
[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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Not sure if there is one for XRM:AP. There is one for XRM:TC but it is different. You'll have to surf through a lot of posts though to find it I think.incarnyte wrote:Can someone please post a link of the new universe map for XRM? Trying to figure out where I'm going
You could always do the old-fashioned thing of exploring; or just use the cheat package to reveal the entire universe if you're not into that though.
It's called Turbo Booster; and is a better alternative to cheating... and grants the pilot's ship a substantial temporary speed boost. The speed boost operates at the cost of E-Cells / Shield & Weapon Energy. You can use spaceflies too, but they're a pain to catch without a vanilla IonD.nap_rz wrote:- can we overtune ships on XRM? how?
Not sure. I've noticed that ships tend to only drop missiles and general wares regardless of fight rank in XRM.nap_rz wrote:- I noticed the lack of big guns wares drop from destroyed capital ships does it controlled by the XRM or NPC bail addon or tied to trade/combat rank?
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Paul, looking at the Bragi side on, the engine trail models coming from its engines seem to be particularly short in height. It doesn't look right... and when looking at the Tyr the engine trail models on it are three times the height. Shouldn't their engine trail models be about the same?
I just think it makes the Bragi look weird...... *shrug*
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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No, I'm pretty sure you can't buy an IBL Forge. You have to purchase them from Weapons Dealers, Pirates or the Yaki. I think the Split ones sell them (not sure about the other races). It certainly would make sense to be able to buy them from either the Yaki or the Pirates though.mr.WHO wrote:Is there is a buyable IBL forge? I remember there was marauder shipyard script that allowed you to buy this forge. Maybe you could add it to pirate shipyard (if it isn't already added)?
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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nap_rz wrote:questions, :
- can we overtune ships on XRM? how?
- I noticed the lack of big guns wares drop from destroyed capital ships (unlike when I played TC with CMOD as well as NPC bail addon) does it controlled by the XRM or NPC bail addon or tied to trade/combat rank?
- The Travelling Mechanic script should work with the XRM. I am thinking about adding something similar natively in the XRM, but its quite a way down the "to-do" list at the moment.
- This is because in vanilla capital ships carry lots of extra guns and not much else, whereas in XRM, due to CWP controlling ship loadouts, their cargo holds are filled with missiles and energy cells and only enough guns to fill all the weapon slots, hence most of the time the drops are missiles. Although you still get big gun drops sometimes, just not quite as often.
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They both have exactly the same engine model - I just checked.morikaane wrote:
Paul, looking at the Bragi side on, the engine trail models coming from its engines seem to be particularly short in height. It doesn't look right... and when looking at the Tyr the engine trail models on it are three times the height. Shouldn't their engine trail models be about the same?
I just think it makes the Bragi look weird...... *shrug*
M.
Its because the Bragi is so much bigger than the Tyr and I've not scaled the engines with it due to lack of time.
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Paul, i think the Bragi's engine flames effect look's really really good...paulwheeler wrote:They both have exactly the same engine model - I just checked.morikaane wrote:
Paul, looking at the Bragi side on, the engine trail models coming from its engines seem to be particularly short in height. It doesn't look right... and when looking at the Tyr the engine trail models on it are three times the height. Shouldn't their engine trail models be about the same?
I just think it makes the Bragi look weird...... *shrug*
M.
Its because the Bragi is so much bigger than the Tyr and I've not scaled the engines with it due to lack of time.
I noticed when i 1st saw the ship, that all you have done is put the flame horizontal against the ship (so it looks wide when viewed from above and slim from the side) rather than say with the Tyr when the flame is vertical against the ship ( so the flame looks wide when viewed from the side but slim from above )
Can you please leave it as it is, as i think it looks really effective, well thats my view anyway!
edit. also the Bragi is only a tad bigger than the Tyr, but if you park them side by side ( like i have done - im that sad ) the engines are actually the same size!
Last edited by Sn4kemaster on Wed, 25. Jan 12, 10:11, edited 1 time in total.
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Im still tring to get bounce wall file working properly. does it read the tships in the highest .cat? because that would be hull pack for me and i wonder if that would have any effect, alternatly can i remove hull pack and let it create the wall file with the standard xrm tship. then reinstall hull pack tships and it would all work fine? It only wants ships dimensions does it not, editid ship stats etc would not have an effect?
I used to list PC parts here, but "the best" will suffice!
