[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Ill try and answer in turn...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?![]()
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.![]()
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...) 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.
1 - Its actually quite difficult to make all the weapons different and, at the same time, effective with the limited parameters available. As for ships, each race has its own style - and i would say its far more consistent than vanilla, whilst giving enough difference between the races so there is no obvious choice. Each ship has its strengths and weaknesses.
2 - There are several answers to this in the main post.
3 - I could give a khaak start, but with no khaak infrastructure there would be little to do except kill.
4 - Vanilla khaak ships are all there. The script you mention should be fine.
5 - Giving the entire map on a new game would spoil the exploration factor for new players. Its straight forward to reveal the sectors using the cheat scripts. Having said that, i will have a think about perhaps giving the player the option to reveal all core sectors at the start of a new game.
6 - The improvments egosoft made with AP are far too many to list here. There information is available in the AP release thread i think. IMO - The difference is huge.
7 - Ive not touched race relations.
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Will this work with X3AP without XRM? My 1st Phanon corp expands very slowly and was easily destroyed but new generations hasn't spawn after a few days. It also gave me a msg that some sector defense script was terminated after going into infinite loop when I jump in with my ship. So the M1 is just sitting there doing nothing while I destroy everything else.Phanon Corp 1.21 modified for use with X3AP + XRM
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It isnt happening in all sectors, it seems to be only happening in sectors with shipyards in them. Also, it is only effecting Argon Military ships, not Argon Border Patrols. Also, on all the ships that are stuck, it says on the info sheet that their destination is the shipyard in sector. So for example, in Omicron Lyrae the stuck titans say destination argon military shipyard, and in Black hole sun we have the same problem, argon military titans and argon military m6s stuck at 0 m/s with destination as Jonferco Showroom. The problem seems to only effect corvettes and higher, I have yet to see fighters affected by this issue.paulwheeler wrote:That doesnt sound good. Is it happening in other sectors? Is it just one or two ships or lots? Do you have any other scripts installed?Ragemaster9999 wrote:Paul- Im having an issue in my current game where Terrain is invading Omicron Lyarae with an entire fleet of caps and support ships and ALL of the argon capitals in sector are just sitting there going 0 ms. When the terrain fighters gets in range the argon capitals start firing PPC all over but they aren't actually moving and seem to be stuck/frozen in place, and thus unable to engage the enemy.
I have installed the AP RRF fix called "XRM MODDED RRF" but they still are having the frozen in place issue. What could be wrong?
Double check that you have copied all scripts from part 2.
Also not sure if this is releated or not, but I had terrains in omi cron lyrae shoot phantom missiles at me that had a tad of structure damage, and full shields. Was not aware missiles had shields or structure. Also it was impossible to shoot down, as the missile did not seem to have hit detection enabled, I even let it come at me head on and firing full 8 guns into it did absolutely nothing. The missile, being immune to my gunfire, of course had no problems detonating me and killing my eclipse when it collided, however.
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Im flying an eclipse right now and have got some really good money by "poaching" M7 , m1 and m2s from npc vs npc battle. Even got a 2+ mil bounty from a xenon J or I that got killed by argon military titans. Bounty payout is based on final blow, not damage done, so in ai vs ai battles its advantageous to keep several blizzard or equivvilent anti capital swarm missiles handy, so you can spam a bunch of high damage swarm missiles when the target is in hull so you can hopefully land the killing blow and reap the rewards.InFlamesForEver wrote: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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It will, but you need to revert the location and ship changes.TestUnknown wrote:Will this work with X3AP without XRM? My 1st Phanon corp expands very slowly and was easily destroyed but new generations hasn't spawn after a few days. It also gave me a msg that some sector defense script was terminated after going into infinite loop when I jump in with my ship. So the M1 is just sitting there doing nothing while I destroy everything else.Phanon Corp 1.21 modified for use with X3AP + XRM
Use the old /scripts/al.LitQB.PhanCorp.MakeShip.xml which will restrict ships to X3TC.
You'll also need to modify my /t/8384-L044.xml (or 8374-L0_*** if not english).
8384-L044.xml:
<t id="300">4,15</t>
