[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.

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Tiek
Posts: 166
Joined: Sun, 15. Aug 04, 12:21
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Post by Tiek »

Hi Paul,

Excuse the noise, only an information.

With regard to Goner ships Aran and Mobile Repair Ship, I was wondering why if they are substantially identical, the MRS is cheaper even though it has the ability to use light missiles and serve a greater reputation for purchase. Also if you can not mount weapons would not be better, for game immersion, set to zero the generator for the weapons? Alternatively, given that Ranger can use weapons, you can introduce on the MRS some light weapons, especially for missile defense. Or the problem are the turrets? Why those in TShips for both vessels are not really there, right?
However, the MRS is expected to cost more, according to logic!
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
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Post by d_ka »

Flying around in Stellar Express system i´ve encountered an "Unknown Object" armed with laser tower beam weapons that was annihilating any Pirate ship in sector. First i thought this might be a Xenon ship, but since it was friendly to me, it had to be something else. Now, i don´t know how many people do know what it is ( i´ve never played AP vanilla, so no idea if it belonges to some kind of "story" ), but once i´ve found out WHO was flying that ship, i was very disapointed, tbh. A feeling that didn´t dissapear after i opened a com channel and "talked" to that little arrogant peace of..... ( yea, i had not the best standings with their "race", i know ), but grew up into an instant wish to blow that ship up! ( unfortunatly i was flying a TP :P ), but i was very close to forget my RP game with a supersticious smuggler, get a ship with enough guns and smash that little thing to peaces, along with the carrier it was escorting, if i got it right!

OK, the reason i´m writing this is very simple: Meeting those pure litle bastds... in such a ship, talking and acting like Supermen, i had to ask myself - is it only me, or am i overestimating the amosphere in this game? I wouldn´t complain if it´s been in a vanilla game, but in a mod like XRM i simply expect something believable, instead of that ......

Oh, and if it´s a hardcoded thing, well, "sht happens", but if not i´d strongly suggest to change the ownership of that thing ( an alien race would be much more plausible, imo, if doable, of course ).
dougeye
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Post by dougeye »

its an easter egg ship introduced by XRM, its sort of a boarding bragging rights challenge. the ship patrols through many sectors.
I used to list PC parts here, but "the best" will suffice!
ShadowGod56
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Joined: Fri, 13. Jan 12, 01:54

Post by ShadowGod56 »

so i got board recently, and more board then your average day kind of board and decided to take on the challenge of learning how to use Gmax.

i have been reading tutorials and experimenting about with expnobody style modeling for the past few weeks

http://forum.egosoft.com/viewtopic.php? ... 03#3849203

il post progress on my ships in this thread, hopefully il get good enough to get a few in XRM :D
Last edited by ShadowGod56 on Wed, 28. Mar 12, 21:00, edited 1 time in total.
swatti
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Post by swatti »

Making a Teladi ship may just be the easiest of all. Just make a mess of various ship-parts and antennas of the size of your preference. Then name it after something thats slow.

PROBLEM: and not so small suggestion.

Replace the Valhalla model with something less "wide", that thing is harder to park then my H2!
Tends to hit split shipyards and EQ-docks.

EDIT: the Valhalla also has one 3-lane entry for fighters, "bit small" for this ship dont you think. Plus its kinda in dangerous to dock fighters thru there as the ships own guns annihilate the poor suckers.

QUESTION:

Terran Solaris, has 4 guns front & sides, but seemingly one turret, do all 4 fire off the one?
While this ship can launch vast amounts of fighters, it only has one 3-lane entry, reason for this?
Last edited by swatti on Wed, 28. Mar 12, 21:35, edited 1 time in total.
dougeye
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Post by dougeye »

if you want to learn how to 3d model then start from scratch, if you simply want to make x ships with x ship parts stick with waht you are doing. you should however keep in mind how much of those parts are inside the model and make sure you clean/delete all exess that cannot be seen as it slows the performance of the model.
I used to list PC parts here, but "the best" will suffice!
ShadowGod56
Posts: 50
Joined: Fri, 13. Jan 12, 01:54

Post by ShadowGod56 »

dougeye wrote:if you want to learn how to 3d model then start from scratch, if you simply want to make x ships with x ship parts stick with waht you are doing. you should however keep in mind how much of those parts are inside the model and make sure you clean/delete all exess that cannot be seen as it slows the performance of the model.
indeed, i plan on learning how to do it from scratch but it's definitely something that taking a class in would help greatly at doing, which il probably end up doing in the future.

so like you said il stick with the part cutting and pasting for now.

i have been trying to clean up as many of the unneeded and unseen polygons is i can but its sooo tedious and confusing lol. i haven't attached any of the parts im using together yet for that very reason, there is still a lot of cleaning to do but at least i got them organized in a way that looks decent
dougeye
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Post by dougeye »

been a while since ive used gmax but i know its similar to 3ds max. you should be able to freeze all the components you want to keep(they become uneditable) and slice down neatly through the extra polys and delete them.
I used to list PC parts here, but "the best" will suffice!
paulwheeler
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Post by paulwheeler »

swatti wrote:Making a Teladi ship may just be the easiest of all. Just make a mess of various ship-parts and antennas of the size of your preference. Then name it after something thats slow.

