[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

nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

Mizuchi wrote:I love all this talk of "realism".

As a race, we can just about manage to put a basic space-station into orbit and hope something (else we put up there) doesn't smash into it.

And yet, somehow, we're calling fantasy weapons in a fantasy universe - in a video-game that lacks Newtonian physics but has talking Squids that all speak English but write in (bad) Kanji instead (and all sound like Germans for some reason) - unrealistic.

What the heck, people. What the heck. 8)

Raw recruits to the XRM cause should also note that saying the word "Paul" in a post when you have an idea does not automatically invalidate the opinions and rebuttals of other users of XRM.
:lol: IMO it's not about realism, it's more about logic and parallelism with the already established story here...
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

paulwheeler wrote:
dougeye wrote:Paul after my little test against your terran fleet a few pages back i left the game on seta for 20 - 30 mins OOS an i noticed your whole terran war fleet had respawned already. Do you think the respawn time could be extended as rebuilding a whole terran fleet in 20mins of seta time seems a bit quick.

I should add that it was destroyed in circle of labour and respawned there too, is that correct that it spawns there or should it travel from one of the terran command bases?
Respawn is set to an hour in-game (non-seta) time.

The key ship is:
Spoiler
Show
The command ship. If that gets destroyed, the whole fleet will retreat to the nearest shipyard and the fleet will respawn in McCallum Relay.

If the command ship stays alive, other ships will respawn as well, but in situ as they are escorts of the command ship. Think of them as reinforcements. I'd like them to spawn in McCallum relay, but jobs doesn't seem to allow this - and if I'd scripted the whole war, it would still be on the drawing board! I may increase the respawn times of the escorts though.
ill have to test again an see because i destroyed the ship in question first and then the rest. i suppose the fleet just blitsed back through the friendly sectors un-opposed and got back the fight quickly. no worries.
I used to list PC parts here, but "the best" will suffice!
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

so how do I buy a jumpdrive in Saturn with my capped terran M7???? without resorting to a TS of course!
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

nap_rz wrote:so how do I buy a jumpdrive in Saturn with my capped terran M7????
morikaane wrote: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.
Failing that you need to mule it over in a TS or something if you don't have X3:AP.

And quit the orange / bold. It is annoying.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

or you could dock at dark space headquarters! :)
I used to list PC parts here, but "the best" will suffice!
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

dougeye wrote:or you could dock at dark space headquarters! :)
Too far... :P

(unless you bought the ship there...)

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

morikaane wrote:
nap_rz wrote:so how do I buy a jumpdrive in Saturn with my capped terran M7????
morikaane wrote: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.
Failing that you need to mule it over in a TS or something if you don't have X3:AP.

And quit the orange / bold. It is annoying.

M.
I apologize, I don't know I could do that AFAIK I couldn't do that in previous X3 versions :( :o :headbang:
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

its a new feature in AP. you can do this with any ship when buying them aswell. remember the annoying times when you hit the wrong key and exited the equipment menu not problem anymore just open it again!
I used to list PC parts here, but "the best" will suffice!
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

paulwheeler wrote:
BTW - have you noticed that I have included the AP hull points for boarding pods?

Let me know if it needs adjusting up or down.

In TC version? Nice. I'll test them but I'll need several situations for tests to be conclusive. In few days.
expnobody
Posts: 698
Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

someone spotted in chinese forums that Bragi has unsymmetrical left/right turret placement, could anyone check if it is model problem again or it is scene problem?
summer time..
Teladidrone
Posts: 644
Joined: Tue, 24. Aug 04, 11:41
x3tc

Post by Teladidrone »

Why no more transorbital accelerators?
Not being able to jump all over Terran space was a big logistics factor one had to deal with in AP (that is if Terran are the enemy and you cant lock onto their jump beacons.
You even provide changes where there is no more gate jumping at all... so why making Terran space travel so easy now?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

expnobody wrote:someone spotted in chinese forums that Bragi has unsymmetrical left/right turret placement, could anyone check if it is model problem again or it is scene problem?
Its the model. If I make the turrets symmetrical they don't quite line up.

But seriously - the only way you would notice is if you open the scene file up and look at the numbers. I think people are being a little bit picky... :headbang:
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

deca.death wrote:
paulwheeler wrote:
BTW - have you noticed that I have included the AP hull points for boarding pods?

Let me know if it needs adjusting up or down.

