Or you can buy one from the Goners or capture one of theirs that flies around the universe.Reido wrote:Note that if you're playing AP then there is one, and only one Aran to be found using the unfocused jump drive, whereas in TC if you have enough patience you can find as many as you want.Nailz wrote:I couldn't find an answer anywhere with Google, so I'll have to ask - in XRM, can you still find the stranded Goner Aran in random sectors that you reach with the unfocused jumpdrive?
Reido
[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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That sounds like you have a non-XRM Tships somewhere. What other mods are you using (make sure if using MARS you have not installed the cat/dat for goblins).crazydread18 wrote:Seems like I spoke too fast. Apparently, when I started this new game, it was with another character than "Cunning charlatan", which I used to create my previous one. The cunning charlatan starts with an Xperimental shuttle, while the one I just started starts with a Nova Vanguard.crazydread18 wrote:I just got it to work, it was my fault all along. *Facepalm* I should have followed the xrm installation withm ore caution!
I did not copy the content of script_AP from the XRM archive to the addon/scripts directory, but rather copied it to the addon directory directly. I fixed my mistake, started a new game and voilà!
Thanks for the mod, it looks great.
Seems like I can see the nova vanguard cockpit, but not the xperimental shuttle. I tried a couple of different starting characters, and so far the only one I could see a cockpit was the one starting with the vanguard... *Sigh*
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Mk3 traders should still buy the jumpdrive automatically as far as I'm aware. I've certainly not had any complaints about this before. Make sure the ship they are flying is compatible with the XL jumpdrives.Pylzy wrote:I had about a year of break from TC and XRM and now I'm starting with AP and XRM from the beginning.
I'm a having a problem with UTs. They reach lvl 12 but they won't automatically buy the jumpdrive. They will buy the drones later and if the jumpdrive is added to them manually they will buy energy cells and start using them.
Does XRM remove the auto jumdrive buying since it makes it more expensive too?
Oh, and I have only XRM installed and no Mk3 mods.
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Its probably a better implementation than mine. Its very different so won't interact with the XRM bounty system. I don't see any reason why you can't use both - although it means you'll get two rewards when you kill enemies - one from that system and one from the XRM bounty system.Mad_CatMk2 wrote:hey paul, how does your implementation of a terran police license fare vs the one by x2-illuminatus here?
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Could this because I mainly adventure in the terran sectors (and jumpdrive is not vanilla found in terran sectors) and I might not have high enough ranks to buy the jumdrive from other races?paulwheeler wrote:Mk3 traders should still buy the jumpdrive automatically as far as I'm aware. I've certainly not had any complaints about this before. Make sure the ship they are flying is compatible with the XL jumpdrives.Pylzy wrote:I had about a year of break from TC and XRM and now I'm starting with AP and XRM from the beginning.
I'm a having a problem with UTs. They reach lvl 12 but they won't automatically buy the jumpdrive. They will buy the drones later and if the jumpdrive is added to them manually they will buy energy cells and start using them.
Does XRM remove the auto jumdrive buying since it makes it more expensive too?
Oh, and I have only XRM installed and no Mk3 mods.
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Hi,
First of all i have to say that XRM is really amazing and it really improved my experience with X3.
But at the moment i start to feel some balance issues.
I feel like M7M and M8 are overpowered, their damage on M6/7 are insane and even with turrets with Flak that tries to bring down missiles there is still some missiles that hit you for a LOT of damage.
M8 are pretty much balanced, even if they have huge firepower they are quite fragile and can be easily taken down.
But M7M on the other hand are completly overpowered in all aspect. I always thought that M7M were supposed to be weak once engaged by others M7 but i'm wrong, they are really tough and they can keep firing missiles even at close range.
So what's their weaknesses ?
I can't engage them at close range because they will keep spamming missiles and my guns can't bring them down fast enough ( I have a Ksavir with 8 PSP, which i thought was really powerfull but it's not really the case )
The main roles of M7M is supposed to be really impressive at long range but weak at close range, but range don't change anything, they can dish out a LOT of damage and getting closer to them means that your Anti-Missile turrets do not always have the time to kill them.
How can i deal with them ? I'm rather fight a M7 at close range than a M7M.
I don't even want to speak about missiles once your shields are down, they can kill your M7 in a single volley, sometimes i even ask myself about the point of getting M1 or M2 and M7 if a M7M can do everything.
Sorry for my bad english by the way
First of all i have to say that XRM is really amazing and it really improved my experience with X3.
But at the moment i start to feel some balance issues.
I feel like M7M and M8 are overpowered, their damage on M6/7 are insane and even with turrets with Flak that tries to bring down missiles there is still some missiles that hit you for a LOT of damage.
M8 are pretty much balanced, even if they have huge firepower they are quite fragile and can be easily taken down.
But M7M on the other hand are completly overpowered in all aspect. I always thought that M7M were supposed to be weak once engaged by others M7 but i'm wrong, they are really tough and they can keep firing missiles even at close range.
