[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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Question 1:
Is there a simple way to reduce all AI missile spam by 50%?
If not, could it help to alter the cooldowns on each missile? I want to have my game more on turret fights, even if the AI isn't good in turret fighting.
Question 2:
My first MK3 trader (L3) was sitting on a station, trying to buy some missiles but my rank wasnt high enough. So he was waiting and trying for eternity....and after a few hours i sold it back, i needed the 3 mio. Is this XRM specific or do i miss something?
Question 3:
Some Paranid stations and lasertowers are still red, even if i have good relationships with them. Bug?
Is there a simple way to reduce all AI missile spam by 50%?
If not, could it help to alter the cooldowns on each missile? I want to have my game more on turret fights, even if the AI isn't good in turret fighting.
Question 2:
My first MK3 trader (L3) was sitting on a station, trying to buy some missiles but my rank wasnt high enough. So he was waiting and trying for eternity....and after a few hours i sold it back, i needed the 3 mio. Is this XRM specific or do i miss something?
Question 3:
Some Paranid stations and lasertowers are still red, even if i have good relationships with them. Bug?
Ich mag den Gedanken einer "Spukhaften Fernwirkung" nicht. - A.Einstein
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Can anyone comment on the effectiveness of Orbital Weapon Platforms?
I got the smallest one and stuck it near the south gate in Solitas. It handled the local pirates just fine, but then the Xenon decided to show up (through the south gate no less, despite the fact that the nearest sector is 3 jumps to the north) with a carrier group complete with bombers and escorts. That 15+ million went down the drain FAST and it barely made a dent.
Should I save up for the L variant? Or will that get smoked just as easily? Just start investing in a destroyer and some corvettes?
I got the smallest one and stuck it near the south gate in Solitas. It handled the local pirates just fine, but then the Xenon decided to show up (through the south gate no less, despite the fact that the nearest sector is 3 jumps to the north) with a carrier group complete with bombers and escorts. That 15+ million went down the drain FAST and it barely made a dent.
Should I save up for the L variant? Or will that get smoked just as easily? Just start investing in a destroyer and some corvettes?
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Just run.....run away.Nova225 wrote:Can anyone comment on the effectiveness of Orbital Weapon Platforms?
I got the smallest one and stuck it near the south gate in Solitas. It handled the local pirates just fine, but then the Xenon decided to show up (through the south gate no less, despite the fact that the nearest sector is 3 jumps to the north) with a carrier group complete with bombers and escorts. That 15+ million went down the drain FAST and it barely made a dent.
Should I save up for the L variant? Or will that get smoked just as easily? Just start investing in a destroyer and some corvettes?

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I would have, but aside from the OWP I had a 20 million-ish complex being built as well. I guess I should start looking at a sector further away from the Xenon if I should expect a Carrier group to waltz through 3+ sectors just to roll through mine.calvhugs wrote:Just run.....run away.Nova225 wrote:Can anyone comment on the effectiveness of Orbital Weapon Platforms?
I got the smallest one and stuck it near the south gate in Solitas. It handled the local pirates just fine, but then the Xenon decided to show up (through the south gate no less, despite the fact that the nearest sector is 3 jumps to the north) with a carrier group complete with bombers and escorts. That 15+ million went down the drain FAST and it barely made a dent.
Should I save up for the L variant? Or will that get smoked just as easily? Just start investing in a destroyer and some corvettes?
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Maybe purge a load of stuff? I can imagine some sectors are brimming with ships and stations. Get out there and cull like some mad Hitler of the future!!Karmaticdamage wrote:Everything in the game world adds a little bit even if its OOS. Every script, ship, station, and action taking place. I guess it was just wishful thinking on my part that it might be a bug, leak, or something I could get around without having to restrict how I play. This game engine is very old now and just can't handle it. Their have been posts about performance within this thread and on reddit within the x3tc subreddit. I thought about trying the cmod4 stand alone but x3ap vanilla hull strength is just way to high for XRM weapons.calvhugs wrote:I think you may have just answered your own question there although i think it strange that stations and ships are afecting performance negativity outside your current sector. Im sure you are also not alone you your end game performance... Are there other posts where people have mentioned this?
