[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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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?
"Science without religion is lame, religion without science is blind." - Albert Einstein
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Sure they can.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...
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
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A shame. Well At least we have something to look up to nowpaulwheeler wrote:No in the AP version.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.

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.
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 btwmanole wrote:.. but while the jumpdrive is extremely useful to the player, it's also game breaking.

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

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.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.
It's possible to keep separate installs with steam version, all you have to do is apply standalone version game patches. Use forum search.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.
This is exactly why I -don't- use this mod. To find bailed Atlas? C'mon. Get serious.nap_rz wrote: I've reduced it that I was able to claim 2 M7 that baileda Logich and a Coencalath, I use the Logic and sold Coencalath for 32M....
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I'm hoping for an Atlas or Bragi bailed though
This just sound silly, I'm sorrydougeye 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


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.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...
On an only; cyclone /zeta for Terrans iirc. Best missile in game, build fab asap.Nick 031287 wrote:whats the best missile to take down those pesky M5s?
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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.Teladidrone wrote:Sure they can.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...
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'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.
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It wasn't. But at least we have something to look up to now :)NeverSnake wrote:I'm playing the TC version, I don't suppose that one was of the AP features added in 3.2?paulwheeler wrote:BTW - have you noticed that I have included the AP hull points for boarding pods?
Here, but ultimately, they both saying the same thing;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.
On XRM Boarding: Pods been shot ..? /MD Mk2
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: 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.
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.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.
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I dont know or care about TC, I'm playing AP.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.
In vanilla AP wareid list for fighter drones is 89 which gives them Mk1 and Mk2 which enables them to receive broadcast commands.
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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.
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.
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Looking through the MDMK2 script (plugin.gz.missile.def.mk2) I can see the following lines:deca.death wrote:Here, but ultimately, they both saying the same thing;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.
On XRM Boarding: Pods been shot ..? /MD Mk2
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
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:
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.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.
Last edited by NeverSnake on Tue, 24. Jan 12, 22:28, edited 2 times in total.
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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 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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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.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.
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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 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
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paulwheeler wrote: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.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.
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.
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All fighter weapons do less damage than vanilla. This is to make dogfight last longer.mr.WHO wrote:paulwheeler wrote: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.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.
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.
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.
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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.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.
I will check it though.