So what's their weaknesses ?
I can't engage them at close range because they will keep spamming missiles and my guns can't bring them down fast enough ( I have a Ksavir with 8 PSP, which i thought was really powerfull but it's not really the case )
The main roles of M7M is supposed to be really impressive at long range but weak at close range, but range don't change anything, they can dish out a LOT of damage and getting closer to them means that your Anti-Missile turrets do not always have the time to kill them.
How can i deal with them ? I'm rather fight a M7 at close range than a M7M.
I don't even want to speak about missiles once your shields are down, they can kill your M7 in a single volley, sometimes i even ask myself about the point of getting M1 or M2 and M7 if a M7M can do everything.
Sorry for my bad english by the way

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I did some further testing by installing a clean AP then putting mods in the following order:paulwheeler wrote:The jumpdrive is available in Terran sectors in the XRM, but I expect that you must have discovered a selling location first before your mk3 trader can buy it.
Plugin manager
Bonus pack
Cycrows cheat package
XRM
Mars (with the XRM file)
I started a new game, revealed all sectors and put 4 freighters with XXL cargo bays to roam as sector traders. As they finally reached lvl 12 none bough the jumpdrive even though I had sufficient notoriety, credits and places to buy them myself :/
Could it be that my installation order or maybe the bonus pack with the mk3 upgrades (didn't notice them before, the blacklist stuff etc.) causes this bug?
Oh, and one moar question

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With intelligent turrets. If you are playing AP, if you enable laser switching to the vanilla turrets and set them at missile defense you are already on the right path. If you are stuck with TC (or if you want still much better results in AP) go for either MARS or Smart Turrets. I tend to suggest the latter, as it's more focused on turret behaviour, while MARS offers several other (neat) features one might not be particularly interested in. And it's also kinda easier to install (not that MARS is particularly hard or anything anyway), it does everything by itself.Perklunt wrote: How can i deal with them ?
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Hey, I am having an odd issue and the main tech help forum has told me to come here. Here is my original post:
This is an odd bug I am encountering... I have my SETA set at 10x and while "ticking up" it will behave normally, but once it says it reaches full acceleration, the universe seems to move at about 2x speed... This effect is confirmed by watching station timers, where they will seem to speed up and then suddenly slow down again. This is extremely annoying and I was wondering if there is a fix?
I have been able to replicate the effect as low as 4x SETA, any lower and I can't perceive a drop in acceleration if there is one.
While experiencing anomalous SETA, SETA will not be deactivated by mouse-input movement controls.
Version: Steam 3.1 X3AP English
My computer is more than powerful enough to handle X3 AP with 10x SETA.
I am only using XRM with the npc bailing script and the bonus pack.
This is an odd bug I am encountering... I have my SETA set at 10x and while "ticking up" it will behave normally, but once it says it reaches full acceleration, the universe seems to move at about 2x speed... This effect is confirmed by watching station timers, where they will seem to speed up and then suddenly slow down again. This is extremely annoying and I was wondering if there is a fix?
I have been able to replicate the effect as low as 4x SETA, any lower and I can't perceive a drop in acceleration if there is one.
While experiencing anomalous SETA, SETA will not be deactivated by mouse-input movement controls.
Version: Steam 3.1 X3AP English
My computer is more than powerful enough to handle X3 AP with 10x SETA.
I am only using XRM with the npc bailing script and the bonus pack.
It sates itself on the life-blood
of fated men,
paints red the powers' homes
with crimson gore.
Black become the sun's beams
in the summers that follow,
weathers all treacherous.
of fated men,
paints red the powers' homes
with crimson gore.
Black become the sun's beams
in the summers that follow,
weathers all treacherous.
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- Joined: Tue, 28. Jul 09, 15:03
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Since you're in a Terran ship you can't use the Mosquito missile-defense set-up. But you can get a Commonwealth ship as an escort and load it with Mosquito missiles. Make the setting in 'Additional Ship Commands', slot 1, to "Missile Defense Mosquito (C)". The (C) is for convoy and order your Commonwealth escort ship 'protect me'.Perklunt wrote:Hi,
First of all i have to say that XRM is really amazing and it really improved my experience with X3.
But at the moment i start to feel some balance issues.
I feel like M7M and M8 are overpowered, their damage on M6/7 are insane and even with turrets with Flak that tries to bring down missiles there is still some missiles that hit you for a LOT of damage.
M8 are pretty much balanced, even if they have huge firepower they are quite fragile and can be easily taken down.
But M7M on the other hand are completly overpowered in all aspect. I always thought that M7M were supposed to be weak once engaged by others M7 but i'm wrong, they are really tough and they can keep firing missiles even at close range.
So what's their weaknesses ?
I can't engage them at close range because they will keep spamming missiles and my guns can't bring them down fast enough ( I have a Ksavir with 8 PSP, which i thought was really powerfull but it's not really the case )
The main roles of M7M is supposed to be really impressive at long range but weak at close range, but range don't change anything, they can dish out a LOT of damage and getting closer to them means that your Anti-Missile turrets do not always have the time to kill them.
