[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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Ah ok, now I understand what you mean. I vaguely remember also seeing that sometimes NPC ships didn't get repaired by their drones despite them trying to do so. Let's see if we can observe a pattern behind this...Eidolan wrote:...
Then why do the NPC ships never get fixed? Argon one has been at 70 something percent hull strength my whole friggen game, despite a swarm of goblins shooting "something" beam like (looks like an impulse emitter) at it.
And does having MARS installed on a NPC ship = free goblins? Ships that I have scanned or even ones that I own will shoot out drones even tho they have none in the cargo bay.
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Guys a little help,
I started a new game. I have one sirokos and a few credits in my pocket. Sirokos has fight command mk1 & mk2 built in.
however,
when i try to set the turrets of the ship to something, simply there are not there! i can only see two entries for MARS. defence & attack.
It is highly probable that i messed something up because MARS was giving me troubles. it wouldnt install. so i was moving stuff around..
any ideas?
edit:::**thanks..Fixed..
I started a new game. I have one sirokos and a few credits in my pocket. Sirokos has fight command mk1 & mk2 built in.
however,
when i try to set the turrets of the ship to something, simply there are not there! i can only see two entries for MARS. defence & attack.
It is highly probable that i messed something up because MARS was giving me troubles. it wouldnt install. so i was moving stuff around..
any ideas?
edit:::**thanks..Fixed..
Last edited by RayF on Tue, 17. Feb 15, 13:42, edited 1 time in total.
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I can go make a video of poor Argon one if you want lol. I have seen it happen in sector, as in I witnessed the battle that damaged a ship, watched drones come out (again even if it had none in its cargo bay) and I have also come into sectors to see damaged ships already with drones buzzing around them. I have also seen owner-less ships (NPC bailed) spawn drones. Best case of this was the Vidar you board in the Terran plot, when I lunched marines it flagged hostile and it's drones WTF pawned my space walking marines. I have done a quick check of the mods / scripts I have installed and none of them seem to have entries for drones and or goblins other then XRM and Improved Freight Drones and I checked and it ONLY messes with the freight drones as far as I can tell.BlackArchon wrote:Ah ok, now I understand what you mean. I vaguely remember also seeing that sometimes NPC ships didn't get repaired by their drones despite them trying to do so. Let's see if we can observe a pattern behind this...Eidolan wrote:...
Then why do the NPC ships never get fixed? Argon one has been at 70 something percent hull strength my whole friggen game, despite a swarm of goblins shooting "something" beam like (looks like an impulse emitter) at it.
And does having MARS installed on a NPC ship = free goblins? Ships that I have scanned or even ones that I own will shoot out drones even tho they have none in the cargo bay.
One thing I just remembered is that that I'm pretty sure every ship I have seen this happen too has had MARS installed on it. I used the Repackaged mars as per the XRM instructions. And I have no MARS Cat/Dat files just scripts.
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Currently I'm also experiencing this issue. A NPC Boron Thresher is trying to get repaired, but despite the drones shooting their lasers on it, its hull hitpoints aren't changing.
But I noticed something interesting: the ship info page (hit the "u" key when a drone is selected) of these drones states that they have maximum laser energy of 250 MJ and a recharge rate of 3 MW (scroll to the middle of the page). However, in the beginning of the drone's info page, it says 'Laser 0/0 (0%)'. Maybe this is the problem? You see the weapon's animation, but since there is something wrong with the laser energy, they aren't actually using their repair laser.
Paul, can you falsify/verify this thesis? I'm not so deep in the XRM internals yet.
But I noticed something interesting: the ship info page (hit the "u" key when a drone is selected) of these drones states that they have maximum laser energy of 250 MJ and a recharge rate of 3 MW (scroll to the middle of the page). However, in the beginning of the drone's info page, it says 'Laser 0/0 (0%)'. Maybe this is the problem? You see the weapon's animation, but since there is something wrong with the laser energy, they aren't actually using their repair laser.
Paul, can you falsify/verify this thesis? I'm not so deep in the XRM internals yet.
