[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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I played around with the Unknown Object Prototype M6, and it's totally overpowered. A skilled player can take down entire fleets with that one ship. It's also good at melting stations... 8, yes eight lasertower beam weapons in the forward turret, and 2 in the rear turret. Granted, at range they have trouble hitting small targets, but up close, they can melt most anything small that stays in the beam for most if not the whole duration of a shot. Capital ships are especially vulnerable as they can't really maneuver to get out of the beam, so if the player can keep the beams on the target when maneuvering, it melts fast. I cleared out Gaian Star, then jumped over to stop a Xenon invasion, all with just this one ship. The Xenon brought an M1, an M2, plus escorting M7s, M6's, and fighters. They even threw in an M7M that didn't launch any missiles for whatever reason... Yes, it's a very fun ship for a little diversion, but so ridiculously overpowered it's not something I'd use in a serious game. I'm not even saving the game where I played with it as I don't want to ruin my regular playthrough (which is what I started from).
I assume it's likely part of a plot somewhere, otherwise it wouldn't likely be in XRM, or at least wouldn't be so overpowered... In any case, I doubt it's something that was meant to fall into player hands.
I assume it's likely part of a plot somewhere, otherwise it wouldn't likely be in XRM, or at least wouldn't be so overpowered... In any case, I doubt it's something that was meant to fall into player hands.
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XRM problem with jumpdrive deployment kit
Ok, So I have the X rebalance mod installed for AP and I have just purchased a jumpdrive deployment kit for my new freighter and have transported it to that ship's freight bay. The FAQ says I need to assign a hotkey to deploy the jumpdrive to the ship.
I've checked all the hotkeys under controls, gameplay, and interface and do not see anything listed for deploying a jumpdrive. Where is this hotkey located and what is the name of it? Am I missing something obvious or is my install possibly bugged?
Thanks.
I've checked all the hotkeys under controls, gameplay, and interface and do not see anything listed for deploying a jumpdrive. Where is this hotkey located and what is the name of it? Am I missing something obvious or is my install possibly bugged?
Thanks.
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Re: XRM problem with jumpdrive deployment kit
The hotkey should be with all the other xrm hotkeys in the interface tab of the control options. If you do not see them, then i expect you have not copied the scripts from the scripts_ap folder in part 2 into your addon/scripts folder in your x3 installation. If this is the case you will need to restart your game once you have fixed the problem.axl87 wrote:Ok, So I have the X rebalance mod installed for AP and I have just purchased a jumpdrive deployment kit for my new freighter and have transported it to that ship's freight bay. The FAQ says I need to assign a hotkey to deploy the jumpdrive to the ship.
I've checked all the hotkeys under controls, gameplay, and interface and do not see anything listed for deploying a jumpdrive. Where is this hotkey located and what is the name of it? Am I missing something obvious or is my install possibly bugged?
Thanks.
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Don´t know if it was a bug, but i once saw this:paulwheeler wrote:The unknown object m6 is just an easter egg Mizuchi and I decided to add for a bit of fun. It was never intended that the player would get their hands on it - it cannot be bought and you cant buy the weapons.
[ external image ]
I wasn´t fast enough to pick it up, though

"Only fools seek power, and only the greatest fools seek it through force".
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Hi all
I just began a game as an Argon Anarchist. I took what was described as an easy mission, to destroy a trade convoy of four ships. Got my ass handed to me immediately. Noticed that my weapons fire did hardly any damage to the super freighter. And his fighter escort finished me off quickly, next time I will begin my attack on the escorts.
For an intro mission, that seems a bit difficult. Is the starting ship in this scenario a joke in terms of combat? Maybe a different starting scenario would be better in terms of combat? My only real deal breaker criteria is a slow ship, say under 200 or so. I dislike plodding along in something stodgy. Any ships that fly around 200 or so that do well in ship-to-ship combat (ie fighters and transport ships....I dont expect to be able to fight corvettes etc yet)
Thanks.
Also, I seems to be getting hit my missiles a lot, even though I have my two rear turrets set to protect my ship. I have played with the different settings for the rear turrets...attack enemies, protect my ship, etc. but I cannot tell if they are really doing anything. Shouldn't they be shooting down incoming missiles no matter wht setting I have chosen?
I just began a game as an Argon Anarchist. I took what was described as an easy mission, to destroy a trade convoy of four ships. Got my ass handed to me immediately. Noticed that my weapons fire did hardly any damage to the super freighter. And his fighter escort finished me off quickly, next time I will begin my attack on the escorts.
For an intro mission, that seems a bit difficult. Is the starting ship in this scenario a joke in terms of combat? Maybe a different starting scenario would be better in terms of combat? My only real deal breaker criteria is a slow ship, say under 200 or so. I dislike plodding along in something stodgy. Any ships that fly around 200 or so that do well in ship-to-ship combat (ie fighters and transport ships....I dont expect to be able to fight corvettes etc yet)
Thanks.
Also, I seems to be getting hit my missiles a lot, even though I have my two rear turrets set to protect my ship. I have played with the different settings for the rear turrets...attack enemies, protect my ship, etc. but I cannot tell if they are really doing anything. Shouldn't they be shooting down incoming missiles no matter wht setting I have chosen?
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@Etyneo:
Pur Hud v.6 by Familiar.
@pepperg:
The ships you are looking for are ATF style: Thor ( + prototype ), Verdandi Sentinel ( rather lightly armed, but good vs. fast fighters ), and Fenrir, of course,- they all have speed over 270 up to over 300; the first available with ATF Veteran start, for example.
Missiles can make your life to hell, therefore you should additionaly install MDM, and configure your turret commands yourself ( if playing AP ); i´ve found a decent settings for my "alpha" turret command:
1. Missile defence
2. Attack fighters
3. Attack anything attacks the ship ( you can skip that part if you have only very light weapons installed in the turrets, so that they are only doing their main 2 jobs ).