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My first destroyer of choice in xrm is the brigantine. Its a light destroyer gauss platform that can kite any other capital ship to death. It also has octa flak batteries for swatting fighters and missles. You need to have a pirate hack one of the pirate shipyards to buy one. The tyr and tempest are also very good choices but more expensive.Nova225 wrote:Can anyone comment on the effectiveness of Orbital Weapon Platforms?
I got the smallest one and stuck it near the south gate in Solitas. It handled the local pirates just fine, but then the Xenon decided to show up (through the south gate no less, despite the fact that the nearest sector is 3 jumps to the north) with a carrier group complete with bombers and escorts. That 15+ million went down the drain FAST and it barely made a dent.
Should I save up for the L variant? Or will that get smoked just as easily? Just start investing in a destroyer and some corvettes?
Gauss is op in this mod imo, its super fast velocity and 10km range let it snipe little ships coming at you at range and can still hit them when their trying to maneuver around you at close range.
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Is this mod http://forum.egosoft.com/viewtopic.php?t=244904 compatible with XRM?
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Had previously only ever played vanilla for all x games, but discovered the additions to gameplay with them integrated into XR
so I went back to playing ap after getting bored with rebirth.
Installing XRM was a little daunting, but the video helped loads
And all i can say now is that it is a massive difference for AP. Its a totally different game, but i can hopefully get another couple of 100 hours out of this - so thanks for the work on the mod
so I went back to playing ap after getting bored with rebirth.
Installing XRM was a little daunting, but the video helped loads
And all i can say now is that it is a massive difference for AP. Its a totally different game, but i can hopefully get another couple of 100 hours out of this - so thanks for the work on the mod

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Do the Xenon just spawn in whatever sectors they feel like?
What I initially thought of as a passing by Xenon fleet actually outright spawned in Solitas, since I wanted to see which gat they were coming through. They just appeared, all at once already in formation a few hundred meters from the north gate. There wasn't even a fancy jump in effect like with the RRF ships.
If I let them be and went OOS, they just causally went to the south gate, blew my OWP apart, and then just chilled by the south gate, leaving my complex alone. I had to resort to a cheat script to get rid of the bigger ones (One J, one C, a P and a PX, along with a few Ls, Ms, Ns, and one of those new M3 hybrid bombers).
What I initially thought of as a passing by Xenon fleet actually outright spawned in Solitas, since I wanted to see which gat they were coming through. They just appeared, all at once already in formation a few hundred meters from the north gate. There wasn't even a fancy jump in effect like with the RRF ships.
If I let them be and went OOS, they just causally went to the south gate, blew my OWP apart, and then just chilled by the south gate, leaving my complex alone. I had to resort to a cheat script to get rid of the bigger ones (One J, one C, a P and a PX, along with a few Ls, Ms, Ns, and one of those new M3 hybrid bombers).
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Someone was asking what to do with a large Xenon carrier fleet a while ago; well, bring your own carrier would be my answer. Just use one of the Carrier scripts ( i use CODEA ). An example:
1. survive the initial tommohawk/hammer salvos flying by yourself ( use Hurricanes to dismiss whole salvos of torpedos as anti missile measure at 20km distance )
2. try to lure Xenon fighters and M6 away from their mothership ( some M7 might follow your bait as well, then you need additionaly a Battle Group, or simply bigger boys to protect your carrier ).
3. launch fighters to intercept
4. launch bombers to support against larger targets
As long as you don´t send your fighters straight into DMBC fire of the Xenon capitals, you´d be fine.
Oh, you better have a good pc/adjust the graphics for the comming massive battle. Additionaly, it´s always good to check the sector - less asteroids/wrecks/stations/civilians etc. the better.
