[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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Tharrick
Posts: 33
Joined: Thu, 31. Jul 08, 20:54

Post by Tharrick »

Well I uninstalled Cycrow's advanced jumpdrives and the other jump scripts I have, which I believe has reinstated the vanilla jump scripts. Suddenly, everything is working.

No idea how or why, but hey. Not going to touch it again in case it falls apart :P
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DrBullwinkle
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x3tc

Post by DrBullwinkle »

Nice!

I like Free Jump or Free Jump for AI's (which includes Free Jump for the player).
Tharrick
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Post by Tharrick »

I'll give it a whirl :)

Incidentally, while you're here - is it worth the extra money setting DCS2 to build a specific ship type in AP for IS combat, or should I just leave it doing the generic haulers?
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DrBullwinkle
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Post by DrBullwinkle »

I don't know what is worthwhile to you in your game. :)

Personally, I don't think much of carriers for In-Sector use. But plenty of players like them. So I can't guess what you will like and what you will not.

(On the other hand, carriers rock for OOS use, which is where I usually use them.)

Save your game, try it, then revert to the save if you do not like it. Easy. :)
Last edited by DrBullwinkle on Thu, 27. Feb 14, 22:49, edited 1 time in total.
Tharrick
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Post by Tharrick »

Fair enough! I'll stick with my drone Ventis then, since I quite like using carriers. Bit of a fan of big ships :)
builder680
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Post by builder680 »

Wanted to comment on something I just noticed... the pirate paint jobs look friggin' sweet, especially on Boron fighters like the Mako. Nice job man.
simballine
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Joined: Sun, 6. Sep 09, 19:10
x4

Post by simballine »

yeah, they do.
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Darquies
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kudos to the devs for this mod

Post by Darquies »

I been playing ovewr a week and finally I have some praise and question bout this great mod.

! Damn good mod, I remember Vanillia and this is like the sequal to Vanillia. I'm not so much as feeling as it's a single player game but kinda along the lines of a mmo as my actions have consequences(IE: shooting a pirate flowerfarm in talonfire when a pirate battlegroup jumps right on my 6. I had to high tail it outta there as my Nexus is no match for a command ship and all it's escorts. As I got outta wep range, I noticed that there was a boron battlegroup goiong through the sector. well I led the pirates right into the borons and then turned around and had a Damn good 10+ minute fire fight.)

! the Balance in this game is brutal and Balanced I have never died so much to friendly missle fire. and now I still have to approach a cluster of M4 blastclaws with caution in me Nexus.

Now onto the questions: if they were already covered, I apologize and humbly ask to be directed to the post.

First off. the proximity missles, if you ever descide to do an update to this Excellent mod, do you plan to diminish them? seriously I have never died as much in the X series of games than I have here to Friendly fire missles. It's dang near suicide to try to fight prats and xenon in anything under a M3. I underlined near as I started this game again in custom(IE a buster, and my last ship before my first M6 was a pike)

second, I have energy stations in Kingdon's End and Cloudbasesouthwest. they have their product @ 15 creds, yet unless I have ships sellin the E-Cells, nobody wnna dock there(I already checked the parameters, and it can trade with other races.) is that intended or do I need to set intermediate product trading to sell? as it has only Buy set atm)


once again thank you very much for this mod, and continue in the good work that you do.

thank you again
to Protect The Helpless From The Heartless
paulwheeler
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Post by paulwheeler »

First point - yes i do plan to reduce the blast radii of those missiles in the next update. But real life has caught up with me over the last couple of weeks so its a bit delayed.

Second point - yeah its like that in vanilla as well. You either set the price really low or get yourself a selling ship.
cjm3fl
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Joined: Tue, 28. Jul 09, 15:03
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Post by cjm3fl »

Hey Darguies--welcome to the best X experience every!
After some more time with XRM you will find, as I did, that using any of those 'Complex building guides' for vanilla can be "helpful" but are not "gospel" anymore. You know the ones that tell us the e-cells and Delaxian Wheat are hot sellers in Argon sectors. :roll:

You might want to investigate the possibility of using the e-cells from your station in Kingdom's End to supply the needs of a Tech Complex you can build.
Either, or both, of the satellites would sell very well there. Or Quantum Tube, Microchips, or just about any other of the hi-tech wares.
Another option might be turning it into a Teladianium complex. This seems to sell extremely well in just about any sector (that doesn't have a local supplier) and is one of my, if not the, first complexes I build when I start a new game. I start all my building in the Argon Core sectors.