Modify id 300 through 312 (use notepad or better), these are spawn locations for Phanon which will differ slightly from the XRM/AP map; unfortunately I do not know the differences. Set them all to 4,15, or use Sector Finder and print out a copy of your sector (inside log00001.txt) coordinates to find locations.
I should mention I'm pretty sure I didn't fix the bug in question, as I have never encountered it.
Last edited by Teleth on Wed, 11. Apr 12, 08:25, edited 1 time in total.
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All m3 ships have their own flavour and differences are even better underlined than in vanilla! For example, dogfighting while piloting the Split M3 gives really nice impression. Their ship can burst impressive amount of power towards the target, but their shields suffer leaving your great speed, firepower and manoeuvrability. If you're looking for capping flight wing for your TM class carrier you might consider choosing pretty good shielded and affordable Boron Barracudas in Sentinel variant, armed in Ion's. They can strip a corvette really fast leaving a way for your marines open.greypanther wrote:
However my first toe dipping has left me with a few questions...
I'm only mixed between Argon and Paranid M3's they got pretty similar generators and rest of the stats while the Paranid ship carry better weapons than their Argon counterparts.
You can learn more for ships stats, some did a really good job creating these sheets
https://docs.google.com/spreadsheet/lv? ... EE&rm=full
Unexplored map? Matter of taste. Some like to explore some like to have everything revealed. I personally like when a gamestart offers you only some sectors in you vicinity.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
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Ok that definitely sounds like a problem with your RRF ships. RRF only has corvettes m7s and m2s.They will go to a shipyard to be repaired when they have hull damage.Ragemaster9999 wrote:It isnt happening in all sectors, it seems to be only happening in sectors with shipyards in them. Also, it is only effecting Argon Military ships, not Argon Border Patrols. Also, on all the ships that are stuck, it says on the info sheet that their destination is the shipyard in sector. So for example, in Omicron Lyrae the stuck titans say destination argon military shipyard, and in Black hole sun we have the same problem, argon military titans and argon military m6s stuck at 0 m/s with destination as Jonferco Showroom. The problem seems to only effect corvettes and higher, I have yet to see fighters affected by this issue.paulwheeler wrote:That doesnt sound good. Is it happening in other sectors? Is it just one or two ships or lots? Do you have any other scripts installed?Ragemaster9999 wrote:Paul- Im having an issue in my current game where Terrain is invading Omicron Lyarae with an entire fleet of caps and support ships and ALL of the argon capitals in sector are just sitting there going 0 ms. When the terrain fighters gets in range the argon capitals start firing PPC all over but they aren't actually moving and seem to be stuck/frozen in place, and thus unable to engage the enemy.
I have installed the AP RRF fix called "XRM MODDED RRF" but they still are having the frozen in place issue. What could be wrong?
Double check that you have copied all scripts from part 2.
Also not sure if this is releated or not, but I had terrains in omi cron lyrae shoot phantom missiles at me that had a tad of structure damage, and full shields. Was not aware missiles had shields or structure. Also it was impossible to shoot down, as the missile did not seem to have hit detection enabled, I even let it come at me head on and firing full 8 guns into it did absolutely nothing. The missile, being immune to my gunfire, of course had no problems detonating me and killing my eclipse when it collided, however.
How long have you left the ships for? I have seen rrf ships sitting like this once (way before the 2.0 ap release), but i left the sector and they fired up again pretty quick. Also, check that there are spaces to dock at the shipyards. They may just be waiting for a free docking clamp.
Im not certain if the entire rrf system can be reset, but if you cheat destroy the offending ships, they will likely be fine when they respawn.
There was supposedly a bug with rrf where ships lost their orders. Egosoft apparently fixed this with the 2.0 AP release, but of course in the process they completely broke the rrf system. In reverting to the 1.1 rrf scripts we reintroduce this bug. Whether this is what is causing your issue, i dont know. Its not something ive personally experienced.
To be honest, i cant believe egosoft havent released a patch to fix the 2.0 rrf... pretty poor when you consider the rrf fixes were clearly not tested properly.
Last edited by paulwheeler on Tue, 10. Apr 12, 10:32, edited 2 times in total.
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Why not? X3R offered such start and it was quite fun actually. As a Khaak Invader you were always being dropped somewhere in a random sector and your task was to kill in order to survivepaulwheeler wrote:
3 - I could give a khaak start, but with no khaak infrastructure there would be little to do except kill.