In TC version? Nice. I'll test them but I'll need several situations for tests to be conclusive. In few days.
No in the AP version.
User avatar
Erenar
Posts: 279
Joined: Sat, 24. Dec 11, 00:24
x4

Post by Erenar »

Has anyone worked out a fine medium for using NPC Bailing in XRM:AP? So many skirmishes=way too many bails and i've already reduced the settings o.0

Gotta say... AP is nuts, real sense of danger when running around in a disco explorer with no weapons :D Just to get to Thyn's Excavation has taken me almost 12 hours of reloads and omg moments... nice when paranid, pirates, terrans and ofc xenon and khaak all hate you :D

Good job on the mod, X is finally the dangerous place it's supposed to be!
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Teladidrone wrote:Why no more transorbital accelerators?
Not being able to jump all over Terran space was a big logistics factor one had to deal with in AP (that is if Terran are the enemy and you cant lock onto their jump beacons.
You even provide changes where there is no more gate jumping at all... so why making Terran space travel so easy now?
TOAs give Terrans an unfair advantage over the other races in terms of defending their sectors in a war situation as enemies can't jump in.

Also, when the XRM universe was initially designed, it was for TC and there were no jump beacons.
User avatar
manole
Posts: 49
Joined: Sat, 14. Jan 12, 17:05

Post by manole »

Why not go the other route and remove jumping from the commonwealth sectors? Not having a jumpdrive makes the game very interesting.
morikaane
Posts: 903
Joined: Mon, 7. Dec 09, 10:57
x4

Post by morikaane »

manole wrote:Why not go the other route and remove jumping from the commonwealth sectors? Not having a jumpdrive makes the game very interesting.
And not to mention very slow.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Teladidrone
Posts: 644
Joined: Tue, 24. Aug 04, 11:41
x3tc

Post by Teladidrone »

Erenar wrote:Has anyone worked out a fine medium for using NPC Bailing in XRM:AP? So many skirmishes=way too many bails and i've already reduced the settings o.0

Gotta say... AP is nuts, real sense of danger when running around in a disco explorer with no weapons :D Just to get to Thyn's Excavation has taken me almost 12 hours of reloads and omg moments... nice when paranid, pirates, terrans and ofc xenon and khaak all hate you :D

Good job on the mod, X is finally the dangerous place it's supposed to be!
Got all rates on 1 and still the whole universe is full of wrecks, lol.

1 seams to be about right for Big and Huge though, get about 2 or 3 of those bails on an average play night in the whole universe (running X for 3, maybe 4 hours no seta). Which I probably would never find anyways but I was actively monitoring the universe to find good rates in the last few sessions.
Maybe increase to 2 later so there is an actual slight chance one would really run into a Big wreck through normal play.

Still a little too much bailed fighters with setting 1 though.
Teladidrone
Posts: 644
Joined: Tue, 24. Aug 04, 11:41
x3tc

Post by Teladidrone »

paulwheeler wrote: TOAs give Terrans an unfair advantage over the other races in terms of defending their sectors in a war situation as enemies can't jump in.

Also, when the XRM universe was initially designed, it was for TC and there were no jump beacons.
I do understand this.

But maybe there should be a difference between TC and AP versions - after all the "lore" if you will in AP has progressed and recreating past situations might not be the best course of action ;)
Ore Belt is another such example... in AP Plutarch harvested the sector dry and moved on. Their HQ and asteroids should not be back there in AP:XRM
User avatar
manole
Posts: 49
Joined: Sat, 14. Jan 12, 17:05

Post by manole »

morikaane wrote:
manole wrote:Why not go the other route and remove jumping from the commonwealth sectors? Not having a jumpdrive makes the game very interesting.
And not to mention very slow.

M.
Not to start a derail in a 500 page thread, but while the jumpdrive is extremely useful to the player, it's also game breaking. Being able to hop from Kingdom's end to Menelaus' Oasis and then to Argon Prime doesn't even make sense. You're skipping all the NPC encounters, and the dangers of running into pirates or a xenon patrol or something else that you might see while actually travelling. A lot of things in X3 are about choice; choosing this ship vs that ship based on stats, choosing where to place a factory and so on. The Jumpdrive technology offers no choice at all because it's only limited by the availability of the cheapest and most abundant product in the universe.

Here is how I see an implementation of a jumpdrive that would actually work (make you choose to sometimes use it, say in an emergency, vs choosing the long and winding road).
a) make the jumpdrive have a cooldown (maybe you can only jump every 60 minutes.)
b) make the jumpdrive ST class cargo and and therefore only mountable on M1, M2 and TL class ships. (change M1 and M2 to allow ST cargo)
c) make it expensive. E-Cells as a requirement are a joke. What if it consumed 20 crystals per jump instead?

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”