All gamestarts are modified to fit with the xrm. If youre not starting in the correct sector something is wrong with your installation.Aldebaran_Prime wrote: So please modifiy this gamestart in a way, to start not in a central paranid sector...
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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you are right - the Paranid Prime Problem was based on a installation issue. I re-installed everything on AP without any additional mod now - and now I spawn also in different Paranid sectors.All gamestarts are modified to fit with the xrm. If youre not starting in the correct sector something is wrong with your installation.
BUT anyway, also in the correct sectors I survive just 30s until missiles destroy my TS



- what do I wrong?
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That's something that XRM does a lot of, and unfortunately frustrates the hell out of me a lot too, but for different reasons. It seems that all capital ships (m7 and up) in this game are LOADED with torpedo's and do nothing but torp the crap out of anyone they think are enemies. So while I started as an ATF Veteran and didn't really see this right off the bat, I do notice it a LOT whenever I'm doing missions. For example, on a "kill" mission, I go to where the enemy is spawned, only to see anywhere between 5 - 15 torpedo's already on their way to my target. Makes things extremely frustrating.Aldebaran_Prime wrote:you are right - the Paranid Prime Problem was based on a installation issue. I re-installed everything on AP without any additional mod now - and now I spawn also in different Paranid sectors.
BUT anyway, also in the correct sectors I survive just 30s until missiles destroy my TS
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- what do I wrong?
I wish I could figure out a way to limit the levels and usage of torpedo's that NPC military has while using this mod. Although the upside to it, it makes for watching epic battles between xenon and argon (or any other military) both amusing and entertaining

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Thanks paul, hope to see them added soonpaulwheeler wrote:Adding all missing missile fabs is on the to-do list. Ive got no eta though.


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My favourite one is when you go spacewalking to claim a bailed fighter and suddenly BOOM you're dead because that firestorm torpedo that was chasing it across the sector finally catches up because it stopped when its pilot jumped ship. Yet another stupid death...Aven Valkyr wrote:For example, on a "kill" mission, I go to where the enemy is spawned, only to see anywhere between 5 - 15 torpedo's already on their way to my target. Makes things extremely frustrating.
Something that may be worth looking at is some of the fighter missiles (Possibly Firelance, Blizzard or one of the other small swarms) - sometimes when dogfighting, missiles hitting ANOTHER target will hit me with splash, and the repeated splashes cause the 'stunning' effect where your ship spins uncontrollably. With the high missile fire chance the XRM AI ships seem to have, I have on a few occasions been LAUNCHED ~20km across a sector by repeated missile splashes off of another ship. I'd say there's a light missile whose splash radius is set too high, as it doesn't do much actual damage?
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hmm I have been hit by torpedo's a lot so far and I've never been thrown across the map. Something must be up with your install 'cause that's not supposed to happen
I never spin out of control from that...
But my favorite is when my fighters have taken an NPC down to 5% hull and BOOM several torps hit at the same time, and not only destroy the NPC but also most of my fighters. While I use CODEA in conjunction with XRM, I have decided the fleets of small fighters (m4 and m5 primarily but most m3's as well) are almost completely useless in this game now, since they almost always get torped to death. So I have decided that my smallest ship should be an M6, since they at least have some survivability

But my favorite is when my fighters have taken an NPC down to 5% hull and BOOM several torps hit at the same time, and not only destroy the NPC but also most of my fighters. While I use CODEA in conjunction with XRM, I have decided the fleets of small fighters (m4 and m5 primarily but most m3's as well) are almost completely useless in this game now, since they almost always get torped to death. So I have decided that my smallest ship should be an M6, since they at least have some survivability

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Not sure how im installing this mod improperly, but when i start the game the weapons and most of the mods functions work i get the message saying its installed but the first message i get from terran/argon command says textid not found and every sector is devoid of combat ships no terran/argon war no xenon ships in xenon sectors no khaak ships is khaak sectors why is everything empty?



