[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
x4

Post by gilboa »

THE_TrashMan wrote:
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
As I recall, I finished this mission by using brute force.
Have 2-3 M6 as your wing man and 2-3 fast M2s (Krait / Taipan) as backup.

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
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Sairaf
Posts: 196
Joined: Mon, 2. Jan 12, 01:01
x3tc

Post by Sairaf »

dragonlord23 wrote:Is this mod http://forum.egosoft.com/viewtopic.php?t=244904 compatible with XRM?
Yes, it is. I use it, and recommend.

THOUGH YOU MUST DO THE FOLLOWING FOR IT TO WORK CORRECTLY:
If you're using Complex Cleaner (Do it, it saves CPU), CC and Adv. Complex Hub cat/dat files MUST be lower than XRM's. For instance, base game's cat/dats are 01 to 13, so Complex Cleaner MUST be 14 and Adv. Hub MUST be 15, IN THAT ORDER. Then just add XRM cat/dats in numbers higher than that.
calvhugs
Posts: 117
Joined: Wed, 7. Jun 06, 08:27
x3tc

Post by calvhugs »

Has anyone tried this is 4K?
gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
x4

Post by gilboa »

calvhugs wrote:Has anyone tried this is 4K?
+++
Or using a ultra wide display (3440x1440)?

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Nova225
Posts: 16
Joined: Tue, 29. Sep 15, 15:14
x4

Post by Nova225 »

d_ka wrote: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.
This implies that I have enough money for a carrier fleet.

I barely scraped enough funds together to get my M7, and I spent a good half a 100 million just overtuning it so it didn't feel like a slug, because I don't trust the AI to handle any ship at all until I have enough money to readily replace them.

At this point I'm just cheating out the fleets. If they normally fly from the Xenon Relay to Solitas, they get intercepted by two Boron sectors, so at worst a fighter wing or a few corvettes get through. The problem is that they aren't doing this. The game sees "Unknown Sector" and decides that it's fair game for spawning. So twice now I've watched, in sector, a fleet of the following:

One Xenon K
2-5 Xenon L's
2-4 Xenon P's or PX's
One Xenon C or G (god forbid)
Usually at least one Xenon M3 bomber (X, I believe)

All I have to my name so far is a Complex slowly building some cash, a few UT's (lost one up and comer to a pirate attack sector trading in The Wall, of all places), and my personal M7 Talon overtuned (which can now handle almost any ship one on one if I can split the ships apart from each other)

It's become a common occurrence for the Xenon to just spawn by the North gate. Pirates come all the time, but they come through the South gate (thanks to Tempestine), but I keep a small OWP there to handle them. There's also the occasional Khaak cluster / transport, but again, the OWP can handle them. It's when a full on Xenon fleet decides to spawn in the sector is fair game. Would the Sector Takeover script alleviate that?
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
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Post by BlackArchon »

calvhugs wrote:Has anyone tried this is 4K?
Yes, but you need a really big monitor or TV for this. X3 doesn't scale the UI elements, and so they are really, really tiny if you are on a standard 28" monitor or similar.
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
x3ap

Post by d_ka »

Nova225 wrote: This implies that I have enough money for a carrier fleet.
Yea, my bad, but even a small Carrier task force can do miracles, while your capitals might struggle against enemy fighters on their own.

Right now, i´ve just invaded the "Xenon Sector", and while i have way more, and superb, ships to my disposal, there is one trick how to keep Xenon Behemots ( I, K, Z ) at bay - use Ion Cannons. Boron Sturgeon would be ideal for this, thogh, you better fly it yourself to stop it from turning around like a wounded rat, or use Adv. Fight Scripts + activate it for cap. ships in the settings.
At this point I'm just cheating out the fleets. If they normally fly from the Xenon Relay to Solitas, they get intercepted by two Boron sectors, so at worst a fighter wing or a few corvettes get through. The problem is that they aren't doing this. The game sees "Unknown Sector" and decides that it's fair game for spawning. So twice now I've watched, in sector, a fleet of the following:

One Xenon K
2-5 Xenon L's
2-4 Xenon P's or PX's
One Xenon C or G (god forbid)
Usually at least one Xenon M3 bomber (X, I believe)
You can "cheat" more efficiently, if you install "Ring of Fire" script, using tonns of stealth LT´s, at least that would handle the problem untill you get a proper answer to your "Xenon menace".
Also, SEWN might help identify the Xenon earlier.

