[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

hoopty
Posts: 5
Joined: Mon, 9. Sep 13, 21:23
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Post by hoopty »

paulwheeler wrote:The placeholders are there to leave a gap in tships between vanilla ships and new xrm ships. So that if egosoft add new ships I can slot them easily in place in tships without breaking saves.

They have "zz" in their names so they appear at the end of all lists.

Just ignore them.
Thank you sir.. Btw Awesome Mod!! :o :o :D :D :D
DoomDude1
Posts: 15
Joined: Tue, 12. Mar 13, 22:15

Post by DoomDude1 »

So, it seems that the Argon are using weapons which directly damage the hull. Not sure if it's a bug or not, I hope it's not a feature, since it's kind of ridiculous to have corvettes bring an M1/2 down to 30% hp through direct hull damage.
zhukov032186
Posts: 125
Joined: Sat, 18. Feb 12, 05:21
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Post by zhukov032186 »

Yeah, that's a feature... of the X-series.

Argon have mass drivers which damage you through shields. They have always had them, and it has nothing to do with XRM.
-XeNoN-
Posts: 373
Joined: Tue, 6. Mar 12, 12:04
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Post by -XeNoN- »

New Xenon Z if PaulWheeler wants to replace one from Cadius.

This ship was original work from Crip, i've remodeled (added new features etc) it and retextured engine parts and added engine effects for Roguey's X3 AP MOD.

[ external image ]

http://puu.sh/kfvsQ/ba8338d5ea.jpg

[ external image ]

[ external image ]

http://puu.sh/kfvx4/621b0118ce.jpg

[ external image ]

The ship stats in Roguey's mod are / still are in xrm during test phase:

Turrets 6x 12, Shields 2x7 20 k MW, Laser 490 9k MW laser recharge

I've already managed to import it to XRM succesfully and seems my X3 Edtor 2 was giving the error because of TC plots in AP compatibility mod for XRM.

So anyways @Paul Wheeler if you decide to or if you like this import let me know :).

{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
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Post by BlackArchon »

DoomDude1 wrote:So, it seems that the Argon are using weapons which directly damage the hull. Not sure if it's a bug or not, I hope it's not a feature, since it's kind of ridiculous to have corvettes bring an M1/2 down to 30% hp through direct hull damage.
As zhukov said, this is the weapon Mass Driver. Argon, Split and Pirate ships can use this weapon. This is also a reason for XRM's hull packs. ;)
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scoutster
Posts: 97
Joined: Sun, 13. Jul 08, 11:45
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Post by scoutster »

A simple script for getting a list of sectors where the various research stations (known to you) can be found. Usage by hotkey.

XRM RD locator 1.0
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
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Post by BlackArchon »

Nice work. :)
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
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Post by d_ka »

The Xenon model is quite stylish... which is not what i think Xenon AI would have in mind, actually.
Imo, this ship is much better suited as Xenon Z MK I/II for player usage only - one could fly a superb behemot of a ship that looks good, and is better suited for piloting it instead of those other Xenon "tins".
It would finaly make sence buying a Xenon blueprint you can´t get anywhere else from, no boarding, no hacking ).
"Only fools seek power, and only the greatest fools seek it through force".
KRM398
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
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Post by KRM398 »

hey, Paul, got it all running and seems fine. did the first mission, killed some pirate fighters and xenon fighters, then, in the last sector theres a battle going on, pirates and Khaak attacking Terrans...in Mammoths, the pirates and khaak are all in mammoths, it says, so what did I do wrong?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

KRM398 wrote:hey, Paul, got it all running and seems fine. did the first mission, killed some pirate fighters and xenon fighters, then, in the last sector theres a battle going on, pirates and Khaak attacking Terrans...in Mammoths, the pirates and khaak are all in mammoths, it says, so what did I do wrong?
This is usually caused by a tships conflict. What else do you have installed? A common cause of this is installing the Mars cat/dats.
cibi15
Posts: 1
Joined: Mon, 21. Dec 09, 06:09
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Ships stats

Post by cibi15 »

Hi.Is there another webpage where we can see ship stats ?
As this link is not working anymore
http://www.strikingsoftware.com/xrmstats.html
Thank you
Cibi
Viliae
Posts: 140
Joined: Tue, 12. Apr 11, 22:12
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Re: Ships stats

Post by Viliae »

Hello
cibi15 wrote:Hi.Is there another webpage where we can see ship stats ?
(...)
Try here: http://blubb.najut.org/xrm/ (tables made by: BlackArchon).
Tables don't contains hull packs data.
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
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Post by BlackArchon »

I excluded hull strengths for one reason: If you take hull damage, your ship is as good as dead - so it isn't much of a difference how much hull it has. Or do you think otherwise?
OtterMan79
Posts: 20
Joined: Mon, 5. Nov 07, 05:25
x4

Post by OtterMan79 »

Are Military Supply Transports supposed to be Mammoths even when other races use them? Or is there something wrong with my installation?
paulwheeler
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Post by paulwheeler »

OtterMan79 wrote:Are Military Supply Transports supposed to be Mammoths even when other races use them? Or is there something wrong with my installation?
No that's not correct. You have a mod conflict - likely something else that alters tships. You'll need to restart your game once you have resolved this.
PhantomKnight4420
Posts: 35
Joined: Mon, 3. Feb 14, 18:26

Help!!!

Post by PhantomKnight4420 »

couple of ???
1. Is there a working link to the hull pack info? to the xrm
2. Looking to install rebalance mod but would like to double the shields on all ships would the ncp ship spawn with the added shields?
3. Can you use the cheat script in xrm???
4. Can the terrans and argons made to be alies either in tc or ap?? preferably tc ,not just neutral. I want averice but its taken by the taladi in ap I want to be alies with them ...
5, Imo terran ships are fugly , Id like to swap the terran ships and stations
with the teladi is that possible?
6. Is there anyway to get imperial labs/revelations/ to work in the r/m because of the added sectors ,maybe change what sector they start in?
7. if I just Install codea and the files u need to make it work do you need to start a new game ?
8. do races try to invade and take over sectors in xrm?
thank you
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scoutster
Posts: 97
Joined: Sun, 13. Jul 08, 11:45
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Post by scoutster »

- BlackArchon made a very good ship list
- Learn to mod. If you start a new game, new ships will have the modified shield stats
- Yes
- XRM lets you disable the war on game start (I think)
- Learn to mod
- No idea what this is
- CODEA is a stand alone script, no need to restart
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
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Re: Help!!!

Post by BlackArchon »

PhantomKnight4420 wrote:...
8. do races try to invade and take over sectors in xrm?
thank you
No, you need a script like "Improved Races" for this.
Matticus88
Posts: 337
Joined: Sat, 28. Mar 09, 14:42
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Post by Matticus88 »

Does XRM Change what is legal/illegal in various races sectors? Is terran space still any station goes?
Nova225
Posts: 16
Joined: Tue, 29. Sep 15, 15:14
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Post by Nova225 »

Is there anything similar in style to the OTAS Reaper of X3 Reunions XTM mod? I miss that ship so much, was a bounty hunters dream of a ship (It was like a cross between an M6 and an M3+)

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