PROBLEM: and not so small suggestion.

Replace the Valhalla model with something less "wide", that thing is harder to park then my H2!
Tends to hit split shipyards and EQ-docks.

EDIT: the Valhalla also has one 3-lane entry for fighters, "bit small" for this ship dont you think. Plus its kinda in dangerous to dock fighters thru there as the ships own guns annihilate the poor suckers.

QUESTION:

Terran Solaris, has 4 guns front & sides, but seemingly one turret, do all 4 fire off the one?
While this ship can launch vast amounts of fighters, it only has one 3-lane entry, reason for this?
All carriers only have one docking hanger. You can add more than one, but the x3 engine will only use one.

Re: Solaris guns - yes each turret has several guns - this is the same on all ships.

Re: Valhalla - oh ok, Ill make a completely new model... Give me half an hour... </sarcasm>

At least the xrm version fits through gates unlike the vanilla version.
boshimi336
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Joined: Tue, 13. Mar 12, 23:27
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Post by boshimi336 »

boshimi336 wrote:Having been referenced to this thread (and never playing any of the other x series games), is this the most comprehensive mod package available for X3: TC2.0? Also, is there anything that can be added to this comprehensive package to make it ... more inclusive? I'm looking for an epic game so to speak.

Thanks! :)
Anyone? The OP and follow up scripts / mods (not sure which is which) are somewhat confusing. Is this one of the most inclusive mods for X3:TC? Are those extras that can be added on top of the mod?

My apologies if I have pissed someone off ... that wasn't my intentions. :oops:
nap_rz
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Post by nap_rz »

seeing posts at universe section... so vanilla xenon I has missile turrets eh? why xrm I don't have it? :?:
Requiemfang
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Post by Requiemfang »

nap_rz wrote:seeing posts at universe section... so vanilla xenon I has missile turrets eh? why xrm I don't have it? :?:
Because M2+ with missile turrets were too much of an IWIN button. Really with the amount of guns M2+'s have they are already OP but them having missile tubes is overkill.

Paul removed them from the ships to balance them for the XRM mod.
Gavrushka
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Post by Gavrushka »

I want paulwheeler dismissed and a new CEO appointed... I casually mentioned, back in 1.16 I think, that jump drive kits in TC were cheap and was made to stand in the naughty corner with my balked install... (Several from scratch reinstalls would not remove it so, in embarrassnment I never mentioned it again... But I did wear a dunces hat whenever I played XRM)

Now 1.19e takes it away from me, and jump drive kits are tenfold more... Good job I stocked up with squillions of kits on the cheap... I'll be down your local car boot sale this weekend with a few, for those that are interested! :P

Just a confirmation, there will be no further updates for TC yes? It is purely a progressive AP mod now, with the exception of correction of oopses?
nap_rz
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Post by nap_rz »

Requiemfang wrote:
nap_rz wrote:seeing posts at universe section... so vanilla xenon I has missile turrets eh? why xrm I don't have it? :?:
Because M2+ with missile turrets were too much of an IWIN button. Really with the amount of guns M2+'s have they are already OP but them having missile tubes is overkill.

Paul removed them from the ships to balance them for the XRM mod.
well I think it being xenon justified the overpowered status, challenge is one of the fundamental thing in this mod isn't it?

I & Z with missile tubes = universe fear the xenon once again :mrgreen:
Requiemfang
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Post by Requiemfang »

tell that to players who like getting their grubby hands on Xenon ships and using them.

Granted the balance in XRM isn't what I would like it to be but as far as mods go this is the best one out there thus far next to XTC that I've played and liked.

Though once XTL rolls around my support for that mod will be in full swing for them. I won't say much but I've seen some of the stuff they are doing and it blows current mods out of the water :lol: :D
nap_rz
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Joined: Sun, 25. Dec 05, 10:42
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Post by nap_rz »

Requiemfang wrote:tell that to players who like getting their grubby hands on Xenon ships and using them.
just make them unboardable, always find it weird that you can pilot a xenon ship... besides, don't they already almost impossible to board in XRM?

XTL? I honestly doubt it's going to live the dream though...
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

Requiemfang wrote:Though once XTL rolls around my support for that mod will be in full swing for them. I won't say much but I've seen some of the stuff they are doing and it blows current mods out of the water
You're welcome.
Requiemfang
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Post by Requiemfang »

Honestly if you think about it, XTL uses a lot of stuff from XRM, XRM used to be SRM and wouldn't be around without the previously made versions of it :P
Mad_CatMk2
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Post by Mad_CatMk2 »

gotta love Mizuchi's sarcasm :lol:
I fly an OWP. What about you?
Requiemfang
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Post by Requiemfang »

indeed :D

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