[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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EMR's do more damage then PAC's they also move faster and have nearly the same range so in theory they should perform around the same.Sparky Sparkycorp wrote:It's notable that the EMRs have less shield and hull DPS than PACs so my gut feeling (without knowing about Nova weapons or testing) would be that the result with those reflected raw power more than speed/range.
http://www.thexuniverse.us/downloads/cm ... _guns.html
The test between the Fenrir's and nova was mostly to see how many and how fast the fenrir's could kill the novas. The nova's inability to kill the Fenrir's makes sense considering the Fenrir has twice the shielding and better speed/agility. But the crazy part is the Fenrir's inability to kill nova's.
In another test i just did i placed 50 Chimera's armed with Pulsed Beam Emitters vs the same nova's and in the 30 minutes they managed to kill all 100 nova's while losing 48 of the Chimera's.
The PBE has similar stats to the EMR (same bullet speed but with 80% of the range instead) the only real difference is the rapid box width and height is .05 instead of the .04 of the EMR.
Gonna try changing the Rapid box and see if that changes anything.
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I was going by the published XRM stats, which were compiled from an older XRM version. If they've changed subsequently, fair enough.DarkdogChris wrote:EMR's do more damage then PAC'sSparky Sparkycorp wrote:It's notable that the EMRs have less shield and hull DPS than PACs so my gut feeling (without knowing about Nova weapons or testing) would be that the result with those reflected raw power more than speed/range.
http://www.thexuniverse.us/downloads/cm ... _guns.html
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Thors and Fenrirs have in no way a better agility ( stearing ) then a standard Nova. That´s first thing. I´ve also noticed that acceleration plays a huge part in combat*. The best Terran only anti fighter ships are ATF Verdandi Sentinels - armed with EMR´s, of course.
Second one is that EMPC is near useless as anti-fighter weapon; it can only hit larger, and bulkier M3(+), and is superb against M6 upwards. Xenon GPE, along the HEPT, and surely the FBL, are also very bad against small and agile fighters due to a very low speed of those weapons.
Here comes also another point which breaks a (pricing) balance for XRM fighters: the smaller, and more agile ( at least they should be for the most part ) M4´s have very low basic stats but quite high upgrade availability for acc/stearing/speed, and since those are quite expensive in XRM, it makes equiping those ships not very profitable, imo.
XTM had an interesting solution to this problem: they made M4 a valueable anti fighter ship - an Interceptor at it´s best - fast and agile ( while M7M carriers also could only dock the said class, no M3´s though - but that is not so important here ).
But there is also a problem: in XRM fighters are near useless against capital ships ( 4 or more Flaks make it very clear ): only with very high casualities can you take on M2, M1, or even some M7(A), while they cost a tonn ( over 10 mio. for a decent M3+, while not counting their equipment, such as Docking Computer - i play with CODEA, so i needed the fix - adding 800 k cr. to each of the fighters ). And the build times for those are really long, so it´s simply inefficient to do this.
On the other hand: Fighers as such are not ment to attack capitals, it´s the Bombers which should do the job, but despite ammo supply, which is done with a small missile complex, the Tommahawks particulary are still too overpowered, which makes using those almost cheaty, while sending your "normal" ( read: less then 10Gj shielded ) ships against enemy bombers is more of a kamikaze run.
Another thing is: unpiloted ships perform just horrible. When my CODEA fighters ( even not taking into account the "interrupt" signal sent by high ranked officers ), engage enemy fighters ( which are also manned, and sometimes by really skilled pilots ) they are able to make use of any of those weapons quite effectively, but the faster the bullet speed of a weapon, the better the result, thus the PBE wins it all ( and the EMR performs excellent, too, - not so the EMPC and FBL, though! ).
*only by piloted ships, though, at least that´s my observations.
Second one is that EMPC is near useless as anti-fighter weapon; it can only hit larger, and bulkier M3(+), and is superb against M6 upwards. Xenon GPE, along the HEPT, and surely the FBL, are also very bad against small and agile fighters due to a very low speed of those weapons.
Here comes also another point which breaks a (pricing) balance for XRM fighters: the smaller, and more agile ( at least they should be for the most part ) M4´s have very low basic stats but quite high upgrade availability for acc/stearing/speed, and since those are quite expensive in XRM, it makes equiping those ships not very profitable, imo.
