[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.

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nap_rz
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Post by nap_rz »

paulwheeler wrote:UPDATE RELEASED v1.16
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btw ATF Command on Forseti, any reason why capital ships can't dock there? what's the point of it selling jumpdrive if 1/2 the number of customers (M7, M2, M1) can't dock there anyway? :lol: same with Saturn research station that has trader MK3 other than that remote HQ... I'd rather go to PTNI HQ now...
Last edited by nap_rz on Mon, 23. Jan 12, 18:02, edited 1 time in total.
NeverSnake
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Post by NeverSnake »

littleliliput wrote:Nap_rz has a point. Capital weapons have high damage but lack feeling of this power.
Paul could it be possible to implement those two suggestions? Or could there be a different solution?
Capital weapons as they are now are ok, but I think it's worth trying to make them better and really fun to play with.
It wouldn't work, it'd just make them feel like oversized IREs (which are a good comparison as they have a fancy projectile). Making capital-class weapons more earth-shattering would involve playing with the visual effects on the shot and the sound they made rather than just speeding them up.
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morikaane
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Post by morikaane »

nap_rz wrote:btw ATF Command on Forseti, any reason why capital ships can't dock there? what's the point of it selling jumpdrive if 1/2 the number of customers (M7, M2, M1) can't dock there anyway? :lol: same with Saturn research station that has trader MK3 other than that remote HQ... I'd rather go to PTNI HQ now...
Note: Applies to XRM:AP only.

You don't need to dock at that specific station in order to purchase it. If you dock the larger ship to the flight school in ATF Forseti and select the trade menu, and then select your ship from the upgrade menu, you should be able to purchase the jump drive from there.

The same applies in Saturn too, except you'd dock to the shipyard instead.

Easy.

Cheers,
M.
Last edited by morikaane on Mon, 23. Jan 12, 18:25, edited 1 time in total.
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Baleur
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Post by Baleur »

Is there any reason to install the Improved Races script if i'm using Albion Prelude and this mod?

Or will that script simply add upon the Albion Prelude / XRM functionality? Replace even? (i always loved that script as well as this mod, but i dont want anything to conflict, like dual scripts doing the same thing or whatnot)

Thanks!
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Malaras
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Post by Malaras »

deca.death wrote:
Malaras wrote:Hello, I'm new to the game been playing for 4-5 days or so. Was wondering does this have sector take overs n such? Also possible to wipe out every race ect?
Also is the any type of alliance type stuff mod/script.

If not could i get pointed in the right direction my head about to explode from all this reading lol.
Right direction would be post nr.1 in this thread. Everything is explained there in detail. You really need nothing else except this mod and mods it recommends /links to on mentioned page, because it already incorporates like hundreds of distinct modifications, script and standalone modules. Later when you get some experience you'll know better what to incorporate more /what do you lack especially, if anything. It's hard to give recommendation because most of players here run several additional (often minor, but sometimes larger like IR or MBRR or pirate guild) scripts and they often choose totally different stuff, because there are tons of them and they all are good in some way.


I'm wanting my game to be some what like space empires 5 was.
My very friendly advice to you would be to forget as quickly as possible every experience with "similar" games you've think you previously had and play X3 XRM with open mind, expecting nothing. This is far better and far more comprehensive game that anything you've might previously played, but sometimes wrong expectation might ruing game experience even before it started.
Thanks,
I know a few things i want now as i mentioned. Was just asking if this mod/script had 2 things in it, Sector takeovers and/or Being able to to kill off other races and such.
Then while i was at it, Asked if anyone knew of any alliance type/mods scripts.

Didn't ask about any recommendations.
morikaane wrote:
Malaras wrote:
Wasn't asking a question about "I Win ships".



Sorry... my brain glazes over sometimes. My bad.

There is no 'definite end'. Just think of XRM:AP, in particular, as a massive endless sandbox. That doesn't prevent you from creating your own goals, like carving out an empire from a bunch of sectors, being a massive tech tycoon or something like that though.

There are also a whole bunch of mods that can add 'more purpose' to the game, but it all depends what you're after. Things like Pirate Guild and Improved Races and whatnot.

I hope that helps more than my last answer.

Cheers,
M.
Thanks Again, :)

I know the type of game it is sandbox. Just trying to find some mods to fit my liking better. ;)

See i must be interpreting Empire differently than others on here when i think Empire I'm thinking Take Over everything leave no one alive ?!?!?

For a single player game anyway.

I Have allot of goals in my my first game (unmodified). But want to try out some mods now.
Like running an empire, taking over sectors and would love to have the goal of killing off everyone as my last goal ;)

But anyway, Guess i start a new topic to see if anyone knows of any mods/script i'm seeking.

