[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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There are several good anti fighter frigates - you should also have a look at the Teladi Tern in this regard.
And speaking about the Cerberus: Have you compared the Argon version with the Pirate version of the Cerberus? You will see that the Pirate one can also mount capital ship class weapons in addition to flak weaponry - may be worth a look.
And speaking about the Cerberus: Have you compared the Argon version with the Pirate version of the Cerberus? You will see that the Pirate one can also mount capital ship class weapons in addition to flak weaponry - may be worth a look.
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I did! Sadly it's other benefits played to my Astraeus' weaknesses: while far lighter it was much faster. Through pilot (me) error it was allowed to access a warp gate, heavily damaged the pirate opted to not fight me but come into range of a m2+ xenon battle group compete with (multiple) m1 support. I didn't hang out to see how that ended.
I think I saw it again later in the night, I have decided to search for a script that is XRM friendly that gives unique names to capital ships, I want to say I seen one on the forums.
I did have another question though: for OOS combat I seem to remember a post that claimed transports will always be destroyed if they engage. Really only watched this in LU where I want to say the apples to oranges comparison of the lotran to mistral resulted in some dead pirates. So would there be any point/gain in arming mistral freighters with XXL anti fighter guns and allowing them to trade un supervised? Currently trying this with tenders with no data.
I think I saw it again later in the night, I have decided to search for a script that is XRM friendly that gives unique names to capital ships, I want to say I seen one on the forums.
I did have another question though: for OOS combat I seem to remember a post that claimed transports will always be destroyed if they engage. Really only watched this in LU where I want to say the apples to oranges comparison of the lotran to mistral resulted in some dead pirates. So would there be any point/gain in arming mistral freighters with XXL anti fighter guns and allowing them to trade un supervised? Currently trying this with tenders with no data.
Oderint Dum Metuant
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When you equip weapons to your UTs, sometimes they choose to fight back when they are attacked. This usually results in the death of this UT. If they haven't weapons, they will always try to escape by dumping their drones and jumping away.
If you want to have even safer UTs, use a script like "MK3 Reloaded" or "OK Traders". Their traders jump away as soon as they are targeted by an enemy, instead of waiting to be attacked.
If you want to have even safer UTs, use a script like "MK3 Reloaded" or "OK Traders". Their traders jump away as soon as they are targeted by an enemy, instead of waiting to be attacked.
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Using ok traders but my universe is much more dangerous then average so I've been considering the cost of argessively equipped mistrals surviving as opposed to 10 mercurys where 2 to 3 survive. But the concept depends on mistrals winning a fight, or at least not dying. Hybrid solutions seem to be failing, and I have not yet put the extra effort setting up and training lucike's traders with the pilot saving addon. I'm guessing in the long run that will be the ultimate solution, but trying to figure out when I can accept the loss in productivity. Additionally I wonder if I can put a EST pilot in the cockpit then run OK to train the pilot up (flight time and profit leveling) then switch it to EST. I am guessing if possible that would get me where I want to go with limited downtime.
Oderint Dum Metuant
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I want to say initially it was a mixture of not updating my sector blacklist and not ensuring scanners were picking up trouble before it was to late. But of course blame would probably come back to the xenon picking up 22 sectors and the kha'ak an additional 15. The paranid and teladi being hit most hard. Now that I have a more robust military fleet I'm assisting the paranid since the yaki are also hitting them, but I think I'd like to have a m7c by Friday, what do you recommend for a fighter setup with a griffon? I have tried out the m3m's yet but they sound great!
Oderint Dum Metuant
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Small carriers like a Gryphon with 10 fast M3s are very nice for sector defense against the occasionally spawned pirates. With CODEA set up to intercept small ships only those fighters also don't go waste against random Ps ore worse.
On the big picture setting up a load of Lasertower factories and one by one >close< the gates to Xenon/Pirate sectors with ~50+ towers each using the Ring of Fire script also gives a general boost in rate of survival for all player ships.
On the big picture setting up a load of Lasertower factories and one by one >close< the gates to Xenon/Pirate sectors with ~50+ towers each using the Ring of Fire script also gives a general boost in rate of survival for all player ships.
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I like that concept! I'm thinking that's what the yaki did to me, and it was extremely effective. When I had a bit more money than sense I bought Starbursts with explore command software to overcome these types of barricades and fond a safe jump solution.
I have found eclipse fighters to be durable, and when argessively equipped, effective in OOS combat. Though IS often not fast enough to preform as I believe they should and therefore looking to add a standard m4 or quick m3. They line between those classes seems to be blurred more than any other class, to the point of confusion about a m3- being little more than a m4+.
On a second point what would I need to do to change the base price of ships? I feel after adding a hull multiplying pack the actual differences are there but I'd like to reduce fighter cost while drastically increasing the capital costs. I.e. m5s that are not special (Starburst) I'd like to have no more than 2× drone cost while taking each sides flagship cost to a billion. Maybe leaving corvette prices nearly the same. I think this would back up the higher turn over rate of fleet clashes plus npc bail making kha'ak invasions goldmines of space detritus.
I have found eclipse fighters to be durable, and when argessively equipped, effective in OOS combat. Though IS often not fast enough to preform as I believe they should and therefore looking to add a standard m4 or quick m3. They line between those classes seems to be blurred more than any other class, to the point of confusion about a m3- being little more than a m4+.
