »

Teladidrone wrote:Have not completed HUB plot in XRM yet, I'm in the middle of it.

The first two preconnected sets of gates (connected between Queen's Harbor <-> Queen's Retribution and Kingdom End <-> Rolk's Drift) do work.
However, one of the missions in the plot is to Patrol Queen's Harbor, Queen's Retribution and then into the Hub.
When this mission triggered it spawned a bunch of Terran Advanced Satellites (near the gates) as enemies besides the Pirates mentioned in the briefings.
Didnt do plot in vanilla AP so I dont know if this is correct.
However killing them all progressed with the plot.
I did not destroy those satellites ever (AP vanilla, AP+XRM) and the plot continued.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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The Invader Zim
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Post by The Invader Zim »

I think the bounties should be limited for small ships, shooting down a Xenon N with 3 missiles and earning 1mio cr is too easy
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Drewgamer
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Post by Drewgamer »

I know the PHQ and UFJD are purchasable (I assume there is a location in Terran Space that sells them? I haven't looked yet) but will the HUB be available to Terran players as well?

Or perhaps an integration of the mini-plots eldyranx3 is working on with Terran Revitalization Project?

Or Or perhaps your own mini-plots?

Of course, I'd honestly be happy if there was some random ship floating about that offered to sell you access to it for "the right price".
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paulwheeler
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Post by paulwheeler »

The Invader Zim wrote:I think the bounties should be limited for small ships, shooting down a Xenon N with 3 missiles and earning 1mio cr is too easy
The bounties are already limited depending on the class of the ship and it would be very rare indeed for an M5 to get up to 1mil. Remember that the bounty increases the more the ship destroys. That M5 would have had to destroy quite a few ships to get near the 1mil mark, or have been lucky enough to get the kill shot on a large ship like an M2.

Having said that, a slight rebalancing of the bounty system is coming soon.
Zaknafein
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Post by Zaknafein »

Requiemfang wrote:I just remembered something also about beams. Homeworld 2. you get the huge massive ship near the end of the campaign. the Sajuk ship that has it's massive beam cannon mounted in the hull. I remember seeing this thing firing the beam, a beam that lasted around 5 seconds or more and did ungodly damage to enemy ships. When the ship turned the beam turned as well.
you can have that too. just sit yourself in a beam turret and keep holding the fire-button. makes insane amount of damage with lowish energyuse and instant hit. its so overpowered that i dont use it since i discovered it for myself :)

greetings
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Teladidrone
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Post by Teladidrone »

Yacek wrote: I did not destroy those satellites ever (AP vanilla, AP+XRM) and the plot continued.
Are you arch nemesis of the Terrans like I am?
The mission marker singled out the satellites as targets for me and it did not continue untill all of them were dead... but could be a coincidence, dunno.
Maybe everything hostile has to be nuked to go on?

Re: Bounty system
Once RRF got back on duty the bounties started to decrease significantly in my game; decreasing both in size and frequency.
Its very well possible that the RRF strike caused a lot unbalance issues here, too.
deca.death
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Post by deca.death »

dotoslocos wrote: you can have that too. just sit yourself in a beam turret and keep holding the fire-button. makes insane amount of damage with lowish energyuse and instant hit. its so overpowered that i dont use it since i discovered it for myself :)
As we already stated: it's not "lowish" energy use, but zero, and it's not "overpowered" - it's a cheating. You shouldn't be doing it.
The Invader Zim
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Post by The Invader Zim »

paulwheeler wrote:
The Invader Zim wrote:I think the bounties should be limited for small ships, shooting down a Xenon N with 3 missiles and earning 1mio cr is too easy
The bounties are already limited depending on the class of the ship and it would be very rare indeed for an M5 to get up to 1mil. Remember that the bounty increases the more the ship destroys. That M5 would have had to destroy quite a few ships to get near the 1mil mark, or have been lucky enough to get the kill shot on a large ship like an M2.

Having said that, a slight rebalancing of the bounty system is coming soon.
OOS is everything possible :D

But the sectornames and some other texts are not loaded in the german version. They are displayed like sector 15-00. The are working, if I change the lang.dat to english
BGrey
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Post by BGrey »

I have spent alot of my time in terran space and like twice I have run into an ATF mapping service mammoth. I remember reading about issues like this but that sounded like it meant a bunch of files were messed up but for me its only been happening in this one case.
blazermick
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Post by blazermick »

I am currently on version 14c .. can i update to version 18 even tho i dont have AP ??

Just checking before i update.

Thanks

** EDIT : Found the release notes. Answered there. Thanks
Last edited by blazermick on Wed, 7. Mar 12, 22:45, edited 1 time in total.
jiunejai
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Post by jiunejai »

Paul, will you consider changing TM's ware transport class into XXL?
Well, in my opinions, a military transporter should be able to transport all kind of weapon, missile, ammunition, device, and military stuff.

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