[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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Quite!Mizuchi wrote:I did a little bit more than "help", I'll have you know.morikaane wrote:Paul made it, and Mizuchi helped.
Mizuchi basically did the majority of the universe work - including designing all the new sectors, he did the initial build of jobs - built from the ground up, all the yaki and pirate paint jobs, to name but a few of his contributions... not to mention coming up with the idea of the XRM in the first place.
Without Mizuchi, you'd all be playing the SRM still.

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[ external image ]paulwheeler wrote:Without Mizuchi, you'd all be playing the SRM still.
Okay, that's quite enough from me for one day.
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several things
1. on the subject of capital ship weapons I talked about a few days ago, the main thing that work against the idea of making PPC super fast and slow rate of fire is that it will kill fighters easily, here's a possible solution to that, make the hitbox so small like EMR for example, can this somehow make it 'balanced' against fighters? I stumbled upon this idea because I was watching my M7 Logic equipped with EMR did BAD against even M3! why, because EMR equipped turret bullets easily miss these small fighters, even when the M5 slowing down and manuvering at close range! it's so bad so that I'm quite frustrated seeing these relatively small group of little bugs able to take out 30-40% of my 4GJ shielding just because EMR missed them badly... mind you that EMR has 2000m/s speed, so speed is not the problem there; this does not solve the energy management problem though (for a fast, slow firing, huge energy eater PPC)... it's also quite different story versus corvettes and frigates...
2. khaaks ships seem to have quite stronger hulls (like 1.5x ?) than other races comparable vessels?
3. is there actually any other terran civilian ships and stations dealer other than that dark space corp? other races have several of them...
4. paul, will you please integrate the new USC M2 from expnobody on the next update?
1. on the subject of capital ship weapons I talked about a few days ago, the main thing that work against the idea of making PPC super fast and slow rate of fire is that it will kill fighters easily, here's a possible solution to that, make the hitbox so small like EMR for example, can this somehow make it 'balanced' against fighters? I stumbled upon this idea because I was watching my M7 Logic equipped with EMR did BAD against even M3! why, because EMR equipped turret bullets easily miss these small fighters, even when the M5 slowing down and manuvering at close range! it's so bad so that I'm quite frustrated seeing these relatively small group of little bugs able to take out 30-40% of my 4GJ shielding just because EMR missed them badly... mind you that EMR has 2000m/s speed, so speed is not the problem there; this does not solve the energy management problem though (for a fast, slow firing, huge energy eater PPC)... it's also quite different story versus corvettes and frigates...
2. khaaks ships seem to have quite stronger hulls (like 1.5x ?) than other races comparable vessels?
3. is there actually any other terran civilian ships and stations dealer other than that dark space corp? other races have several of them...
4. paul, will you please integrate the new USC M2 from expnobody on the next update?

Last edited by nap_rz on Wed, 25. Jan 12, 13:32, edited 1 time in total.
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https://www.rapidshare.com/ ??Erenar wrote:Meh, didn't work but was trying to post my bounce file... anyone know a site i can deposit it for others to download?
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1.16 Bounce file
https://rapidshare.com/files/1729042884/8389-L044.xml
Ok, does this allow you to download the file? Let me know please
https://rapidshare.com/files/1729042884/8389-L044.xml
Ok, does this allow you to download the file? Let me know please

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you are awsome, cheersErenar wrote:1.16 Bounce file
https://rapidshare.com/files/1729042884/8389-L044.xml
Ok, does this allow you to download the file? Let me know please

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1)i would persoannlly assume that the turrets rotation speed has more to do with efficiency against fighters than the bullet speed. i have upped the speed slightly on all the main cap weapons ppc,psp etc to extend the engament range of capital ships to around 9 - 10km and they are still no use against fighters travelling over 150ms. needs more testing but im happy with the results.nap_rz wrote:several things
1. on the subject of capital ship weapons I talked about a few days ago, the main thing that work against the idea of making PPC super fast and slow rate of fire is that it will kill fighters easily, here's a possible solution to that, make the hitbox so small like EMR for example, can this somehow make it 'balanced' against fighters? I stumbled upon this idea because I was watching my M7 Logic equipped with EMR did BAD against even M3! why, because EMR equipped turret bullets easily miss these small fighters, even when the M5 slowing down and manuvering at close range! it's so bad so that I'm quite frustrated seeing these relatively small group of little bugs able to take out 30-40% of my 4GJ shielding just because EMR missed them badly... mind you that EMR has 2000m/s speed, so speed is not the problem there; this does not solve the energy management problem though (for a fast, slow firing, huge energy eater PPC)... it's also quite different story versus corvettes and frigates...
2. khaaks ships seem to have quite stronger hulls (like 1.5x ?) than other races comparable vessels?
3. is there actually any other terran civilian ships and stations dealer other than that dark space corp? other races have several of them...
4. paul, will you please integrate the new USC M2 from expnobody on the next update?
2)yes they are a bit tougher but what do you expect from Nvidium plating

3)do you mean to buy factories from or you just want more corporation variety in terran space? dark space sells all available civ factories and ships and not just in dark space cluster!
4)+1 i cant wait to have a couple of those beasts advancing through commonwealth space!