But i think you are mistaken here a bit; Xenon Relay 481 lies 2 sectorps apart from Solitas, but there are 1 Paranid, and 1 Boron sectors in the way. And none of them is a core sector, iirc, so don´t expect them beeing intercepted by any significant Commonwealth force. You could place sats in those sectors and monitor Xenon trek ( easy with SEWN ).
All I have to my name so far is a Complex slowly building some cash, a few UT's (lost one up and comer to a pirate attack sector trading in The Wall, of all places), and my personal M7 Talon overtuned (which can now handle almost any ship one on one if I can split the ships apart from each other)
Well, i prefer to make my first big money by boarding M6, and then switching to M7 ( i use Improved Boarding, so if you don´t you could try it with Brig/Galeon/Carrack since they can fire boarding pods - just an idea for a quick money/additional ships for your forces ).

But: those Xenon are just migrating, and you could simply let them pass beein OOS, i used to have those problems all the time while settling in a US next to Redemption. Only IS they will go after your personal ship, and ones bombers are present, they´ll hit any of your assets. But your complex is probably build at least 30km away from any jumpgate, so it won´t be harmed.
It's become a common occurrence for the Xenon to just spawn by the North gate. Pirates come all the time, but they come through the South gate (thanks to Tempestine), but I keep a small OWP there to handle them. There's also the occasional Khaak cluster / transport, but again, the OWP can handle them. It's when a full on Xenon fleet decides to spawn in the sector is fair game. Would the Sector Takeover script alleviate that?
AFAIK, those Xenon fleets don´t spawn, but migrate from their sectors. The reason you feel they are spawned might be that you think they can´t get past two boarder sectors of Paranid/Boron; but you could find it out by using Sattelite Early Warning Network ( aka SEWN ).

The take over scripts would only affect the native Xenon sectors by not preventing the spawning of genuine Xenon/actively spawning them to recapture the sector ( STO has those features available ). Not sure about Laz. Corp. one, though, but don´t really think it does ( there would be info bout that in the topic, and/or reports from users ).

Good luck :)
"Only fools seek power, and only the greatest fools seek it through force".
captaincelt
Posts: 32
Joined: Fri, 5. Aug 11, 18:20
x4

Post by captaincelt »

I used to run LazCorp's takeover script as part of my crusade against the Xenon (I might be taking the ATF Veteran start a little too seriously), and I can tell you that while it will despawn capital ships that respawn in captured Xenon sectors, it does not stop Xenon stations from respawning.
I switch to Trickmov's STO, and the stations never respawn now.
Karmaticdamage
Posts: 718
Joined: Fri, 16. Sep 11, 00:15
x4

Post by Karmaticdamage »

captaincelt wrote:I used to run LazCorp's takeover script as part of my crusade against the Xenon (I might be taking the ATF Veteran start a little too seriously), and I can tell you that while it will despawn capital ships that respawn in captured Xenon sectors, it does not stop Xenon stations from respawning.
I switch to Trickmov's STO, and the stations never respawn now.
Something I noticed while playing with Trickmov's STO and XRM is you have to use headquarters to cap a sector, trade ports and equipment docks wont work like they do in vanilla for some reason. HQs are 280+ mil each, a pretty penny to pay to conquer the galaxy.
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
x3ap

Post by d_ka »

