[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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Valen68
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Post by Valen68 »

DrBullwinkle wrote:X3 Editor 2
Thanks for the link!

Can you tell which file and where it is located to alter for the ships?
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Spectre01
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Post by Spectre01 »

Valen68 wrote:
DrBullwinkle wrote:X3 Editor 2
Thanks for the link!

Can you tell which file and where it is located to alter for the ships?
That, depends on what cat file your xrm is, as well as whether if you have other addons. The ship ststs file is located at types/Tships.pck(addon/types/Tships for AP). Remember, always find the file i the highest cat number or your editing wont take effect.
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DrBullwinkle
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Post by DrBullwinkle »

Sorry, but that is not great advice, Spectre. Especially not for a newbie (and it is a bad habit for everyone, except for special circumstances).

I already answered this on the previous page, but Valen double-posted, so here it is again:


Use "Open from VFS".

Types\TShips
gastovski
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Post by gastovski »

I have conquered Void of Opportunity and claimed for myself. I wonder what will happen or any benefit at all and what should i do after this?.
Etyneo
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Post by Etyneo »

Any idea what the specific hangar breakdown is for the Valhalla? I know it says it has a hangar capacity of 60, but there's no indication if all 60 are for fighters, or if ~1-3 slots are for larger ships (M6, etc) as with some other capital ships.
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gastovski
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Post by gastovski »

Etyneo wrote:Any idea what the specific hangar breakdown is for the Valhalla? I know it says it has a hangar capacity of 60, but there's no indication if all 60 are for fighters, or if ~1-3 slots are for larger ships (M6, etc) as with some other capital ships.
http://x3wiki.com/index.php/Valhalla
Valen68
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Post by Valen68 »

DrBullwinkle wrote:Sorry, but that is not great advice, Spectre. Especially not for a newbie (and it is a bad habit for everyone, except for special circumstances).

I already answered this on the previous page, but Valen double-posted, so here it is again:


Use "Open from VFS".

Types\TShips
Sorry for the double post, did not realize it had until you said something. I was replying from my cell phone so maybe that was what caused the double. Thanks again for the help! ;)
Etyneo
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Post by Etyneo »

gastovski wrote:
Etyneo wrote:Any idea what the specific hangar breakdown is for the Valhalla? I know it says it has a hangar capacity of 60, but there's no indication if all 60 are for fighters, or if ~1-3 slots are for larger ships (M6, etc) as with some other capital ships.
http://x3wiki.com/index.php/Valhalla
I've never trusted that Wiki. I remember hearing some time ago that it was out of date. Perhaps that's changed since...in any case, it does not reference the Valhalla as it exists in XRM. Perhaps the hangar arrangement remained untouched from vanilla, though...

If the hangar arrangement for it in XRM is unchanged from vanilla, then I'll have to stick to the Daedalus, as no other carrier I know of has a fighter capacity to equal it. I plan to use DCS2 to deal with maintaining the fighters, and also plan to use the carrier as they are used in the real world, away from the front lines.
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Huillam
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Post by Huillam »

If I remember correctly it has room for 3 m6/TP/TS (but not for TM). But I haven't used one since june and may be wrong.
KRM398
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Post by KRM398 »

Been playing my new game and saw something odd...science ships keep exploding trying to either dock or undock at equipment docks, saw 3 so far doing it. Not sure why or if anyone else mentioned it, if they did, sorry.
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Spectre01
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Post by Spectre01 »

KRM398 wrote:Been playing my new game and saw something odd...science ships keep exploding trying to either dock or undock at equipment docks, saw 3 so far doing it. Not sure why or if anyone else mentioned it, if they did, sorry.
Nope. No science ship exploding during undocking in my game. Or maybe it's because I have bounce and safe undocking mods installed. Although those mods should only affects player owned ships.
paulwheeler
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Post by paulwheeler »

Any ship should have collisions disabled during docking procedures when under AI control. I've never had any problems with science ships.
i64man
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Post by i64man »

Paul,

is there anywhere a picture of the Terran M1 Tokyo? Does it looks like the Polacca?
paulwheeler
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Post by paulwheeler »

i64man wrote:Paul,

is there anywhere a picture of the Terran M1 Tokyo? Does it looks like the Polacca?
The Tokyo in the XRM is the same as the vanilla Tokyo.
i64man
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Post by i64man »

Thanks Paul, I don't remember ever seen a Tokyo in the vanilla version. I guess I will have to buy one. One more question if I may, are you still updating the XRM? Since Rebirth still not at the same level as the X3 game?
cjm3fl
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Post by cjm3fl »

wrote:Any ship should have collisions disabled during docking procedures when under AI control. I've never had any problems with science ships.
I've have a few Science Ships collide with docks and explode, both player and NP docks.
It doesn't happen all the time and I don't have to be IS when it happens.
Shields and hull are always 100% before it goes.

I've been pretty close when it happened a few times. Seem to remember that the SS was trying to maneuver into position for docking when the collision happens.
Has happened during docking and undocking operations.

I just chalk it up to 'bad driving'/student pilot'.
Playing -TC here.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
Huillam
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Post by Huillam »

cjm3fl wrote:It doesn't happen all the time and I don't have to be IS when it happens.
That's weird because the engine does not manage collisions OOS.
Etyneo
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Post by Etyneo »

The Tokyo does resemble the Polacca overall, but there are some differences, especially at the front. One of 'em (can't remember which) has a more blunted nose (aside from the antennae). There may be some differences in the saucer and engines as well.
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KRM398
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Post by KRM398 »

Everything seems to be working great, missiles flying everywhere, and ships that are attacking are varied and numerous...I take it there's a war of some type in the plot because everyone seems to be angry at everyone, saw a Paranid battle fleet in one argon sector between black hole sun and Teladi space, attacking every ship that came near, and stations as they flew past..and the xenons are more active too. I got a Blastclaw Proto from a kind pirate after I killed the other 3 with him and have it maxed out, cargo and all. If it weren't for boredom I could stay and make a living salvaging missiles for sale in Black Hole Sun all day long. Made more than a million on missile sales so far. They dont seem to drop many if any shields or guns though, just missiles but they drop by the tons. :roll:
Etyneo
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Post by Etyneo »

The actual war sectors are even more profitable, especially if you've got a bailing script...

I do wish I could repair friendly ships without taking a rep hit, or being marked as an aggressor...
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