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

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

Post by alphalvr » Fri, 4. Jan 19, 10:12

Yes I guess that is my problem, I am not friendly to boron or paranid, I will learn to work around it.

By the way I am using the LxXRM so it might not help matters.

Any idea why I have similar issues with ships named such as 'boron rescue ship,' that is the most annoying, silly m4 or m5 taking pot shots at my Zepherus with 4 blastclaws on board, and then having military response just defending themselves.

Not moaning, just wondering how other people deal with it.

Befriending the races seem the only option atm.

Taylor2008
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Taylor2008 » Fri, 4. Jan 19, 11:06

These ships are like kids ; see if you have trouble with the older people of some "clan" ,
their kids will try to offend you when they see you even they migh loose a physican skirmish,
they and you know , the older brothers will come and revenge them. :D

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

Post by bubbabenali » Fri, 4. Jan 19, 13:21

alphalvr wrote:
Fri, 4. Jan 19, 10:12
Not moaning, just wondering how other people deal with it.

Befriending the races seem the only option atm.
I cheated myself into the hearts of the Argon and Terran factions... seems to work at the moment, but oh boy do I need to apologize to a bunch of freighters I've never seen in the game before...

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

Post by alphalvr » Sat, 5. Jan 19, 22:01

Ok so I was actually starting to get frustrated with these Privateers and also other random ships from the Boron with names like 'Rescue' making it almost impossible for me to leave my carriers (er TM,s) to do their own devices without turning the entire Police and Military in the system against me, even border sectors are out of bounds. One small ship can cause trouble which escalates rapidly with even extra ships jumping in to help.(or at least that's how it looked)

The good news though (short of just befriending the Boron) is I noticed if i leave those ships in Split sectors the problem goes away. The Split don't seem to care if I retaliate so just as long as I make sure my TM's are in Split sectors the game has gone back to being fun.....and it also seems to make sense and I in fact like the feature. I'm sure I knew all this back when I used to play but had forgotten who likes who etc.

I have always liked to have at least 1 or even 2 factions against me which stems from the base game just being so easy with little threat.

Now I can create a few more TM,s and leave them to launch attacks against pirates without me needing to micro manage everything, I am really loving these mods and now I can start thinking about doing the campaigns finally which I had never bothered with in the past. I have been putting them off because I seem to remember they are harder if your fight rank is high, or maybe it was depending which ship you are in when you start the mission. Regardless I am hoping to get into some epic fights.

Big thanks to Egosoft and the modders who have made this game still enjoyable after all these years. It is really quite something to still be enjoying this title when I also have Elite, Star citizen and Eve online installed. (not forgetting X4 of course :D )

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

Post by BlackArchon » Sun, 6. Jan 19, 09:46

I also like coming back to XRM about once a year, trying out ships I haven't used before, or creating war scenarios using the "Hot war" feature from the script Improved Races. It doesn't get boring this way. :)

Taylor2008
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Taylor2008 » Sun, 6. Jan 19, 12:49

Another good script is MilitaryBaseResponseRevamp-V4.12-09.11.2018.spk https://drive.google.com/open?id=1ItKOi ... bLTYx4ZFVy together with LxXRM.
It has a lot of new settings via Pluginmanager-Menu , like Race-Fleets try to invade Pirate-Sektors.
I am actuelly playing LxXRM which includes all of Lucike, STO , Yaki-Armada,Pirate Guild, Tortug and Visual Enhencements,,,alongside with MBRR and Life.
For me this is my X4 . :D

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

Post by alexalsp » Thu, 14. Feb 19, 13:33

How to return the sidebar? :(

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

Post by BlackArchon » Thu, 14. Feb 19, 19:28

Open the controls options menu, then look at Interface, Views. There you can find the hotkey you are looking for.

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

Post by alexalsp » Thu, 14. Feb 19, 19:48

I apologize. I meant how to make the panel icons always displayed.

At the moment there is a panel but the panel icons are not visible.


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

Post by alexalsp » Thu, 14. Feb 19, 21:44

BlackArchon wrote:
Thu, 14. Feb 19, 20:14
I'm not sure if I understand you correctly, could you please post a screenshot?
https://imgur.com/a/KzyvpRh

Bonus Pack need for mod?

I reinstalled by mod. The panel is now displayed constantly.

https://imgur.com/s1i4jGH

1) Can you tell which files are responsible for displaying the panel?
2) 00044.pck - Is it necessary to delete this file or can I leave it?

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

Post by BlackArchon » Thu, 14. Feb 19, 22:49

I can imagine that you had some kind of mod conflict. What other mods or scripts had do you installed besides XRM?

And no, the Bonus Pack is not mandatory, but it is compatible with XRM.
If you do not delete the file 00044.pck, the ship computer will be unable to pronounce any new game objects like ship names.

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

Post by alexalsp » Fri, 15. Feb 19, 00:37

I placed the files in the wrong directory.

Question.

Bonus Pack must be installed before XRM?


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

Post by alexalsp » Fri, 15. Feb 19, 21:46

Thanks for the mod and for the answers. :wink:

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