[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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Sorry to bug-in again.
I've seen that of ships "not moving" but they shoot hostiles in Grand Exchange in my game. There are lot's of capital ships there in my AP game and I have nothing that changes RRF except XRM/AP itself (had copied the 1.1 rrf scripts from the xrm1.9e part 2 file).
I checked and all those capital ships that sit still have destintation the shipyard in that sector. To me they look as if they are strateigcally placed or near the shipyard or close to a gate for incoming hostiles, strange thing is they don't move when they are shot by hostiles like Xenon they just fire their turrets.
I've seen that of ships "not moving" but they shoot hostiles in Grand Exchange in my game. There are lot's of capital ships there in my AP game and I have nothing that changes RRF except XRM/AP itself (had copied the 1.1 rrf scripts from the xrm1.9e part 2 file).
I checked and all those capital ships that sit still have destintation the shipyard in that sector. To me they look as if they are strateigcally placed or near the shipyard or close to a gate for incoming hostiles, strange thing is they don't move when they are shot by hostiles like Xenon they just fire their turrets.
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Something is not quite right, unless that is what is supposed to be. I jump into Tanditech sector (Dana's Chance) and saw 2 TS, 1 TL, and 2 M8. The 2 M6 (2 Hyperion Vanguard! Wow, they must have good connections) and their M3, M4, M5 escorts just left the sector and are heading toward my home sector in Akeela's Beacon. So I capture 1 of the M8, and suddenly the entire sector is filled with hundreds of Reserve TS. Well maybe less than 100, but still a lot more than expected. The previous Tanditech also had a M1, it seem to be missing.Teleth wrote:Phanon Corp 1.21 modified for use with X3AP + XRM
Is this normal?
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Let me confirm this:
Are you running XTC? I'm pretty sure this doesn't even work on AP.
Because if you're not running that mod, you should not be running the XTC version of PhanonCorp.
Are you running XTC? I'm pretty sure this doesn't even work on AP.
Because if you're not running that mod, you should not be running the XTC version of PhanonCorp.
Last edited by Teleth on Tue, 10. Apr 12, 12:58, edited 1 time in total.
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Oops, I didn't know XTC is a mod. Okay, let me reinstall Phanon Corp.Teleth wrote:Let me confirm this:
Are you running XTC? I'm pretty sure this doesn't even work on AP.
Because if you're not running that mod, you should not be running the XTC version of PhanonCorp.
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Don't worry, you're not the first to fall for this unfortunately.TestUnknown wrote:Oops, I didn't know XTC is a mod. Okay, let me reinstall Phanon Corp.Teleth wrote:Let me confirm this:
Are you running XTC? I'm pretty sure this doesn't even work on AP.
Because if you're not running that mod, you should not be running the XTC version of PhanonCorp.
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Quick question : where to buy working Weapon Platforms?
I've bought one at a Boron Shipyard but it has no weapons.
I've checked existing platforms and they appear as a ship (M1 or M2) on the sector view, while my own appears as a station.
So i guess there's a trick to buy those "station-ship" weapon platforms, but I don't know how...
Halp?
I am using the last version for TC.
I've bought one at a Boron Shipyard but it has no weapons.
I've checked existing platforms and they appear as a ship (M1 or M2) on the sector view, while my own appears as a station.
So i guess there's a trick to buy those "station-ship" weapon platforms, but I don't know how...
Halp?

