[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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paul, can you bring back :
1. khaak related combat missions?
2. taxi missions that the passenger being hunted (from X3R)?
edit : important questions about ships
1. paranid advanced heavy nemesis can use fusion pulse disruptor on it's frontal guns?
2. paranid artemis can fire : PALC, FPD and MAML on it's frontal guns?
3. dragon mk1 a prototype can fire EMPC and EMR on it's frontal guns?
1. khaak related combat missions?
2. taxi missions that the passenger being hunted (from X3R)?
edit : important questions about ships
1. paranid advanced heavy nemesis can use fusion pulse disruptor on it's frontal guns?
2. paranid artemis can fire : PALC, FPD and MAML on it's frontal guns?
3. dragon mk1 a prototype can fire EMPC and EMR on it's frontal guns?
Last edited by nap_rz on Thu, 8. Mar 12, 16:27, edited 1 time in total.
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I know the PHQ and UFJD are purchasable (I assume there is a location in Terran Space that sells them? I haven't looked yet) but will the HUB be available to Terran players as well?
Or perhaps an integration of the mini-plots eldyranx3 is working on with Terran Revitalization Project?
Or Or perhaps your own mini-plots?
Of course, I'd honestly be happy if it was just some random ship floating about that offered to sell you access to it for "the right price".
PS: Could anyone tell me where I can buy the PHQ and UFJD? I can't seem to find mention of it.
Or perhaps an integration of the mini-plots eldyranx3 is working on with Terran Revitalization Project?
Or Or perhaps your own mini-plots?
Of course, I'd honestly be happy if it was just some random ship floating about that offered to sell you access to it for "the right price".
PS: Could anyone tell me where I can buy the PHQ and UFJD? I can't seem to find mention of it.
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both PHQ and the Hub plot are availiable to anyone you just need to discover NMMC and Atreus HQ's and to have enough rep with Boron and Teladi (afaik) I picked ATF veteran start (btw just noticed character name is Paul WheelerHektos wrote:I know the PHQ and UFJD are purchasable (I assume there is a location in Terran Space that sells them? I haven't looked yet) but will the HUB be available to Terran players as well?


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If the fighters are homebased to the carrier then you don't have to keep a running protect command on them all of the time.d_ka wrote:@jiunejai: i might be wrong, but if you order a ship to "defend" a "carrier" it normaly undocks, fights, and docks back, when finished.
If a carrier is attacked, any docked ships that have the carrier as their homebase and are running the "None" command will switch to "Attack all enemies, land."
This requires the carrier to be attacked first, but most of the time this isn't a problem. Personally, I prefer it that way, since carriers are invariably more heavily shielded than their fighters, so if the carrier shoots first it gets the target's attention. Oh, and I'm speaking in terms of OOS combat.
Admitting you have a problem is the first step in figuring out how to make it worse.
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If you can afford to be jumping around purchasing capital class weapons (~1M creds a pop), then you can afford an SF XLd_ka wrote:Got it, Paul.
But then there is no actual military "supply" ship, swift, small ( 1k? ) cargo, XXL size, to deliver the capital ship weapons, right? TS Superfrighters are slow and a sitting duck ( i mostly put a MK3 dealer on board to enable an auto "jump out" if it gets dangerous ). Also, imo, it´s a waste to use them this way, not utilizing the rest of what, 10k? cargo. Of course, you can supply the cap ships with e-cells by the way, but there is not a specified purpose of military supply transports.
What i´m trying to say is: i think there is a small gap in ship classes with the specifications of a "Military Supply Transport". One could simly adjust the price accordingly ( 5 millons/10 with ecuipment + upgrades? ) and "taylor" the original TM class to such needs, i think. No need for more then 1 docking place, if at all, but strong shields, decent speed, and a small laser reload rate boost, perhaps, would suffice. That way one could give a player a comfortable tool for dayly work while equiping his fleet. I personaly hate it to imploy too many ships, because from a certain amount of them the ship list becomes quite destractive.