Infrastructure? I don't think they use any, all invading forces are totally expendable.. They replicate fast and they don't care about resupply. Plus, they don't use the creditsss.
I wanted to create a gamestart for XRM where player could act as a hive-detached Khaak. Later on I read the lore in encyclopaedia that such situation is impossible, they do not posses any intelligence and conciousness simply, they die when detached from the overmind. And now imagin a Khaak functioning in a capitalist universe ruled by creditsss and complicated politics

The only reasonable option is to create a Khaak gamestart positioning a player as an overmind. Carrier, destroyers and some fleet tenders. Go ahead, burn down the universe


How long will you last? All depends on your strategies, all Khaak die eventually...
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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Terran Tourist is quite fun. You're dumped somewhere in a TS loaded with very shady cargoMalaras wrote:Hello, is there a start with a trader ship? Cause i didn't see one for argon? or any others for that matter.
I'm not the fighter type of person.
Thanks,

You can also try a gamestart called Surreptitious Smuggler and make your way to big bucks in a rare version of Iguana.
Have fun
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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What's the problem of filling a carrier up the brim with necessary weapons? You can't rely on missiles all the time, they will end just like your life as a Khaak. Their invading forces never return to their homelands once catapulted out.paulwheeler wrote:But you wont be able to buy khaak missiles anywhere, id have to set the player rep with all races to an absolute minimum so youd never be able to dock... It would have to be a corvette or higher start otherwise it would be pretty impossible.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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Thanks. These are the changes I end up making for X3AP 2.0. I am still testing it but it seem to be work (at least TandiTech respawn itself after I enable the AL). My next task is to destroy it and see what happens.It will, but you need to revert the location and ship changes.
al.LitQB.PhanCorp.SetShopList :
I am using X3AP 2.0, so the ship types are all valid. I notice you are using {Race 1} but the rest PhanonCorpXTCV1.21a.zip seem to be using
{Race 2}. For example, al.LitQB.PhanCorp.Tick.xml. I tested changing {Race 1} to {Race 2} but it did not work because it created 26 TL's instead of the M6, M5 and etc if {Race 1} is used. In my earlier game, PhanCorp is using {Race 2}
8384-L044.xml:
I changed the location to
<t id="300">5,11</t>
<t id="301">9,7</t>
<t id="302">8,16</t>
<t id="303">17,0</t>
<t id="304">4,7</t>
<t id="305">19,6</t>
<t id="306">11,7</t>
<t id="307">4,6</t>
<t id="308">7,10</t>
<t id="309">17,11</t>
<t id="310">16,0</t>
<t id="311">12,12</t>
<t id="312">19,1</t>
a few of them are Xenon sectors.
I also changed Phanon Corporation's next generation wait period to 18 to 24 minutes.
By the way, how did you do a reply, like in your previous reply it shows "TestUnknown wrote:" ...
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Phanon is using Race1 exclusively. At least mine is 
The only use of Race2 is the dealer fix, which is likely horribly broken for you. (I'm pretty sure it will not affect anything).
I recommend double checking the ship types, because I am pretty sure XRM adds a few new ones.
PhanonCorpXTCV1.21a.zip should not be confused with PhanonCorp1.21.zip ..
Were you running the XTC version?

The only use of Race2 is the dealer fix, which is likely horribly broken for you. (I'm pretty sure it will not affect anything).
I recommend double checking the ship types, because I am pretty sure XRM adds a few new ones.
PhanonCorpXTCV1.21a.zip should not be confused with PhanonCorp1.21.zip ..
Were you running the XTC version?