@Karmaticdamage

There are 2 types of Trading Station & Equipment Docks in XRM, the one´s with 1 at the end, like 15000001 for the cargospace number, - those you usually can buy, while the others are vanilla, and therefore are needed for sector conquering using STO.
You can live with it, just cheat the vanilla station to take over the sector, and substract the amount of money it would cost to buy from your account, all using cheat package.
Or you can probably change the lines in STO script, but don´t ask me how to do it ;)
"Only fools seek power, and only the greatest fools seek it through force".
Karmaticdamage
Posts: 718
Joined: Fri, 16. Sep 11, 00:15
x4

Post by Karmaticdamage »

d_ka wrote:@Karmaticdamage

There are 2 types of Trading Station & Equipment Docks in XRM, the one´s with 1 at the end, like 15000001 for the cargospace number, - those you usually can buy, while the others are vanilla, and therefore are needed for sector conquering using STO.
You can live with it, just cheat the vanilla station to take over the sector, and substract the amount of money it would cost to buy from your account, all using cheat package.
Or you can probably change the lines in STO script, but don´t ask me how to do it ;)
Nah, I lose interest in a game the moment I cheat anything, OCD for the lose. I tried making a financial empire to fund the acquisition of HQs but this mod slows down the game terribly when you add your own stations into the mix. This is a combat mod, trading goes out the window.
PhantomKnight4420
Posts: 35
Joined: Mon, 3. Feb 14, 18:26

1 Would Love....

Post by PhantomKnight4420 »

Id love to install this mod but would like to know the compatibility of these scripts with this one...I know some of them may not be necessary do to the many changes in this mode but don't know which ones aren't, any help would be (((greatly appreciated))) (Cheat mode of cours cuz i'll be dammed if I starting from scratch again!!!)

Improved races / Imperial labs / Pirate guild 3 / Yaki armada 2 or 3 if there is one / Phanon corp / Bounce / Arnarkis defence system / Codea / Remove rocks from the universe / Mars / remove prefix Your from player property /No notoriety loss from hitting jump-gate / jump point ,builds gates / missile safety / missile monitor / ai npc boarding /super tractor /revelations / No suns / no ads sign / No fog / No civilians / No Floating icons / no ring gate mod / tubeless complex mod / auto prep ships /rms sector management and a exploration & sat deployment script not sure which 1 is better there are a few / high hull pack/ improved boarding / advanced hyperdrive / remove key to turn classic flight mode /auto scan smugglers / convoy control / remove missile warning beeps /holy asteroids mode / and the mi1/m2 ++ from extended (the leviathan avenger from extra ships ....I know and last but not least someone who would know how to properly install them for profit$$$$ when I get my new computer.... any 1 who is interested can contact me at mistermichael4420 @yahoo.com
ps.. this will be for x3tc not ap cuz imo the war between argons and terrans is stupid, they should be allied not enemies, but atleast in tc they are neutral... I read some where that I think revelation And imperial labs may not be compatible do to the added sectors or what not can they be made to start in a different sector then???
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

I'm using XRM with the following scripts from your list: Improved Races 1, Pirate Guild 3, Yaki Armada 2, Bounce, ADS, MARS, XRM medium hull pack.

In addition, I also use the Bonus pack, IE+IEX+XRMi, Gazz' docking computer fix, CAG, OK traders, smart turrets, Complex Cleaner, Custom Starts 1.4.00, Hephaistos 1.1.01, Improved collect wares 0.2, numeric ranks, missile defense mosquito 3.2.02, Gazz' Ring of Fire and the Ship Browser 1.2 without obvious problems.
Karmaticdamage
Posts: 718
Joined: Fri, 16. Sep 11, 00:15
x4

Re: 1 Would Love....