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Gents and Spacerats,
first off: thanks for all your efforts make this universe more living than egosoft did! very exciting work!
i got some funny effects using the new xrm 1.16 with AP 1.1. installed the stuff using recommended fake patch method:
01-02 AP
03-04 xrm 1.16
05 plugin dockingware for codea
scripts:
bonuspack AP (sat network, stationbuilding corp)
Lucikes greatest scriptcollection latest release 08.01.2012
yalamandis shiptrader 0.62
started a new game to get the new sectors. enabled all features in the AI, saved and reloaded the game.
now i got the funny things: most of the assault groups are consisting of "escort mammuts" which are invading sectors together with pirate m6 ships. mostly groups of 4-6 mammuts and some m3 fighters.
if i try to use the EST from Lucike i fit a TS with the needed equipment and dock the ship on an station (tried all stations i found right now), but can not start the EsT via the trademenu. the EST Option is visibile but greyed out. thought that is something with "personnel definition" and tried to put an pilot via an TP and the advanced shipconfiguration into the TS. But still no luck to make the Trader running.
maybe someone got this issues also and can drop a line if and how he solved the problem. if not ignore.
thanks for any help.
first off: thanks for all your efforts make this universe more living than egosoft did! very exciting work!
i got some funny effects using the new xrm 1.16 with AP 1.1. installed the stuff using recommended fake patch method:
01-02 AP
03-04 xrm 1.16
05 plugin dockingware for codea
scripts:
bonuspack AP (sat network, stationbuilding corp)
Lucikes greatest scriptcollection latest release 08.01.2012
yalamandis shiptrader 0.62
started a new game to get the new sectors. enabled all features in the AI, saved and reloaded the game.
now i got the funny things: most of the assault groups are consisting of "escort mammuts" which are invading sectors together with pirate m6 ships. mostly groups of 4-6 mammuts and some m3 fighters.
if i try to use the EST from Lucike i fit a TS with the needed equipment and dock the ship on an station (tried all stations i found right now), but can not start the EsT via the trademenu. the EST Option is visibile but greyed out. thought that is something with "personnel definition" and tried to put an pilot via an TP and the advanced shipconfiguration into the TS. But still no luck to make the Trader running.
maybe someone got this issues also and can drop a line if and how he solved the problem. if not ignore.
thanks for any help.
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I agree its each to the own, if you look at the Tyr from above its flames are slim, the Bragi is just the opposite where it has wide flames from above, so it just comes down to personal taste like you said! i just liked the subtle change between the ATF M2's it gave, but ultimately its Paul's call!morikaane wrote:In comparison to the Tyr it looks weird but the flares are fine. Each to their own I guess.Sn4kemaster wrote:Can you please leave it as it is, as i think it looks really effective, well thats my view anyway!
M.
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If you are seeing lots of Mammoths, then it is likely you have a mod conflict.prydex wrote:Gents and Spacerats,
first off: thanks for all your efforts make this universe more living than egosoft did! very exciting work!
i got some funny effects using the new xrm 1.16 with AP 1.1. installed the stuff using recommended fake patch method:
01-02 AP
03-04 xrm 1.16
05 plugin dockingware for codea
scripts:
bonuspack AP (sat network, stationbuilding corp)
Lucikes greatest scriptcollection latest release 08.01.2012
yalamandis shiptrader 0.62
started a new game to get the new sectors. enabled all features in the AI, saved and reloaded the game.
now i got the funny things: most of the assault groups are consisting of "escort mammuts" which are invading sectors together with pirate m6 ships. mostly groups of 4-6 mammuts and some m3 fighters.
if i try to use the EST from Lucike i fit a TS with the needed equipment and dock the ship on an station (tried all stations i found right now), but can not start the EsT via the trademenu. the EST Option is visibile but greyed out. thought that is something with "personnel definition" and tried to put an pilot via an TP and the advanced shipconfiguration into the TS. But still no luck to make the Trader running.
maybe someone got this issues also and can drop a line if and how he solved the problem. if not ignore.
thanks for any help.
Mammoths are spawned when the game cannot find the ship it is supposed to be spawning. The most likely scenario is that the game is using the XRM jobs file, but cannot see the XRM TShips. This might be caused by another mod that alters TShips being installed to a higher cat/dat number than the XRM.
Once you find the conflicting mod, you will need to restart your game.
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Scrap that its all sorted now i was being a dumb ass!! didnt realise litcube had a new version of bounce out!! lol no wonder it didnt work with AP! should be good to go now!dougeye wrote:Im still tring to get bounce wall file working properly. does it read the tships in the highest .cat? because that would be hull pack for me and i wonder if that would have any effect, alternatly can i remove hull pack and let it create the wall file with the standard xrm tship. then reinstall hull pack tships and it would all work fine? It only wants ships dimensions does it not, editid ship stats etc would not have an effect?
my earlier point still stands, would a modified tships with stat changes effect the wall file as i was going to upload it once its done for others but i dont want to upload anything tthat will mess with peoples saves!

I used to list PC parts here, but "the best" will suffice!
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Are you sure? I checked my map and there are no IBL PBG forges for sale, while the pirate shipyards offer ships onlypaulwheeler wrote:They are for sale at most pirate shipyards and, I think, the yaki shipyard.
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We want the Boron back!
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I did a little bit more than "help", I'll have you know.morikaane wrote:Paul made it, and Mizuchi helped.

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And lo', much Internet drama was had by all.
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Hmm.... I could have sworn I put them in...Sorkvild wrote:Are you sure? I checked my map and there are no IBL PBG forges for sale, while the pirate shipyards offer ships onlypaulwheeler wrote:They are for sale at most pirate shipyards and, I think, the yaki shipyard.
OK - I'll sort it for the next update.