[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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Cattle Ranch
Where can I buy a Cattle Ranch M? I've found 5 Jonferco Showrooms, but I only see the large version.
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Hello Paul, Any news on a Hayabusa/Cerberus Turret update?
Anyhow, i think i have a small problem.
For some reason, when i tell a Wing squadron of 30 m3's and 2 m7's to "Wing Attack All", they just freeze in place, with just one m3 following my order, while the rest just stand still while getting shot at. I also tried to just issue the order to the m3's in case the commands were disrupted by the conflicting ship classes. Got any clue on what this issue is? Or is it just software limitations?
Edit; I just noticed, the split M6 Cheetah has 2500 laser recharge, sup with the m7+ generator on that thing? I know it has an experimental matter-antimatter gen, but still...
Regards, Akrilloth
Anyhow, i think i have a small problem.
For some reason, when i tell a Wing squadron of 30 m3's and 2 m7's to "Wing Attack All", they just freeze in place, with just one m3 following my order, while the rest just stand still while getting shot at. I also tried to just issue the order to the m3's in case the commands were disrupted by the conflicting ship classes. Got any clue on what this issue is? Or is it just software limitations?
Edit; I just noticed, the split M6 Cheetah has 2500 laser recharge, sup with the m7+ generator on that thing? I know it has an experimental matter-antimatter gen, but still...
Regards, Akrilloth
Last edited by Akrilloth on Sun, 12. Oct 14, 17:35, edited 1 time in total.
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When I read about turrets: Currently I'm using a Yaki Kariudo as my ship. There seems to be a minor problem with the 3D model of the turrets, it can be observed best on the left and right turrets - it looks as if there are two pairs of turrets (with 2 guns each) with one of them frozen and the other one working fine.
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Hey Paul,
I just realized I'm missing 3 ship models. The Split Komodo, Split Cheetah and one Argon Mercury variant (though I can't say which one). The scene files are in \objects\ships... but apparently the models are not (can't find the files the scenes refer to).
Redownloaded XRM to check for bad download or file corruption but still can't find them.
All 3 ships are invisible (and thus invincible) in game except for turrets and hangars (I think those are hangars anyway).
Are those ships supposed to be in XRM or are those files supposed to be in vanilla files? I'm fairly certain I didn't delete radom files
I just realized I'm missing 3 ship models. The Split Komodo, Split Cheetah and one Argon Mercury variant (though I can't say which one). The scene files are in \objects\ships... but apparently the models are not (can't find the files the scenes refer to).
Redownloaded XRM to check for bad download or file corruption but still can't find them.
All 3 ships are invisible (and thus invincible) in game except for turrets and hangars (I think those are hangars anyway).
Are those ships supposed to be in XRM or are those files supposed to be in vanilla files? I'm fairly certain I didn't delete radom files

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Those ships are vanilla AP ships - is your AP install up to date?Fiesgesicht wrote:Hey Paul,
I just realized I'm missing 3 ship models. The Split Komodo, Split Cheetah and one Argon Mercury variant (though I can't say which one). The scene files are in \objects\ships... but apparently the models are not (can't find the files the scenes refer to).
Redownloaded XRM to check for bad download or file corruption but still can't find them.
All 3 ships are invisible (and thus invincible) in game except for turrets and hangars (I think those are hangars anyway).
Are those ships supposed to be in XRM or are those files supposed to be in vanilla files? I'm fairly certain I didn't delete radom files
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I will check that out.BlackArchon wrote:When I read about turrets: Currently I'm using a Yaki Kariudo as my ship. There seems to be a minor problem with the 3D model of the turrets, it can be observed best on the left and right turrets - it looks as if there are two pairs of turrets (with 2 guns each) with one of them frozen and the other one working fine.
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The XRM doesn't touch the attack scripts so its something else causing your problem. Are any of those ships captured? I've heard about this kind of thing being caused by residual scripts still running. Try cloning the offending ships.Akrilloth wrote:Hello Paul, Any news on a Hayabusa/Cerberus Turret update?
Anyhow, i think i have a small problem.
