[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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you installed it in the wrong place.Zweistein000 wrote:Hey, I'm returning to X3 after a very long time. I remember playing this mod and it was awesome, but I have a problem now. When I attempt to run this mod in PA it crashes before I see the main menu, but it runs with TC. Any ideas why that would happen?
you need CLEAN install for it to work in AP.
please read instruction, AP installation goes to addon dir!
Split say NEED MORE FIREPOWER!!
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vukica wrote:you installed it in the wrong place.Zweistein000 wrote:Hey, I'm returning to X3 after a very long time. I remember playing this mod and it was awesome, but I have a problem now. When I attempt to run this mod in PA it crashes before I see the main menu, but it runs with TC. Any ideas why that would happen?
you need CLEAN install for it to work in AP.
please read instruction, AP installation goes to addon dir!
Oh I am a doorknob.... Thank you
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@rootsrat:
High hulls is only for masochists ( like me, lol - and even i have switched to medium ). The reason is simple; while the addon serves your capitals ( and fighters! ) very well concerning their survivability, esp. against torpedos, the Xenon capitals become near unkillable... you´d never be able to take on even one of their M2 head on, no matter what you fly without ending up with less then 50% hull, and completly destroyed software.
Medium hulls, on the other hand, are really adequate, imo, and while you still won´t survive a "Python vs. K/I" in a good shape, the difference between destroyers and frigates is very clear ( and the fighters die like flies anyway when they try to take on any decent cap ship alone
).
Hope this helps.
High hulls is only for masochists ( like me, lol - and even i have switched to medium ). The reason is simple; while the addon serves your capitals ( and fighters! ) very well concerning their survivability, esp. against torpedos, the Xenon capitals become near unkillable... you´d never be able to take on even one of their M2 head on, no matter what you fly without ending up with less then 50% hull, and completly destroyed software.
Medium hulls, on the other hand, are really adequate, imo, and while you still won´t survive a "Python vs. K/I" in a good shape, the difference between destroyers and frigates is very clear ( and the fighters die like flies anyway when they try to take on any decent cap ship alone

Hope this helps.
"Only fools seek power, and only the greatest fools seek it through force".
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You are wellcome!
You can install the hulls afterwards, yes, and also switch from high to med, or low to high anytime, just need to find the related script and run it in script editor ( see the instructions several pages back, it was me asking ).
You can install the hulls afterwards, yes, and also switch from high to med, or low to high anytime, just need to find the related script and run it in script editor ( see the instructions several pages back, it was me asking ).
"Only fools seek power, and only the greatest fools seek it through force".
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I second the above. With high hulls, a single Xenon Z managed to completely strip the shields of 3 Atlases and leave me with ~100Mcr damage...d_ka wrote:@rootsrat:
High hulls is only for masochists ( like me, lol - and even i have switched to medium ). The reason is simple; while the addon serves your capitals ( and fighters! ) very well concerning their survivability, esp. against torpedos, the Xenon capitals become near unkillable... you´d never be able to take on even one of their M2 head on, no matter what you fly without ending up with less then 50% hull, and completly destroyed software.
Medium hulls, on the other hand, are really adequate, imo, and while you still won´t survive a "Python vs. K/I" in a good shape, the difference between destroyers and frigates is very clear ( and the fighters die like flies anyway when they try to take on any decent cap ship alone).
Hope this helps.
- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
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Gave it a second try since ages.
The idiotic issues still remain - capship weapons barely do any more damage than fighter ones (so corvettes are actually great capship hunters with the increased speed), missiles are worthless, m7ms are plainly useless and tomahawks still have more hp than an m3. Just get into a bomber m3 or an m8, kill everything, snooze.
Such a waste for those pretty models and all those beam weapons.
The idiotic issues still remain - capship weapons barely do any more damage than fighter ones (so corvettes are actually great capship hunters with the increased speed), missiles are worthless, m7ms are plainly useless and tomahawks still have more hp than an m3. Just get into a bomber m3 or an m8, kill everything, snooze.
Such a waste for those pretty models and all those beam weapons.
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Capships weapons don´t do enough damage?