I am using the last version for TC.
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I take it "Station" cannot have any weapons, hence it must be a "M1 or M2" ?
Why not add some form of mega-pewpew-leizoor that only mounts to platforms of sertain type?
This does add a sertain problem: If I enter the sector and there is a large ship next to my platform, both will be repositioned and eventually my platforms will end up far from where they were supposed to be. A Station would not move in such situation, the ship would.
Only a small issue tbh but an issue regardless. Mostly a problem in the Hub where a i also keep my capital-fleet to satisfy my hunger for genocide ^^
"Hub, the college-dorm of X3"
Why not add some form of mega-pewpew-leizoor that only mounts to platforms of sertain type?
This does add a sertain problem: If I enter the sector and there is a large ship next to my platform, both will be repositioned and eventually my platforms will end up far from where they were supposed to be. A Station would not move in such situation, the ship would.
Only a small issue tbh but an issue regardless. Mostly a problem in the Hub where a i also keep my capital-fleet to satisfy my hunger for genocide ^^
"Hub, the college-dorm of X3"
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No... But now yes!jack775544 wrote:Did you activate it using the hotkey?
Thank you!
For those of you who encounter the same problem in the future, it is the "Xtra Cadius OWP activate" hotkey in the controls configuration menu.
I've searched before and found nothing about it... There are some hard to find features in XRM

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I've noticed that Kha'ak ships seem really weak in OOS combat. My Cyclops destroyed a carrier (standard model) which had appeared in my home sector (grr.) without taking any shield damage at all, recharging faster than damage could be dealt. That doesn't seem right. Maybe take a look at the GKE's OOS damage? Or is it just that in order for the new Khaak battleships to be balanced, its damage has to be like that and it's the carrier's smaller compliment of guns?
This is AP, by the way.
This is AP, by the way.
Allergic to work.
If at first you don't succeed, delegate the job to a minion.
If at first you don't succeed, delegate the job to a minion.
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Thank you for your reply Paul.
As you can see from the symbol on my posts, I already own the Terran War Pack, so its only a matter of time before I play it. I have had a go already, but to be honest I prefer the TC universe and find the war annoying. I am sure I will get to it eventually. Perhaps you could in a future update, offer the option to remove the war altogether, from AP? Could it be done? Any improvements, are obviously under the hood as it were, with regards AP and TC.
With regards to the Khaak start, as I said it already exists! Apricotslice has already produced one which seems to have a good back story. It seems to be a sort of Khaak infiltration, though you would have to ask him for further info. He also starts the start, ( ? ) with a starting infrasructure I think. I would imagine that if you included the factory take over script, it would add much. Problem is he too appears to have reworked the Khaak models, though says that would be easy to change. ( To him maybe, to me esoteric!
) )
He includes it within a larger mod, otherwise I would have already tried it out. He has said thet it could be extracted and added to another game, but that is for now beyond me.
If I work out how to extract it, how easy would it be to add into the XRM universe do you think? Better still if the nice Apricotslice offerd the start himself seperately. Would it be way to much for an absolute beginner?
I feel I must add: what would you do as a Khakk start but destroy? I would say take over the universe, expand the Hive, enslave the other organics, destroy the Xenon! What more do you need for a goal?
I would also ask: couldn't the relevant factories be made for the Thorn etc?
With regards balance, that is a surprise! I just never noticed it before being that sensitive.

As you can see from the symbol on my posts, I already own the Terran War Pack, so its only a matter of time before I play it. I have had a go already, but to be honest I prefer the TC universe and find the war annoying. I am sure I will get to it eventually. Perhaps you could in a future update, offer the option to remove the war altogether, from AP? Could it be done? Any improvements, are obviously under the hood as it were, with regards AP and TC.

With regards to the Khaak start, as I said it already exists! Apricotslice has already produced one which seems to have a good back story. It seems to be a sort of Khaak infiltration, though you would have to ask him for further info. He also starts the start, ( ? ) with a starting infrasructure I think. I would imagine that if you included the factory take over script, it would add much. Problem is he too appears to have reworked the Khaak models, though says that would be easy to change. ( To him maybe, to me esoteric!

He includes it within a larger mod, otherwise I would have already tried it out. He has said thet it could be extracted and added to another game, but that is for now beyond me.

If I work out how to extract it, how easy would it be to add into the XRM universe do you think? Better still if the nice Apricotslice offerd the start himself seperately. Would it be way to much for an absolute beginner?
I feel I must add: what would you do as a Khakk start but destroy? I would say take over the universe, expand the Hive, enslave the other organics, destroy the Xenon! What more do you need for a goal?

