[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

There was a bug that caused military outposts to run low on marines as the game progressed. It was fixed in the AP 2.0 patch.

XRM doesn't touch military outposts regarding theirr marines (as far as I know,) so if your game is up to date then the any problems with marines would have to be caused by other mods.
Admitting you have a problem is the first step in figuring out how to make it worse.
User avatar
only-one-jack@hotmail.com
Posts: 31
Joined: Mon, 16. Aug 10, 20:51

thx

Post by only-one-jack@hotmail.com »

haha thx i hadnt looked at the verson of the game yet just assumed is was 2.0 when i instaled it.

that should be an easy fix at least
Cavemonkey
Posts: 82
Joined: Thu, 24. Nov 11, 08:08

XRM readtext ships?

Post by Cavemonkey »

I just installed xrm 1.18 after deleting the previous version of xrm. Am I supposed to replace the previous files or is this a glitch? (I am running x3tc v.3.2 if the version affects this in any way).

edit LV

merged, please indulge yourself with this thread [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]
You want something from me? Are you empty of the mind?
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

Finaly back home, i have high hopes about the bounties now that RRF works again. I take it i don have to touch the "rrf-fix" when updating, or hull-packs?

EDIT: some small ideas ive been thinking hoping to fix the kamikazi-issue.

Question: can acceleration and deceleration be modified separately?
The crashing ships do slam the breaks and try to turn... Just a bit too late. If ship deceleration was upgraded A LOT, they could avoid the crashes most of the time with very little impact on overall immersion. Some could say it might be an improvement too to be able slow down quicker.
User avatar
Sorkvild
Posts: 3445
Joined: Thu, 8. Jun 06, 14:07
x3tc

Post by Sorkvild »

Do other ships drop lasers ? All I see... trading wares and missiles, but no guns. Level 22 Vindicator.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
Hyppe
Posts: 63
Joined: Wed, 2. Nov 05, 13:42
x3tc

Post by Hyppe »

They do. I've got one PBG from pirate centaur. Nothing else tho, played this game some weeks now :P
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Sorkvild wrote:Do other ships drop lasers ? All I see... trading wares and missiles, but no guns. Level 22 Vindicator.
They do, but proportionately less than vanilla simply because in xrm the ships have a lot more missiles, energy cells etc. in their cargo bays than vanilla so the chances of a ship leaving a weapon is reduced, whereas in vanilla ships tend to have extra weapons in their cargo hold and less missiles, ecells etc.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

swatti wrote:Finaly back home, i have high hopes about the bounties now that RRF works again. I take it i don have to touch the "rrf-fix" when updating, or hull-packs?

EDIT: some small ideas ive been thinking hoping to fix the kamikazi-issue.

Question: can acceleration and deceleration be modified separately?
The crashing ships do slam the breaks and try to turn... Just a bit too late. If ship deceleration was upgraded A LOT, they could avoid the crashes most of the time with very little impact on overall immersion. Some could say it might be an improvement too to be able slow down quicker.
If you've already put the rrf fix in, then there is no need to do it again. Also, hull packs are unchanged so no need to update them.

No, acceleration and deceleration cannot be modded independently. I could increase accelerations, but i think it would have the side effect of reducing the "faux" inertia you get when you turn your ship and it would feel like it's on rails more.
Last edited by paulwheeler on Sun, 11. Mar 12, 15:08, edited 2 times in total.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Re: XRM readtext ships?

Post by paulwheeler »

Cavemonkey wrote:I just installed xrm 1.18 after deleting the previous version of xrm. Am I supposed to replace the previous files or is this a glitch? (I am running x3tc v.3.2 if the version affects this in any way).

edit LV

merged, please indulge yourself with this thread TC S&M Posting Rules
Just install replacing the old files.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

Hmm, i dare say (smaller)ships could do with MUCH less acceleration. 90% of times player has boost extension and theres also the turbo too... I take it lowering acceleration would lower decelaration too? As in making kamikazies worse and stopping-distances longer.
Must admit, someone at Egosoft made sure that ai is dumb and stays that way...
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

swatti wrote:Hmm, i dare say (smaller)ships could do with MUCH less acceleration. 90% of times player has boost extension and theres also the turbo too... I take it lowering acceleration would lower decelaration too? As in making kamikazies worse and stopping-distances longer.
Must admit, someone at Egosoft made sure that ai is dumb and stays that way...
problem with crashes is that XRM makes all ships significantly faster (vanilla fighters are rarely faster than 200 while in XRM 300 is quite common), a way to avoid kamikazes would be to lower all the max speeds across the board to vanilla levels or even lower, but then you get a tradeoff between "fun" and "no-crashes" especially since fighters cant have JD's in XRM
TouchMyNipple
Posts: 181
Joined: Wed, 15. Sep 10, 13:09
x4

Post by TouchMyNipple »

Many compatability notes on different mods but how about IR? I realy love the way IR is dealing with racial wars and response forces and wonder if these two will wok together.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

Vanilla fighters crash just as much, they just take longer to get there and they are less in numbers.
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

swatti wrote:Vanilla fighters crash just as much, they just take longer to get there and they are less in numbers.
not really, I played most of the game with carriers and crashing is a rare thing, unless, of course, you use m5's for a fighters :P

X-TL guys are working on improved AI piloting (afaik) but who knows when that gets released
User avatar
Texhnolyzed
Posts: 397
Joined: Fri, 19. Aug 11, 14:08
x3tc

Post by Texhnolyzed »

So, I installed version 1.18 over my previous 1.17 version, updated the Hull Pack and removed that one file from the "director" folder. I didn't start a new game and now all the new sectors don't have individual names, but instead are just called "Sector 03-14" for example.

What did I do wrong?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Texhnolyzed wrote:So, I installed version 1.18 over my previous 1.17 version, updated the Hull Pack and removed that one file from the "director" folder. I didn't start a new game and now all the new sectors don't have individual names, but instead are just called "Sector 03-14" for example.

What did I do wrong?
That would indicate that x3 can't see the xrm text files in part 2. Check that part 2 is installed correctly.
Iceciro
Posts: 40
Joined: Sat, 23. Jul 11, 14:37
x3tc

Post by Iceciro »

Texhnolyzed wrote:So, I installed version 1.18 over my previous 1.17 version, updated the Hull Pack and removed that one file from the "director" folder. I didn't start a new game and now all the new sectors don't have individual names, but instead are just called "Sector 03-14" for example.

What did I do wrong?
Could also be that the text file is already in your folder, in use by another mod. I had a similar problem with Player Workshops' file having the same numbers as one of the new ship files, causing me to have nameless ships...
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

TouchMyNipple wrote:Many compatability notes on different mods but how about IR? I realy love the way IR is dealing with racial wars and response forces and wonder if these two will wok together.
IR works fine with XRM. You just have to set it up properly.
Admitting you have a problem is the first step in figuring out how to make it worse.
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

KloHunt3r wrote:
TouchMyNipple wrote:Many compatability notes on different mods but how about IR? I realy love the way IR is dealing with racial wars and response forces and wonder if these two will wok together.
IR works fine with XRM. You just have to set it up properly.
are you using normal or chaos version? I've been using normal one and it works well, but recently I noticed chaos one, and well, is there any significant difference/reason to have that? (it says its for X-TL and SRM and SRM is part of XRM, right?)
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Normal.

Chaos was designed back in the SRM days, and hasn't been updated since SRM was turned into XRM. You can use it, but it will make your game incredibly unstable.

IR 1.4 is the most up-to-date version, so it's best you use that.
Admitting you have a problem is the first step in figuring out how to make it worse.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”