Or do you mean they are too slow to hit M6? ( or even fighters?! ). Well, at least Paranid PSG has a huge bullet size, and the turret positioning of their M2 is quite good, so that they can deal with pesky corvettes with relative ease. And so are the GC of the Teladi. too.
Imo, the turret turning speed of medium ( M6/M7 ) weapons is bit too slow, as is the bullet speed of EMPC, and esp. the FrBL.
M6 in swarms ( 4 and more ) can be a real threat to lone capitals*, but if you mean M7 to be true capital ships, well.... they are only frigates ( and if you´d fly those yourself, you could deal with any of the pesky M6 with ease, unless you are piloting an M7C ship, which then should have fighters on board to defend it ).
M7M are the doom in XRM, in AI hands definetly, or do you mean that you can´t release a barrage command, and aren´t used to configure their turrets accordingly? ( i never fly them personaly, but as a part of a fleet, i use CODEA, they can be very deadly ).
In fact, Tommahawks are way too strong, but while hammers can still be accepted as guided missiles, the T. have way to large blast radious, so fighters ain´t a viable countermeasure against bombers, which makes them very annoying ). Generaly, the range of those missiles is way to high, imo, esp. of the Tommahawks, -20km at least would do good to them, if not more ). The hitpoints of heavy missiles, however, i find quite adequate ( it´s AP only, afaik ), since otherwise they would be one shoted by any tiny M4 rear turret; but Moskito MD is a bit of a help in some cases ( or a manually targeted T. with a Hurrican at 20km - the blastradious of the Hurrican will destroy the rest of them ).
*If you fly it yourself, you still have all your skills, and the uber straffing none of the NPCs got. And if you let 1 of your frigates fight against multiple M6, well, without looking at stats just take a look at the total cost of those: best M7 = max. 70Mio, while best M6 = c.a. 25 mio., and you´ll have your answer.
So, i´m afraid, i can´t summon your complains, let alone the issues XRM might still have to be called the way you choose.

Imo, the turret turning speed of medium ( M6/M7 ) weapons is bit too slow, as is the bullet speed of EMPC, and esp. the FrBL.
M6 in swarms ( 4 and more ) can be a real threat to lone capitals*, but if you mean M7 to be true capital ships, well.... they are only frigates ( and if you´d fly those yourself, you could deal with any of the pesky M6 with ease, unless you are piloting an M7C ship, which then should have fighters on board to defend it ).
M7M are the doom in XRM, in AI hands definetly, or do you mean that you can´t release a barrage command, and aren´t used to configure their turrets accordingly? ( i never fly them personaly, but as a part of a fleet, i use CODEA, they can be very deadly ).
In fact, Tommahawks are way too strong, but while hammers can still be accepted as guided missiles, the T. have way to large blast radious, so fighters ain´t a viable countermeasure against bombers, which makes them very annoying ). Generaly, the range of those missiles is way to high, imo, esp. of the Tommahawks, -20km at least would do good to them, if not more ). The hitpoints of heavy missiles, however, i find quite adequate ( it´s AP only, afaik ), since otherwise they would be one shoted by any tiny M4 rear turret; but Moskito MD is a bit of a help in some cases ( or a manually targeted T. with a Hurrican at 20km - the blastradious of the Hurrican will destroy the rest of them ).
*If you fly it yourself, you still have all your skills, and the uber straffing none of the NPCs got. And if you let 1 of your frigates fight against multiple M6, well, without looking at stats just take a look at the total cost of those: best M7 = max. 70Mio, while best M6 = c.a. 25 mio., and you´ll have your answer.
So, i´m afraid, i can´t summon your complains, let alone the issues XRM might still have to be called the way you choose.
"Only fools seek power, and only the greatest fools seek it through force".
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If youre not seeing military ships, then its possible that you did not correctly copy the scripts from the scripts_ap folder into the scripts folder in your ap install. If this is the case youll need to restart your game after correcting it.Zweistein000 wrote:So someone tell me... How good IS the AP default threat response. I've been flying through some sectors, a lot of them are getting attacked by pirates or Khaak or privateers, but I have yet to see any response form the Argon military....