XTM had an interesting solution to this problem: they made M4 a valueable anti fighter ship - an Interceptor at it´s best - fast and agile ( while M7M carriers also could only dock the said class, no M3´s though - but that is not so important here ).
But there is also a problem: in XRM fighters are near useless against capital ships ( 4 or more Flaks make it very clear ): only with very high casualities can you take on M2, M1, or even some M7(A), while they cost a tonn ( over 10 mio. for a decent M3+, while not counting their equipment, such as Docking Computer - i play with CODEA, so i needed the fix - adding 800 k cr. to each of the fighters ). And the build times for those are really long, so it´s simply inefficient to do this.
On the other hand: Fighers as such are not ment to attack capitals, it´s the Bombers which should do the job, but despite ammo supply, which is done with a small missile complex, the Tommahawks particulary are still too overpowered, which makes using those almost cheaty, while sending your "normal" ( read: less then 10Gj shielded ) ships against enemy bombers is more of a kamikaze run.
Another thing is: unpiloted ships perform just horrible. When my CODEA fighters ( even not taking into account the "interrupt" signal sent by high ranked officers ), engage enemy fighters ( which are also manned, and sometimes by really skilled pilots ) they are able to make use of any of those weapons quite effectively, but the faster the bullet speed of a weapon, the better the result, thus the PBE wins it all ( and the EMR performs excellent, too, - not so the EMPC and FBL, though! ).
*only by piloted ships, though, at least that´s my observations.
"Only fools seek power, and only the greatest fools seek it through force".
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Hi, Paul...well I played for quite a while and decided to delete this and start something else. also was mentioned to add some more add ons for a custom build. Decided to go XTC this time, played now for a few days with my new custom install....god I miss the rebalance mod..really. I got used to things like the M7M from the parnid, the only parnid ship I really ever liked, and those frigates the teladi use now, in various sizes. The XTC mod is ok, been there before but it gets crazy hard fast...rebalance is well balanced better so even medium to hard missions are possible for me....I'm an old coot you see, so now might have to build a new one all over again...boohoohoo.lol 
ps is there some way to remove those armors from the front of the senchi? It would make seeing where your going better.

ps is there some way to remove those armors from the front of the senchi? It would make seeing where your going better.
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You play TC or AP?GkSanchez wrote:HI, so I wanted to go through the HUB plot, I visited the Atreus HQ and have a Boron rep of 9, but I just cant seem to find the guy to talk to, I've been going around Boron sectors and I cant seem to find Mahi, is there something I'm missing?
thanks for the help
HUB plot beginning in Atreus HQ is only available in AP.
Works fine with XRM + AP.
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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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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It's OK.GkSanchez wrote:Sorry, forgot to say that. yes I am Playing AP, and I did get a message about working for Atreus HQ and accepted it, but it wasn't a message from Mahi, so is that it?
You have to do the work for Atreus. This is not the plots of TC, there will be Mahi Later, another as a form of an outlier.
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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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Hi,
the forum search makes it very hard to search this topic, so I'm sorry this has been asked before, but:
When using the cockpit mod with the built-in monitors inside, when a person contacts me, after their communication is done, their face stays on the screen until I contact someone else, at which point it'll usually disappear. I find this very annoying, and I'd like either a solution or I'd like to know if any of the optional cockpit packs have this communication monitor removed.
Thanks.
the forum search makes it very hard to search this topic, so I'm sorry this has been asked before, but:
When using the cockpit mod with the built-in monitors inside, when a person contacts me, after their communication is done, their face stays on the screen until I contact someone else, at which point it'll usually disappear. I find this very annoying, and I'd like either a solution or I'd like to know if any of the optional cockpit packs have this communication monitor removed.
Thanks.
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You can use google to search this forum and thread by entering the following into google:
(Replace <search terms> with your actual search terms.)
Code: Select all
<search terms> site:forum.egosoft.com inurl:304158
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Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
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Thanks. There was a post about it on page 1362. Unfortunately, it seems to be a bug with X3:X2-Illuminatus wrote:You can use google to search this forum and thread by entering the following into google:
(Replace <search terms> with your actual search terms.)Code: Select all
<search terms> site:forum.egosoft.com inurl:304158
So I guess my next question would be if there’s any way to edit the catalog file with X3 editor to remove the screen entirely, or at least prevent it from showing communication displays there.paulwheeler wrote:Unfortunately there is no fix for that - its a bug with X3 itself. It will change once you speak to a different pilot or reload the game.