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As far as i remember, the "attack all enemies" is the most inefficient command to send fighers off on target - they spread and attack different targets. Of course, this might be of no importance in OOS, i don´t know, tbh.
Btw: an Advanced TM, instead of the "light" version i suggested previously, would also be OK. If it´s all about the price, i don´t actually care; it´s the comfort in using those ships due to their particular role, which i would appriciate. Also, i wasn´t comparing TMs with Corvettes/Frigates, Paul, but simply wanted to outline the inability of the Corvettes to carry XXL wares, and, on the other hand, the impossibility to dock Frigates to Factories, which makes "weapon dealing" operations for capital ships even more annoying, and inefficient, too.
Oh, and one more thing: Since you made many things much more expencive, there is another thing ( well, things ), that used to bother me in vanilla:
1. Once you climb up in ranks ( esp. economicaly - at the same time, taking fight missions brings you the same value, while you´re "risking" you life... or, better to say, your time, and your nerves, when you have to reload ^^) you are earning way too much money for the same jobs you´d get only some cents while beeing a low ranked pilot. Therefore, after a while, nothing is really of value, since a taxi mission does bring you up to 10 million credits, - a fresh bought "Centaur", so to say.
Don´t know if that´s possible, but i´d cut the earnings significantly! ( It would be very different, if you would have to master some really challenging tasks, like piloting through several hostile sectors, or beeing chased by bounty hunters/local forces, due to your "precious cargo", though ).
2. Your standings with the major races are also very unbalanced, imo. For doing some tiny taxi missions ( or whatever unrisky one ), you become very high bonus, even so the more difficult that mission is. But with JD+ the right ship you can accomplish any mission in time anyway.
If possible, the climbing the ranking ladder should better be similar to the one used by the Corporations in game, when you have really to tear sweat to get their aknowledgment.
3. Same goes to different major races with different minds: Though Split would definetly appriciate your services as a swift cab driver, i think they would value your military engagements against their enemies much more than that. Teladi, on the other hand, would pay for economy focused missions better, but if you save their profits, like during a konvoy duty, they should be even more generous with you. It´s a pety, Egosoft didn´t include more sub factions into the game, according to their visions and behaiviour. A civil war, or simply rivaly, among the Split families, would have been great, even more, if you can choose the side, and earn the favour of the new Patriarch, once you´ve participated in his arising! Maybe Rebirth will take such approach...
That said, the last 3 points might be hardcoded, so i don´t know if it´s possible to adjust them. But if yes, that would make a difference while handling another species even more deep. imho.
Edit:
@Corsukane: It´s not about the money, but time, comfort, and logical approach to the tasks of different ship types, imo
Btw: an Advanced TM, instead of the "light" version i suggested previously, would also be OK. If it´s all about the price, i don´t actually care; it´s the comfort in using those ships due to their particular role, which i would appriciate. Also, i wasn´t comparing TMs with Corvettes/Frigates, Paul, but simply wanted to outline the inability of the Corvettes to carry XXL wares, and, on the other hand, the impossibility to dock Frigates to Factories, which makes "weapon dealing" operations for capital ships even more annoying, and inefficient, too.
Oh, and one more thing: Since you made many things much more expencive, there is another thing ( well, things ), that used to bother me in vanilla:
1. Once you climb up in ranks ( esp. economicaly - at the same time, taking fight missions brings you the same value, while you´re "risking" you life... or, better to say, your time, and your nerves, when you have to reload ^^) you are earning way too much money for the same jobs you´d get only some cents while beeing a low ranked pilot. Therefore, after a while, nothing is really of value, since a taxi mission does bring you up to 10 million credits, - a fresh bought "Centaur", so to say.
Don´t know if that´s possible, but i´d cut the earnings significantly! ( It would be very different, if you would have to master some really challenging tasks, like piloting through several hostile sectors, or beeing chased by bounty hunters/local forces, due to your "precious cargo", though ).