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Hi was just playing X3 ap and loved it so I wanted to move onto XRM. I am running a FX8320 and a R9 280x with win 7 64 with 8gb of ram. I have turned off AA and AF and I am running medium medium high. But my fps in Grand Exchange is at best 25 and the second I turn on seta at 600% it drops to 5 fps rendering the game unplayable. All my drivers are up to date and the computer has been scanned for malicious software once a week. When in game my pc is using less than 14% cpu and less than 3gb of ram. If there is anything anyone can suggest to improve my game play it would be greatly appreciated because I am having a great time and loving the mod.
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Grand Exchange is a very busy sector; Xenon incursions, along with Yaki, and Pirates flyby´s are normal, and Teladi military presence doubles, or even tripples with time ( up to x3 Phoenix etc. ). Even Argon like sending their patrols in there from time to time. DMBC are known to produce a bit of a lagg on low end systems, but all in all 25 fps ain´t that bad for a single core optimized game ( yea, second core get´s used for sounds or so, but it doesn´t make that impcat, imo ), while your CPU is more optimized for multicore tasks ( 6 of it´s "units" go completly unused ). I wonder why would you want to turn on SETA in this sector at all?
Your rig is way superiour to my i7 notebook, but even i can run the settings on medium/high/high, though it always depends on your screen resolution: while i´m running the game at 1600x900, my hardware would break under 1920x1200 i guess - not that the monitor would support higher values ^^. AA/AF turned off, too, i´m running a 560M - which is barely a 450 desktop ). Concerning memory - X3 is a 32bit exe, so i doubt that would be a bottleneck for your system. But my note has an SSD, which steam/x3 is installed on.
And, last but not least: other scripts/mods you might have installed can always put an additional load to your system, while one not smooth running task can ruin the whole game experience.
So, sorry if i haven´t got you any good tips, but i´d just let SETA usage go in sectors you have lower fps.
Your rig is way superiour to my i7 notebook, but even i can run the settings on medium/high/high, though it always depends on your screen resolution: while i´m running the game at 1600x900, my hardware would break under 1920x1200 i guess - not that the monitor would support higher values ^^. AA/AF turned off, too, i´m running a 560M - which is barely a 450 desktop ). Concerning memory - X3 is a 32bit exe, so i doubt that would be a bottleneck for your system. But my note has an SSD, which steam/x3 is installed on.
And, last but not least: other scripts/mods you might have installed can always put an additional load to your system, while one not smooth running task can ruin the whole game experience.
So, sorry if i haven´t got you any good tips, but i´d just let SETA usage go in sectors you have lower fps.
"Only fools seek power, and only the greatest fools seek it through force".
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No, I mean they don't do enough damage just like that - they don't do enough damage. An M3 class weapon doesn about 3k/1k, a corvette sized does about 4,5k/1,2k and a capital ship sized does 10k/1,5k?d_ka wrote:Capships weapons don´t do enough damage?Or do you mean they are too slow to hit M6? ( or even fighters?! ). Well, at least Paranid PSG has a huge bullet size, and the turret positioning of their M2 is quite good, so that they can deal with pesky corvettes with relative ease. And so are the GC of the Teladi. too.
Imo, the turret turning speed of medium ( M6/M7 ) weapons is bit too slow, as is the bullet speed of EMPC, and esp. the FrBL.
M6 in swarms ( 4 and more ) can be a real threat to lone capitals*, but if you mean M7 to be true capital ships, well.... they are only frigates ( and if you´d fly those yourself, you could deal with any of the pesky M6 with ease, unless you are piloting an M7C ship, which then should have fighters on board to defend it ).
M7M are the doom in XRM, in AI hands definetly, or do you mean that you can´t release a barrage command, and aren´t used to configure their turrets accordingly? ( i never fly them personaly, but as a part of a fleet, i use CODEA, they can be very deadly ).
