[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 6191
- Joined: Sun, 3. Sep 06, 02:31
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.
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.
-
- Posts: 82
- Joined: Thu, 24. Nov 11, 08:08
XRM readtext ships?
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]
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?
-
- Posts: 1278
- Joined: Sun, 7. Dec 03, 12:03
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.
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.
-
- Posts: 3445
- Joined: Thu, 8. Jun 06, 14:07
-
- Posts: 63
- Joined: Wed, 2. Nov 05, 13:42
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
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.Sorkvild wrote:Do other ships drop lasers ? All I see... trading wares and missiles, but no guns. Level 22 Vindicator.
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
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.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.
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.
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
Re: XRM readtext ships?
Just install replacing the old files.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
-
- Posts: 1278
- Joined: Sun, 7. Dec 03, 12:03
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...
Must admit, someone at Egosoft made sure that ai is dumb and stays that way...
-
- Posts: 2893
- Joined: Sat, 29. Oct 11, 20:19
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 XRMswatti 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...
-
- Posts: 181
- Joined: Wed, 15. Sep 10, 13:09
-
- Posts: 1278
- Joined: Sun, 7. Dec 03, 12:03
-
- Posts: 2893
- Joined: Sat, 29. Oct 11, 20:19
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 fightersswatti wrote:Vanilla fighters crash just as much, they just take longer to get there and they are less in numbers.

X-TL guys are working on improved AI piloting (afaik) but who knows when that gets released
-
- Posts: 397
- Joined: Fri, 19. Aug 11, 14:08
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
That would indicate that x3 can't see the xrm text files in part 2. Check that part 2 is installed correctly.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?
-
- Posts: 40
- Joined: Sat, 23. Jul 11, 14:37
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...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?
-
- Posts: 6191
- Joined: Sun, 3. Sep 06, 02:31
IR works fine with XRM. You just have to set it up properly.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.
Admitting you have a problem is the first step in figuring out how to make it worse.
-
- Posts: 2893
- Joined: Sat, 29. Oct 11, 20:19
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?)KloHunt3r wrote:IR works fine with XRM. You just have to set it up properly.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.
-
- Posts: 6191
- Joined: Sun, 3. Sep 06, 02:31
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.
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.