I would also ask: couldn't the relevant factories be made for the Thorn etc?
With regards balance, that is a surprise! I just never noticed it before being that sensitive.

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
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Ive had problems of dealing dmg TO a Khaak carrier OOS, the battle went on for hours and it started to take dmg when 4 of my M2s and some npc ships were on it. It also did VERY small dmg to my ships and at quite long intervals.Master of the Blade wrote:I've noticed that Kha'ak ships seem really weak in OOS combat. My Cyclops destroyed a carrier (standard model) which had appeared in my home sector (grr.) without taking any shield damage at all, recharging faster than damage could be dealt. That doesn't seem right. Maybe take a look at the GKE's OOS damage? Or is it just that in order for the new Khaak battleships to be balanced, its damage has to be like that and it's the carrier's smaller compliment of guns?
This is AP, by the way.
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Paul: I think there´s a typo in the start MD file:
In
The above sector does not exist. I suspect you meant x="14" y="8" - which is Argon sector 148.
In
Code: Select all
<do_when value="{player.gamestart}" exact="101" comment="Argon Peacekeeper">
[...]
</cargo>
<map>
<sector x="14" y="18"/>
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I think I want to use this mod with TC and XRM. I notice you were unhappy with how it worked with AP + XRM, and altered it for that reason.
Stupid question: Which do I download to work with TC + XRM?
Stupid question: Which do I download to work with TC + XRM?
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
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XRM Starts...
It feels like I'm cheating with several of the XRM starts.
I can pick the freebooter and start with a loaded Carrack.
I can pick the Xenon guy and start with a kitted out Xenon ship, and for some reason all/most of the races don't really care that I'm Xenon, or that my ship is... Do they think I'm a human/split/etc. who only communicates with a ship computer, and was lucky enough to capture a Xenon ship and somehow everyone reads their IFF and trusts it, or just knows somehow?
There's some others, too - as I said, I feel like I'm cheating when I pick these. That doesn't mean they shouldn't be there (to each their own), but I was wondering if there's stuff about the X universe that I don't know that makes this all make more sense (I'm new to it with AP after having tried X2 and X3R long ago and not getting into it much)..
Perhaps someone knows of a start that makes you a pirate or a neutral, with a small amount of (or no) money, and either negative rep with all/relevant races or neutral rep (if neutral ship/char back-story)?
Input appreciated. :3
Edit: Oh, and if nothing like what I want exists, and nobody justifies XRM's reasoning to me in a way I can get behind, perhaps someone could point me to a tutorial for creating starts, so I can make my desired scenario(s).
For reference I use XRM, Pirate Guild, NPC Bailing, Salvage Commands and NPCs, ADS, ECS, Xtended Galactic News System, and Yaki Armada (to flesh out the pirate experience - I'm a pirate at heart [yarr]).
Edit: Merged with XRM thread. X2-Illuminatus
I can pick the freebooter and start with a loaded Carrack.
I can pick the Xenon guy and start with a kitted out Xenon ship, and for some reason all/most of the races don't really care that I'm Xenon, or that my ship is... Do they think I'm a human/split/etc. who only communicates with a ship computer, and was lucky enough to capture a Xenon ship and somehow everyone reads their IFF and trusts it, or just knows somehow?
There's some others, too - as I said, I feel like I'm cheating when I pick these. That doesn't mean they shouldn't be there (to each their own), but I was wondering if there's stuff about the X universe that I don't know that makes this all make more sense (I'm new to it with AP after having tried X2 and X3R long ago and not getting into it much)..
Perhaps someone knows of a start that makes you a pirate or a neutral, with a small amount of (or no) money, and either negative rep with all/relevant races or neutral rep (if neutral ship/char back-story)?
Input appreciated. :3
Edit: Oh, and if nothing like what I want exists, and nobody justifies XRM's reasoning to me in a way I can get behind, perhaps someone could point me to a tutorial for creating starts, so I can make my desired scenario(s).