In fact, Tommahawks are way too strong, but while hammers can still be accepted as guided missiles, the T. have way to large blast radious, so fighters ain´t a viable countermeasure against bombers, which makes them very annoying ). Generaly, the range of those missiles is way to high, imo, esp. of the Tommahawks, -20km at least would do good to them, if not more ). The hitpoints of heavy missiles, however, i find quite adequate ( it´s AP only, afaik ), since otherwise they would be one shoted by any tiny M4 rear turret; but Moskito MD is a bit of a help in some cases ( or a manually targeted T. with a Hurrican at 20km - the blastradious of the Hurrican will destroy the rest of them ).
*If you fly it yourself, you still have all your skills, and the uber straffing none of the NPCs got. And if you let 1 of your frigates fight against multiple M6, well, without looking at stats just take a look at the total cost of those: best M7 = max. 70Mio, while best M6 = c.a. 25 mio., and you´ll have your answer.
So, i´m afraid, i can´t summon your complains, let alone the issues XRM might still have to be called the way you choose.
Also, 'rebalancing' ammo based weapons is exactly just as stupid as the rest of the 'balance'. Gauss cannon is 'rebalanced' so it doesn't need ammo any more. Where can you fit it in? On teladi ships. Did they change the weak weapon generators (while in vanilla those were enough since your main guns didn't use WE - being ammo based). Oh, why would they, that needs thinking. Net result - teladi ships run out of juice in 10 salvos, and have 0 staying power.
Yes, that's what I was saying. Tomahawks are way too strong. The missile has more hull than an m4 and you have about 0 chance to shoot it down. And with the great idea of having m3 bombers every M1 spews forth about 4-6 per wave, so you'll have 16-24 of those incoming in every 30s. Good luck - any actually serious battle you'll have to jump out again and again due to tomahawk spam. And you can do nothing about it. Oh, you can not get to the bombers either, since two-three salvos will strip your shields. And guess what? Rest of the missiles - wow, they can be shot down by a light summer breeze (just for reference I had to shoot 100 Typhoons to kill 8 bombers, good thing they 'rebalanced' cargo as well, it only took 2500 cargo space - awesome).
On the other hand M7Ms are completely worthless. You don't need Hammers in the first place as tomahawks deal roughly the same damage, but have insane amounts of missile hp, so they won't get shot down. Second is the totally idiotic Flail nerf. 20s cooldown to shoot a missile that does 13k damage. With 16 tubes that can even be enough for two m3s... Great buy for 50M+
The balance is terrible and every small bit of it just reassures you that someone took a bunch of ideas they thought was 'fun' and never ever checked on the big picture.
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AGI Station Names in Forceti
Most of the AGI Taskforce stations in ATF Forceti show up as {1000,122} followed by various number sets. I just installed XRM, perhaps I made a mistake?
Any help fixing this would be much appreciated, thanks.
Edit: I just moved from playing XRM on TC. In TC there were capital ships and corvettes in many core sectors. So far I have only seen fighters and tons of trade ships. I flew into Xenon sector 472 and there's not a single Xenon ship. Is this normal?
Any help fixing this would be much appreciated, thanks.
Edit: I just moved from playing XRM on TC. In TC there were capital ships and corvettes in many core sectors. So far I have only seen fighters and tons of trade ships. I flew into Xenon sector 472 and there's not a single Xenon ship. Is this normal?
Last edited by Raye94 on Sun, 22. Jun 14, 09:02, edited 3 times in total.
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There is still a factor of "range" - cap ship weapons fire at 3x and more range of fighter weapons, and there is also a difference of dps vs. dph. While "damage per second" might look rather in favour of M3 weapons, "damage per hit", which isn´t shown in game gives an overwhelming advantage to the capitals.
GC - Shield DPH: 43.320, Hull DPH: 7.440
EBL - Shield DPH: 687, Hull DPH: 127
And still, fighters can hardlly take out a cap ship out ( i mean an M1 or M2, not M7, they´re not true capitals, imo ) on their own. This is generaly a misconception by Ego in vanilla, that fighters would be a bane of everything. In fact, Bombers are ( M3B to be precise, which we both "love" so much ), but the balancing of those isn´t yet perfect in XRM, - that i was trying to acchieve by my postings on this, and the XRM dedicated forums, but Paul is busy right now, as simple as that, and he´d need more then my, or the opinion of only a couple of players, to make major changes. So, i´m thankfull for your engagement in this case, just the "tone" is a bit too agressive, which no one likes to hear, i think.