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X3 tc or ap
which game does this mod shin most with?I have played over 650H on TC and like 10 on AP, so I don't know much about AP. Is it a Superior game?
and i dont really see the option, but does ap allow players to capture sectors, while tc requires lazcorp?
PS:
please don't tell me that it's up to me. there is a reason why I'm asking the forum. I value your opinion.
and i dont really see the option, but does ap allow players to capture sectors, while tc requires lazcorp?
PS:
please don't tell me that it's up to me. there is a reason why I'm asking the forum. I value your opinion.
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Having a little trouble with the cockpit plugin for this mod. I'm using the first one, Glass Tints and Reflections 1.30b, manual install. The only other mods I have are Ware Manager, Hotkey Manager, Community Plugin Manager (the plugin manager defaults) and LV Cheats. Haven't tried the package version yet, but has anybody else had this problem?
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Re: X3 tc or ap
My personal view is that you could easily do without XRM and loose very little in gameplay, while there are some included scripts etc you can find those as stand alone versions. However what I feel XRM excela at is MOAR, you simply get more space toy and that alone makes it a great mod.adb0899 wrote:which game does this mod shin most with?I have played over 650H on TC and like 10 on AP, so I don't know much about AP. Is it a Superior game?
and i dont really see the option, but does ap allow players to capture sectors, while tc requires lazcorp?
PS:
please don't tell me that it's up to me. there is a reason why I'm asking the forum. I value your opinion.
As for the AP vs TC issue, I guess it comes down to how you play the game. Apart from a few new sectors and ships, AP does not add a huge amount to the game. However for me the only killer feature is how OOS combat has changed. In TC OOS was simply absurd and you would need to ensure you had a fully loaded M2 to be sure of taking out an M6 or two, this meant that really TC was more of a single ship Elite style game. Now that OOS works properly you can have yourself honking big space empires and sit back in comfort knowing a few pirate fighters that entered one of your sectors are going to be dealt with.
If youu like playing a lone star fighter/pirate/junk trader then you could happily stick with TC and not miss out, otherwise make the jumpr to AP for the OOS combat alone.
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I don't think this is an XRM issue,
but in sector map when I press, lets say "L" to look for all sectors that start with 'L' I only get one..Light of heart. Even though Legends home is next to it! Why is thi?!?!?!
p.s..i only uncovered a couple of sectors around legends of home...
edit::Found problematic script..Not an XRM issue.
but in sector map when I press, lets say "L" to look for all sectors that start with 'L' I only get one..Light of heart. Even though Legends home is next to it! Why is thi?!?!?!
p.s..i only uncovered a couple of sectors around legends of home...
edit::Found problematic script..Not an XRM issue.
Last edited by RayF on Thu, 19. Feb 15, 16:42, edited 1 time in total.
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Unfortunately you can't change xenon behaviour.adb0899 wrote:thank you, and is there a way to tone down the ammount of xenon attacks. it's absolutely nonstop! I like it but not a xxenon M2 in every other sector. it makes trading impossible.
Edit: Or is there a way that you think trade is safe or safer sectors?
In what area are you operating now ?
XRM universe is much more dangerous place then vanilla one, but there are some pretty safe sectors. E.g. areas around Argon Prime, Seizewell, Family Pride, Paranid Prime, Queen's Harbour and Reservoir of Tranquility or most Terran sectors are usually Xenon-free and you can even set up some mk3 traders there without worrying too much. As for automatic trading I recommend using 'MK3 Improvement Reloaded' script, I didn't lose any trader while using it.
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Scale Plate Green- Omicron Lyrae- Black Hole Sun is one of the busiest xenon routes, that's why you see them all the time.adb0899 wrote:i'm currently downloading the script, and installed it with xplugin.
I was operating in terran space and south of it.
also do i have to worry about GOD destroying terran space in this mod?
GOD is always a problem, but looking at my universe map after 3 in-game days terrans seem to be doing pretty good.
BTW. you don't have to worry about the stuff being unavailable because of GOD removing some factories. There is a special weapons dealer that always have all of the CW and Terran weaponry and shields in stock in large quantities. This station is sometimes hard to find, though.