[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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what about OOS AI battles then? why don't they fire missiles?paulwheeler wrote: AI hostiles will always focus on the player, regardless of the ship you're flying. This has been the behaviour since at least X2.
However, I have not experienced bombers firing anything more than one or two missiles at an M5. In AP the number of missiles fired depends on the targets class.
well paul, with a heavy heart I inform you, that MAML still 'almost, yeah, almost' as useless as ever...

graphics are nice, stats are somewhat okay, but they still misses badly
http://i.imgur.com/59gAM.jpg
http://i.imgur.com/61Uvs.jpg
1st pic, 10 meters off target
2nd pic, like 1 meter off target, but even when they were scratching target's skin, they didn't inflict (or only minimal) damage...
I also believe this is what some people have been debating today... guns that can't kill smaller targets...
the fact is, there may be many occasion that heavy beam guns like FBC kills fighters faster than PRG, FBL (yes I was wrong, I confused it with IBL), EBC, MAML and such other guns with small bullets
I have just experienced trouble handling 15+ fighters (M3 and smaller) in my Nagoya using SMART turret that thrown MAMLs, SSCs and EMPCs toward them, while you may say that it's quite intended, but... the moment I switched to MARS, MARS didn't hesitate to throw FBCs at them and their numbers dropped significantly faster, why, because that 2 (only 2 of them hit out of 12, for example) FBCs even if they only hit for 0.25 seconds (with some help from SSCs) resulted in much much bigger damage than 20+ MAMLs and SSCs in 10 seconds that >75% failed to hit..
I think the situation I described above perfectly shown the case that some people debated, it's ironic and somewhat annoying if the slowest and biggest heavy guns (FBC) could suppress and kill fighters faster than the supposedly and specifically 'anti fighter guns'
though I also feel weird that I think my Nagoya was better vs fighters in 1.18 than current version, I can't really sure since I've been playing Mass Effect 3 for sometime and didn't touch this game for the last 2 weeks

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correct me if I'm wrong but MAML's are heavy guns - not really supposed for killing light ships? (in both pictures they missed a fighter)
edit: also EMPC's are quite good at hitting them so might want to try that instead or since you are in a frigate anyway just use SSC's and blow those bastards out of the sky
edit: also EMPC's are quite good at hitting them so might want to try that instead or since you are in a frigate anyway just use SSC's and blow those bastards out of the sky
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MAML was a heavy gun back then in CMOD 4Jumee wrote:correct me if I'm wrong but MAML's are heavy guns - not really supposed for killing light ships? (in both pictures they missed a fighter)
edit: also EMPC's are quite good at hitting them so might want to try that instead or since you are in a frigate anyway just use SSC's and blow those bastards out of the sky


*yep, roughly the same DPS as EMPC* IIRC I saw current MAML do 450ish hull DPS... and 3500ish shield DPS
that's the power of a heavy gun?

Last edited by nap_rz on Thu, 22. Mar 12, 18:59, edited 1 time in total.
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then just ram them I love suddenly swinging my destroyer or frigate (panther does it bestnap_rz wrote: MAML was a heavy gun back then in CMOD 4now (the current version) they have roughly the same DPS as EMPC, it won't deal 'wow' damage against bigger ships


I did say correct me if I'm wrongnap_rz wrote:*yep, roughly the same DPS as EMPC* IIRC I saw current MAML do 450ish hull DPS... and 3500ish shield DPS
that's the power of a heavy gun?


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I have one word for you - "range". The M/AML range is getting close to capital weapon levels and its bullet speed is comparable to fighter weapons. Not everything is about damage.nap_rz wrote:MAML was a heavy gun back then in CMOD 4Jumee wrote:correct me if I'm wrong but MAML's are heavy guns - not really supposed for killing light ships? (in both pictures they missed a fighter)
edit: also EMPC's are quite good at hitting them so might want to try that instead or since you are in a frigate anyway just use SSC's and blow those bastards out of the skynow (the current version) they have roughly the same DPS as EMPC, it won't deal 'wow' damage against bigger ships
*yep, roughly the same DPS as EMPC* IIRC I saw current MAML do 450ish hull DPS... and 3500ish shield DPS
that's the power of a heavy gun?
Also, I don't understand your reluctance to use the FPD. That is the terran medium weapon of choice in the xrm. The M/AML is not ever going to be in the same class it was in the cmod. It was powerful then because it needed ammo. In the xrm it doesn't. It is not a heavy gun.
Last edited by paulwheeler on Thu, 22. Mar 12, 19:17, edited 1 time in total.
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then why does the ai always attack the player ship regardless of what else is attacking it? Try it yourself. Get an Xenon k being attacked by multiple capital and fighters. Then go an join the attack in a fighter. The ai will concentrate more fire on you than on the other ai fighters and sometimes even the other capitals.Litcube wrote:paulwheeler wrote:Yesfeygan wrote:
IS this a hardcoded issue
AI target selection is not hardcoded. Nor is there a preference for player ships.
and if it's not hardcoded then it must be very difficult to change because no one has ever altered it to my knowledge.
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I do stockpile FPD in my ships, but you miss the point, the point is, it's better the way it was than nowpaulwheeler wrote: I have one word for you - "range". The M/AML range is getting close to capital weapon levels and its bullet speed is comparable to fighter weapons. Not everything is about damage.
Also, I don't understand your reluctance to use the FPD. That is the terran medium weapon of choice in the xrm. The M/AML is not ever going to be in the same class it was in the cmod. It was powerful then because it needed ammo. In the xrm it doesn't. It is not a heavy gun.