Concerning GC - i´ve never noticed any of my ships run out of juice at any ocasion. Oh, wait, yea, the Shrike case - it does, but it even can´t fit GC, but IBL, actually. In fact, looking at the stats of a Phoenix compared to a Titan or Odyssios, it has huge advantages in shield value, has great hull ( no matter what, the ship profits from this high value = stronger ), and can fire GC for quite a long time. What it lacks are 4 rear guns, which the other destroyers can outfit with their "medium" guns, thus making them more effective when turning their back on enemy capitals ( or simply a better anti missile/fighter protection ). But since when are Teladi kind of super craftsman? I´ll have to run some tests with those ships myself regarding their WRR in a prolonged combat, but if i am right, Teladi are way too strong.
Let´s have a look ( Reaktor Power/ Weapons Energy/ Weapons Reload Rate ):
Titan : 17.500 ( 4x2G ) / 346.400 / 6.581,3
Phoenix: 17.000 ( 6x2G ) / 316.400 / 4.112,9
Odyssios 16.400 ( 5x2G ) / 304.000 / 4.559,7
As said before, Titan/Odyssios have +4 additional ( rear ) gunns, so the´d need those recharge advantages, esp. Titan beeing the weaker shielded among them, but that´s a trade off: if a ship has all the advantages, it´s unbalanced, isn´t it?
GC can also be fitted in pirate capitals, which makes them really, really dangerous, since they hardly miss, and their weapon generators are often stronger then of the major races.
Concerning Flails - they are useless, as they are. Imo, any non swarm missile in XRM is useless to a degree when facing ships with rear turret(s). It was good as a swarm missile, but it should be a short range missile for M7M to protect themselfs against pesky fighters, or to give convoy protection to other ships of the task force ( 10-15 km should be enough, not to make it an offensive weapons of doom, again ).
The comparation of missile vs. M4 hitpoints is interesting. I used to use high_hulls for quite a while, it also added to survivability of the fighters vs. flak, but while that values i´ve found usefull, the hulls of capitals multiplied by 12 ( leading to Xenon doom, and unbalancing frigates vs. destroyers equilibrium ), were bit too much for my testings. Sadly, i have no exact values to compare a Tommahawk vs. M4 with medium_hulls, but as some one has wrote a while ago, in XRM there are some ship classes that become bit obsolete, and M4 definetly belong in that cathegory - why use a tiny fighter that goes down with a first serious hit, since outfitting them is additional work. As much as i like the changings to M6 class in XRM, those ships should never be so fast ( their agility i like, though ), so that one could substitute fighters with corvettes for the sake of survivability. Corvettes, according to X3 cannons, are anti fighter ships, but to fulfill their role they should rather be slower then fighter, quite manouverable, and have turrets, for the most part ( except some assault version, perhaps, since some players swear on main guns, which i can´t understand at all - main guns should be fighter only prerogative, imho ). A single gunned flak on top/bottom of those M6 would give them that additional punch against fighters, while M4 ( M5 are scouts, they shouldn´t count at all ), should be more resillent in generall ( more agile then M3, faster, cheaper - esp. concerning their tunings - they should be able to dodge flak quite well, while not beeing able to make any serious damage to even a frigate; anti fighter role that´s what they are ment to do ).
GC - Shield DPH: 43.320, Hull DPH: 7.440
EBL - Shield DPH: 687, Hull DPH: 127
And still, fighters can hardlly take out a cap ship out ( i mean an M1 or M2, not M7, they´re not true capitals, imo ) on their own. This is generaly a misconception by Ego in vanilla, that fighters would be a bane of everything. In fact, Bombers are ( M3B to be precise, which we both "love" so much ), but the balancing of those isn´t yet perfect in XRM, - that i was trying to acchieve by my postings on this, and the XRM dedicated forums, but Paul is busy right now, as simple as that, and he´d need more then my, or the opinion of only a couple of players, to make major changes. So, i´m thankfull for your engagement in this case, just the "tone" is a bit too agressive, which no one likes to hear, i think.
