[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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swatti
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Post by swatti »

OT

Seriously, i cant ficure out what ppl see in skyrim, sure, nice big world etc, but the combat is just so damn boring and some of the mechanics barely fit the game-engine(dragons).
Even with mods i just cant keep my intrest up, tried a mage, was horrible. Melee i cant even try, archery seems decent if not the stupid sneak-attack mechanics.

/OT

Any ETA on next update? I keep finding myself building fighters in hopes of finding a perfect one to run some carrier-ops.
So far the PAR Kea seems to top dog, after some modding to the EBC so AI can hit fighters with it. Big shields, 2 turrets, plenty of guns and decent moves. Looks nice too.
Jumee
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Post by Jumee »

Slashman wrote:Like Jumee, I'm too lazy to go hunting down other scripts and mods...so I'll stick with the Vanilla ones for AP
sometimes it is worth overcoming though :D I have installed a few extras that make XRM even more enjoyable :D, but generally I just cant be bothered to look for small things like CAG's CLS and etc one-by-one when there is a package that has them all
paulwheeler
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Post by paulwheeler »

Gavrushka wrote: I think I might need to install an improved missile defence script though, as the concerted missile attacks are lethal now.
Missile Defence mk 3 is built into AP.
Gavrushka
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Post by Gavrushka »

paulwheeler wrote:
Gavrushka wrote: I think I might need to install an improved missile defence script though, as the concerted missile attacks are lethal now.
Missile Defence mk 3 is built into AP.
Thanks for that - I'm in the early days of AP - The opposition have missiles and I have nothing more than a squeaky bum to offer up by way of a defence... :oops:
Iceciro
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Post by Iceciro »

Make sure your rear turret is using some sort of rapidfire weapon (even if short range) and on missile defense or missile defense (missiles only).

It will save you from getting large hunks of ordinance forced up your backside.

If you don't have a rear turret... its time to upgrade to an M3+?
Gavrushka
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Post by Gavrushka »

I meant the first hours... Funds are restricted, but I have PRG in turrets... I will set them to missile defence... I was just very surprised at how aggressive opponents are with missiles; I love it!
Jumee
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Post by Jumee »

Gavrushka wrote:I meant the first hours...
if in the first hours you meet 2-3 bombers or even better an M7M - there is only one thing to do - run screaming like a girl :D
Slashman
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Post by Slashman »

swatti wrote:OT

Seriously, i cant ficure out what ppl see in skyrim, sure, nice big world etc, but the combat is just so damn boring and some of the mechanics barely fit the game-engine(dragons).
You just answered part of your own question. The huge world with lots of places to explore and an actual wealth of lore that can be found in the game. That's the major draw for most people.
Even with mods i just cant keep my intrest up, tried a mage, was horrible. Melee i cant even try, archery seems decent if not the stupid sneak-attack mechanics.

/OT
Maybe you haven't tried some of the better mods. Battlemages Arcane adds a whole bunch of tactical spells that do interesting things for mages without being overpowered. I play a mage/warrior hybrid though so maybe your major mistake was trying to play a singular 'class'.

I've got a lot of stuff modded. Including parrying while dual wielding, new animations for spell casting. Weapons and armor fixes. Deadly Dragons mod. I play in 3rd person also...combat seems less boring to me that way. I'm also using mods that tweak kill cams(adding new moves) etc.

In short, just like X, you can hammer Skyrim into whatever you think it should be. But if you were never a fan of Elder Scroll games in the first place, nothing will make you like it. I can't imagine what you'd have thought of Oblivion...which was lightyears behind anything Skyrim does.

You could also try turning up the difficulty.
If you want a different perspective, stand on your head.
Nashnir
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Post by Nashnir »

Just a few questions.

I had bought A split Ocelot earlier. Got most of the upgrades and is almost fully armed with
11x Phased Array Laser Cannon
4 x Plasma Burst Project ( Will add 5 more later )
4 x Ion Shard Railgun ( will add 8 more later )

Currently am in Mi Ton's Revenge and am blowing all the pirates there ( mostly fighters and M7 ) without much difficulty. Am loosing Hull integrity a little here and there but is negligible. The longest fight till now was a Shrike ( not a tough but long one due to 4G shields ). Is this ship op or is it just me? This is my first time using an m7


Also is the Bounty system broken in mine ?
Cause it would take at least 6hrs real time at 5x Seta to get 10 mil with 9UT but now in Mi Ton's Revenge I got a total of around 25mil in 15 min killing pirates. I get upto a max of 3 mil sometimes downing a m7 but many corporations pay for one kill so it multiplies in a way.


Also,
How is the Bounty set? Or is that random with a max and min depending on ship class
deathshead420
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Post by deathshead420 »

I got a total of around 25mil in 15 min killing pirates
That is because you blew them first.....I couldn't help my self. :roll:
swatti
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Post by swatti »

Shrike is a punch-bag. It can take quite some beating but can barely dish out any. There are also quite some toughter M7s around too.

