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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

nap_rz wrote: anybody here have strategy to deal with that kind of situation in your own big and slow ship? without bringing your own 2nd or more capitals that is...
full speed ahead! :) their main advantage is their range so just get close to them ASAP and you will have higher damage (GC have lower DPS than for example PSP's yeah thats a funny comparison isnt it? :D but you got the point)

also, regarding seeing missile cruiser it can be easily dealt with by carrying your own bomber onboard and having it protect you from missiles :)
Teladidrone
Posts: 644
Joined: Tue, 24. Aug 04, 11:41
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Post by Teladidrone »

Jumee wrote: EDIT: has anyone bought Taipan? the description in encyclopedia says that it can dock 1 m6/m8 but it actually cant do that?
Yeah, I have Taipans.
And yes, they can not dock whats promised in the descriptions...
Still, they are awesome ships; Splits weapons, Oorah! ;)
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
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Post by nap_rz »

Jumee wrote:
nap_rz wrote: anybody here have strategy to deal with that kind of situation in your own big and slow ship? without bringing your own 2nd or more capitals that is...
full speed ahead! :) their main advantage is their range so just get close to them ASAP and you will have higher damage (GC have lower DPS than for example PSP's yeah thats a funny comparison isnt it? :D but you got the point)

also, regarding seeing missile cruiser it can be easily dealt with by carrying your own bomber onboard and having it protect you from missiles :)
have you tried it? closing 2-3KM range in M2 isn't fast you know, multiple gauss guns can shred 2-3 GJ of your shield before your guns can start firing.... :P
Teladidrone
Posts: 644
Joined: Tue, 24. Aug 04, 11:41
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Post by Teladidrone »

Distract them.
I usually carry loads of MkII drones for that; launch them well outside weapons range and send them in.
They will draw away turrets attention from you until you can close in.
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

nap_rz wrote:
Jumee wrote:
nap_rz wrote: anybody here have strategy to deal with that kind of situation in your own big and slow ship? without bringing your own 2nd or more capitals that is...
full speed ahead! :) their main advantage is their range so just get close to them ASAP and you will have higher damage (GC have lower DPS than for example PSP's yeah thats a funny comparison isnt it? :D but you got the point)

also, regarding seeing missile cruiser it can be easily dealt with by carrying your own bomber onboard and having it protect you from missiles :)
have you tried it? closing 2-3KM range in M2 isn't fast you know, multiple gauss guns can shred 2-3 GJ of your shield before your guns can start firing.... :P
double strafing gives you a good boost and helps you evade fire ;) also there are quite a few decently fast destroyers around ;), and considering that both of you are moving towards each other 2-3 km can be covered quite fast, but if you are in one of the "crippled snail" destroyers than well you knew what you signed up for :P so use cannon fodder (drones/cheap m5)
Smart_Bomb
Posts: 532
Joined: Fri, 22. Dec 06, 13:35
x4

Post by Smart_Bomb »

The problem I'm having using X-universe plugin manager lite, I add the decoratory: C:> program files>steam > steamapps > common > x3 terran conflict > x3AB (application) and when I click run, its still opens up TC start menu screen when I want AB.

I tried the drop down menu but it only lets me select TC. :?:
- Please check out & vote on my X4:F expansion idea thread

[ external image ]
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Install XRM manually.

Run X3AP through Steam or a shortcut.

Forget about the plugin manager for now.
Admitting you have a problem is the first step in figuring out how to make it worse.
Smart_Bomb
Posts: 532
Joined: Fri, 22. Dec 06, 13:35
x4

Post by Smart_Bomb »

I have like 10 of the crk addons that I want to like salvage commands, station repacker, cargo delivery service and I want to be able to play with all of those
- Please check out & vote on my X4:F expansion idea thread

[ external image ]
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

regarding the bounty system, can we players have bounties on our heads? :?
garv222
Posts: 1275
Joined: Tue, 5. Jan 10, 09:25

Post by garv222 »

nap_rz wrote:my rank of the worst possible situation while cruising in my personal M2 :

1. missile boats at close range while being busy with other opponents
2. surrounded by 2 or more capitals with good number of anti capital weapons
3. sniped by gauss guns!
4. 1 vs 1 with khaak advanced destroyer

#3 is the most surprising to me, I didn't think gauss guns would be so lethal, I mean statistically it's impressive but facing them actually another level of amazement, opposing a pteranodon with all it's 12 front side gauss guns from outside the range of your own anti capital guns = you'd better be running away, I don't think missiles would work well to...

anybody here have strategy to deal with that kind of situation in your own big and slow ship? without bringing your own 2nd or more capitals that is...
I'm a little surprised you ranked the khaak advanced destroyer below the GC. Atleast you have a small chance to evade incoming GC rounds unlike the kyons.

