[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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mr.WHO
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Post by mr.WHO »

Poltergeits (terran) and wasps (commonwealth) works preatty well against M5.
Maskelyne
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Post by Maskelyne »

Alright, I reinstalled everything from scratch and I'm no longer getting the weird colors in the menu but I'm still not getting the pause when starting a new game. I have noticed, however, that it's taking considerably longer to load at the start of a new game...is it possible that the scripts are doing their thing while the load screen is displayed rather than waiting until afterwards? And just in case we can't resolve the "pause" issue, what effect would that have on the game?
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Teladidrone
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Post by Teladidrone »

paulwheeler wrote: I've not made any changes to fighter drones. IIRC - fighterdrone loadouts are preset by the ship class "fighterdrone" and can't be changed...
Sure they can.
And they need to have fight command mk1 and mk2 as builtin or they can not receive broadcast combat command.

Which they have in vanilla AP.
But for some reason not in your Tships.txt
paulwheeler
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Post by paulwheeler »

@ maskelyne

Yes that is possible. It seems to be different for every system. In fact, ap always seems to do the job configs while the loading screen is still up.

An easy check - start a fight with a paranid capital ship. Without CWP they will spawn unarmed.
deca.death
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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.
No in the AP version.
A shame. Well At least we have something to look up to now :)
For now I just increased pod speed for 33%. They still get shot in 9 of 10 times, maybe little less then before but it's hard to tell. Initial volley seems to be biggest problem.



manole wrote:.. but while the jumpdrive is extremely useful to the player, it's also game breaking.
It's not game breaking, but deliberate game design decision. By making changes that you've proposed (and some of which are already incorporated at least partially in XRM) you change this game mechanics drastically, suddenly universe seem far more bigger place, for all good and bad. You would be stuck in small part of it (just most of us are IRL btw ;)) to part you have most connections with, either for piracy or because of industry, etc. Basically you would have only your 'hood at your disposal and wold venture in other parts quite rarely. What for? It's time consuming, it's expensive, and what if something goes wrong "back home" while you out there ...?

Designers still believed that player has to have all universe for himself, to lead big inter galactic empire, instead being "local guy". I say thankfully, although there is some appeal in doing things other way, I think I would get fed up with SETA and traveling "by foot" very quickly.

XRM somewhat balances whole deal, in fighter and in beginning stages you are limited to much smaller part of universe, and later not. It's not bad solution, unless you are one of those guys that love to fly fighter for the whole game. In that case you're more or less screwed ;)


morikaane wrote:Hmm... just been zipping around a little, is it just me, or is the Pirate Brigantine a little too cheap being 91mil creditsss?

M.
On my XModels3DViewer it shows 114 Mil. Boreas 104 Mil. Tobosaku A 108 Mil. So it's fair priced /but still under priced being best light destroyer in game by far AND boarding pod platform. I loved that ship even in vanilla but here it kicks ass.



Scoob wrote: This is a pain as it means I cannot maintain a clean vanilla folder. Anyone else notice this? Sorry, not an XRM issue as such, but still valid to all who try to use mods potentially.

Scoob.
It's possible to keep separate installs with steam version, all you have to do is apply standalone version game patches. Use forum search.



nap_rz wrote: I've reduced it that I was able to claim 2 M7 that bailed :lol: a Logich and a Coencalath, I use the Logic and sold Coencalath for 32M.... :P

I'm hoping for an Atlas or Bragi bailed though
This is exactly why I -don't- use this mod. To find bailed Atlas? C'mon. Get serious.


dougeye wrote: 1) ts+ ships i have increased there cargo and sheild to a point higher than a superfreighter but there price is now that of an m7...


.... with 50million credit super ts's! lol
This just sound silly, I'm sorry :) but each to it's own I guess :)


mkrco wrote: EDIT: I just tried disabling advanced universe, started up a new game and cheated my way into the HUB..all the gates are still inactive. But it's possible they don't activate until the hub plot is activated...
Of course they don't. Otherwise who would ever play the plot in a first place? There is mod called "all plots complete", I recommend you to use that.



Nick 031287 wrote:whats the best missile to take down those pesky M5s?
On an only; cyclone /zeta for Terrans iirc. Best missile in game, build fab asap.
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:
paulwheeler wrote: I've not made any changes to fighter drones. IIRC - fighterdrone loadouts are preset by the ship class "fighterdrone" and can't be changed...
Sure they can.
And they need to have fight command mk1 and mk2 as builtin or they can not receive broadcast combat command.

Which they have in vanilla AP.
But for some reason not in your Tships.txt
I checked a tc vanilla tships and the warelists entry is 0. It has been like this in the xrm forever, and even in the SRM before that and no one has said it was a problem.

I'm pretty sure the equipment on a Fighterdrone is set elsewhere.