Thanks Again,
Last edited by Malaras on Mon, 23. Jan 12, 18:24, edited 1 time in total.
morikaane
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Post by morikaane »

Baleur wrote:Is there any reason to install the Improved Races script if i'm using Albion Prelude and this mod?

Or will that script simply add upon the Albion Prelude / XRM functionality? Replace even? (i always loved that script as well as this mod, but i dont want anything to conflict, like dual scripts doing the same thing or whatnot)
On its default settings, it would double the number of conflicts in XRM:AP. I'd start playing XRM:AP without it for a while, and then, after backing up your saves, give it a shot, play with the settings and try to get a balance (if there is one).
Malaras wrote:But anyway, Guess i start a new topic to see if anyone knows of any mods/script i'm seeking.
I suggest that you start a game without the extra mods running first and build up your forces, backup the saves and then give the mods a shot. IR especially. That way, if you don't like them, you don't have to start from scratch again and your save games won't be messed up after you remove them either (depends on the mod you're using, funny stuff can happen sometimes).

Good luck.

Cheers,
M.
Last edited by morikaane on Mon, 23. Jan 12, 18:30, edited 1 time in total.
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Nick 031287
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Post by Nick 031287 »

hey, whats a good Fighter and the best Buyable weapons to get in XRM for the fighter? and affordable... only got about 3 mill lol
morikaane
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Post by morikaane »

Nick 031287 wrote:hey, whats a good Fighter and the best Buyable weapons to get in XRM for the fighter? and affordable... only got about 3 mill lol
For what race? But... an M3 or M4+ is probably what you're looking for.

M.
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Nick 031287
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Post by Nick 031287 »

Argon M3? or anything that looks human and is effective
paulwheeler
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Post by paulwheeler »

garrry34 wrote:paul why are the terran freight drone in darkspace under commonwealth races, is it a jobs thingy...
They shouldn't be... Ill check it.
Teladidrone
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Post by Teladidrone »

littleliliput wrote:Capital weapons have high damage but lack feeling of this power.
Paul could it be possible to implement those two suggestions? Or could there be a different solution?
Capital weapons as they are now are ok, but I think it's worth trying to make them better and really fun to play with.
If you make capital weapons travel that fast... then what?
Get rid of every other "smaller" ship type, too?
Because if you get in range of a 2500ms/s PPC with anything smaller than M1/M2 and maybe well shielded M7 its game over before you knew what hit you... doesnt matter that they can only fire a couple of shots per minute.

I'm all for beefing things up compared to vanilla but dont loose perspective... that being said I already think the weapon re-balancing has gone totally wrong and is not working as it is.
I can accept (but dont really see the point) that now all fighter weapons are basically identical - only with different name and color for each race... ok, why not, no harm done, fighter vs fighter engagements still work with this setup.

But talking about the omnipresent beam weapons here (and with speeds of 1500+ms/s you can now add all capital ship weapons into that category).
What's the point of maintaining and fielding carriers or fighter wings anymore if fighters cant even get in range of bigger ships now without being sniped from across the other end of the sector?
Doesn't matter that they can only fire 10 times a per minute or so...

And if you fly yourself capital ship combat it is as boring as it gets - you can not dodge enemy fire anymore or outmaneuver their turrets, the only thing you can do is stay in range and wait and sit it out. And hope your shields regenerate faster than your enemy's or that their hull runs out before your own.
The way capital ship weapons work in XRM is one of the biggest disappointments for me so far, no need to go down that road any further.
morikaane
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Post by morikaane »

Nick 031287 wrote:Argon M3? or anything that looks human and is effective
Not a fan of the Argon ones, but the Solano is a decent M4+... which you get from OTAS, it is reasonably fast too, decent shields. A Nova or a Nova Vanguard might be okay, but it's notably slower to the Solano... but it can mount better weapons... well, sort of.

The good Terran cheapy is the Chikyu and is particularly fast, it has decent shields. The next good one would be the Excalibur, but that's a bit more than 3mil, and has pretty decent speed, weapons and shielding.

Oh, and the two best ones, would be the Terran Xperimental Shuttle and the ATF Verdandi Sentinel (damn it looks good). :P

I am partial to the ships appearance somewhat though...

M.
Last edited by morikaane on Mon, 23. Jan 12, 18:45, edited 1 time in total.
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paulwheeler
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Post by paulwheeler »

littleliliput wrote:
nap_rz wrote: (...)
1. all capital grade weapons should not be slower than fighter class weapons, so I'm talking about giving PPC something like 5x the speed of it is now, so a PPC will travel at 2500m/s or such that it is faster than, say...a PRG...