Apart from the Tern, i find most Teladi frigates a bit lacking. Why take any of them over any other?

Also the main Teladi frigate-gun, the Fusion Bomb Launcher could use some love. "Why that if i can/could mount anything else?"
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Sorkvild
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Post by Sorkvild »

i find most Teladi frigates a bit lacking
Not really. I'm testing the Teladi Geochen. This ship is a beast and will deal with every amount of enemy fighters. Well shielded, fast with FAA's all around. Really good anti fighter platform.
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paulwheeler
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Post by paulwheeler »

Nashnir wrote:Just a few questions.

I had bought A split Ocelot earlier. Got most of the upgrades and is almost fully armed with
11x Phased Array Laser Cannon
4 x Plasma Burst Project ( Will add 5 more later )
4 x Ion Shard Railgun ( will add 8 more later )

Currently am in Mi Ton's Revenge and am blowing all the pirates there ( mostly fighters and M7 ) without much difficulty. Am loosing Hull integrity a little here and there but is negligible. The longest fight till now was a Shrike ( not a tough but long one due to 4G shields ). Is this ship op or is it just me? This is my first time using an m7
The Ocelot is a Heavy Assault Frigate. Its almost the price of an M2 (i.e. much more than a standard M7) and is much slower than standard M7s. Against other Heavy Assault Frigates it is balanced in typical Split style.
Nashnir wrote: Also is the Bounty system broken in mine ?
Cause it would take at least 6hrs real time at 5x Seta to get 10 mil with 9UT but now in Mi Ton's Revenge I got a total of around 25mil in 15 min killing pirates. I get upto a max of 3 mil sometimes downing a m7 but many corporations pay for one kill so it multiplies in a way.

Also,
How is the Bounty set? Or is that random with a max and min depending on ship class

To quote the main XRM posts in the first page of this thread...
THE XRM BOUNTY SYSTEM

Each of the main races will offer bounties on enemy ships. The bounties offered depend on the actions of the ship in question. The more ships it destroys, the larger the bounty becomes. It is also dependent on its ship class and the class of the ships it destroys.
If you leave a pirate sector long enough, then its possible that some large bounties may build up. But once you have won these bounties it will be a considerable time before they build up to that level again.

It is impossible to balance the bounty system for every style of play. It may well seem overdone for someone with a fleet large enough to take on a major pirate sector. But for players in a lone fighter I'm sure its not really enough. I have tried to find the middle ground. I have rarely seen a bounty higher than about five million for an M2, which is considerably less than what you would earn from an Assassination or Xenon Invasion Mission at the later stages of a game.
A5PECT
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Post by A5PECT »

Also the main Teladi frigate-gun, the Fusion Bomb Launcher could use some love. "Why that if i can/could mount anything else?"
The Fusion Bomb Launcher is a corvette weapon. IBLs are the Teladi frigate-grade heavy weapon.

The Tern is an M7C, so it doesn't get heavy guns. Just look at the Griffon or the Panther.

Personally I'm very fond of the Raven. I always keep one around my personal ship for GC fire support, and it has more than enough shielding to look after itself while my attention is focused in heavy combat.
Last edited by A5PECT on Mon, 9. Apr 12, 21:29, edited 2 times in total.
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greypanther
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Post by greypanther »

Last night I just dipped my toes into XRM in conjunction with TC and a few other mods. first impressions are just what good work you have done here, well done and thanks. :)

However my first toe dipping has left me with a few questions.

1) I know you intended to balance things out, which was needed, but I am left wondering if maybe you have left ship and weapon choice a little flat? I mean there seems to be little difference between the fighters, or much less so than in vanilla. Within a class is looks at first glance like it doesn't matter which, say M3, you pick in XRM, they perform much of a muchness; please shoot this down in flames, I wish to be wrong! :)
It reminds me of a conversation ages ago, where it was explained a Ford Mondeo and a certain model of Saab, were basically the same car beneath the skin, same engine; chasis etc. The same seems to be the case regards weapons.
On the face of it it seems like you have given more choice, I hope that this is not an illusion because at first glance, it seems to matter not which ship I pick within a class. This is just more of a concern at the moment, I have not invested that much time in it yet. Could someone please explain to me why this assumption of mine is wrong? :)

2) How have you managed to squeeze a better performance out of it? It seems to be much smoother at times, when compared to vanilla early game.

3) I am loving your new games starts, being particularly drawn to the Xenon start. I just wish you had included a Khaak start. So, how easy would it be to add a Khaak start? Theres one out there already from Apricotslice; though he does use different ship models.

