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

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

Post by BlackArchon » Wed, 3. Oct 18, 20:12

xxx_L.E.O.P.A.R.D_xxx wrote:
Wed, 3. Oct 18, 19:50
Guys, hello everyone!
Are there modmakers here who will tell me one interesting feature?
How and by what formulas did the ships balance in XRM be calculated? These formulas are very, very necessary.
I am modding and adding a large number of ships. Therefore, it is very important for me to know all the calculation formulas for all ships.
I think that this is not a secret and good people will help me in my question.

Best regards, LEOPARD!
I'm not sure if there were any formulas used for XRM's ships. Paul could probably answer that, but he is quite rarely in this thread lately.

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

Post by sabrehawk » Mon, 29. Oct 18, 11:50

Man i would be so glad if anyone just could write a darn installer for this mod that works on the pretence that you have a vanilla x3ap clean install and only needs to ask for the install folder location or even better...reads it out of the bloody registry^^...might have shortened this thread by a 1000 pages.

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

Post by Vesstair » Mon, 29. Oct 18, 18:21

Erm... I'm not sure if I'm missing something (I don't see any links in code tags) but upon going to the onedrive link the site says the account has been suspended. Is there another way to get the mod pack?

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

Post by BlackArchon » Mon, 29. Oct 18, 22:02

The linked web site from my signature also got the most important XRM downloads, but I'm experiencing technical difficulties for some hours now. I hope tomorrow all issues will get fixed.


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

Post by Szynszyl » Wed, 21. Nov 18, 13:59

Hello, anyone else play this mod? Its still working?


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

Post by Aseron » Mon, 3. Dec 18, 06:17

Anyone know how to restore the Phased Shockwave Generator to its original state? Frame rate is not an issue for me, and before this mod, it was my single favorite weapon with its ability to wipe out clusters of fighters in one go.

As much as I like the things added in with this mod, that once change has me going back to my unmodded steam version.

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

Post by BlackArchon » Mon, 3. Dec 18, 18:55

If you want this completely overpowered weapon back, than you could restore the corresponding entries in TLaser.txt and TBullets.txt. This should do the trick. Maybe you also have to edit Effects.txt, but I'm not sure about this one.

kolt16
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by kolt16 » Thu, 6. Dec 18, 22:58

Hi all.

Is there someone who has a working link for the XRM cockpit pack?

Thanks in advance.


Edit:
Found this, if anyone runs into the same issue (hopefully it's the same thing):
viewtopic.php?t=254635

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

Post by Aseron » Fri, 7. Dec 18, 01:41

Could I ask where the manifest for this mod’s cockpit interiors is? Something that has been bugging me for a while now is that around half the M7’s will have a full bridge like you would see on an M2, while the other half have a 2-man cockpit.

The latter is hardly appropriate for ships of this size: especially the M7C’s, which would (if we are using video game logic) have a large number of people working to coordinate the fighters.

Basically, I just want to give all of the frigates in the game a full bridge.


Edit: the one exception would be the Aquila, which I would use the Split Scorpion’s internal cockpit for since I have always seen that ship as sort of a lone wolf.

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

Post by Aseron » Fri, 7. Dec 18, 19:14

[quote=BlackArchon post_id=4765914 time=1543859701 user_id=60462]
If you want this completely overpowered weapon back, than you could restore the corresponding entries in TLaser.txt and TBullets.txt. This should do the trick. Maybe you also have to edit Effects.txt, but I'm not sure about this one.
[/quote]

What directories would those be in? Those file names are not coming up when I do a directory search of my X3 folder.


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

Post by Goldfinch » Wed, 12. Dec 18, 14:49

Is there a newer link for the part 3 download? I got parts 1 and 2 but 3 doesn't download from Onedrive.

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

Post by Goldfinch » Wed, 12. Dec 18, 15:36

Working now, must have been an issue with Onedrive.

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

Post by Cascinova » Thu, 13. Dec 18, 07:22

Having the same issue, can't download the files from onedrive.


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

Post by Cascinova » Thu, 13. Dec 18, 19:23

@BlackArchon, wow, thank you very much!

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

Post by kyoo » Tue, 18. Dec 18, 21:29

How do you manage to trade well in this mod? With all of the pirate swarms and khaak/xenon I don't really get how anything that can't outrun or kill them is supposed to survive. By the time you can afford to invest in an escort fleet big enough to protect a TS trading is kind of small potatoes too. Is it intended as more of a pure combat mod?


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