You could go with Split ( awfull shields ), or Boron ( if using their Ion Disruptors, you´ll need missiles to finish the enemies quickly, but it´s a very effective tactics even, or especially when flying a Corvette ).
Pur Hud v.6 by Familiar.
@pepperg:
The ships you are looking for are ATF style: Thor ( + prototype ), Verdandi Sentinel ( rather lightly armed, but good vs. fast fighters ), and Fenrir, of course,- they all have speed over 270 up to over 300; the first available with ATF Veteran start, for example.
Missiles can make your life to hell, therefore you should additionaly install MDM, and configure your turret commands yourself ( if playing AP ); i´ve found a decent settings for my "alpha" turret command:
1. Missile defence
2. Attack fighters
3. Attack anything attacks the ship ( you can skip that part if you have only very light weapons installed in the turrets, so that they are only doing their main 2 jobs ).
You could go with Split ( awfull shields ), or Boron ( if using their Ion Disruptors, you´ll need missiles to finish the enemies quickly, but it´s a very effective tactics even, or especially when flying a Corvette ).
"Only fools seek power, and only the greatest fools seek it through force".
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@pepperg, I'd look into using the MARS turret script, or Smart Turrets. They often have better accuracy than the vanilla turret commands.
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Mod~ish question
Hey, I've just installed XRM and MARS and so far so good!!
I have a question, when I was going over the installation notes I seen certain parts make reference to ensuring Betty could say all the added ships.
What's attracted my attention is during my gameplay in vanilla when you target say for example Argon military ships, or OTAS ships etc., Betty would pronounce the whole name. Years ago (not sure what got me started) but in any game where you name a company etc. my name is Osmium, the prefix for all my stations/ships in X3AP is Osmium. is it possible to get Betty to say "osmium" as a prefix to what I target? e.g. "Osmium Mammoth" instead of "Mammoth"?
I apologise as this isn't exactly XRM related, but as the dev's for this mod had mentioned it I thought I'd ask
I have a question, when I was going over the installation notes I seen certain parts make reference to ensuring Betty could say all the added ships.
What's attracted my attention is during my gameplay in vanilla when you target say for example Argon military ships, or OTAS ships etc., Betty would pronounce the whole name. Years ago (not sure what got me started) but in any game where you name a company etc. my name is Osmium, the prefix for all my stations/ships in X3AP is Osmium. is it possible to get Betty to say "osmium" as a prefix to what I target? e.g. "Osmium Mammoth" instead of "Mammoth"?
I apologise as this isn't exactly XRM related, but as the dev's for this mod had mentioned it I thought I'd ask
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The XL size of the Jump Drive is part of XRM.
Fighter sized craft can not have it installed, neither can a few of the TS's.
There are a couple TS's, mainly the 'tanker' versions that can only handle 'L' sized cargo and installs...so no JD for them either.
This is one of the changes with XRM that makes us think and play differently.
Fighter sized craft can not have it installed, neither can a few of the TS's.
There are a couple TS's, mainly the 'tanker' versions that can only handle 'L' sized cargo and installs...so no JD for them either.
This is one of the changes with XRM that makes us think and play differently.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
--Play vanilla!
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That's why when i start a new game i immediately spawn a M6 and take control via Cheat. It's very boring without jumpdrive after playing so many hourscjm3fl wrote:The XL size of the Jump Drive is part of XRM.
Fighter sized craft can not have it installed, neither can a few of the TS's.
There are a couple TS's, mainly the 'tanker' versions that can only handle 'L' sized cargo and installs...so no JD for them either.
This is one of the changes with XRM that makes us think and play differently.

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Welcome
Of course if you knew how to merge mods (dummies, tships, tdocks etc) you can merge Lucike mods with XRM (CODEA Force Base, OTAS Outpost. KOL Battleship Triton, Aran Armament, Minotour Luxury Cruiser, Xenon upgrade, Storage Capacity, Orbital Weapons Platform) and play with them, or you can ask nicely Paul to do it.
I wish You HAPPY NEW YEAR 2014
No it's not possible. "Betty" use a predefined spoken phrases from 00044 file in folder "mov" and defined i "tfile". For more detailed technical data you must search elsewhere or ask Paul.wallawalla322 wrote:(...)
is it possible to get Betty to say "osmium" as a prefix to what I target? e.g. "Osmium Mammoth" instead of "Mammoth"?(..)
No.Figge04 wrote:Hello, Can I use Codea Force base with this mod?(...)
Of course if you knew how to merge mods (dummies, tships, tdocks etc) you can merge Lucike mods with XRM (CODEA Force Base, OTAS Outpost. KOL Battleship Triton, Aran Armament, Minotour Luxury Cruiser, Xenon upgrade, Storage Capacity, Orbital Weapons Platform) and play with them, or you can ask nicely Paul to do it.
I wish You HAPPY NEW YEAR 2014
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Boring?gastovski wrote: That's why when i start a new game i immediately spawn a M6 and take control via Cheat. It's very boring without jumpdrive after playing so many hours.
Quite the contrary. This requires the use of new strategies (eg using TM). It is through this game with XRM becomes very interesting.
You do not know how much you've lost.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
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Well, i think XRM is the best mod out there for me. But i have limited time to play X3AP due irl stuff and can't spend many hours just for traveling.Yacek wrote:Boring?gastovski wrote: That's why when i start a new game i immediately spawn a M6 and take control via Cheat. It's very boring without jumpdrive after playing so many hours.
Quite the contrary. This requires the use of new strategies (eg using TM). It is through this game with XRM becomes very interesting.
You do not know how much you've lost.