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Well "higher number" can look one of two ways for a newb never doing this before. Looking up to down in the order that the (.cat/.dat) are loaded by the game. I would say the hull pack would be 05 and the main RXM (.cat/.dat) files would be 06, 07, ect... 05 being higher number in the load order (considering up to down or load order).paulwheeler wrote:- INSTALLATION INSTRUCTIONS -
-To install the hull packs, cockpit packs and background pack simply extract the contents to the X3TC directory and rename the hull pack or cockpit pack cat/dat to a higher number than the main XRM mod.
- To install the Advanced Universe Addon Pack Place the cat/dat for the addon pack at a higher number than XRM Part 2.
The other way to look at it is that 05 is a higher number than 01 - 04 so that would make the main RXM (.cat/.dat) files be renamed as 05, 06 and then the hull pack at 07 (07 as an example of being the highest number).
So which is it I'm wondering?

Thanks for any help.
CC
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I suspect that you have not copied the scripts from the scripts_ap folder in part 2 into your addon\scripts folder.delta440 wrote:Not sure how im installing this mod improperly, but when i start the game the weapons and most of the mods functions work i get the message saying its installed but the first message i get from terran/argon command says textid not found and every sector is devoid of combat ships no terran/argon war no xenon ships in xenon sectors no khaak ships is khaak sectors why is everything empty?![]()
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Thanks for the helpYacek wrote:Mission accomplished several times in the XRM.Doctor Uburian wrote:What can i do to get through the mission?
A good solution is to raise your reputation with the pirates before execution.
You can also before it is clear the pirate sectors, but it requires a large fleet of combat.

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Shady Business Plot
With regards to the Shady Business Plot ( http://forum.egosoft.com/viewtopic.php?p=4308352 ) I just had a look through Spychotic's Plot walkthrough, and he mentioned that if there's any issues with it, its likely a mod is causing problems. My question is, has anyone finished this plot with XRM installed?
I am at the part where I have just entered Elysium of Light, and spoken to a Goner there. He wants me to get a TP ship and go pick up a Terran and Argon person to try to convince them to work together to fight off the impending Xenon invasion. The Terran person is marked as being at the Stock Exchange in Mars, however there is no guidance option available for the Argon person, so I cannot complete this mission as I do not know where to collect him.
Having looked at the walkthrough, it is stated there the Argon ambassador is at the Orbital Defence station in Black Hole Sun. Well, I've been there but the ambassador "Brent Kareen" is not at the station...... I can't progress from here.
EDIT: A further bit of investigation by loading a previous save game. The Terran ambassador is at the Mars Stock Exchange before this part of the mission even starts. The Argon ambassador is NOT at the Military Outpost in Black Hole Sun however, and this is where the problem exists. I know for a fact that due to the Xenon being far more active in XRM than vanilla, they have quite often attacked this sector in the past, and I'm guessing the Military Outpost has been destroyed one or more times in the past...I think this is where the missions has become broken.
Any ideas how I can "fix this" or some other way of "completing" this part of the mission so I can go on??
I am at the part where I have just entered Elysium of Light, and spoken to a Goner there. He wants me to get a TP ship and go pick up a Terran and Argon person to try to convince them to work together to fight off the impending Xenon invasion. The Terran person is marked as being at the Stock Exchange in Mars, however there is no guidance option available for the Argon person, so I cannot complete this mission as I do not know where to collect him.
Having looked at the walkthrough, it is stated there the Argon ambassador is at the Orbital Defence station in Black Hole Sun. Well, I've been there but the ambassador "Brent Kareen" is not at the station...... I can't progress from here.
EDIT: A further bit of investigation by loading a previous save game. The Terran ambassador is at the Mars Stock Exchange before this part of the mission even starts. The Argon ambassador is NOT at the Military Outpost in Black Hole Sun however, and this is where the problem exists. I know for a fact that due to the Xenon being far more active in XRM than vanilla, they have quite often attacked this sector in the past, and I'm guessing the Military Outpost has been destroyed one or more times in the past...I think this is where the missions has become broken.
Any ideas how I can "fix this" or some other way of "completing" this part of the mission so I can go on??
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The Auster's 600MJ of shielding is several times stronger than any other M8, and its other stats are pretty decent as well. I'd say slow turning is an attempt to make it somewhere near balanced, since as an actual bomber I'd say it's incredibly strong, even overpowered. 

Allergic to work.
If at first you don't succeed, delegate the job to a minion.
If at first you don't succeed, delegate the job to a minion.