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If i could make a request i would like to ask if you guys could make a bailing mod or script for the game kinda like XTC has but your own design as i love the game and the combat is great but with no advanced setting on bailing its just very very hard and tedious to try to take ships,
as i hate sitting there shooting at some Ts for like 30 minutes or something like that and it never bails this not only aggervates me,
but makes game play more un-fun for me as i like to play the pirate and when i play as one i want to like jump in a border or core sector and shoot up some military ships like say a Colossus Carrier and the pilot bails,
then i would gain a carrier and weaken the Argon federation and increase a bounty or something make me more wanted but also more deadly so there is my request/2-cents hopefully you guys like this idea.
Troop.
as i hate sitting there shooting at some Ts for like 30 minutes or something like that and it never bails this not only aggervates me,
but makes game play more un-fun for me as i like to play the pirate and when i play as one i want to like jump in a border or core sector and shoot up some military ships like say a Colossus Carrier and the pilot bails,
then i would gain a carrier and weaken the Argon federation and increase a bounty or something make me more wanted but also more deadly so there is my request/2-cents hopefully you guys like this idea.
Troop.
("why can't I make risk-free credits while I slay the universe in my Black Death Ship of Pokemon that lobs auto-generating Fragmentation Bomb Launching Jesus Missiles at everything within 6,000 KM?" -Litcube 10/17/14)
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That happens if you are not running english language or if you have not deleted the 00044.xml file from the "mov" or "addon/mov" folder.swatti wrote:Think someone posted this once before, somewhere...
Betty seems to be missing few words: "Wing" "Research station" etc. Some file was boo boo, where and what was it?
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I have just installed XRM and started the "Aldran Adventurer", getting a nice Springblossom as starting ship.
I installed the cockpit mod as well to get a cooler looking cockpit. It looks really great except for one real annoyance.
The speed and distance values are shown in a HUGE font, at about 1/4 of the screen from the bottom. It looks really ugly and does not fit the cockpit layout at all. I do get the same data in the top-right corner as well, but here it is part of the cockpit and looks like it belongs.
I tried with several of the cockpit mods linked from the main page, but all of them had the same error. Only when I deleted the cockpit mod I got the speed/distance gauges to look good again.
Anyone else seen this? Any way to fix it?
I installed the cockpit mod as well to get a cooler looking cockpit. It looks really great except for one real annoyance.
The speed and distance values are shown in a HUGE font, at about 1/4 of the screen from the bottom. It looks really ugly and does not fit the cockpit layout at all. I do get the same data in the top-right corner as well, but here it is part of the cockpit and looks like it belongs.
I tried with several of the cockpit mods linked from the main page, but all of them had the same error. Only when I deleted the cockpit mod I got the speed/distance gauges to look good again.
Anyone else seen this? Any way to fix it?
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Exit and re enter the ship.MrIgnem wrote:I have just installed XRM and started the "Aldran Adventurer", getting a nice Springblossom as starting ship.
I installed the cockpit mod as well to get a cooler looking cockpit. It looks really great except for one real annoyance.
The speed and distance values are shown in a HUGE font, at about 1/4 of the screen from the bottom. It looks really ugly and does not fit the cockpit layout at all. I do get the same data in the top-right corner as well, but here it is part of the cockpit and looks like it belongs.
I tried with several of the cockpit mods linked from the main page, but all of them had the same error. Only when I deleted the cockpit mod I got the speed/distance gauges to look good again.
Anyone else seen this? Any way to fix it?
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Not sure if it will work or not, but try to turn off (or on) "numerical shield/hull value". I had a similar issue, and that fixed.MrIgnem wrote:I have just installed XRM and started the "Aldran Adventurer", getting a nice Springblossom as starting ship.
I installed the cockpit mod as well to get a cooler looking cockpit. It looks really great except for one real annoyance.
The speed and distance values are shown in a HUGE font, at about 1/4 of the screen from the bottom. It looks really ugly and does not fit the cockpit layout at all. I do get the same data in the top-right corner as well, but here it is part of the cockpit and looks like it belongs.
I tried with several of the cockpit mods linked from the main page, but all of them had the same error. Only when I deleted the cockpit mod I got the speed/distance gauges to look good again.
Anyone else seen this? Any way to fix it?
Last edited by hlking on Thu, 22. Mar 12, 22:25, edited 2 times in total.
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I am very tempted by this mod, it looks very impressive.
However whilst I have looked, ( not all pages! ) I find little mention of the Khaak. Is there an option to buy khaak ships, or better yet a Khaak start?
I think that could be a clincher!
( Sorry for asking such a basic question, its probably there somewhere, but I missed it. over 700 pages!)
However whilst I have looked, ( not all pages! ) I find little mention of the Khaak. Is there an option to buy khaak ships, or better yet a Khaak start?
I think that could be a clincher!

( Sorry for asking such a basic question, its probably there somewhere, but I missed it. over 700 pages!)
Pray that there's intelligent life somewhere up in space
'Cause there's bugger all down here on Earth
'Cause there's bugger all down here on Earth