I used to list PC parts here, but "the best" will suffice!
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3. both, eh, there's more dark space showrooms other than on the dark space sector? can you tell me where? I think I've been to all terran space and I didn't find them anywhere elsedougeye wrote:1)i would persoannlly assume that the turrets rotation speed has more to do with efficiency against fighters than the bullet speed. i have upped the speed slightly on all the main cap weapons ppc,psp etc to extend the engament range of capital ships to around 9 - 10km and they are still no use against fighters travelling over 150ms. needs more testing but im happy with the results.nap_rz wrote:several things
1. on the subject of capital ship weapons I talked about a few days ago, the main thing that work against the idea of making PPC super fast and slow rate of fire is that it will kill fighters easily, here's a possible solution to that, make the hitbox so small like EMR for example, can this somehow make it 'balanced' against fighters? I stumbled upon this idea because I was watching my M7 Logic equipped with EMR did BAD against even M3! why, because EMR equipped turret bullets easily miss these small fighters, even when the M5 slowing down and manuvering at close range! it's so bad so that I'm quite frustrated seeing these relatively small group of little bugs able to take out 30-40% of my 4GJ shielding just because EMR missed them badly... mind you that EMR has 2000m/s speed, so speed is not the problem there; this does not solve the energy management problem though (for a fast, slow firing, huge energy eater PPC)... it's also quite different story versus corvettes and frigates...
2. khaaks ships seem to have quite stronger hulls (like 1.5x ?) than other races comparable vessels?
3. is there actually any other terran civilian ships and stations dealer other than that dark space corp? other races have several of them...
4. paul, will you please integrate the new USC M2 from expnobody on the next update?
2)yes they are a bit tougher but what do you expect from Nvidium plating
3)do you mean to buy factories from or you just want more corporation variety in terran space? dark space sells all available civ factories and ships and not just in dark space cluster!
4)+1 i cant wait to have a couple of those beasts advancing through commonwealth space!![]()

4. hahaha

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you need xeditor 2, install that, direct it to your game directory either TC or AP which ever your using. you then need to go to open in xeditor 2 and select the xrm part 2 .cat and open it.panzerkw wrote:hi all, I like the SRM but the only thing I want to change is the cost and ware size of jumpdrive (just my opinion but I believe it goes too far from vanilla). Any idea on how I can do this?
if you are using tc then open the t folder . or if you are using ap open addon/t and find twarest (tech items) scroll down the righthand side until you find the jumpdrive. you will see a list of variables in the main viewport. go to ware size and double click were it says xl. it will then gove you the ware size options. select whichever ware size you like. s,m l etc.
to change the price this is a bit trickier. you will see two price values, rel price and rel price player(something like that lol) . this number is not a direct representation of the credits in game so it may take a couple of goes to get a price similar to what you are thinking, i would simply remove the last digit on both (keeping both the same is easiest) this should bring the price down from millions to hundreds of thousands.
click save and then yes to overwrite (create a backup or the .cat before hand if you feel the need). now i usually start a new game if ive changed any T files but it may work fine just adjusting wares im not sure.
then just check the results ingame

bare in mind explaining how to do this for one item may send you on a dark path of stat editing and creating super ships lol i dont take any responsibility for you loosing the enjoyment of xrm by making things too easy!


I used to list PC parts here, but "the best" will suffice!
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nap_rz
there are like 3 or 4 more darkspace showrooms lol in terran sol system. if you have been to all and explored all then use the encyclopedia. search for factories ,terran factories, and it will list the locations these factories can be bought. this will reveal to you were these showrooms are, provided you have already discovered them!
If the showrooms do not appear in the encyclopedia then either
A) you simply have not found them yet
or
B) Something is screwed up with your install, or a mod conflict.
there are like 3 or 4 more darkspace showrooms lol in terran sol system. if you have been to all and explored all then use the encyclopedia. search for factories ,terran factories, and it will list the locations these factories can be bought. this will reveal to you were these showrooms are, provided you have already discovered them!
If the showrooms do not appear in the encyclopedia then either
A) you simply have not found them yet
or
B) Something is screwed up with your install, or a mod conflict.
I used to list PC parts here, but "the best" will suffice!
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It depends on target distance and traveling vector. If they are far and are approaching directly to you, you will take them down with ease with anything /but better with high speed guns. If they buzzing around you like the swarm of angry bees, it's another story. When I'm pressed hard I turn turrets on my Pteronadon to "attack enemies" and they deal fine with just about everything in vicinity. More advanced turret AI like mars could do wonders there. And don't forget that weapons track much faster then in vanilla here.dougeye wrote: 1)i would persoannlly assume that the turrets rotation speed has more to do with efficiency against fighters than the bullet speed.
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I've sorted something out for Earth.
I have basically split the Torus wreck model into three separate scenes and moved them quite a bit towards the planet. This now allows the sector to actually have ships in it!
Now all I've got to do is work out a script to make all the universe changes necessary without forcing a restart. I hope the MD can manipulate "special" objects like the Torus wreck.
I have basically split the Torus wreck model into three separate scenes and moved them quite a bit towards the planet. This now allows the sector to actually have ships in it!
Now all I've got to do is work out a script to make all the universe changes necessary without forcing a restart. I hope the MD can manipulate "special" objects like the Torus wreck.
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well I use mars and still EMR misses a lot of shots...deca.death wrote:It depends on target distance and traveling vector. If they are far and are approaching directly to you, you will take them down with ease with anything /but better with high speed guns. If they buzzing around you like the swarm of angry bees, it's another story. When I'm pressed hard I turn turrets on my Pteronadon to "attack enemies" and they deal fine with just about everything in vicinity. More advanced turret AI like mars could do wonders there. And don't forget that weapons track much faster then in vanilla here.dougeye wrote: 1)i would persoannlly assume that the turrets rotation speed has more to do with efficiency against fighters than the bullet speed.