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I figured it out.
PSCO1 had a similar question in his thread, and he posted a guide on how to remove the screens from his cockpit mod. I'm not sure if the same applies here, but it seems to work.
1. Extract all the .bod files from the v folder in the cockput .cat file using X3Editor.
2. Using Notepad++ or something similar, search for the number 18 in the material lines of those files and replace them with 0. So for example, this line:
would get replaced with this:
You could do some fancy regex search, or do what I did and just search all the files for " 18;" and if it's in a material line, replace with " 0;".
3. Import those finished .bod files back into the .cat file and rename or delete the corresponding .pbd files.
Voila. No more communication screen faces.
PSCO1 had a similar question in his thread, and he posted a guide on how to remove the screens from his cockpit mod. I'm not sure if the same applies here, but it seems to work.
1. Extract all the .bod files from the v folder in the cockput .cat file using X3Editor.
2. Using Notepad++ or something similar, search for the number 18 in the material lines of those files and replace them with 0. So for example, this line:
Code: Select all
MATERIAL5: 29; 999; 149;149;149; 149;149;149; 229;229;229; 0; 0; 1; 0; 0;0;0; 0; 0;0; 0;30; 18;100; // SM 1
Code: Select all
MATERIAL5: 29; 999; 149;149;149; 149;149;149; 229;229;229; 0; 0; 1; 0; 0;0;0; 0; 0;0; 0;30; 0;100; // SM 1
3. Import those finished .bod files back into the .cat file and rename or delete the corresponding .pbd files.
Voila. No more communication screen faces.
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this should be stickiedtrekky0623 wrote:I figured it out.
PSCO1 had a similar question in his thread, and he posted a guide on how to remove the screens from his cockpit mod. I'm not sure if the same applies here, but it seems to work.
1. Extract all the .bod files from the v folder in the cockput .cat file using X3Editor.
2. Using Notepad++ or something similar, search for the number 18 in the material lines of those files and replace them with 0. So for example, this line:
would get replaced with this:Code: Select all
MATERIAL5: 29; 999; 149;149;149; 149;149;149; 229;229;229; 0; 0; 1; 0; 0;0;0; 0; 0;0; 0;30; 18;100; // SM 1
You could do some fancy regex search, or do what I did and just search all the files for " 18;" and if it's in a material line, replace with " 0;".Code: Select all
MATERIAL5: 29; 999; 149;149;149; 149;149;149; 229;229;229; 0; 0; 1; 0; 0;0;0; 0; 0;0; 0;30; 0;100; // SM 1
3. Import those finished .bod files back into the .cat file and rename or delete the corresponding .pbd files.
Voila. No more communication screen faces.
Split say NEED MORE FIREPOWER!!
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Hello everyone,
I have been enjoying XRM enormously lately (big thanks for the amazing work!).
However I've been experiencing some stability issues, which gradually seem to get worse and was wondering whether there are some common problems/advice that you guys may be aware of. My game regularly crashes to desktop, about once every hour or two, without any apparent cause. It seems to occur more often when there is a battle going on and it may be even more likely the larger the ships that are involved - however recently even two save game files upon loading immediately cause a CTD and if I recall correctly there isn't anything going on in the sector. Also it seems not to be correlated with the amount of ships moving around, since it does not necessarily only occur in very populated areas.
My machine should be just fine handling the game (enough ram, etc.) and I am not running any other mod. While I do recall having occasional CTDs when playing vanilla X3:AP, this has definitly increased playing XRM.
I would appreciate any kind of advice or suggestions on how to improve stability.
Thanks in advance
ps. If this isn't the right section of the forum for such questions please let me know.
I have been enjoying XRM enormously lately (big thanks for the amazing work!).
However I've been experiencing some stability issues, which gradually seem to get worse and was wondering whether there are some common problems/advice that you guys may be aware of. My game regularly crashes to desktop, about once every hour or two, without any apparent cause. It seems to occur more often when there is a battle going on and it may be even more likely the larger the ships that are involved - however recently even two save game files upon loading immediately cause a CTD and if I recall correctly there isn't anything going on in the sector. Also it seems not to be correlated with the amount of ships moving around, since it does not necessarily only occur in very populated areas.
