[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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builder680
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Post by builder680 »

imperium3 wrote:Lasertowers are now horribly overpowered. I just watched three pirate LTs obliterate a Kha'ak carrier without breaking a sweat. Is this really intended? It seems weird for something smaller than most fighters to take on capital ships so easily. On a related note, the Treasure Hunt plot wants me to destroy six of them and I'm not sure how I'll manage that...
Heya imperium, I noticed this part of your post and wanted to offer a bit of help.
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If you're talking about the part where you have to "convince" a pirate to tell you about the Xperimental Shuttle, he's on a M3 surrounded by laser towers, and repositions himself to their center and depending on your approach.

If you check out the positions of the towers, you should be able to find one you can get at with only it and maybe one other tower in range to shoot at you. In my Vidar I was able to destroy one of the towers this way without dying. At that point he was considered "convinced." Another technique might involve just spamming swarm missiles at the tower, but I just shot it down. Good luck!
paulwheeler
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Post by paulwheeler »

Sn4kemaster wrote:Paul another thing I've noticed is Cadius gave the Tempest model a perfectly good fighter landing bay and 2 launch tubes.....so why have you got it's fighters to dock on its belly?
In line with most other M2s in the XRM, the Tempest has external bomber docks, which can also dock fighters.

The Tempest is overpowered enough - I'm not giving it carrier capabilities as well!
Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote:
Sn4kemaster wrote:Paul another thing I've noticed is Cadius gave the Tempest model a perfectly good fighter landing bay and 2 launch tubes.....so why have you got it's fighters to dock on its belly?
In line with most other M2s in the XRM, the Tempest has external bomber docks, which can also dock fighters.

The Tempest is overpowered enough - I'm not giving it carrier capabilities as well!
Never noticed it could dock bombers.....interesting ;)

I wasn't suggesting it should dock anymore more ships just why It didn't keep them inside.....for example the Tyr has internal docking and launching but only can hold 4 ships.

Although still think the Kyoto could do with holding more ships due to its size and it's undergunned compared to other M2+
Sn4kemaster
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Post by Sn4kemaster »

Thinking about your comment on possible beam side effects (or any potential weapon side effects) I've thought in the past it would be cool that it would be possible to fire a weapon that could make a ship weapons systems if struck go haywire and fire blindly about for a few seconds or even worse could effect the friend or foe targeting settings forcing it to fire on its own ships for a few seconds....don't know if this is even possible and certainly haven't the skill anyway but it would be a interesting weapon side effect for the XRM :)

Would suit the high tech terrans or Paranid anyway
gastovski
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Post by gastovski »

Ok just started as Terran Commander and fighting with Argon atm. But OOS Combat doesn't happening for me. I have a M1 escorting Terran fleet in Terran Sectors, sometimes Argon fleet invading a sector but neither my ships or NPC ships engaging at them. I must join the fight myself otherwise they are just moving sector to sector.
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imperium3
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Post by imperium3 »

paulwheeler wrote:
imperium3 wrote:Now that I've been playing for a while, here's a little feedback:

-Something seems off about the Polacca TL. It's inferior to the other Terran TLs in almost every way except for its large hangar, and yet it costs about about three times as much. Is there something special about it that I've missed?
Its supposed to be a generic TL with nothing special - I'll check the price, it should be the cheapest.
Sorry, the Polacca is indeed the cheapest - I meant to say the Tepukei! :)
It frustrated me that lasertowers were pointless in vanilla. Their stats had not changed since at least X2 (I've never played X:BTF), whereas most ships have much more firepower than they did then and more shielding. They are supposed to be point defenses for stations. I really wanted to be able to increase the price, but unfortunately the X3 resources calculations and dock storage mechanisms prevent that.
Fair does. I'm worried that they're now a bit too far the other way, but I'll solve that problem with Wraiths :twisted:
They were ported, but I couldn't justify why Xenon would be using old tech. They are sentient machines - all old tech would surely be upgraded or destroyed - plus the models were so, so poor.
Well, the sector description for 101 describes it as a junkyard for old Xenon ships, so that's probably the only place it would make sense to see them. The models don't seem any uglier than the other X2 capitals, but then again I'm biased by never having played X2 :P


Also, advice for anyone looking to place an HQ. Since the unknown sectors are now quite dangerous due to Khaak incursions (at least until you can afford a fleet to keep them away) I went and put mine in the Earth sector. It's pretty, there's plenty of space, a jump beacon, and a massive Terran fleet to keep your assets safe!

