[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

Iceciro
Posts: 40
Joined: Sat, 23. Jul 11, 14:37
x3tc

Post by Iceciro »

swatti wrote:I HIGLY recommend "marine repairs" to everyone for their fixing needs ^^

About PHQ: Please fix it, waiting 13 hours for a M6 is simply insane, i wonder how long the Valhalla would take... Six weeks? :lol:

I do get the idea of things taking time and all, but theres still the "fun factor" to considor as it is still a game, made to be entertaining and enjoyable. Last being greatly increased by XRM
I find it ridiculous to wait so long for a ship to be constructed at the PHQ considering the difficulty of sourcing sixteen or so different kinds of parts reliably enough to build a fleet.

The PHQ, considering the investment to buy one and get a supply chain going, needs to be a more attractive option than simply having a couple of complexes make money which gets turned into credits to buy the ships instantly from a shipyard.
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

Iceciro wrote: I find it ridiculous to wait so long for a ship to be constructed at the PHQ considering the difficulty of sourcing sixteen or so different kinds of parts reliably enough to build a fleet.

I have to agree with this. My own HQ.xml has wait times of approx. 10 mins for an M6, and an hour or so for the largest M2. You can pump out M5s at one per 30 sec. or so.

I also normalized all wares so that they're equal measures according to their total credit value.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

OK - here is what I propose for the HQs.

PHQ - Money quota reduced by 70% - Production time reduced by 40%

I will do something similar for repair, reverse eng. and recycle. I will leave resource requirements as they are for now.

All other HQs will be similarly adjusted based on their cost and how much storage space they have.

As is current, the Asteroid Base will only be able to repair and recycle. I will change the freight dock to also be able to do these functions, albeit at a much slower rate.




EDIT - I've changed my mind.

PHQs will be aimed at ship repair and logistics. So repair and recycle times will be shorter, but production and reverse eng. not so short (still shorter than current).

Shipyards will be aimed at ship production, so production and reverse eng. times will be shorter, but repair and recycle times longer.
Last edited by paulwheeler on Fri, 16. Mar 12, 16:18, edited 3 times in total.
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

paulwheeler wrote:HQ adjustments
sounds great, cause even shipyard I bought takes a little bit too long at the moment :) also I agree on keeping actual (non-credit) resource requirements the same, since they are free after you build the plex anyway and also call me weird but I like setting up complicated logistics networks :D
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

Litcube wrote:
Iceciro wrote: I find it ridiculous to wait so long for a ship to be constructed at the PHQ considering the difficulty of sourcing sixteen or so different kinds of parts reliably enough to build a fleet.

I have to agree with this. My own HQ.xml has wait times of approx. 10 mins for an M6, and an hour or so for the largest M2. You can pump out M5s at one per 30 sec. or so.

I also normalized all wares so that they're equal measures according to their total credit value.
GIEF!!

Please do share it if its possible to install it without major hassle... Or il just have to wait another 9 hours for my M6 to finish :evil:

I FOUND A BUG! "ehh..."

Odd one this. Someone else said he had similar thing happen, well, mine happened 3 times at the same time.

3 different ships, 2 pirate, one xenon, all fighters turned into immortal. Hull is reduced to zero, but ship wont explode. Cheat-package "kill ship" command wont work eighter.
Couldnt help it but i turned them into player ships via cheats, that worked. Il just recycle or sell them later, but is this vanilla or XRM issue btw?

The xenon was a L-fighter and it annihilated pretty much everything in the sector and all capital ships piled up around it... It cant kill capitals but it went vise versa and kept all RRF busy while a pair of I's burned the rest of the sector.
It would seem NPC ships will not lose weapons when hull damage is taken in OOS-combat. Correct me if im wrong.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

swatti wrote:
Litcube wrote:
Iceciro wrote: I find it ridiculous to wait so long for a ship to be constructed at the PHQ considering the difficulty of sourcing sixteen or so different kinds of parts reliably enough to build a fleet.

I have to agree with this. My own HQ.xml has wait times of approx. 10 mins for an M6, and an hour or so for the largest M2. You can pump out M5s at one per 30 sec. or so.

I also normalized all wares so that they're equal measures according to their total credit value.
GIEF!!

Please do share it if its possible to install it without major hassle... Or il just have to wait another 9 hours for my M6 to finish :evil:

I FOUND A BUG! "ehh..."

Odd one this. Someone else said he had similar thing happen, well, mine happened 3 times at the same time.

3 different ships, 2 pirate, one xenon, all fighters turned into immortal. Hull is reduced to zero, but ship wont explode. Cheat-package "kill ship" command wont work eighter.
Couldnt help it but i turned them into player ships via cheats, that worked. Il just recycle or sell them later, but is this vanilla or XRM issue btw?

The xenon was a L-fighter and it annihilated pretty much everything in the sector and all capital ships piled up around it... It cant kill capitals but it went vise versa and kept all RRF busy while a pair of I's burned the rest of the sector.
It would seem NPC ships will not lose weapons when hull damage is taken in OOS-combat. Correct me if im wrong.
Do not install any 3rd party HQ files - they will break the XRM HQs.