2. Your standings with the major races are also very unbalanced, imo. For doing some tiny taxi missions ( or whatever unrisky one ), you become very high bonus, even so the more difficult that mission is. But with JD+ the right ship you can accomplish any mission in time anyway.
If possible, the climbing the ranking ladder should better be similar to the one used by the Corporations in game, when you have really to tear sweat to get their aknowledgment.
3. Same goes to different major races with different minds: Though Split would definetly appriciate your services as a swift cab driver, i think they would value your military engagements against their enemies much more than that. Teladi, on the other hand, would pay for economy focused missions better, but if you save their profits, like during a konvoy duty, they should be even more generous with you. It´s a pety, Egosoft didn´t include more sub factions into the game, according to their visions and behaiviour. A civil war, or simply rivaly, among the Split families, would have been great, even more, if you can choose the side, and earn the favour of the new Patriarch, once you´ve participated in his arising! Maybe Rebirth will take such approach...
That said, the last 3 points might be hardcoded, so i don´t know if it´s possible to adjust them. But if yes, that would make a difference while handling another species even more deep. imho.
Edit:
@Corsukane: It´s not about the money, but time, comfort, and logical approach to the tasks of different ship types, imo

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What I would like to see is a LOT more "behind enemy line" action.paulwheeler wrote: The Argons main goal is the defence of their territory, so diverting their big guns from this task is not in their plans at the moment. I may look at possibly extending the offensive actions of the Argons, but for the moment its limited to M7s.
Small fleets trying to disrupt each others supply lines in borderlands and terrorizing civilians and stuff. Guerrilla warfare.
I know there are no real "supply lines" of course but you get the idea; a small fleet appearing somewhere unexpected, running havoc for a while to bind enemy forces and draw them away from main front line.
From both sides; and more than only the single TM or a wing of M6 here and there.
Last edited by Teladidrone on Thu, 8. Mar 12, 22:05, edited 1 time in total.
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Very possible.d_ka wrote:Don´t know if that´s possible, but i´d cut the earnings significantly!
Admitting you have a problem is the first step in figuring out how to make it worse.
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This sounds interesting >:)nap_rz wrote: 2. taxi missions that the passenger being hunted (from X3R)?
But I'm affraid it requires a lot of scripting ... ;)
We "convinced" paul to allow partial inter-species weapon compatibility on special/prototype ship versions, making them more interesting, few hundred pages back.nap_rz wrote: edit : important questions about ships
1. paranid advanced heavy nemesis can use fusion pulse disruptor on it's frontal guns?
2. paranid artemis can fire : PALC, FPD and MAML on it's frontal guns?
3. dragon mk1 a prototype can fire EMPC and EMR on it's frontal guns?
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newbie on this mod
Decided to give it a try.
I am overwhelmed with the so many different starts.
Any recommendations on which start to use?
I am overwhelmed with the so many different starts.
Any recommendations on which start to use?
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Re: newbie on this mod
Welcome aboard.ezra-r wrote:Decided to give it a try.
I am overwhelmed with the so many different starts.
Any recommendations on which start to use?
Here is an overview of the various starts. That should help you decide. let me know what you settle on. I may want to give it a go. Personally, I was considering the one where you start as a paranid miner as my next start.
forum.egosoft.com/viewtopic.php?p=3663143#3663143
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Hi Paul,
I've just entered Dark Space Cluster for the first time in v1.18 & there are several "Xenon Wreckage" objects there. However they have no model so are invisible, you can only tell they are there (and target them) as they still have hud reticles around them.
Btw: regarding my early performance issues, I 90% sure it was MARS as once I disabled MARS on all capital ships large battles were generally fine again. I've been aware MARS has an understandable performance for some time, however I think the AP Wars push things far harder than TC:XRM with MBRR - even cranked up.