On a second point what would I need to do to change the base price of ships? I feel after adding a hull multiplying pack the actual differences are there but I'd like to reduce fighter cost while drastically increasing the capital costs. I.e. m5s that are not special (Starburst) I'd like to have no more than 2× drone cost while taking each sides flagship cost to a billion. Maybe leaving corvette prices nearly the same. I think this would back up the higher turn over rate of fleet clashes plus npc bail making kha'ak invasions goldmines of space detritus.
Oderint Dum Metuant
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Looks like I should be able to do this with the plug-in manager. Now to make a formula to make this fair across the board. At a glance I'd like the total cost of ownership for a fighter to not be comparable to a small corvette. It just doesn't make since to me. For the price of two plain eclipse fighters I should not be able to simply trade up to a centaur. I'm sure it's this way for balance, as buying a cloud of fighters early would be an option but I'll fix then if possible when I get there.
Oderint Dum Metuant
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You can also extract "addon\types\TShips.xml" with the help of the X3 Editor 2 and then edit the price field. The structure of a ship entry in this file is explained there: http://www.argonopedia.org/wiki/TShips.txt_%28X3%29
When I do a bulk edit of all ships, I use a python script I wrote - you should also be able to do this, it isn't too complicated.
When I do a bulk edit of all ships, I use a python script I wrote - you should also be able to do this, it isn't too complicated.

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Looks like I'd need to check how the npcs afford ships to avoid breaking things. The more I think about this the more sense it makes to me, so long as real investment ships that add much of the power and flexibility are increased as the more commonly disposable ships the AI tends to throw away are decreased.
Oderint Dum Metuant
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Decided to pull it apart as a xml and adjust the hull pack offered with xrm. Fundamental failure. Will try tomorrow but I went with m6 the same m3 at 35% m4 at 17% m5 at 10% then m7 at 400% and m2 at 600% and m1 800% think I may dial back the m1 a bit but just staring at the numbers it looked fine otherwise. Again only seems to make sense at hull high with npc bail and the capital ships having captains willing to go down with the ship.
Oderint Dum Metuant
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The Pirate galleon really surprised me, picked one up on the paranid's hard work. Something to be said for being that big and still triple digit speed. Funny it carries almost as many guns as fighters, lol. Too bad I've up step everyone that's sells it's guns and few survived the board.
Oderint Dum Metuant
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Finally figured it out. Not sure why but borrowing the Tships from the hull pack resulted in the most interesting of errors, (my icon turned into all the gui, and then I blew up ) so I borrowed the cat/dat structure and replaced the hull data along with my changes. Fixed TMs while I was at it, I always felt they should be shielded more in line with a corvette while sacrificing their weapon power for the carrier capacity. Also adjusted their price. I think they were probably originally based off the freighters they were modeled from yet were modified to the point of being a "corvette carrier" anyways a fully equipped top of the line m3+ is now roughly 4.5 million credits for CODEA so filling and fielding a m7c is only about 1 billion. 
I agree! Though I think i broke something, the gauss cannon has no info bar, so I can't find out where to get more of this super ultra long range awesomeness. But I've learned to love the Galleon for its m7cishness while having the huge guns of a m1. Just so long as I don't forget that my Forseti is BETTER armored(!)

I agree! Though I think i broke something, the gauss cannon has no info bar, so I can't find out where to get more of this super ultra long range awesomeness. But I've learned to love the Galleon for its m7cishness while having the huge guns of a m1. Just so long as I don't forget that my Forseti is BETTER armored(!)
Oderint Dum Metuant
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Is there a XRM compatible mod that allows you to purchase multiple ship upgrades similar to the jump drive deployment kits? For example if I wanted to buy docking computers for all my fighters with a freighter and equip them on a carrier? I want to say I saw this somewhere but can't make Google find it.
Oderint Dum Metuant
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@ Paul
Finally I have a machine which can handle this ( about ten years too late )
Thank you for all the work put into it, marvellous experience.
Note :
Your fourth post which includes Recommended Scripts says ..
Gazz's Missile Defence MK2 / Shimrod's Smart Turrets TERRAN CONFLICT ONLY
.. I can understand MDM MK2 being TC only.
But Shimrod has long ago developed Smart Turrets for AP aswell
And he had XRM installed extensively for testing his own turret scripts when used in XRM
The way you have that worded is putting people off using Smart Turrets on the AP setup.
@ Anyone who knows - I have had a good read of the first post and installation posts, and noted that a Clean install is a necessity
Does that also mean no Bonus packs can be used ? - I dont see the bonus packs mentioned either way as being recommended or not.
So unless anyone says different I have assumed that we can not use the bonus pack, taking the meaning of a clean install literally.
Finally I have a machine which can handle this ( about ten years too late )
Thank you for all the work put into it, marvellous experience.
Note :
Your fourth post which includes Recommended Scripts says ..
Gazz's Missile Defence MK2 / Shimrod's Smart Turrets TERRAN CONFLICT ONLY
.. I can understand MDM MK2 being TC only.
But Shimrod has long ago developed Smart Turrets for AP aswell
And he had XRM installed extensively for testing his own turret scripts when used in XRM
The way you have that worded is putting people off using Smart Turrets on the AP setup.
@ Anyone who knows - I have had a good read of the first post and installation posts, and noted that a Clean install is a necessity
Does that also mean no Bonus packs can be used ? - I dont see the bonus packs mentioned either way as being recommended or not.
So unless anyone says different I have assumed that we can not use the bonus pack, taking the meaning of a clean install literally.