[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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I've been searching Split shipyards and the best I could find was the Heavy Dragon. Is it a plot related reward, or is it one of those capture only ships (like the Paranid Hyperion)?BlackArchon wrote:I don't know XTM, but the Split Cheetah (M6) might be what you like. Fast, agile, good weaponry, bad shielding.
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The Split Cheetah is available at a Thuruk's Inc Research Station. In my game there's one in Thyn's Abyss.
The Ship Browser Tool by zanzal is a must-have script for XRM in my opinion:
http://forum.egosoft.com/viewtopic.php?t=362832
Talking of must-have scripts, I hope Paul considers updating the script compatibility post at the start of this thread as it contains many outdated (and even unobtainable) scripts. Many superb scripts have emerged in the last couple of years that hugely add to XRM.
The Ship Browser Tool by zanzal is a must-have script for XRM in my opinion:
http://forum.egosoft.com/viewtopic.php?t=362832
Talking of must-have scripts, I hope Paul considers updating the script compatibility post at the start of this thread as it contains many outdated (and even unobtainable) scripts. Many superb scripts have emerged in the last couple of years that hugely add to XRM.
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Wow, that's a huge helper. I ended up using it and buying an Argon Nexus. Slightly more shielding, decently fast, an a bunch of turret coverage. I was put off from the other Split ships because they had such poor weaponry (PACs were the strongest normal weapon I could get for the heavy dragon, and the ISR's didn't feel very effective at all).Pierre'70 wrote:The Split Cheetah is available at a Thuruk's Inc Research Station. In my game there's one in Thyn's Abyss.
The Ship Browser Tool by zanzal is a must-have script for XRM in my opinion:
http://forum.egosoft.com/viewtopic.php?t=362832
Talking of must-have scripts, I hope Paul considers updating the script compatibility post at the start of this thread as it contains many outdated (and even unobtainable) scripts. Many superb scripts have emerged in the last couple of years that hugely add to XRM.
It looks like the Cheetah can mount PRGs on the front, so I'll scout around for it and give it a try. So far the Nexus is holding up pretty well though.
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The Ion Shard Railgun is one of the reasons why Split ships are so deadly. These corvette-class weapons do decent damage and it is hard to miss with them because of their very high projectile speed. This advantage is reduced by the short range they have. But if you try a Split Dragon Sentinel with full ISR weaponry, you won't be disappointed.
Btw, the Thuruk Inc. Research Station is one of the few special stations which change their location periodically, so you probably won't find it in Thyn's Abyss.
Btw, the Thuruk Inc. Research Station is one of the few special stations which change their location periodically, so you probably won't find it in Thyn's Abyss.
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Yea, so far I've only found 2 research stations, both in their own neutral sectors. One had an Advanced Heavy Osprey and the other an Advanced Heavy Nemesis. Still looking out for the one that has the Cheetah!BlackArchon wrote:The Ion Shard Railgun is one of the reasons why Split ships are so deadly. These corvette-class weapons do decent damage and it is hard to miss with them because of their very high projectile speed. This advantage is reduced by the short range they have. But if you try a Split Dragon Sentinel with full ISR weaponry, you won't be disappointed.
Btw, the Thuruk Inc. Research Station is one of the few special stations which change their location periodically, so you probably won't find it in Thyn's Abyss.
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Cheetah is good ship, esp. since it has a built in Military Scanner, and it also can fire Boarding Pods ( i use Improve Boarding, so i don´t really need them, but it´s a cool feature ).
But Split Heavy Dragon Prototype* is my most favorite M6 so far. Aside the fact that ISR is superb againt fast moving targets when mounted on turrets ( and 4xISR up/down is enough to damage fighters nicely ), it has the ability to mount Paranid PPG in front ( and turrets as well, if needed ), which is the fastest M6/M7 medium weapon aside the ISR, but with proper range.
If you look for a strong, and cheap M6 you can always try Pirate Marauder*, or if you need an additional docking place for M5 fighter, take a look at Yaki Washi*. Both of them are also handy as ships under AI control due to their higher stearing value.
*. I use Advance Fighter Scripts by Cronos, and fighters behave differently there; one sign of it is their "awareness" of heavier turreted guns, and in case of all M6 i´ve mentioned there are 4x turrets on sides or top/bottom, which leads to more "respect" from fighters towards those Corvetts ( just an observation i thought i´d share, could be handy ).
But Split Heavy Dragon Prototype* is my most favorite M6 so far. Aside the fact that ISR is superb againt fast moving targets when mounted on turrets ( and 4xISR up/down is enough to damage fighters nicely ), it has the ability to mount Paranid PPG in front ( and turrets as well, if needed ), which is the fastest M6/M7 medium weapon aside the ISR, but with proper range.
If you look for a strong, and cheap M6 you can always try Pirate Marauder*, or if you need an additional docking place for M5 fighter, take a look at Yaki Washi*. Both of them are also handy as ships under AI control due to their higher stearing value.
*. I use Advance Fighter Scripts by Cronos, and fighters behave differently there; one sign of it is their "awareness" of heavier turreted guns, and in case of all M6 i´ve mentioned there are 4x turrets on sides or top/bottom, which leads to more "respect" from fighters towards those Corvetts ( just an observation i thought i´d share, could be handy ).
