[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 »

Got a question of my own if anyone knows. Are there any Hammerhead Missile Factories to buy in game?
Spider0804
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Post by Spider0804 »

So no one knows how to enable all weapons for all races?
builder680
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Post by builder680 »

You can use doubleshadow's X3 Editor 2 to edit the XRM Tships to do that, Spider. I don't know all steps necessary, but I do see that you can add groups of weapons to individual ships in this manner. Whether any changes you make will affect ships in your current game... I don't know for sure. Hopefully that helps at least a little bit.

:)
mijati
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Post by mijati »

huhu its me again, ok i got it working yesterday..and i even found the shpwrooms, where i can buy my needed stuff :PP

but ...but i have a serious question now ....
HOW can i get ridd of the trails now i have on AL ships ??

the trails are in front of my ships as soon as i start the sinza mode....and this smoke is kicking my ram down like hell ......

so how i can get ridd of the trails from ships ?
Kual
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Post by Kual »

Turn down SINZA to only 6x, that is the only solution AFAIK.

The trails are always there, but in Vanilla they are not coloured like in XRM, therefore you don't see them like this in Vanilla.
mijati
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Post by mijati »

so with easy words. to get ridd of these trails in sinza 10x, i have to ger rid off XRM than ? ... ok done
paulwheeler
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Post by paulwheeler »

alqatta wrote:I found by myself unistalling Complex Cleaner, now the game crash at the start probably of wrong tfactories files...uffff, I dont want to start again (and reinstalling agains all mod and scripts from start), do you think that if I replace all XRM files the problem could be repaired?

Thank you very much for help!!!!!
Thats a restart I'm afraid - your universe was already broken as you started the game with a non-XRM TFactories. You probably had Argon Shipyards everywhere and no XRM custom stations.

There are instructions on the first page of this thread regarding how to install the Complex Cleaner correctly.
paulwheeler
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Post by paulwheeler »

Spider0804 wrote:So no one knows how to enable all weapons for all races?
There is no simple way to do this. It would involve editing every single ship in TShips and every single cockpit entry in TCockpits and it would completely destroy the XRM balance.
paulwheeler
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Re: Indestructable Stations

Post by paulwheeler »

agleave wrote:Hi All,

I have installed X3AP with XRM, and all is well except for an issue where stations seem to be indestructable. Some will not take any hull damage at all, others take a small amount and then will not take any further damage.

After installing XRM, I did install the "low hull pack", one of the background mod packs and the docking computer warez fix that was recommended, so I'm not sure if those caused any issues.

Any ideas?
All stations involved in plots are set to indestructible when they initialise. This is to stop the plots breaking due to vital stations being destroyed.
Spider0804
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Post by Spider0804 »

Well if I have to do it myself I will just do it or not use the mod, if the ships of the same class for different races are balanced then you would think the weapons of the same class of ship would be balanced across race.
paulwheeler
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Post by paulwheeler »

Spider0804 wrote:Well if I have to do it myself I will just do it or not use the mod, if the ships of the same class for different races are balanced then you would think the weapons of the same class of ship would be balanced across race.
Not at all - available weapons have been taken into account when balancing ships and ship abilities have been taken into account when balancing weapons (e.g. split ships being fast/weapons being short range and teladi ships being slow/weapons long range).

Racialised weapons are a core ethos of this mod. If you don't like the idea of racialised weapons, then maybe this mod is not for you.
feygan
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Post by feygan »

Just to note it is the cockpits that need changing for that to work. Editing tships only allows you to choose the ships main guns and then set which cockpit you want for turrets.
jbrookins3
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computer crashed need help

Post by jbrookins3 »

i have installed xrm and started the game to make sure i did it right

i want to install complex cleaner but an confused as how to do it? i dont understand most of what people are saying and dont want to mess it up. any help would be appreciated!!!!!!
paulwheeler
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Re: computer crashed need help

Post by paulwheeler »

jbrookins3 wrote:i have installed xrm and started the game to make sure i did it right

i want to install complex cleaner but an confused as how to do it? i dont understand most of what people are saying and dont want to mess it up. any help would be appreciated!!!!!!
Please see the compatibility notes section on the first page of this thread.
jbrookins3
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Post by jbrookins3 »

thank you paul
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DrBullwinkle
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Re: computer crashed need help

Post by DrBullwinkle »

paulwheeler wrote:
jbrookins3 wrote:i want to install complex cleaner but an confused as how to do it?
Please see the compatibility notes section on the first page of this thread.
Since this is a recurring issue, I added a "Major Mods" package to the Complex Cleaner thread: Complex Cleaner Re-Packed for Plugin Manager.

The "Major Mods" package includes the models but not the TFactories, so it should work with XRM. Should be safe to install with the Plugin Manager, or as a fake patch (without need to pay attention to load order).
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Maj. Tom
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Re: computer crashed need help

Post by Maj. Tom »

Hi guys...

Another question regarding AU.. Is there any way to tell from the universe map which sectors have a beacon?

Thanks
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
paulwheeler
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Post by paulwheeler »

You can if you have a jump drive - only the sectors with beacons will flash. They also stay on the map if youre not in sector just like gates.
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Maj. Tom
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Post by Maj. Tom »

paulwheeler wrote:You can if you have a jump drive - only the sectors with beacons will flash. They also stay on the map if youre not in sector just like gates.
Thanks Paul. You weren't kidding when you said speed is now of the essence! I didn't know the beacons would be so few and far between. This makes passenger transport missions and stuff really hard! Actually this makes everything hard. I like!
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
TheEarl
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Post by TheEarl »

I'm not sure, if this is the right address for this problem.
In the ship table you link at the first page, if I search for Lance in the search filed, it shows me nearly all ships. If I write "terran lance" it shows the TP that I searched and the Experimental, that has not Lance in the name. All other shipneames I searched seem to be good.

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