For some reason, when i tell a Wing squadron of 30 m3's and 2 m7's to "Wing Attack All", they just freeze in place, with just one m3 following my order, while the rest just stand still while getting shot at. I also tried to just issue the order to the m3's in case the commands were disrupted by the conflicting ship classes. Got any clue on what this issue is? Or is it just software limitations?
Edit; I just noticed, the split M6 Cheetah has 2500 laser recharge, sup with the m7+ generator on that thing? I know it has an experimental matter-antimatter gen, but still...
Regards, Akrilloth
The Cheetah weapons energy is just above that of the Heavy Dragon - but I agree the regen rate is way too high - I'll fix it.
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Okay, Paul, guess what?
The Terran M1 Solaris has the same turret problem as the Hayabusa, i guess it's the turret itself that is bugged. The problem is most likely that the Turret has another pivot point than the gun barrels, do you know if there is any way i can fix this without directly tampering with the models?
The Terran M1 Solaris has the same turret problem as the Hayabusa, i guess it's the turret itself that is bugged. The problem is most likely that the Turret has another pivot point than the gun barrels, do you know if there is any way i can fix this without directly tampering with the models?
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This was a known bug with Cadius' turret - he has fixed it, i just haven't encorporated the fix into the xrm yet (mainly because the bug is so, so tiny hardly anyone has noticed it). I will include the fix in the next update.Akrilloth wrote:Okay, Paul, guess what?
The Terran M1 Solaris has the same turret problem as the Hayabusa, i guess it's the turret itself that is bugged. The problem is most likely that the Turret has another pivot point than the gun barrels, do you know if there is any way i can fix this without directly tampering with the models?
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Its definitely coming. I'm about half way through. My day job is just very busy these days and that was where I did most of the XRM work.Sorkvild wrote:How goes the work on patch, when we can expect, what new features and major bug fixes will be delivered? Cheers
I will get it done as soon as I can.
Its mostly fixes. One new confirmed feature is Privateer shipyards (only in AP I'm afraid).
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I would imagine that it is. The Shrike also had such a low weapon recharge rate in X3: AP vanilla (the lowest of all combat M7), but it got the possibility to hold four gauss cannons which don't need weapon energy to fire. However, in XRM all weapons need weapon energy and additionally, the Shrike lost its ability to use gauss cannons.
So the Shrike in XRM is maybe the worst of all combat M7 because of its weapon recharge rate. Quite sad compared to the X3: AP version which is among the best and most offensive M7 (again thanks to the gauss cannons).
So the Shrike in XRM is maybe the worst of all combat M7 because of its weapon recharge rate. Quite sad compared to the X3: AP version which is among the best and most offensive M7 (again thanks to the gauss cannons).
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I think that paul did this to all M7 with cockpit weapons because the capital ship ai in XRM isn't capable of using them effectively, thus the player would gain an unfair advantage if he could use the super heavy weapons on the front.BlackArchon wrote:I would imagine that it is. The Shrike also had such a low weapon recharge rate in X3: AP vanilla (the lowest of all combat M7), but it got the possibility to hold four gauss cannons which don't need weapon energy to fire. However, in XRM all weapons need weapon energy and additionally, the Shrike lost its ability to use gauss cannons.
So the Shrike in XRM is maybe the worst of all combat M7 because of its weapon recharge rate. Quite sad compared to the X3: AP version which is among the best and most offensive M7 (again thanks to the gauss cannons).
Since i have a new capship/fighter ai script installed, i just manually added and tweaked all front gun m7s so that they could use capital weaponry, but only have 4 slots instead of 8.
But since the shrike lost it's gauss in vanilla XRM as you said, under 1000 recharge might be a bit brutal. I saw this thing get wrecked by a single heavy hydra once.
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XRM compatible mods?
I'm looking for about 20 mods i can use with XRM..my playstyle is going to be like a police officer patrolling argon or terran sectors with some merchant jobs here and there..if anyone can tell me a few good mods to use that will make that sort of gameplay more enjoyable plz message me back on this post..and thanks in advance for the advice.
P.S. I will be playing Albion Prelude.

P.S. I will be playing Albion Prelude.