The idea was that PAR ships would be cheap, simple and mass produced. I do not want to make the more advanced designs available through this route. PAR are there for convenience for carriers ops, so you can buy and equip a wing of ten fighters in seconds. I do not want it to replace the traditional way of buying ships.feygan wrote:Seeing that we can build our own PAR ships is very good news, although paul is there any chance we could see the PAR ship range increased to include all fighters?
If not could you offer an explanation as to the reasoning begind only having the current fighter types as PAR?
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Far too much work to start it now. I toyed with the idea when designing the xrm, it's not that hard to do but decided it really wasn't worth the effort involved. You're forgetting that it's not just about adding a shield. You have to also create the production infrastructure too.nap_rz wrote:since XRM has made separation between civilian and military ships, how about borrowing XTM/XTC idea of separation between civilian and military shields? or even better, that and add race specific shields?![]()
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Besides, you'd be forcing everyone to restart their games. Its far too late to do that.
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Whats wrong with freight drones. They cannot be packed back into their carrier by flying into them? Moreover when I choose 'dock to', drones just stop on idle while. My carries has empty landing bays. Why there is such a problem?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
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We want the Boron back!
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We've not made any changes to the drones at all. Can you even pick up fighter drones again once they are deployed? I've not really used drones so i don't know how they're supposed to behave.Sorkvild wrote:Whats wrong with freight drones. They cannot be packed back into their carrier by flying into them? Moreover when I choose 'dock to', drones just stop on idle while. My carries has empty landing bays. Why there is such a problem?
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Yes ,you can pick up combat drones once they are on idle mode.The same rule applies to freight drones, these drones are re-usable. I don't have any scripts that alter freight drone behaviour or class :/ Whats the problem then?paulwheeler wrote:We've not made any changes to the drones at all. Can you even pick up fighter drones again once they are deployed? I've not really used drones so i don't know how they're supposed to behave.Sorkvild wrote:Whats wrong with freight drones. They cannot be packed back into their carrier by flying into them? Moreover when I choose 'dock to', drones just stop on idle while. My carries has empty landing bays. Why there is such a problem?
Btw. they are very useful, you don't need to use TS's to supply your capitals. A few drones can easily move the cargo and beam the cargo to you big ship.
EDIT: SOLVED