Concerning GC - i´ve never noticed any of my ships run out of juice at any ocasion. Oh, wait, yea, the Shrike case - it does, but it even can´t fit GC, but IBL, actually. In fact, looking at the stats of a Phoenix compared to a Titan or Odyssios, it has huge advantages in shield value, has great hull ( no matter what, the ship profits from this high value = stronger ), and can fire GC for quite a long time. What it lacks are 4 rear guns, which the other destroyers can outfit with their "medium" guns, thus making them more effective when turning their back on enemy capitals ( or simply a better anti missile/fighter protection ). But since when are Teladi kind of super craftsman? I´ll have to run some tests with those ships myself regarding their WRR in a prolonged combat, but if i am right, Teladi are way too strong.
Let´s have a look ( Reaktor Power/ Weapons Energy/ Weapons Reload Rate ):
Titan : 17.500 ( 4x2G ) / 346.400 / 6.581,3
Phoenix: 17.000 ( 6x2G ) / 316.400 / 4.112,9
Odyssios 16.400 ( 5x2G ) / 304.000 / 4.559,7
As said before, Titan/Odyssios have +4 additional ( rear ) gunns, so the´d need those recharge advantages, esp. Titan beeing the weaker shielded among them, but that´s a trade off: if a ship has all the advantages, it´s unbalanced, isn´t it?
GC can also be fitted in pirate capitals, which makes them really, really dangerous, since they hardly miss, and their weapon generators are often stronger then of the major races.
Concerning Flails - they are useless, as they are. Imo, any non swarm missile in XRM is useless to a degree when facing ships with rear turret(s). It was good as a swarm missile, but it should be a short range missile for M7M to protect themselfs against pesky fighters, or to give convoy protection to other ships of the task force ( 10-15 km should be enough, not to make it an offensive weapons of doom, again ).
The comparation of missile vs. M4 hitpoints is interesting. I used to use high_hulls for quite a while, it also added to survivability of the fighters vs. flak, but while that values i´ve found usefull, the hulls of capitals multiplied by 12 ( leading to Xenon doom, and unbalancing frigates vs. destroyers equilibrium ), were bit too much for my testings. Sadly, i have no exact values to compare a Tommahawk vs. M4 with medium_hulls, but as some one has wrote a while ago, in XRM there are some ship classes that become bit obsolete, and M4 definetly belong in that cathegory - why use a tiny fighter that goes down with a first serious hit, since outfitting them is additional work. As much as i like the changings to M6 class in XRM, those ships should never be so fast ( their agility i like, though ), so that one could substitute fighters with corvettes for the sake of survivability. Corvettes, according to X3 cannons, are anti fighter ships, but to fulfill their role they should rather be slower then fighter, quite manouverable, and have turrets, for the most part ( except some assault version, perhaps, since some players swear on main guns, which i can´t understand at all - main guns should be fighter only prerogative, imho ). A single gunned flak on top/bottom of those M6 would give them that additional punch against fighters, while M4 ( M5 are scouts, they shouldn´t count at all ), should be more resillent in generall ( more agile then M3, faster, cheaper - esp. concerning their tunings - they should be able to dodge flak quite well, while not beeing able to make any serious damage to even a frigate; anti fighter role that´s what they are ment to do ).
"Only fools seek power, and only the greatest fools seek it through force".
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Re: AGI Station Names in Forceti
You have not correctly installed the scripts. Re-read the install instructions and restart your game.Raye94 wrote:Most of the AGI Taskforce stations in ATF Forceti show up as {1000,122} followed by various number sets. I just installed XRM, perhaps I made a mistake?
Any help fixing this would be much appreciated, thanks.
Edit: I just moved from playing XRM on TC. In TC there were capital ships and corvettes in many core sectors. So far I have only seen fighters and tons of trade ships. I flew into Xenon sector 472 and there's not a single Xenon ship. Is this normal?
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... i´m very sure, that you´ll find them in \t\xxxx-L044\page id 17 ^^Nicoman35 wrote:Could you point me in the direction, where those names are stored?
// use notepad => CTRL + F to find them ...
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Mission Director Beispiele