Post by Karmaticdamage »

PhantomKnight4420 wrote:ps.. this will be for x3tc not ap cuz imo the war between argons and terrans is stupid, they should be allied not enemies, but atleast in tc they are neutral... I read some where that I think revelation And imperial labs may not be compatible do to the added sectors or what not can they be made to start in a different sector then???
One of the addons in the OP removes the argon/terran war for AP.
gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
x4

Post by gilboa »

BlackArchon wrote:
calvhugs wrote:Has anyone tried this is 4K?
Yes, but you need a really big monitor or TV for this. X3 doesn't scale the UI elements, and so they are really, really tiny if you are on a standard 28" monitor or similar.
I googled a bit and saw that some people mod the font size / family. Does it help? Will a 32" display do?

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
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X2-Illuminatus
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Post by X2-Illuminatus »

Not really. While you indeed can increase the font size (a tool called "x3 fontmaker" should be easy to find with google), you can only do it slightly. If you increase the font size too much, the text will overlap the menu / UI borders, which will make it unreadable (or at least hardly readable).
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gilboa
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Joined: Sat, 28. Apr 07, 10:33
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Post by gilboa »

X2-Illuminatus wrote:Not really. While you indeed can increase the font size (a tool called "x3 fontmaker" should be easy to find with google), you can only do it slightly. If you increase the font size too much, the text will overlap the menu / UI borders, which will make it unreadable (or at least hardly readable).
Thanks for the prompt answer.
I assume that a 32" display will not fare better or should I skip and go 40?

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

You should look at the PPI (points per inch) value. 1920x1080 on a 24" display is about 94 PPI. 3840x2160 on a 40" display is 110 PPI, so the font is about 15% smaller here - if you have good eyes, this should be also ok.
When you have 3840x2160 on a 32" display, you have 137 PPI. I would find this way too small to comfortably read such a font size.
gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
x4

Post by gilboa »

BlackArchon wrote:You should look at the PPI (points per inch) value. 1920x1080 on a 24" display is about 94 PPI. 3840x2160 on a 40" display is 110 PPI, so the font is about 15% smaller here - if you have good eyes, this should be also ok.
When you have 3840x2160 on a 32" display, you have 137 PPI. I would find this way too small to comfortably read such a font size.
I'm currently playing X3 on a Dell 2711 1440P display which has 108 PPI. I reckon 5-10% jump will be OK. 20% jump will far-less-fun (tm).
Thanks for the help :)

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
PhantomKnight4420
Posts: 35
Joined: Mon, 3. Feb 14, 18:26

$500.00 to anyone who is able to...

Post by PhantomKnight4420 »

Id love to install this mod but would like to know the compatibility of these scripts with this one...I know some of them may not be necessary do to the many changes in this mode but don't know which ones aren't, any help would be (((greatly appreciated))) (Cheat mode of cours cuz i'll be dammed if I starting from scratch again!!!)

Improved races / Imperial labs / Pirate guild 3 / Yaki armada 2 or 3 if there is one / Phanon corp / Bounce / Arnarkis defence system / Codea / Remove rocks from the universe / Mars / remove prefix Your from player property /No notoriety loss from hitting jump-gate / jump point ,builds gates / missile safety / missile monitor / ai npc boarding /super tractor /revelations / No suns / no ads sign / No fog / No civilians / No Floating icons / no ring gate mod / tubeless complex mod / auto prep ships /rms sector management and a exploration & sat deployment script not sure which 1 is better there are a few / high hull pack/ improved boarding / advanced hyperdrive / remove key to turn classic flight mode /auto scan smugglers / convoy control / remove missile warning beeps /holy asteroids mode / and the mi1/m2 ++ from extended (the leviathan avenger from extra ships ....I know and last but not least someone who would know how to properly install them for profit$$$$ when I get my new computer.... any 1 who is interested can contact me at mistermichael4420 @yahoo.com
ps.. this will be for x3tc not ap cuz imo the war between argons and terrans is stupid, they should be allied not enemies, but atleast in tc they are neutral... I read some where that I think revelation And imperial labs may not be compatible do to the added sectors or what not can they be made to start in a different sector then???

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