How can i deal with them ? I'm rather fight a M7 at close range than a M7M.
I don't even want to speak about missiles once your shields are down, they can kill your M7 in a single volley, sometimes i even ask myself about the point of getting M1 or M2 and M7 if a M7M can do everything.
Sorry for my bad english by the way
Set your escort's turrets to "Missiles Defense" too.
You can actually target the inbound missile(s) and fire a Delta Missile at each. This is a very fast missile with about 25 km range. This will reduce the number of missiles that get within range of your ship's defenses.
The Tau is fast and has a "Proximity" warhead. It can take out the targeted missile and several other close-by ones.
The Poltergeist is pretty fast and is a re-targeting swarm missiles with decent range.
How to defeat an M7M?
With another M7M or a wing of M3B.
'Target' the enemy M7M and order the M3B's and/or your M7M to "attack my target". Also set the 'Missile fire probability' to 100%.
You can jump to another gate in the same sector. This will disrupt the inbound missiles' targeting.
Flak weapons can help but you might do better with a rapid-fire "low end" weapon for missile defense.
Hope some of this is helpful, and welcome to the XRM world!
--I know how you can make this Mod play like vanilla..
--Play vanilla!
--Play vanilla!
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XRM adds soooo much more to the game that even some of the highest end systems can experience some slow downs.xeranes wrote:My computer is more than powerful enough to handle X3 AP with 10x SETA.
All the new stuff that XRM adds is running in the background and whatever speed you have SETA set to is making your computer run ALL this material at that speed too.
Many of us find a setting of 5x or 6x works pretty well.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
--Play vanilla!
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Hey there,
im recently a new user to this RM mod, and first of all i like it really really much! Thank you for this hard work!
But i have one question:
in every second sector i enter is invaded by khaak .... well ok outside-sectors maybe ... but central sectors?? i mean ... not a single defence force is in ANY sector .... i have just seen some "autonom" ships ... but not a single capital or any other fleet for sector defence ... like the races just ont give a **** their stations an ships are attacked ... what??
is this meant to work like this ? or will this be an other way in a more developed game? or else is there a way to fix this?
best regards,
SMoOoVEeR
im recently a new user to this RM mod, and first of all i like it really really much! Thank you for this hard work!
But i have one question:
in every second sector i enter is invaded by khaak .... well ok outside-sectors maybe ... but central sectors?? i mean ... not a single defence force is in ANY sector .... i have just seen some "autonom" ships ... but not a single capital or any other fleet for sector defence ... like the races just ont give a **** their stations an ships are attacked ... what??
is this meant to work like this ? or will this be an other way in a more developed game? or else is there a way to fix this?
best regards,
SMoOoVEeR
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- Joined: Mon, 2. Jan 12, 01:01
They are, indeed, due mainly to the long range of missiles, as opposed to real life's torpedo boats. I guess the only way to counter that is lowering the shields and the hull points on all M7Ms. If paul is ok with that for the next update, I volunteer to help.Perklunt wrote: [Remarks about M7Ms' overpowering]
About the game running at 2x when SETA is on 10x, I have the same issue, only at SETA 6x. Switching on and off seems to solve it, sometimes.
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You should be seeing local defences - That sounds like you have not copied the scripts from "scripts_ap" in part 2 into the "addon/scripts" folder in your x3 installation. Youll need to restart your game once you fix this.RoflsCopter wrote:Hey there,
im recently a new user to this RM mod, and first of all i like it really really much! Thank you for this hard work!
But i have one question:
in every second sector i enter is invaded by khaak .... well ok outside-sectors maybe ... but central sectors?? i mean ... not a single defence force is in ANY sector .... i have just seen some "autonom" ships ... but not a single capital or any other fleet for sector defence ... like the races just ont give a **** their stations an ships are attacked ... what??
is this meant to work like this ? or will this be an other way in a more developed game? or else is there a way to fix this?
best regards,
SMoOoVEeR
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awww yiss ... silly me xD thank you very much! muuuch better xDpaulwheeler wrote:You should be seeing local defences - That sounds like you have not copied the scripts from "scripts_ap" in part 2 into the "addon/scripts" folder in your x3 installation. Youll need to restart your game once you fix this.RoflsCopter wrote:Hey there,
im recently a new user to this RM mod, and first of all i like it really really much! Thank you for this hard work!
But i have one question:
in every second sector i enter is invaded by khaak .... well ok outside-sectors maybe ... but central sectors?? i mean ... not a single defence force is in ANY sector .... i have just seen some "autonom" ships ... but not a single capital or any other fleet for sector defence ... like the races just ont give a **** their stations an ships are attacked ... what??
is this meant to work like this ? or will this be an other way in a more developed game? or else is there a way to fix this?
best regards,
SMoOoVEeR
rrrr i love this x community *_* THANK YOU