Cheers,
Scoob.
I've just entered Dark Space Cluster for the first time in v1.18 & there are several "Xenon Wreckage" objects there. However they have no model so are invisible, you can only tell they are there (and target them) as they still have hud reticles around them.
Btw: regarding my early performance issues, I 90% sure it was MARS as once I disabled MARS on all capital ships large battles were generally fine again. I've been aware MARS has an understandable performance for some time, however I think the AP Wars push things far harder than TC:XRM with MBRR - even cranked up.
Cheers,
Scoob.
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Re: newbie on this mod
Hey, thank you.joelR wrote:Welcome aboard.ezra-r wrote:Decided to give it a try.
I am overwhelmed with the so many different starts.
Any recommendations on which start to use?
Here is an overview of the various starts. That should help you decide. let me know what you settle on. I may want to give it a go. Personally, I was considering the one where you start as a paranid miner as my next start.
forum.egosoft.com/viewtopic.php?p=3663143#3663143
I decided myself for + XRM Formidable Freebooter (TPC) before checking the stats, I always wanted to pilot a carrack. But I was too impatient and decided to break through a couple of M6's with scort and I ended up toasted.
According to the stats in that link the Carrack is supposed to have 5x1GJ shield but it really has 2x1GJ so you don't last much in a long fight.
Tomorrow I may try again If I feel more patient, or maybe move to the terran start.
Cheers!
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Won't participating in the war (as a Terran) drop your rep with the commonwealth races? Or do I have to ignore the war until I complete those plots?Jumee wrote:both PHQ and the Hub plot are availiable to anyone you just need to discover NMMC and Atreus HQ's and to have enough rep with Boron and Teladi (afaik) I picked ATF veteran start (btw just noticed character name is Paul WheelerHektos wrote:I know the PHQ and UFJD are purchasable (I assume there is a location in Terran Space that sells them? I haven't looked yet) but will the HUB be available to Terran players as well?) and I'm in the middle of the plots, so dont worry you'll get your hub
Or does it not matter at all?
Check out my mod Crystal Rarities
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Re: newbie on this mod
Don't be too combative at the start of the game. The Carrack has some interesting strengths and is a very fun ship to fly. But you start off with some pretty crummy weapons (for an M7).ezra-r wrote:But I was too impatient and decided to break through a couple of M6's with scort and I ended up toasted.
According to the stats in that link the Carrack is supposed to have 5x1GJ shield but it really has 2x1GJ so you don't last much in a long fight.
My first objective in the Freebooter start is to gain a bit of reputation with the Teladi, then make some money capturing ships to upgrade my guns as quickly as possible: IBLs up front and GCs for the left and right turrets.
Admitting you have a problem is the first step in figuring out how to make it worse.
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You mean the fighters docked on TM will auto attack hostility enemies without giving any additional command?KloHunt3r wrote: If the fighters are homebased to the carrier then you don't have to keep a running protect command on them all of the time.
If a carrier is attacked, any docked ships that have the carrier as their homebase and are running the "None" command will switch to "Attack all enemies, land."
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particularly this post http://forum.egosoft.com/viewtopic.php? ... 59#3836359
might give some insight about XRM features of racialized ships and weapons...

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Yes I have removed beam waepons from main guns - they are still available on turrets.Iceciro wrote:Couldve sworn I read a post about beam weapons being removed from main arrays due to the players ability to fire them continually.
Also, would it be plausible to get an x3 unleashed type jobs scaling with far fewer civilian ships in space eating cpu time?
Have you ever looked at the civilian job scripts? They are extremely simple. The hit on the game from the script is negligible. Also, we have swapped many civilian models for low poly X2 models which also reduces the hit in sector. Even if you removed every civilian ship from the game, you would not notice any significant performance increase. Its the big ships running complex combat scripts which hit the CPU.
The XRM is all about feel, and removing civilians takes away from this, so no I won't be providing a no-civilians jobs.