[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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DrBullwinkle
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Post by DrBullwinkle »

Barleyman wrote:Where would I find the trade ware costs?
If "trade software" means "Trade Command Software Mk3", then it is in types\TWareT (or addon\types\TWareT for AP). The easiest way to open the correct version is to:

- Close X3Editor (if it is open).

- Open the Plugin Manager (and leave it open).

- In X3Editor, "Open from VFS". Navigate to the "types" folder, then open TWareT (with the T File Editor). (Jumpdrive is also in TWareT).

- The setting that controls in-game price is "Relative value":

Relative value * 28 = price (approximately)

- Change Relative value. Save.

- Close the Plugin Manager. (You might have to open and close the Plugin Manager again, just to be sure that it updated properly.)
  • (The reason for opening and closing the Plugin Manager is because it creates a merged TWareT if you have any scripts installed that add custom wares. When you open the PM it deletes the merged TWareT. That allows X3Editor to build VFS correctly when you open it. Closing the PM at the end writes out the merged TWareT. If you have no scripts with custom wares installed, then you can skip the PM part of the above instructions.)



Is there a simple way to stop everyone and their dog hating player property?
Sure. Uninstall XRM. More challenging enemies is the main reason that you installed XRM, isn't it?
TheEarl
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Post by TheEarl »

Why this trick with the Plugin Manager open while editing with X3 Editor ?
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DrBullwinkle
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Post by DrBullwinkle »

Heh... I answered that (above) while you were posting your question, Earl! :)

(It's for the case where the player has scripts installed that use custom wares. If no custom wares are used, then the PM part is not necessary.)
TheEarl
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Post by TheEarl »

Hehe!
The reason seams what I expected.
I changed docking computer to size s and every time I installed something with PM it changed back to XL or what is correct in XRM.
Then I changed it in the twares in cat06.
Next time I know it better, thank you !
Barleyman
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Post by Barleyman »

DrBullwinkle wrote:
Is there a simple way to stop everyone and their dog hating player property?
Sure. Uninstall XRM. More challenging enemies is the main reason that you installed XRM, isn't it?
I see it rather as yet another way to make UTs (and CAGs) less useful on top of the ware cost hikes. I'm not sure I'd choose XRM for making trade as hard as possible, it's enough PITA rescuing improved Mk3 traders in vanilla as they keep on jumping to the same sector over and over.

"signal targeted" does not appear to work by the way. Menu item is there but the first sign of trouble I get with Mk3 traders is the notification it's performed emergency jump.
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DrBullwinkle
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Post by DrBullwinkle »

Barleyman wrote:I see it rather as yet another way to make UTs (and CAGs) less useful on top of the ware cost hikes.
IANPW (I Am Not Paul Wheeler) but I think that is intentional. UT's are perhaps overpowered in the vanilla game. For sure, they are "easy money". XRM makes you *work* for a living. ;)

That said, gnasirator's Improved Mk3's are reported to work well in XRM (as are OK Traders).

(I was not kidding that harder enemies are the main point of XRM, btw. They really are XRM's strongest feature.)


"signal targeted" does not appear to work by the way. Menu item is there but the first sign of trouble I get with Mk3 traders is the notification it's performed emergency jump.
That *is* its intended function. So it is working fine.

Signal_Targeted detects ships that *intend* to shoot (have your asset targeted and are almost within firing range). It then initiates an emergency jump. The first that you will hear about it is the message that the ship has jumped (to safety).
Last edited by DrBullwinkle on Sun, 23. Feb 14, 23:12, edited 1 time in total.
builder680
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Post by builder680 »

Barleyman wrote: In other words with the XRM 5 million cred trade ware costs it'd take 25 hours of game time just to break even. What's the life expectancy of an UT in XRM? Half an hour?
Hello again Barleyman,

I thought I'd respond to this portion of your post since there is an extremely effective mod fix for it. As in, once you train your UT's, they'll almost never die if you set their friend/foe properly. At least, none of my 15 UT's have died at all in my game so far. Only one has even taken hull damage in about 3 weeks.

I personally use Truelight Seekers for my UT's. Yes, they are extremely expensive when you're first starting out, but they are very fast and have strong shields plus good cargo (though they can't carry XXL). IMO they're worth it. You just gotta raise your rep with the Goners a bit... rep lvl 4 or 5, i.e. Faithful Believer... I think.

To get startup cash the bounty system is quite awesome. You can land some killing blows on more powerful but weakened enemy ships with a well timed missile launch. Bounties are so good in fact that I'm thinking of turning them off in the AL, it feels exploitative sometimes (especially with ships with 5-6 different bounties). But, to get you going, they're great.

Good luck! :)
Barleyman
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Post by Barleyman »

DrBullwinkle wrote:
Barleyman wrote:I see it rather as yet another way to make UTs (and CAGs) less useful on top of the ware cost hikes.
IANPW (I Am Not Paul Wheeler) but I think that is intentional. UT's are perhaps overpowered in the vanilla game. For sure, they are "easy money". XRM makes you *work* for a living. ;)

That said, gnasirator's Improved Mk3's are reported to work well in XRM (as are OK Traders).

(I was not kidding that harder enemies are the main point of XRM, btw. They really are XRM's strongest feature.)
Hey, I can work for living at my day job, every weekday from 10-18 or so :P

As I pointed out, you have to have a fair pile of UTs to generate serious income even with the Mk3 reloaded. Not to mention your cash will fluctuate wildly. I see UTs as more of a steady earner, easy money comes from caps!