2. however, their rate of fire should be also significantly lower my guesstimate, the fastest capital weapon should not fire weapon faster than 1 shot every 10 seconds kinda like how the Teladi gauss cannon work now....
(...)
Nap_rz has a point. Capital weapons have high damage but lack feeling of this power.
Paul could it be possible to implement those two suggestions? Or could there be a different solution?
Capital weapons as they are now are ok, but I think it's worth trying to make them better and really fun to play with.
The problem with making capital ship weapons faster is simply it will render playing in a lone fighter or corvette impossible.

In order to make fighters viable, they have to be able to dodge capital ship weapons. That means they have to be relatively slow.. Otherwise, capital ships will be able to one-shot fighters and people will get fed up with that pretty damn quick.

Its the scalability of the game that's the problem. Making the game fun for both flying a lone fighter and a huge fleet of several destroyers is exceptionally difficult.
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Nick 031287
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Post by Nick 031287 »

morikaane wrote:
Nick 031287 wrote:Argon M3? or anything that looks human and is effective
Not a fan of the Argon ones, but the Solano is a decent M4+... which you get from OTAS, it is reasonably fast too, decent shields. A Nova or a Nova Vanguard might be okay, but it's notably slower to the Solano... but it can mount better weapons... well, sort of.

The good Terran cheapy is the Chikyu and is particularly fast, it has decent shields. The next good one would be the Excalibur, but that's a bit more than 3mil, and has pretty decent speed, weapons and shielding.

Oh, and the two best ones, would be the Terran Xperimental Shuttle and the ATF Verdandi Sentinel (damn it looks good). :P

I am partial to the ships appearance somewhat though...

M.
i like the solano but i need firepower lol
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Nick 031287
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Post by Nick 031287 »

is there any new fighters i can buy thats added from XRM mod?
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:
littleliliput wrote:Capital weapons have high damage but lack feeling of this power.
Paul could it be possible to implement those two suggestions? Or could there be a different solution?
Capital weapons as they are now are ok, but I think it's worth trying to make them better and really fun to play with.
If you make capital weapons travel that fast... then what?
Get rid of every other "smaller" ship type, too?
Because if you get in range of a 2500ms/s PPC with anything smaller than M1/M2 and maybe well shielded M7 its game over before you knew what hit you... doesnt matter that they can only fire a couple of shots per minute.

I'm all for beefing things up compared to vanilla but dont loose perspective... that being said I already think the weapon re-balancing has gone totally wrong and is not working as it is.
I can accept (but dont really see the point) that now all fighter weapons are basically identical - only with different name and color for each race... ok, why not, no harm done, fighter vs fighter engagements still work with this setup.

But talking about the omnipresent beam weapons here (and with speeds of 1500+ms/s you can now add all capital ship weapons into that category).
What's the point of maintaining and fielding carriers or fighter wings anymore if fighters cant even get in range of bigger ships now without being sniped from across the other end of the sector?
Doesn't matter that they can only fire 10 times a per minute or so...

And if you fly yourself capital ship combat it is as boring as it gets - you can not dodge enemy fire anymore or outmaneuver their turrets, the only thing you can do is stay in range and wait and sit it out. And hope your shields regenerate faster than your enemy's or that their hull runs out before your own.
The way capital ship weapons work in XRM is one of the biggest disappointments for me so far, no need to go down that road any further.
The big beams are actually fairly impotent against fighters. The total damage is spread across the duration of the beam and a ship only takes damage while they're in the beam. Fighters simply don't stay in the beam long enough to take significant damage.

If taking on a capital ship with fighters though, you have to accept that you will lose a significant number of fighters. But it is doable.

Its not possible to take every ship on in a lone fighter in xrm - and that is exactly how it should be.
dougeye
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Post by dougeye »

my only complain with weapons is mass drivers doing hull damage, yes i know this was the case in vanilla but going up against a centaur sentinel in my vidar is punishment. the sheild are fine but ill get like 20% hull damage from each engagment lol going up against m6 invasion wings as a terran is getting frustrating, repairing vidars all the time is not recommended for a healthy bank balance or my right side ctrl key lol
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Drockt1
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Post by Drockt1 »

Is XRM adding marines to all cap ships? Ive yet to find a TL(went atmospheric lifter hunting today). and every single one had 15-20 well trained marines.. seemed a bit excessive on a TL that hangs out in home sectors.
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Nick 031287
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Post by Nick 031287 »

i think i might go for a Centour Mk1 as its only 6 mill :P
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Nick 031287
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Post by Nick 031287 »

just ran into a Research station for terrans andd it sells a Xperimental shuttle!!!! thats like the ULTIMATE M3 fighter!!!!

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