In fact, I remember trying to change what a Fighterdrone spawns via warelists and it kept overriding my changes.
Last edited by paulwheeler on Tue, 24. Jan 12, 21:38, edited 1 time in total.
deca.death
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Post by deca.death »

NeverSnake wrote:
paulwheeler wrote:BTW - have you noticed that I have included the AP hull points for boarding pods?
I'm playing the TC version, I don't suppose that one was of the AP features added in 3.2?
It wasn't. But at least we have something to look up to now :)

NeverSnake wrote: I don't see the answers from Gazz about MDMK2 there. It's not smart because I'm not using it for AI ships.
Here, but ultimately, they both saying the same thing;
On XRM Boarding: Pods been shot ..? /MD Mk2

NeverSnake wrote: I only discovered it a few days ago myself by accident while checking the encyclopedia entry on boarding pods, but all three pirate-built capitals (Galleon, Brigantine and Carrack) can fire boarding pods. They make nice flexible boarding ships with a large choice of missiles and long range gauss cannons even if they are bigger targets.
This sounds awesome and it opens whole array of new boarding tactics. It makes sense, pirates don't have M7M, their whole fleet is boarding capable. What an unusual design decision. I will check this out. Brigantine could easily control shields and create wasp tunnel by itself. Good news indeed.
NeverSnake wrote: Petranodon can't, I was just ambiguous there. I was in the Brigantine, I jumped in the Petranodon and had it firing the gauss cannons while I hid behind it and fired the pods from the brig, accompanied by swarms of wasps. As soon as I launched them the Z's turrets stopped firing, swung round and spammed the pods with quantum shockwaves.
MD mk2 seemingly puts pods with few other powerful missiles on the top of list and distributes firing time on every missile in range then. Read on upper link more about that. But what confuses me that I don't see beams attacking my wasps, just pods, same as you've described. Perhaps they cannot track them as I was mentioning, who knows.
Teladidrone
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Post by Teladidrone »

paulwheeler wrote: I checked a tc vanilla tships and the warelists entry is 0. It has been like this in the xrm forever, and even in the SRM before that and no one has said it was a problem.

I'm pretty sure the equipment on a Fighterdrone is set elsewhere.

In fact, I remember trying to change what a Fighterdrone spawns via warelists and it kept overriding my changes.
I dont know or care about TC, I'm playing AP.
In vanilla AP wareid list for fighter drones is 89 which gives them Mk1 and Mk2 which enables them to receive broadcast commands.
paulwheeler
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Post by paulwheeler »

Ok, well I will double check that and correct it if necessary in the next patch (I checked a vanilla tc tships as it was the only one I had handy).
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mr.WHO
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Post by mr.WHO »

Hey Paul, would it be possible for you to fix a small problems with wing command? The problem is that when you put some missiles ships like M8 or M3B to a wing and order "attack..." command, only wing leader with fire it's missiles, while others will just fly in formation and cheers. It's pure stupid nonsense, because if I gave order "attack target of..." all ships in wing will use their missiles with no problem. It looks like Egosoft didn't fixed this since TC.

Missile boat script seems to be no fix to this problem.

M3B demands to be put in wings for micromanagement or they die/not doing their job.
NeverSnake
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Post by NeverSnake »

deca.death wrote:
NeverSnake wrote: I don't see the answers from Gazz about MDMK2 there. It's not smart because I'm not using it for AI ships.
Here, but ultimately, they both saying the same thing;
On XRM Boarding: Pods been shot ..? /MD Mk2
Looking through the MDMK2 script (plugin.gz.missile.def.mk2) I can see the following lines:

Code: Select all

  if $Missile->is of class {Astronaut 2064}
    $Threat = 800000 + 800000 * $Attack.Enemies
  else if $Missile.Ware == {Boarding Pod}
    $Threat = 800000 + 800000 * $Attack.Enemies
  else
    $Threat = get missile max damage of $Missile.Ware
So it seems like it effectively treats boarding pods and spacewalking marines as high damage missiles (Attack.Enemies is a Boolean) so they are target #1 and as Gazz says in your link even if the scripts do cycle through missiles they're very easy targets so it's no surprise that once targeted they get hit most of the time.

I'll set it to 1 and see if the behaviour changes (although I'm not sure if it'll have an effect immediately or whether there's some caching of scripts). If it does then any suggestions about what would be a good XRM value?

EDIT: Also, if anyone has AP I'd be interested to know what the value for MDMk3 is. Given the lack of reports about impossible boarding there it'd be interesting to see if egosoft have toned it down or changed the way it's done.

EDIT2:
deca.death wrote:On my XModels3DViewer it shows 114 Mil. Boreas 104 Mil. Tobosaku A 108 Mil. So it's fair priced /but still under priced being best light destroyer in game by far AND boarding pod platform. I loved that ship even in vanilla but here it kicks ass.
XModels 3d viewer displays the value without reputation discount so if you want the compare costs using that you'll have to use the Brig's cost in there rather then in game. IIRC it's marginally the most expensive of the four light destroyers.
Last edited by NeverSnake on Tue, 24. Jan 12, 22:28, edited 2 times in total.
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DevilishMoney
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Post by DevilishMoney »

Hello Paul I have just installed the ENHANCED EQUIPMENT DOCKS without the base cat and dat file and it seems to work as normal. I can cheat the standard station in and using the EED scripts I can change it into the Enhanced dock with no none problems.