For what it's worth, I don't see making money a bit easier taking away from more serious opposition that much.

For XRM, I'd see strong points as less static universe, better missiles, faster ships, less superships and/or weapons, moar stuff to shoot in routine jobs and so on and so forth. Lots of good stuff there. I'm not sure I like seeing bad guys routinely storm core sectors, tho.

In vanilla some things are just too strong. For example you get Vidar for free in terran plot. That thing can mount 10x MA/AM launchers. That thing chews up frigates for breakfast and probably could take on M2 or M1 as well.

Anyways, if I'm not bored by time I finish TC plots (for AP) I'll probably start XRM + AP with TC rewards and enough cash to reaquire the assets.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Yeah, that fix is very good. I've been using 10 OTAS trading ships in different XRM games for UTs (big shields and good cargbays) for lots of game days and they've not died yet either. They probably will come day but with a good blacklist, I feel confident they pay for themselves and are useful in the universe.
Lwerewolf
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Post by Lwerewolf »

I'm having trouble with the treasure hunt plot.
X3AP, XRM 1.30, hull pack low + backgrounds + cockpits + MARS + LIFE.

I'm right by the "Troulbe Seeker" ship, but I can't comm it for anything other than the standard things (surrender, where's this/that).

I thought that maybe LIFE was screwing things around, but it doesn't seem like the ship's killed anything at this stage (that's what screwed up the mahi ma escort mission so I turned it off briefly there).

Any ideas?
builder680
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Post by builder680 »

Got a question about research stations. As I'm not sure if it's related to any plots, I'm gonna spoiler the following just to be safe.
Spoiler
Show
I never did the AP plot so I'm not sure about the Albion systems... but I see that Jonferco has a research station there (Albion Beta). However it is not stocking the "Advanced" or "Prototypes" of ships like the other research stations do. Instead it buys the various ores, sells a Mobile Drilling system, and sells some rudimentary ship software.

Is there another Jonferco research station in the universe somewhere that has these ships? I've spent the better part of 2 days jumping to border/unknown sectors looking for it, in addition to having nearly 2,500 advanced satellites deployed throughout the universe...
I ask because I'm looking to buy a couple Heavy Centaur Prototypes. I would prefer not to go cap one for RE purposes, but I will if I have to.
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Yacek
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Post by Yacek »

In the sector of Albion Beta is the second Jonferco research stations. In it you buy Heavy Centaur Prototypes.

PS. Its location can be random, so best to use the script X3 Map by Scorp (info first post in this topic).
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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builder680
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Post by builder680 »

Thanks Yacek. :) I saw that in the first post when I installed but thought it was just a link to a map (I skimmed over that part). I had no idea it was a standalone program.

To the curious, my game had the station 50km off center and just between the ranges of a couple satellites in my 8-box satellite grid for the system. :P
Pierre'70
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Xenon Capital Ship Missile Defence

Post by Pierre'70 »

I'm interested to know how other pilots of Xenon capitals cope with enemy missiles. I know that waves of missiles can be deadly against any ship, but my J seems particularly vulnerable. Only the Dark Matter Beam Cannon seems to hit any incoming missiles, but its slow rate of fire mean most get through.

I use Smart Turrets, which is normally very effective. Perhaps something like Mosquito Missile Defence is more effective in this case?

Regarding the above debate about a hidden shipyard in Albion Beta, I just spent about half an hour fruitlessly searching for it before giving up in frustration. You guessed it - the damned thing isn't there in my game! (Found it in Elena's Fortune - thanks Scorp's Map!)
caltrop
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Post by caltrop »

I use mosquito missiles on an industrial scale - they help but are not a guarantee

I have a dedicated mm fab as part of a missile re-supply complex and the typical load out for a frigate or destroyer ranges from 250-500 missiles with the resupply missile set to 160 (the max value) as well

I also use wasp missiles liberally and will occasionally manually target the tougher missiles with wasps on top of the auto mosquito fire :)
Kader_Citoyen
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Thanks

Post by Kader_Citoyen »

I just wanted to say thanks to the creator(s)/contributors who made this MOD for me to enjoy.

I'm new the the world of X3 (Just started with AP) and I found that the terran Commander was an Okayish start at first, it became slowly more and more interesting.

With XRM installed, I can already see a huge difference in terms of fun. The universe seems more vibrant, and the startup character are so much more interesting.

So, thanks !
TheEarl
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Post by TheEarl »

Thank you Paul for the description of the tankers !
I agree with that.

Is it possible to fix the undocking from a hyperion or appallox ?
When I set a docked fighter to fly anywhere remotly it undocks and gets crashed. I always often to stop before doing this. And I don't blame you for this, I think it's the same in vanilla. Maybe it helps, if the undocking ship goes down a bit more before it starts the engine. Perhaps you can help.
Meanwhile I try to stop :-)
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DrBullwinkle
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Post by DrBullwinkle »

TheEarl
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Post by TheEarl »

Hi DrB !
I don't change playership in this case.
So I think the conditions Gazz described will not start the safe mode.
I am in the M6 and stay there.
Only the M3 undocks remotly to do something.
And then I hear a rumble ... :-)
Lwerewolf
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Post by Lwerewolf »

Is there a way to abort and restart the treasure hunt? I guess I won't be able to fix it in any other way.

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