I'm still trying to figure out how to take down one of these things ever since a khaak battle group pounced on a mobile mining setup I had near Montalaar. I imagine 5 bombers could take out a pteranodon easier than they could take out a khaak m2+, but I don't see how you can possibly close the distance to a pterandon in a m2. Maybe the krait or boreas can manage to get close, but the big slow capitals don't stand a chance from where I'm standing. I tried putting a turbo boost on my megalodon....wohoo... 82 m/s. Yea still big improvement, but I'll probably have maybe 30% shields before I can get my 5km range IC on target.
Duke's Buccaneers... I hate you so much... I am sooo demolishing your HQ when our business is finished....
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

garv222 wrote:
nap_rz wrote:my rank of the worst possible situation while cruising in my personal M2 :

1. missile boats at close range while being busy with other opponents
2. surrounded by 2 or more capitals with good number of anti capital weapons
3. sniped by gauss guns!
4. 1 vs 1 with khaak advanced destroyer

#3 is the most surprising to me, I didn't think gauss guns would be so lethal, I mean statistically it's impressive but facing them actually another level of amazement, opposing a pteranodon with all it's 12 front side gauss guns from outside the range of your own anti capital guns = you'd better be running away, I don't think missiles would work well to...

anybody here have strategy to deal with that kind of situation in your own big and slow ship? without bringing your own 2nd or more capitals that is...
I'm a little surprised you ranked the khaak advanced destroyer below the GC. Atleast you have a small chance to evade incoming GC rounds unlike the kyons.

I'm still trying to figure out how to take down one of these things ever since a khaak battle group pounced on a mobile mining setup I had near Montalaar. I imagine 5 bombers could take out a pteranodon easier than they could take out a khaak m2+, but I don't see how you can possibly close the distance to a pterandon in a m2. Maybe the krait or boreas can manage to get close, but the big slow capitals don't stand a chance from where I'm standing. I tried putting a turbo boost on my megalodon....wohoo... 82 m/s. Yea still big improvement, but I'll probably have maybe 30% shields before I can get my 5km range IC on target.
because advanced destroyers in XRM AP are rare and only escorted by 2 frigates or something, unless you are using IR improved khaaks or something that unleash 10 of them or so then it's a nightmare for sure...

GC users on the other hand are plenty, a pirate / teladi fleet that mounts many GCs will give your lonely M2 more pawnage than 1 khaak adv destroyer, I'm using MBRR and have seen teladi fleet owning xenon 347 IS due to GC superiority; don't forget the fact that there are more GC capable turrets than kyons, KAD have like what, 6 kyons? phoenix can have at least twice more GCs, pteranodon can mount 36 GCs, I don't know for sure but it's safe to say that that bird can fire at least 20 GCs at 1 target, that's a huge firepower at long range, also GC damage/bullet > GKE...

light m2 vs GC pteranodon? even if you overtuned it, I don't see how light m2 can win, pteranodon have more than 100% more shield, and the closer you are, the easier for GCs to hit you... with that 6GJ of shield you'll be defenseless in short time, split light m2 would get toasted very soon.
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
x3ap

Some feedback

Post by d_ka »

@paul: i´m experiencing the missing "military network" activities, too, while the bounty system seems to work perfectly ( playing TC ).
Also: i´ve recently got a CTD due to the "attack enemies" command, though i´ve edited "gaz.missile" scripts as recommended. Any progress on that? ( could it have been caused by "destroy enemies" command on my Astreus for its main turrets? ).

Bounty system is really cool, imo - that´s how the police licenses should´ve worked from start on. Maybe it´s just me, but i was under impression that sector forces tend to attack the "$" billed ships first, giving a player a bit competition. Now it makes sence to engage any hostile ship in a sector, even without an explicite bounty prize on them, and one can use missiles for good deeds, not feeling you just wasting your money :wink:

My personal nightmares are 2-3 khaak defenders showing up AFTER the rest of their fleet, somewhere behind, and if unchecked ( by zooming in to see the swarm missiles their lunch at you ) you are toast even in well protected m6 + straffing/evading while on the run from them. Btw: there are some missile entries missing in a enciclopedia like Khaak swarm bomber missiles ( i just wanted to figure out the ammount of damage they do ).
I haven´t yet engaged a Teladi ship, but i remember beeing half toasted in "Gunners Crusade" by some Pirates, slowing the engines of my Drake significantly by some Fusion Puls Disruptors followed by a Gaus Volley - i had to jump out...

Observations:
- trying to dock at Astreus with my Sirocco i´ve faced the fact, that docking computer won´t work, but i could slip in manually ( haven´t tried fighter docking yet, though ).
- the Fragmental Bomb Louncher seems the best anti figher weapon to me, especially against the heavy M3; of course, only several ships, like pirates, might mount them, but 4 of them in a Death Claw Prototype can take out a Xenon L within seconds!