For reference I use XRM, Pirate Guild, NPC Bailing, Salvage Commands and NPCs, ADS, ECS, Xtended Galactic News System, and Yaki Armada (to flesh out the pirate experience - I'm a pirate at heart [yarr]).
Edit: Merged with XRM thread. X2-Illuminatus
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Re: XRM Starts...
This has been mentioned before:Yushatak wrote:Perhaps someone knows of a start that makes you a pirate or a neutral, with a small amount of (or no) money, and either negative rep with all/relevant races or neutral rep (if neutral ship/char back-story)?
Basically, what you're asking for already exists in the XRM Game Starts.
What you're missing though is that while there are 11 different relationship ranks in the game (if I recall?), only one of those ranks - -3 - is actually what most people would consider hostile.
Ranks -2 and -1 are basically just "unfriendly", while ranks 0 to 2 are "neutral". It's not an issue with XRM per se, it's just how X3TC is coded.
As for the Xenon Start, you belong to the "Player" race, like you do with every other start. Everything else is, sadly, just roleplaying fluff.
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You can just use the normal one unless you want the fixes and changes.greypanther wrote:I think I want to use this mod with TC and XRM. I notice you were unhappy with how it worked with AP + XRM, and altered it for that reason.
Stupid question: Which do I download to work with TC + XRM?
You'd have to go through the same steps as TestUnknown just did I believe, though you won't be able to use his locational settings and must modify that to be compatible with your map (/t/8384-L044.xml).
You will have to forgo MakeShip and use the older one, unless you want to figure out what ships AP added. Now that I think about it this may not be too hard, if you are prepared to look at the MakeShip list using the in-game script editor. If so, you should see invalid ships that need an assignment pretty easily I think (if you do this, you cannot just invalid delete ship entries, you must provide it either with duplicates, or select new ships of the correct class).
Last edited by Teleth on Wed, 11. Apr 12, 08:24, edited 1 time in total.
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Why sadly?
The Xenon start is easy to roleplay.
In the lore I believe that the Xenon are aproaching sentience; self awareness.
At the start you were part of the collective: then became aware of your independant self. You are as valid as any other sentient being, be it organic or not.
As for relations with the organics, they are set just where they should be.
Terrans will attack on sight!
Argons tolerate the idea of you barely.
Teladi will deal with anyone, but will not let you into core sectors until you prove youself.
Boron have helped the Xenon approach sentience in the past; again just stay away from the core sectors.
Paranid are suspicious of you be careful.
Split are suspicious of everyone, be very careful!
Pirates and Yaki are well just Pirates and Yaki!
Seems to be good to me!
I just hope it isnt a dead end, limited start, which I doubt it is.
As for having a Xenon ship, well many people do late game, its what most seem to aim for in their marine adventures.
@ Mizuchi: any chance you can look at my previous post, aimed at Paul, and answer my questions regarding porting Apricotslice's Khaak start into XRM? Please.
The Xenon start is easy to roleplay.

In the lore I believe that the Xenon are aproaching sentience; self awareness.
At the start you were part of the collective: then became aware of your independant self. You are as valid as any other sentient being, be it organic or not.
As for relations with the organics, they are set just where they should be.
Terrans will attack on sight!
Argons tolerate the idea of you barely.
Teladi will deal with anyone, but will not let you into core sectors until you prove youself.
Boron have helped the Xenon approach sentience in the past; again just stay away from the core sectors.
Paranid are suspicious of you be careful.
Split are suspicious of everyone, be very careful!
Pirates and Yaki are well just Pirates and Yaki!
Seems to be good to me!

I just hope it isnt a dead end, limited start, which I doubt it is.

As for having a Xenon ship, well many people do late game, its what most seem to aim for in their marine adventures.

@ Mizuchi: any chance you can look at my previous post, aimed at Paul, and answer my questions regarding porting Apricotslice's Khaak start into XRM? Please.

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