4) Which brings me to my next question! I have installed the Menagerie shipyard from Argonaught and all seems to be working fine. My worry is what will happen when I buy Khaak ships from his shipyard, ( assuming I find it! ) and the script looks for the vanilla Khaak ships? Are they still there? Will the mod just produce the XRM modified version? ( Assumption ) Or will bad things happen?

5) One of the biggest annoyances for me with the vanilla game, now tha same with XRM, is the illogical lack of a galactic map! It just makes no sense, that in a well traveled set of systems, that you would not have access to a map of the STABLE systems from the START! I mean why? Its like going back to the 15th century!
With this mini rant in mind, in there a mod available already that would allow me to see all from the start, that is also compatable with XRM?

6) I have read several times now how much better XRM + AP is than, XRM + TC. Can someone please explain to me why? I am liking it with TC, a lot, so wonder what I am missing. :roll:

7) You seem to have rebalanced race relations too, is that true? Again it was needed and is welcome; but it would be good to know to what extent you have modified it. I noticed just docking at a Paranid station lowers Argon rep for instance. Can you give me some parameters here too please?

Lastly please believe me that this not me moaning, I am in awe of your skills at what you have produced. I am just a logical being ( shut up at this point Gavrushka... :P ) and like to have the parameters set out in my head before I role play a game; hence the above.
Please keep up the good work, you have extended this game for another year for me. :D
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InFlamesForEver
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Post by InFlamesForEver »

With regards to the bounty system, once you get yourself an M6, I think it is perfectly balanced tbh.
I can kill M6's and down, and I receive a reasonably good amount for the work I put in. Even though the huge amounts you can get from the bigger pirate ships seem large, if you think about it the amount of money that you'd need to create a fleet big enough to take on a pirate sector dwarfs said bounties.
Personally Paul, with the way I play, I feel you have done an amazing job with the bounties.
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InFlamesForEver
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Post by InFlamesForEver »

greypanther wrote:Last night I just dipped my toes into XRM in conjunction with TC and a few other mods. first impressions are just what good work you have done here, well done and thanks. :)

However my first toe dipping has left me with a few questions.

1) I know you intended to balance things out, which was needed, but I am left wondering if maybe you have left ship and weapon choice a little flat? I mean there seems to be little difference between the fighters, or much less so than in vanilla. Within a class is looks at first glance like it doesn't matter which, say M3, you pick in XRM, they perform much of a muchness; please shoot this down in flames, I wish to be wrong! :)
It reminds me of a conversation ages ago, where it was explained a Ford Mondeo and a certain model of Saab, were basically the same car beneath the skin, same engine; chasis etc. The same seems to be the case regards weapons.
On the face of it it seems like you have given more choice, I hope that this is not an illusion because at first glance, it seems to matter not which ship I pick within a class. This is just more of a concern at the moment, I have not invested that much time in it yet. Could someone please explain to me why this assumption of mine is wrong? :)
While there is not a huge difference, there are important choices to be made. Tactical ones, that are very important. Like, do you want a fast fighter, or a slow tankish one (as much as a fighter can be lol)


5) One of the biggest annoyances for me with the vanilla game, now tha same with XRM, is the illogical lack of a galactic map! It just makes no sense, that in a well traveled set of systems, that you would not have access to a map of the STABLE systems from the START! I mean why? Its like going back to the 15th century!
With this mini rant in mind, in there a mod available already that would allow me to see all from the start, that is also compatable with XRM?
The cheat collection can reveal all sectors, but it will only let you choose between connected sectors and just the normal ones. So you basically get all or nothing. I reveal all sectors because personally I feel it is stupid that you don't have a map from the start, it just makes no sense.

Lastly please believe me that this not me moaning, I am in awe of your skills at what you have produced. I am just a logical being ( shut up at this point Gavrushka... :P ) and like to have the parameters set out in my head before I role play a game; hence the above.
Please keep up the good work, you have extended this game for another year for me. :D
Answered some of the questions in the quote.
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Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
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Iceciro
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Post by Iceciro »

I actually agree on the weapon choice issue; but rather than ask the creators of XRM to compromise their own vision, have swapped some stats/equipment loadout capabilities on my own to fit my vision. The x3editor2 is a powerful tool, if you wish to go that route.

On TC vs AP... the core games are better. AP is on the whole better integrated for some of the things XRM does, and then in my personal experience is more stable.
greypanther
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Post by greypanther »

No, no you misunderstand iceciro, I wasn't asking the mods to alter anything, more I was asking for parameters before I wasted time looking for something that didn't exist. Is that better worded? :wink:

If I want something altered I would attempt to do it myself first, If its not too hard. :) Unless the alteration already existed.
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Iceciro
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Post by Iceciro »

Ah, I see. Much better worded, yes :)

On the comment, there are pretty decent differences between what each race can equip, especially once you get out of the fighters and into frigates and other light/heavy capitals, which can influence what ships you pick for what job.

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