A question: do the AI ships loose some firepower ( weapones should be destroyed ), when lost more then half a hull? Xenon Destroyer just made toast of me ( m6 ) + Astreus + Teladi Cap Ship, while having about 15-20% of the hull? ( or, maybe, the value depends on the hitpoints left, and since i´ve installed the "high" hull package right now, this might be the reason? )

An additional question ( to some Cmod vets ): are there any blind spots on capital ships? I do not intend to take on a Q with my m3, but i can´t really outmanover them ( in a fast and agile m6 ), especially since some cap ships weapons got incredible speed; but when i install a Phased Beam Cannon on my Astreus it won´t hit any P dodging around :?

Greetings.
150147
Posts: 350
Joined: Mon, 31. Mar 08, 13:50
x3tc

Post by 150147 »

I am not getting the plot instructions for the Argon Peacekeeper start -
Game opens up with my player ship as an Eclipse. No instructions to fly to beacon.

Any ideas why?
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

There is no main plot in XRM.
Admitting you have a problem is the first step in figuring out how to make it worse.
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

.

JFTR new Nagoya model is truly work of art. It's hard to judge model only by pictures, naturally best impression is in actual game. I wasn't too disappointed with cadius model either, it was fair design, not particularly beautiful but not ugly either. But this is jawdropper. Awesome work.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Tiek wrote:Hi Paul,

Thanks for the patch to bug of RRF; a question: the new Paranid M7DC bears the name of Artemis, but the description reads Artemid :? ; what is the truth?

Thanks!
The descriptions are just placeholders at the moment. I didn't get time to redirect the standard descriptions for these ships... they are incorrect anyway, as the vanilla AP descriptions specifically call them drone carriers when they clearly are just standard M7 carriers. Another consequence of Egosoft just porting them from XTC without paying too much attention.

I'll try and write some new descriptions for them soon.


Its Artemis BTW.
Gavrushka
Posts: 8253
Joined: Fri, 26. Mar 04, 19:28
x4

Post by Gavrushka »

None of the races show any info for me as regards enemy activity (in TC) - I've reinstalled all scripts, but no change. And no matter what I try, I still get cheap jump drive kits- When I upgraded to 1.18 they increased in price, but dropped back down again. - Even immediately after recopying all scripts and T files there is no change.

The game is stable, otherwise, although I having huge problems with OOS combat now- My Pteranodon, can't even take down a Xenon P - I tried changing the Gauss Cannons to IBL and FBL to see if it was an ammo based issue, but no difference- The P would kill it if I didn't jump it out... In sector there are no such issues.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Gavrushka wrote:None of the races show any info for me as regards enemy activity (in TC) - I've reinstalled all scripts, but no change. And no matter what I try, I still get cheap jump drive kits- When I upgraded to 1.18 they increased in price, but dropped back down again. - Even immediately after recopying all scripts and T files there is no change.

The game is stable, otherwise, although I having huge problems with OOS combat now- My Pteranodon, can't even take down a Xenon P - I tried changing the Gauss Cannons to IBL and FBL to see if it was an ammo based issue, but no difference- The P would kill it if I didn't jump it out... In sector there are no such issues.

If your JD kits increased in price, then dropped back down, there is clearly a rogue TWareN messing things up. (The JD Kits are defined in TWareN not TWareT)

As for the military intel network - I'm beginning to think its due to limitations in the TC script engine. It simply doesn't have the commands I've used to display the data as I wrote the scripts in AP.

I'll have to think about redesigning the interface to get it working fully in TC - it will spoil the look for AP users though if I do that...

The bounty system will work, and you can do bounty checks on specific ships. You just can't view the entire list of bounties from each race in TC.

I've not altered OOS behaviour in TC at all. All weapon damage is as per 1.17 still. All I changed in that respect is the OOS damage values in the AP TBullets.




I really cannot stress enough that the improvements in AP are well worth the asking price. I would seriously recommend anyone running the XRM upgrade to AP. New XRM content is going to become more and more AP exclusive as there is more flexibility in the AP engine.

I'm beginning to come close to having to make that tough decision. Continuing development for both TC and AP is slowing down the rate of me putting out new content simply because I have to do everything twice (not to mention that is how mistakes are made - having two versions of every file can get very confusing). Also, the TC engine simply can't do some of the things the AP engine is capable of, which again is holding things back.

Maybe its time to put the TC version to bed and say all new content is going to be AP only...
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

paulwheeler wrote:Maybe its time to put the TC version to bed and say all new content is going to be AP only...
YES THAT IS A GOOD IDEA I AM GLAD YOU THOUGHT OF DOING THAT. :|
Gavrushka
Posts: 8253
Joined: Fri, 26. Mar 04, 19:28
x4

Post by Gavrushka »

I think you are probably right on the twin version support, and I think I will migrate to AP and restart. - I use Steam, but was reluctant to use if for a game I play 'modded' - BUT I think it is easy to just copy the entire directory structure elsewhere.

I'll await the fix for AP 2.0, then I'll buy it, and irritate you with a whole new series of issues, all carefully nurtured by my naivety of all things computer... My computer science degree was in the days of 286/386s... :oops:

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