My machine should be just fine handling the game (enough ram, etc.) and I am not running any other mod. While I do recall having occasional CTDs when playing vanilla X3:AP, this has definitly increased playing XRM.
I would appreciate any kind of advice or suggestions on how to improve stability.
Thanks in advance
ps. If this isn't the right section of the forum for such questions please let me know.
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I apologize if this has been answered, but I did search and could not find anything. First - awesome mod. Thank you!
X3 TC version (I have AP installed - but this is a TC game). I have XRM, SMART, Pirate Guild 3, Anarkis Defense System mods installed. The bonus pack too. Nothing else that I can think of. Here is my issue:
The terran "noob" weapon (for M5 Rapier - sorry I forget the name) is not to be found anyplace in Terran space for sale. Also - I got to the plot level where you are gifted 3 Rapier "drones" to help you on a mission. All 3 spawned with 5x1MJ shields, some tunings, and no weapons. This weapon that I cant buy anywhere is the only one they can fit. Is this intentional? If not, can I fix it? I can always sell them and use a discoverer or something, but I kinda like the Rapier's shielding and look.
Generally, all guns are extremely scarce. There seem to be a reasonable amount of PACs, but almost nothing of everything else. Do I just need to squat a TS at one of the factories and buy them as they are made, or is there something larger here I dont understand. I know it may be necessary, but I am not real fond of the idea of having to build all of my own weapon factories to have to outfit my ships.
Thanks in advance!
X3 TC version (I have AP installed - but this is a TC game). I have XRM, SMART, Pirate Guild 3, Anarkis Defense System mods installed. The bonus pack too. Nothing else that I can think of. Here is my issue:
The terran "noob" weapon (for M5 Rapier - sorry I forget the name) is not to be found anyplace in Terran space for sale. Also - I got to the plot level where you are gifted 3 Rapier "drones" to help you on a mission. All 3 spawned with 5x1MJ shields, some tunings, and no weapons. This weapon that I cant buy anywhere is the only one they can fit. Is this intentional? If not, can I fix it? I can always sell them and use a discoverer or something, but I kinda like the Rapier's shielding and look.
Generally, all guns are extremely scarce. There seem to be a reasonable amount of PACs, but almost nothing of everything else. Do I just need to squat a TS at one of the factories and buy them as they are made, or is there something larger here I dont understand. I know it may be necessary, but I am not real fond of the idea of having to build all of my own weapon factories to have to outfit my ships.
Thanks in advance!
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Modelless M6 Cheetah
Hello fellow pilots, modders and script makers! I have a little problem with M6 Cheetah - it haven't model. It can shoot only from main weapons - towers aren't shooting, moreover it have cocpit (Cockpit Mod v1.30b with glass tints and reflections by PSCO1 as I remember) but it haven't model and textures. From 3rd person view only engine fires are visible. Its possible to fix that?
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Hi guys,
Does anywhere in Terran space actually produce satellites? I've noticed that the ATF Intelligence Service and Darkspace Headquarters sell them but they never seem to actually have any.
If not, is there such a thing as a Terran satellite factory I can purchase to make my own? I've never seen one anywhere.
Does anywhere in Terran space actually produce satellites? I've noticed that the ATF Intelligence Service and Darkspace Headquarters sell them but they never seem to actually have any.
If not, is there such a thing as a Terran satellite factory I can purchase to make my own? I've never seen one anywhere.

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Re: Modelless M6 Cheetah
If you are missing this model, but the rest of the XRM seems to be OK, then your version of AP is not up to date. You must be running the latest release of AP with the XRM.xxx.514gm wrote:Hello fellow pilots, modders and script makers! I have a little problem with M6 Cheetah - it haven't model. It can shoot only from main weapons - towers aren't shooting, moreover it have cocpit (Cockpit Mod v1.30b with glass tints and reflections by PSCO1 as I remember) but it haven't model and textures. From 3rd person view only engine fires are visible. Its possible to fix that?
If other ships are missing models, then there is something else that is not right, probably one of the XRM cat/dats is not correctly installed.