Make sure you have enough cargo in your ship otherwise drones wont dock. Drones are trated as a ware, nevertheless your ship needs a docking bay. They dock automatically when in range of 200 meter, they beam the cargo in this distances as well!
Use freight drones![/u]
Last edited by Sorkvild on Sat, 24. Mar 12, 12:25, edited 1 time in total.
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While i've looked (1.18c) in your cat/dat's with the XModelsViewer, i've seen many ships who are not included yet. Include your planningpaulwheeler wrote:UPDATE RELEASED v1.19
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I intend 1.19 to be the final release with any significant content for TC. From now on all updates will focus on AP. Of course, if any bugs come up for TC these will be addressed.
to insert this ships in TC later too or not?
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By the way... Recon drones aren't useful. That's only a ware. These drones could be really useful as well. For example, they could act as some sort of satellite you can deploy from neighbouring sector. Once they reach their selected destination, drone turns into a satellite. When in flight mode: Non shielded, duplex scanna, moderately fast, fuel for 1-2 sectors. Excellent tool for scouting the Xenon country!
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Perfectly understandable, though would it be possible to add in the basic xenon fighters to the PAR lists? Instead of making them buyable change all N, M, & L's to PAR versions so they could be capped and RE'd?paulwheeler wrote:The idea was that PAR ships would be cheap, simple and mass produced. I do not want to make the more advanced designs available through this route. PAR are there for convenience for carriers ops, so you can buy and equip a wing of ten fighters in seconds. I do not want it to replace the traditional way of buying ships.feygan wrote:Seeing that we can build our own PAR ships is very good news, although paul is there any chance we could see the PAR ship range increased to include all fighters?
If not could you offer an explanation as to the reasoning begind only having the current fighter types as PAR?
I personally always use CODEA and never buy/biuld a single ship of any class without a pilot ready to go in it, this is just because I can't stand the idea of an excalibur or cutlass that is operated by software when it has a big ass pilot seat in the cockpit. However xenon fighters would fit this role perfectly as they have been developed from the ground up by the xenon who exist only as software and so wouldn't build proper cockpits into their ships anyway.
For balance I can see this would mean all xenon fighters would have to have their costs increased by a very large amount as for the simple task of building an L you suddenly get lasers you probably can't build also.
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No. 1.19 is the final release for TC adding new content. There really aren't many missing models in tc. Just the new Oceanus which replaces the TC Megalodon, and the old models for the Boreas and Eclipse.Inras wrote:While i've looked (1.18c) in your cat/dat's with the XModelsViewer, i've seen many ships who are not included yet. Include your planningpaulwheeler wrote:UPDATE RELEASED v1.19
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.
.
I intend 1.19 to be the final release with any significant content for TC. From now on all updates will focus on AP. Of course, if any bugs come up for TC these will be addressed.
to insert this ships in TC later too or not?
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O
No. The game doesn't automatically equip built in weapons, hence the need for the PAR equip script in the first place. Having this script run every time a Xenon fighter spawns is just adding unnecessary load to the CPU.feygan wrote:Perfectly understandable, though would it be possible to add in the basic xenon fighters to the PAR lists? Instead of making them buyable change all N, M, & L's to PAR versions so they could be capped and RE'd?paulwheeler wrote:The idea was that PAR ships would be cheap, simple and mass produced. I do not want to make the more advanced designs available through this route. PAR are there for convenience for carriers ops, so you can buy and equip a wing of ten fighters in seconds. I do not want it to replace the traditional way of buying ships.feygan wrote:Seeing that we can build our own PAR ships is very good news, although paul is there any chance we could see the PAR ship range increased to include all fighters?
If not could you offer an explanation as to the reasoning begind only having the current fighter types as PAR?
I personally always use CODEA and never buy/biuld a single ship of any class without a pilot ready to go in it, this is just because I can't stand the idea of an excalibur or cutlass that is operated by software when it has a big ass pilot seat in the cockpit. However xenon fighters would fit this role perfectly as they have been developed from the ground up by the xenon who exist only as software and so wouldn't build proper cockpits into their ships anyway.
For balance I can see this would mean all xenon fighters would have to have their costs increased by a very large amount as for the simple task of building an L you suddenly get lasers you probably can't build also.
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Updates seem to come and go at a nice pace, so my personal modification to Tbullets-file would get over-written all the time...
Can i somehow turn it into a SPK that works in plugin manager, or a fake patch?
I've re-balanced most M6-mountable guns to a lot more accurate but less powerfull.
I just want to over-write sertain numbers like the "Docking computer back to size S" - mod does.
Can i somehow turn it into a SPK that works in plugin manager, or a fake patch?
I've re-balanced most M6-mountable guns to a lot more accurate but less powerfull.
I just want to over-write sertain numbers like the "Docking computer back to size S" - mod does.
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Hi Paul,
Sorry to bother you, but as they say the astronauts on the Apollo missions to the Moon: "Houston, we have a problem!"
I fear that you will start to hate me but I trust that you are a musician and as such you have great sensibility to which I appeal in order to avoid your wrath
!
Then....entering the Moon Sector, I realized that Valhalla was actually a Mammoth
After some testing I found that in file Jobs the Valhalla shows as ID SS_SH_TR_M0v2, while in the file TShips (AP - normal and HullHigh) the ID is SS_SH_TR_M0; thinking that the change in Jobs was necessary, I modified the ID in TShips adapting it. Now the Valhalla is created with the right model. I was wondering if the correct ID for both files is exactly the one found in Jobs. Can you please check?
I also take this opportunity for two questions (sorry if the topic has already been covered):
-) The Wings will respawn independently after being destroyed or must be destroyed also the mother-ship for a global respawning?
-) The built-in mosquito missile defense in AP is activated automatically on all ships with mosquito missiles in cargo bay, or ships must be configured with the missile defense command on the turrets? In this case is it unnecessary to use the additional command of mosquito missile defense from Lucike?
Thanks in advance.
Sorry to bother you, but as they say the astronauts on the Apollo missions to the Moon: "Houston, we have a problem!"
I fear that you will start to hate me but I trust that you are a musician and as such you have great sensibility to which I appeal in order to avoid your wrath

Then....entering the Moon Sector, I realized that Valhalla was actually a Mammoth