1. survive the initial tommohawk/hammer salvos flying by yourself ( use Hurricanes to dismiss whole salvos of torpedos as anti missile measure at 20km distance )
2. try to lure Xenon fighters and M6 away from their mothership ( some M7 might follow your bait as well, then you need additionaly a Battle Group, or simply bigger boys to protect your carrier ).
3. launch fighters to intercept
4. launch bombers to support against larger targets
As long as you don´t send your fighters straight into DMBC fire of the Xenon capitals, you´d be fine.
Oh, you better have a good pc/adjust the graphics for the comming massive battle. Additionaly, it´s always good to check the sector - less asteroids/wrecks/stations/civilians etc. the better.
"Only fools seek power, and only the greatest fools seek it through force".
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Karmaticdamage wrote:One of the addons in the op changes the docking computer back to s size.THE_TrashMan wrote:It seems this is incompatible with Station Boarding Mod.
Since that requires a docking computer, and this mod makes a docking computer a XXL ware, you don't have a ship that can dock and is small enough.
the CODEA fix?
Yeah, I downloaded it, placed it in my addons folder and re-named to highest number.
Docking Computer is still XXL for some reason
That said, after playing this for hours here are a few questions/impressions:
- PAR shipyards are a godsend
- Are there versions of ships with greater weapon compablity?
It sucks when you like a ship, but can't combine it with the guns you like
- So far I haven't seen a single TC plot. I might have misunderstood, but someone said that most plots are compatible. So I wanna know exactly which plots are and what do I need to enable them.
Also, if extra plots from Terran Revitalization can be used
One final thing: I dunno if it's just AP bad design or this mod, but the Terran mission to kidnap that boron scientists is broken as hell.
You MUST be in a argon M3 fighter, but a dozen pirates all zero in on you and ignore everything else, and missile you to death (and given how powerful some missiles are and how crap missile combat is in the X series, yeah..not fun).
I had to bring in a few of my own ships to protect me to pass that system.
Then in the next system, about 60+ pirate ships

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The Heavy Centaur Prototype is compatible to a series of cool weapons, the small cargo hold makes it a difficult player ship though. In general look for the Enhanced/Prototype ships, they usually can mount guns outside race flavor.
edit: About pirates, if there's one game quote that perfectly fits to XRM then it is "Space is a tough place, where wimps eat flaming plasma death" (from personal experience-))
edit: About pirates, if there's one game quote that perfectly fits to XRM then it is "Space is a tough place, where wimps eat flaming plasma death" (from personal experience-))
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scoutster wrote:The Heavy Centaur Prototype is compatible to a series of cool weapons, the small cargo hold makes it a difficult player ship though. In general look for the Enhanced/Prototype ships, they usually can mount guns outside race flavor.
edit: About pirates, if there's one game quote that perfectly fits to XRM then it is "Space is a tough place, where wimps eat flaming plasma death" (from personal experience-))
Yeah, I get it. But this was just redicolous, as the mission expects you to just go in with a M3. But XRM puts a MASSIVE pirate force in that system.
I had to pull in every single ship I had and I still kept dying (because M3, if I eject or switch ship the mission fails)
But playing with mixed mods can have fun results. Since I have universe explorers, NPC bailaing addon, and System Override... fun times.
One of my explorers returned with an Argon Titan somehow
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When I did this plot the last time, it wasn't really more difficult than the vanilla AP plot. Either you were unlucky and there was already a pirate fleet passing through this sector, or one of your additional scripts caused this.THE_TrashMan wrote:...
One final thing: I dunno if it's just AP bad design or this mod, but the Terran mission to kidnap that boron scientists is broken as hell.
You MUST be in a argon M3 fighter, but a dozen pirates all zero in on you and ignore everything else, and missile you to death (and given how powerful some missiles are and how crap missile combat is in the X series, yeah..not fun).
I had to bring in a few of my own ships to protect me to pass that system.
Then in the next system, about 60+ pirate ships