"Only fools seek power, and only the greatest fools seek it through force".
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That's not the case. The relocation is completely random and not all stations move at the same time. If you have a ship docked at a station flagged to move it will eject your ship. You've just been lucky so far that the station your ship is docked at hasn't tried to move.BlackArchon wrote:Here is a hint: If you want to pin one of these special stations to a certain sector, dock a ship at them. They won't disappear if one of your ships is docked.
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TC plots for AP does partially work, the Goner plot for example works perfect. The Hub plot however is messed up, at the point where you need to connect a hub gate to Segaris there is no gate in the sector.THE_TrashMan wrote:Single question - I take it this is not compatible with TC plots for AP and Terran Revitalization project or extra terran missions?
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Changing music of a specific sector?
I know you can swap out the soundtrack with your own music if you just rename your music file to the one the game used (i.e. replacing 01001 with your combat tune, etc.)
What I'm curious is if there is a way to change the music for a specific sector and only that specific sector.
I'm playing XRM and just waltzed into Solitas, and the few high yield asteroids I found there look great for some mines, and possibly for a future homebase. But the music is very downtrodden (and rightfully so, it's a memorial area, like Presidents End), but if I start working in it, I'd like to swap out the music in that sector without changing that music for every sector that uses the same file.
What I'm curious is if there is a way to change the music for a specific sector and only that specific sector.
I'm playing XRM and just waltzed into Solitas, and the few high yield asteroids I found there look great for some mines, and possibly for a future homebase. But the music is very downtrodden (and rightfully so, it's a memorial area, like Presidents End), but if I start working in it, I'd like to swap out the music in that sector without changing that music for every sector that uses the same file.
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Re: Changing music of a specific sector?
They are?BlackArchon wrote:Most of the TC plots are there anyway when you use XRM for AP, no need for another script.
Swell.
Is there any other plot missing other the the HUB (good riddance!)
Also, the extra terran plots from the TRP, will any of them work?
EDIT:
One more thing - the mod description sez over 200 new ships.
With a terran start, the only I'm seeing flying around are mamoths. Mamoths everywhere. Terran mamoths. Police mamoths. Pirate mamoths.
I've yet to notice a new ship.
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- Pontifex Maximus Panaidia Est Canicula Infernalis
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paulwheeler wrote: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.OtterMan79 wrote:Are Military Supply Transports supposed to be Mammoths even when other races use them? Or is there something wrong with my installation?
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Re: Changing music of a specific sector?
If you look at the file director\XRMINST.xml (use the X3 Editor 2), you see how you can change a sector's music theme.Nova225 wrote:I know you can swap out the soundtrack with your own music if you just rename your music file to the one the game used (i.e. replacing 01001 with your combat tune, etc.)
What I'm curious is if there is a way to change the music for a specific sector and only that specific sector.
I'm playing XRM and just waltzed into Solitas, and the few high yield asteroids I found there look great for some mines, and possibly for a future homebase. But the music is very downtrodden (and rightfully so, it's a memorial area, like Presidents End), but if I start working in it, I'd like to swap out the music in that sector without changing that music for every sector that uses the same file.
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Well, I'm stumped.
Reinstalled AP (deleted whole folder and saves, just to make sure)
installed the bonus scrits ack for AP
Installed XRM, following instructions (with cockpits, MARS* and backgrounds)
*MARS Repacked for Plugin Manager (for AP 3.x)
Installed as Fake Patches - rars 1 and 2 as 04 and 05, cockpits as 06, backgrounds as 07, and MARS ended up as 08 (I think)
Installed a bunch of scritps and add-ons:
- Board stations
- Equiment Research and Development
- Marine Repairs
- Befhelsbibliotek
- Energy Cell generator
- Salvage Claim Software
- NPC bailing addon
- Terran Police License
- LoCo202_XRM
Started a new game - mammoths everywhere again.
Went back, checked to see if anything is amiss. Disabled the LoCo202_XRM.
Started a new game.
No MARS message. No New Ship in Shipyard message. Space is empty, almost no ships of any kind.
WTF???
Reinstalled AP (deleted whole folder and saves, just to make sure)
installed the bonus scrits ack for AP
Installed XRM, following instructions (with cockpits, MARS* and backgrounds)
*MARS Repacked for Plugin Manager (for AP 3.x)
Installed as Fake Patches - rars 1 and 2 as 04 and 05, cockpits as 06, backgrounds as 07, and MARS ended up as 08 (I think)
Installed a bunch of scritps and add-ons:
- Board stations
- Equiment Research and Development
- Marine Repairs
- Befhelsbibliotek
- Energy Cell generator
- Salvage Claim Software
- NPC bailing addon
- Terran Police License
- LoCo202_XRM
Started a new game - mammoths everywhere again.
Went back, checked to see if anything is amiss. Disabled the LoCo202_XRM.
Started a new game.
No MARS message. No New Ship in Shipyard message. Space is empty, almost no ships of any kind.
WTF???
- Burning with Awesomeness
- Pontifex Maximus Panaidia Est Canicula Infernalis
- Pontifex Maximus Panaidia Est Canicula Infernalis