I also take this opportunity for two questions (sorry if the topic has already been covered):
-) The Wings will respawn independently after being destroyed or must be destroyed also the mother-ship for a global respawning?
-) The built-in mosquito missile defense in AP is activated automatically on all ships with mosquito missiles in cargo bay, or ships must be configured with the missile defense command on the turrets? In this case is it unnecessary to use the additional command of mosquito missile defense from Lucike?
Thanks in advance.
Last edited by Tiek on Sat, 24. Mar 12, 17:00, edited 1 time in total.
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I've been away from the X Universe for a while, came back to check the AP buzz, and spotted the XRM mod. I tried 1.18 a couple of weeks ago, just flying around exploring the modified universe, and I must say I'm very impressed with the changes, Paul and Mizuchi 
I have 2 issues though (X3TC XRM 1.19c, Argon Patriot start);
1) I cannot find a USC Security Licence on any Orbital Defence Stations?
I have had a few mods installed in the past so did a complete fresh Steam install (delete local content and re-download) + Bonus Pack (4.1.01)+ XRM 1.19c (installed to cat/dat 14/15, copied part 2 folders overwriting existing and deleted mov\00044.pck) + Backgrounds pack (cat/dat 16), no other mods installed, yet still no licences.
2) Possible missing ware; Zeta Rho, OTAS Research Station, ReadText17-10063 on one of the wares. This was under 1.18, I haven't been back down there in 1.19 yet.
All in all a great mod, love the ware changes (particularly jumpdrive) as it makes the early game a bit more of a challenge again

I have 2 issues though (X3TC XRM 1.19c, Argon Patriot start);
1) I cannot find a USC Security Licence on any Orbital Defence Stations?
I have had a few mods installed in the past so did a complete fresh Steam install (delete local content and re-download) + Bonus Pack (4.1.01)+ XRM 1.19c (installed to cat/dat 14/15, copied part 2 folders overwriting existing and deleted mov\00044.pck) + Backgrounds pack (cat/dat 16), no other mods installed, yet still no licences.
2) Possible missing ware; Zeta Rho, OTAS Research Station, ReadText17-10063 on one of the wares. This was under 1.18, I haven't been back down there in 1.19 yet.
All in all a great mod, love the ware changes (particularly jumpdrive) as it makes the early game a bit more of a challenge again

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The new Valhalla id is pointing to the new copy I made of the Valhalla in the ap tships so that it jumps properly. If you are not seeing it, then you have an out of date tships somewhere. Have you updated you hull packs?
- wings are attached to the mother ship. If the owner ship is alive, they respawn via the jobs timer. If the Mothership gets destroyed, the wings dismantle at the nearest shipyard and respawn when the Mothership respawns.
- Missile defence mosquitos are automatic in ap.
You have not updated correctly.Tiek wrote:Hi Paul,
Sorry to bother you, but as they say the astronauts on the Apollo missions to the Moon: "Houston, we have a problem!"
I fear that you will start to hate me but I trust that you are a musician and as such you have great sensibility to which I appeal in order to avoid your wrath!
Then....entering the Moon Sector, I realized that Valhalla was actually a MammothAfter some testing I found that in file Jobs the Valhalla shows as ID SS_SH_TR_M0v2, while in the file TShips (AP - normal and HullHigh) the ID is SS_SH_TR_M0; thinking that the change in Jobs was necessary, I modified the ID in TShips adapting it. Now the Valhalla is created with the right model. I was wondering if the correct ID for both files is exactly the one found in Jobs. Can you please check?
I also take this opportunity for two questions (sorry if the topic has already been covered):
-) The Wings will respawn independently after being destroyed or must be destroyed also the mother-ship for a global respawning?
-) The built-in mosquito missile defense in AP is activated automatically on all ships with mosquito missiles in cargo bay, or ships must be configured with the missile defense command on the turrets? In this case is it unnecessary to use the additional command of mosquito missile defense from Lucike?
Thanks in advance.
The new Valhalla id is pointing to the new copy I made of the Valhalla in the ap tships so that it jumps properly. If you are not seeing it, then you have an out of date tships somewhere. Have you updated you hull packs?
- wings are attached to the mother ship. If the owner ship is alive, they respawn via the jobs timer. If the Mothership gets destroyed, the wings dismantle at the nearest shipyard and respawn when the Mothership respawns.
- Missile defence mosquitos are automatic in ap.