That "bug" is nothing to do with the XRM. Only mission or scripted ships can become immortal.
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

I always thought with the PHQ's it would be worth while if you could create unique ships that could not be bought at shipyards. Buy the blueprints from research bases (if thats possible). Obviously this would be alot of work as new models and stats would have to be produced but i always wondered if it was possible to achieve.
I used to list PC parts here, but "the best" will suffice!
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

swatti wrote:3 different ships, 2 pirate, one xenon, all fighters turned into immortal. Hull is reduced to zero, but ship wont explode. Cheat-package "kill ship" command wont work eighter.
Couldnt help it but i turned them into player ships via cheats, that worked. Il just recycle or sell them later, but is this vanilla or XRM issue btw?
immortal ships appear in vanilla too
It would seem NPC ships will not lose weapons when hull damage is taken in OOS-combat. Correct me if im wrong.
I'm fairly confident that yes, no equipment damage OOS
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Jumee wrote: immortal ships appear in vanilla too
Yes - mission ships. That is what I said.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

dougeye wrote:I always thought with the PHQ's it would be worth while if you could create unique ships that could not be bought at shipyards. Buy the blueprints from research bases (if thats possible). Obviously this would be alot of work as new models and stats would have to be produced but i always wondered if it was possible to achieve.
Well I'm not going to add new ships just for this, but I do have plans to be able to purchase blueprints for some of the rarer ships from various locations in addition to other "useful" wares and information.

Thats all in my plans for 1.20 - alot of MD coding to be worked out for that though.
dreamer2008
Posts: 287
Joined: Sat, 24. Dec 11, 11:14
x4

Post by dreamer2008 »

Can you please tell me if MARS is compatible with XRM?

I am very confused because on the first page I see "MARS: MARS will need a patch before it will pick up all the new weapons. This will hopefully be available soon.", a MARS data file (which maybe is the patch?), and on the MARS thread I see "Resources used: Textfile: 7054 (Laser data - X3 Rebalance Mod / XRM by paulwheeler) ", but no clear mention if it is compatible.

Thank you
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

dreamer2008 wrote:Can you please tell me if MARS is compatible with XRM?

I am very confused because on the first page I see "MARS: MARS will need a patch before it will pick up all the new weapons. This will hopefully be available soon.", a MARS data file (which maybe is the patch?), and on the MARS thread I see "Resources used: Textfile: 7054 (Laser data - X3 Rebalance Mod / XRM by paulwheeler) ", but no clear mention if it is compatible.

Thank you
Sorry, that post is out of date. MARS is compatible. I've altered the main post to reflect this.
dreamer2008
Posts: 287
Joined: Sat, 24. Dec 11, 11:14
x4

Post by dreamer2008 »

Thank you very much for the clarification and this wonderful mod!
User avatar
mr.WHO
Posts: 9157
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

EDIT - I've changed my mind.

PHQs will be aimed at ship repair and logistics. So repair and recycle times will be shorter, but production and reverse eng. not so short (still shorter than current).

Shipyards will be aimed at ship production, so production and reverse eng. times will be shorter, but repair and recycle times longer.
I'm happy about those ideas. I presented them long time ago and was rejected by you Paul. I'm glad that you decided to chage you mind after all.
I just hope that you will chage SY cargo space so it will actually have space to construct everything, not M7 max.
User avatar
Tiek
Posts: 166
Joined: Sun, 15. Aug 04, 12:21
x3tc

Post by Tiek »

Hi Paul,

Sorry if it's already been asked...

I would like to know if you already have an ETA for Ver 1.19 (with no desire to hurry, of course, just for information!).

Thanks again for your work, the quality achieved and the constant effort to make it even better where possible.

Thanks in advance.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Tiek wrote:Hi Paul,

Sorry if it's already been asked...

I would like to know if you already have an ETA for Ver 1.19 (with no desire to hurry, of course, just for information!).

Thanks again for your work, the quality achieved and the constant effort to make it even better where possible.

Thanks in advance.
I think 1.19 should be ready by the end of next week.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

mr.WHO wrote:
I'm happy about those ideas. I presented them long time ago and was rejected by you Paul. I'm glad that you decided to chage you mind after all.
I just hope that you will chage SY cargo space so it will actually have space to construct everything, not M7 max.
I didn't intentionally dismiss them - I just had a huge long list of things to do so I didn't even want to start thinking about it.

I've increased the SY cargo space by a factor of 10.
User avatar
mr.WHO
Posts: 9157
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

Is there a chance for Kyoto with Cadius turrets for 1.19? The vanilla turrets looks really bad with it.
FlutterRAGE
Posts: 36
Joined: Wed, 14. Mar 12, 21:48
x3ap

Post by FlutterRAGE »

nvm fixed....
Iceciro
Posts: 40
Joined: Sat, 23. Jul 11, 14:37
x3tc

Post by Iceciro »

So will 1.19 include the changed PHQ scripts? I'm kinda leery to build any stations or PHQs now since I know they don't change after being placed.

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