I telling you as the instructions on the first page say you need to install the dat and cat pair before XRM
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Post by paulwheeler »

mr.WHO wrote:Hey Paul, would it be possible for you to fix a small problems with wing command? The problem is that when you put some missiles ships like M8 or M3B to a wing and order "attack..." command, only wing leader with fire it's missiles, while others will just fly in formation and cheers. It's pure stupid nonsense, because if I gave order "attack target of..." all ships in wing will use their missiles with no problem. It looks like Egosoft didn't fixed this since TC.

Missile boat script seems to be no fix to this problem.

M3B demands to be put in wings for micromanagement or they die/not doing their job.
Litcube's missile boat script will fix this. Its not working in AP at the moment, but he told me he'd be sorting it soon.
paulwheeler
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Post by paulwheeler »

DevilishMoney wrote:Hello Paul I have just installed the ENHANCED EQUIPMENT DOCKS without the base cat and dat file and it seems to work as normal. I can cheat the standard station in and using the EED scripts I can change it into the Enhanced dock with no none problems.

I telling you as the instructions on the first page say you need to install the dat and cat pair before XRM
I put the EED models into the xrm as I use them for the various research stations. I'm not 100% certain I included the whole thing though. It won't do any harm to install the EED cat/dat as long as it's lower than the xrm.
DevilishMoney
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Post by DevilishMoney »

I looked at them using X3 Editor 2 v2.0.23.0 and I believe you have put it all in other them the scripts.
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mr.WHO
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Post by mr.WHO »

paulwheeler wrote:
mr.WHO wrote:Hey Paul, would it be possible for you to fix a small problems with wing command? The problem is that when you put some missiles ships like M8 or M3B to a wing and order "attack..." command, only wing leader with fire it's missiles, while others will just fly in formation and cheers. It's pure stupid nonsense, because if I gave order "attack target of..." all ships in wing will use their missiles with no problem. It looks like Egosoft didn't fixed this since TC.

Missile boat script seems to be no fix to this problem.

M3B demands to be put in wings for micromanagement or they die/not doing their job.
Litcube's missile boat script will fix this. Its not working in AP at the moment, but he told me he'd be sorting it soon.

Yay, I'm looking forward to it as there is nothing more epic than wing of Claymores with missile boat firing their salvo all in the same time.

Edit:
Is it me or Energy Bolt Chaingun is weaker in terms of both shield and hull dammage to Terran ligh weapon (EMR)? Isn't EBC supose to be Teladi heavy fighter weapon and their response to HEPT?
Split PBE is also qiute weak - in trems of firerate and visual it badass, but in terms of real dammage if a big dissapointment.
Last edited by mr.WHO on Tue, 24. Jan 12, 22:54, edited 1 time in total.
DevilishMoney
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Post by DevilishMoney »

Also Gazz has updated his Complex Cleaner Mod to X3AP v1.1 and has new AP cat and dat pairs and would like to know if the XRM/AP is still compatible.
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:
paulwheeler wrote:
mr.WHO wrote:Hey Paul, would it be possible for you to fix a small problems with wing command? The problem is that when you put some missiles ships like M8 or M3B to a wing and order "attack..." command, only wing leader with fire it's missiles, while others will just fly in formation and cheers. It's pure stupid nonsense, because if I gave order "attack target of..." all ships in wing will use their missiles with no problem. It looks like Egosoft didn't fixed this since TC.

Missile boat script seems to be no fix to this problem.

M3B demands to be put in wings for micromanagement or they die/not doing their job.
Litcube's missile boat script will fix this. Its not working in AP at the moment, but he told me he'd be sorting it soon.

Yay, I'm looking forward to it as there is nothing more epic than wing of Claymores with missile boat firing their salvo all in the same time.

Edit:
Is it me or Energy Bolt Chaingun is weaker in terms of both shield and hull dammage to Terran ligh weapon (EMR)? Isn't EBC supose to be Teladi heavy fighter weapon and their response to HEPT?
Split PBE is also qiute weak - in trems of firerate and visual it badass, but in terms of real dammage if a big dissapointment.
All fighter weapons do less damage than vanilla. This is to make dogfight last longer.

EMR is on a par with PAC and does nowhere near the damage of HEPT, PBE, EBC etc. EMPC does the most damage of all fighter weapons, but then it is terran and they have a history of having the best weapons. Overall though, looking at damage per second, it's a very level playing field. Remember EBC uses ammo in vanilla which is why it's so powerful in vanilla. This is not the case with the xrm.
paulwheeler
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Post by paulwheeler »

DevilishMoney wrote:Also Gazz has updated his Complex Cleaner Mod to X3AP v1.1 and has new AP cat and dat pairs and would like to know if the XRM/AP is still compatible.
It's probably ok as I'd imagine all he's done is alter his tfactories to put the new AP entries in, which of course, I've already done.

I will check it though.
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TheRealBix
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Post by TheRealBix »

I heard something about Bounce, it seems interesting !

But someone can send me the wall file of XRM 1.16 ? The bounce mod don't work for me :/

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