Just don't go pissing the Terrans off...
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

gastovski wrote:Ok just started as Terran Commander and fighting with Argon atm. But OOS Combat doesn't happening for me. I have a M1 escorting Terran fleet in Terran Sectors, sometimes Argon fleet invading a sector but neither my ships or NPC ships engaging at them. I must join the fight myself otherwise they are just moving sector to sector.
Does your OOS M1 have the Terrans as set hostile? It's possible to have different Friend Or Foe settings for different ships. It's set within the command console.
pepperg
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Post by pepperg »

Can someone recommend a good bailong script compatible with this mod? Would like to see pilots bailing more often from ships.
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Yacek
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Post by Yacek »

pepperg wrote:Can someone recommend a good bailong script compatible with this mod? Would like to see pilots bailing more often from ships.
There is only one: NPC Bailing Addon
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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paulwheeler
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Post by paulwheeler »

imperium3 wrote:
Sorry, the Polacca is indeed the cheapest - I meant to say the Tepukei! :)
Ah - thats expensive because its the only ship in the game that can dock a capital class ship.
DevilishMoney
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Post by DevilishMoney »

Hi Paul

Small nit pick here. You have this on the compatibility notes section

ENHANCED EQUIPMENT DOCKS: THIS WILL ONLY WORK WITH THE LATEST EED RELEASE V2.7-2.2. Install base EED mod to the lowest cat/dat number then XRM. You must install the scripts from EED, but DO NOT install the text file for the "t" folder. I have included an edited text file for EED in the main SRM mod.



Paul You don't need to install the base EED mod as its built in to the XRM just the scripts and at the end it say SRM not XRM.

Also

Do not separately install the EMP mod. The EMP ware entries are fully merged with the SRM and installing the EMP on top will break the XRM. All scripts that require the EMP should work correctly.

It says SRM not XRM in the middle of the text, just letting you know encase it makes issues for people installing your mod.
gastovski
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Post by gastovski »

Any options to make permenant war status with a race?. Because i'm at war with a race but when i teleport to another ship it changes status to friend with them. I must manually change the status everytime.
Last edited by gastovski on Fri, 14. Feb 14, 07:46, edited 1 time in total.
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DrBullwinkle
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Post by DrBullwinkle »

shields != hull
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imperium3
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Post by imperium3 »

paulwheeler wrote:
imperium3 wrote:
Sorry, the Polacca is indeed the cheapest - I meant to say the Tepukei! :)
Ah - thats expensive because its the only ship in the game that can dock a capital class ship.
That makes more sense then. It's basically a Terran Aran with guns (!).
_Axel
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Post by _Axel »

I never understood what was the point of docking a capital class ship to another.
Adusad
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Ware size problem

Post by Adusad »

Hi,xrm is best mod, really good work :D .But unfortunatelly, I have quite a big problem with it. Since I installed FreeJump 1.4. script via plugin manager, I cannot change jumpdrive ware size with editor.Always, when I change it, open and close plugin manager and start new game, it is always xxl :cry: Before I installed this script, it worked.Can somebody help me to solve this problem?And if no, are there any other xrm compatible scripts for jumping (expecially ones, that add free jumping or something like that)?
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imperium3
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Post by imperium3 »

_Axel wrote:I never understood what was the point of docking a capital class ship to another.
Thinking about it, not a lot really, unless you're somehow short of a Transporter Device/JD. I think the main use is for moving claimed/boarded ships, which tend to be damaged, short of equipment and need to be somewhere else fast (either due to mission timers or its angry escorts). Not that the Aran is famous for going *anywhere* fast.
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DrBullwinkle
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Post by DrBullwinkle »

Adusad wrote:Since I installed FreeJump 1.4. script via plugin manager, I cannot change jumpdrive ware size with editor


Free Jump is a straight script; no mod involved. Therefore, it will not affect ware size in any way.

You are having some other problem with editing your ware size. Try these steps:

- Close X3Editor (if it is open).
- Open the Plugin Manager (to remove it's .pck's). Keep it open.
- Open X3Editor. Choose "Open from VFS", then navigate to Types\TWareT.
- Check the path in the title bar. It should be pointing to one of the XRM .cat's.
- Make your changes, then save.
- Close the Plugin Manager. It will re-write its merged .pck's.
- Start the game and test.
cjm3fl
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Post by cjm3fl »

_Axel wrote:I never understood what was the point of docking a capital class ship to another.
To add to what imperium3 has said--
--with one of the marine repair script added, a damaged capital ship can be repaired at an Aran or Tepukei...
--if you place the Aran or Tepukei in a sector you have docked protection that you don't have to micro-manage, add some fighters and and M6 or two...
--dock a TL and greatly increase the cargo capacity of these two...
--they make a great place to "park" that capital ship you're not using at the moment...

I have two Arans. Both have a Carrack docked with M6's and fighters.
One is the base for some mining operations.
The other is the 'drop off' point for my missile complexes.

My only (at present) Tepukei has a Cobra and lots of M3B's docked. It's "holding" unknown sector 16-0 (TC map) against the Xenon.

Many people don't like or use them. But there are things you can do with them if they fit into your style of game-play.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
unity100
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Post by unity100 »

where can we see the ranks required for buying different classes of ships from different races ? like, i am going to buy a goner m6, its still red to me whereas m3s are buyable.

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