For the one in Cloudbase SW, maybe build a Silicone Mine or two in Ore Belt to supply Plutarch Corp and some of the other "tech" factors in the neighboring sectors.
I've found Stott Spice very profitable in Argon sectors, supplying all the Cahoona Bakers with it.
While many do, I don't use ships (TS) to move my goods. I let NPC do all the work and take all the risks. :twisted:


About the missile proximity warheads...
I hope, Paul, you don't mess "too" much with Windstalker. I like to slip one in a Cyclone swarm to take out those pesky Pirate patrols.
I see the need for some adjustment, but they are listed with "proximity fuses" for a reason.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
paulwheeler
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Post by paulwheeler »

Its more the big missiles from bombers and M7Ms that i want to reduce. The Windstalker will retain its "cluster-buster" status.
fredfunk
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x3ap

Post by fredfunk »

I have found the docking ware size fix reverts the name of the military and advanced scanners back to triplex and duplex. My question is does this also revert the stat changes made to the wares in XRM or is it just the names
cjm3fl
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Post by cjm3fl »

paulwheeler wrote:Its more the big missiles from bombers and M7Ms that i want to reduce. The Windstalker will retain its "cluster-buster" status.
Thanks!
I do so love my "cluster-busters".


p.s.: oh, will this adjustment involve volume size for M7M cluster missiles?
--I know how you can make this Mod play like vanilla..
--Play vanilla!
cjm3fl
Posts: 184
Joined: Tue, 28. Jul 09, 15:03
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Post by cjm3fl »

fredfunk wrote:I have found the docking ware size fix reverts the name of the military and advanced scanners back to triplex and duplex. My question is does this also revert the stat changes made to the wares in XRM or is it just the names
It shouldn't do this with a correct installation.
I experienced it once myself.
After I reinstalled the 'size fix' the issue was corrected.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
BiancoAngelo7
Posts: 163
Joined: Thu, 15. Apr 10, 06:43
x3tc

Quick question

Post by BiancoAngelo7 »

A big humongous thank you to the creators of this mod and those who keep it alive here.

I am finally getting to play AP and with this mod it feels like I picked up a completely new game.

I just have one very quick question I hope someone can help me with.

When I activate SETA at 1000% acceleration, I get some framerate lag, which I never used to get before installing the mod, and it seems to be caused by the engine trail of my ship being shown in front of me instead of behind me...

any suggestions?

Thank you again!
cjm3fl
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Re: Quick question

Post by cjm3fl »

BiancoAngelo7 wrote: When I activate SETA at 1000% acceleration, I get some framerate lag, which I never used to get before installing the mod, and it seems to be caused by the engine trail of my ship being shown in front of me instead of behind me...
!
You should notice better framerate if you lower SETA to 6x.
The engine trails are a vanilla issue. They are only visible because XRM colors the trails instead of vanilla's black coloration.

HTH.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
BiancoAngelo7
Posts: 163
Joined: Thu, 15. Apr 10, 06:43
x3tc

Post by BiancoAngelo7 »

Ah ok thank you very much, I lowered it to 7X and now it seems to be ok.

I guess my only other question is if there is any way to eliminate the redundant video communication that appears in the upper right corner?

I am using the cockpit pack and it looks great integrated into the cockpit, but really weird seeing two of the same video.

Also, if I decide the cockpit pack isn't for me after all, I can just delete the fake patch file and keep playing right? Or is it necessary to do a game restart?

Thanks again.
_Axel
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Joined: Fri, 2. Sep 11, 22:47
x3tc

Post by _Axel »

So I finally finished setting up the supply chain of my headquarters, RE and rebuilt a Hayabusa to ensure its efficiency.
How should I build my fleet now? I plan to do sector takeovers on fringe argon space, possibly pirate too. (I have improved races 2.0 installed).
I was thinking of a Nagoya and a Solaris filled with 2/5 M3 (probably a mix of Cutlass and Scimitar), 3/5 M4 (Saber) plus a couple M7 (I was thinking of 2 Logich, one Hayabusa). How would that work out?
Also, what is the Hayabusa best at? I assume it's used to take down lower grade M7s ?
gilboa
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Joined: Sat, 28. Apr 07, 10:33
x4

Post by gilboa »

I'm switching from X3TC/XRM to X3AP/XRM.
Back in X3TC I had AL's RRF which was brutal, but made the game life like.
Any attempt to attack a sector was immediately met by a highly annoyed defense fleet wasn't made out two flimsy M3's.
In X3AP/XRM the built in RRF is, errr, sad. In most cases you see the RRF send low-end M6 in an attempt to stop a fleet of invading I, K and C's.
Needless to say, the results are not pretty.

Any idea if there's a XRM compatible tweak that tweaks the composition and size of the RRF fleets?

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
paulwheeler
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Post by paulwheeler »

The XRM RRF have plenty of larger ships. Each race has finite numbers of RRF ships, so if theyre busy elsewhere, M6s may be all they can send. The big guns will arrive eventually. Also, there are many ships running defence base scripts which is a vanilla job script similar to MBRR, which for some reason Egosoft used very sparingly in vanilla. This will bring bomber groups and carrier fleets into the fray - again numbers are finite so if there's lots of invasions happening simultaniously, resources will be stretched.

The effects of stretched resources are most prominent at the start of a game, but after a while the universe should even out.

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