[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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You should be able to find them available for purchase at the Jonferco Showroom's scattered about in Argon space. I think the main Federal Argon Shipyards, if I remember correctly (and the like of other races), only sell the Military Ships.Failmuffins wrote:It seems like I'm missing some ships that, according to the database, should be for sale at some stations. Specifically, I'm looking to buy a Mercury; which is listed at being both the shipyards in 'Argon Prime' and 'Cloudbase South East'.
You'll find one here...
Spoiler
Show
You should be able to find a Jonferco Showroom in Red Light... if I am not mistaken.
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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@all but especially paul here
I have this idea, maybe this is already too late and should've been tried when paul made CMOD4... nevertheless here's what I'm thinking
so someone made a thread in Rebirth forum asking egosoft to improve the feeling of weapons, he argued that weapons, especially capital ships weapons felt wrong, these weapons just feel like phew phew phew and sprayed hoping them hit something instead of the precise and huge BANG that packs powerful punches
well I agree with that, even in CMOD/XRM these PPC, PSP and others big guns still feels like phew phew phew, so maybe we can try to change them into something more realistic/believe able...
1. all capital grade weapons should not be slower than fighter class weapons, so I'm talking about giving PPC something like 5x the speed of it is now, so a PPC will travel at 2500m/s or such that it is faster than, say...a PRG...
2. however, their rate of fire should be also significantly lower my guesstimate, the fastest capital weapon should not fire weapon faster than 1 shot every 10 seconds kinda like how the Teladi gauss cannon work now....
3. also their energy requirement should be enormous, so a Tyr firing half of it's total number of PSP capable turrets may as well deplete... say... 50% of it's weapon energy, so when a Tyr fire it's all PSP in all it's PSP capable turrets it will be drained completely of it's energy....
4. you can give frigates capital grade weapons, but because of their enormous energy requirement, these frigate won't be able to use these big guns often in a fight...
5. no more PRG, PAC, EBC, EMPC etc for M7 and above, to deal with fighters and missiles, all capitals should have specialized anti fighter weapons... take example CW FLAKs.... increase their range and rate of fire but decrease a bit the damage... or maybe don't nerf the damage...
6. about missiles, I think most missiles should work terrible against energy shield... even nukes should do bad against shields but missiles are hull destroyer...
7. in relation with number 6, maybe try to vary how capital weapons work against shield and hull...
basically that's my idea for the capital weapons, how will we balance for medium and fighter weapons, how to prevent capitals from using PPC to kill a fighter, how will it handle turrets scripts like MARS, how will it behave OOS, etc I honestly have no idea
maybe we can all discuss it here...
I have this idea, maybe this is already too late and should've been tried when paul made CMOD4... nevertheless here's what I'm thinking
so someone made a thread in Rebirth forum asking egosoft to improve the feeling of weapons, he argued that weapons, especially capital ships weapons felt wrong, these weapons just feel like phew phew phew and sprayed hoping them hit something instead of the precise and huge BANG that packs powerful punches
well I agree with that, even in CMOD/XRM these PPC, PSP and others big guns still feels like phew phew phew, so maybe we can try to change them into something more realistic/believe able...
1. all capital grade weapons should not be slower than fighter class weapons, so I'm talking about giving PPC something like 5x the speed of it is now, so a PPC will travel at 2500m/s or such that it is faster than, say...a PRG...
2. however, their rate of fire should be also significantly lower my guesstimate, the fastest capital weapon should not fire weapon faster than 1 shot every 10 seconds kinda like how the Teladi gauss cannon work now....
3. also their energy requirement should be enormous, so a Tyr firing half of it's total number of PSP capable turrets may as well deplete... say... 50% of it's weapon energy, so when a Tyr fire it's all PSP in all it's PSP capable turrets it will be drained completely of it's energy....
4. you can give frigates capital grade weapons, but because of their enormous energy requirement, these frigate won't be able to use these big guns often in a fight...
5. no more PRG, PAC, EBC, EMPC etc for M7 and above, to deal with fighters and missiles, all capitals should have specialized anti fighter weapons... take example CW FLAKs.... increase their range and rate of fire but decrease a bit the damage... or maybe don't nerf the damage...
6. about missiles, I think most missiles should work terrible against energy shield... even nukes should do bad against shields but missiles are hull destroyer...
7. in relation with number 6, maybe try to vary how capital weapons work against shield and hull...
basically that's my idea for the capital weapons, how will we balance for medium and fighter weapons, how to prevent capitals from using PPC to kill a fighter, how will it handle turrets scripts like MARS, how will it behave OOS, etc I honestly have no idea



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You're looking for Gauss Cannons.nap_rz wrote:1. all capital grade weapons should not be slower than fighter class weapons...
2. however, their rate of fire should be also significantly lower...
The problem here is that AI ships don't understand energy management. At all. You'd have destroyers quickly burning all of their laser energy at the beginning of combat and battles between AI ships would be clumsy and needlessly protracted. Also, the AI would be more or less helpless against the player in capital ship combat.3. also their energy requirement should be enormous...
4. you can give frigates capital grade weapons...
I don't see how limiting the player's options like that makes the game any more fun. Fighter class weapons are still effective against fighters (duh) and they're much more energy efficient than flak guns. It actually gives you something to think about when outfitting capital ships instead of just going straight to the same gun every time. The weapon compatibility also gives capital ships more variety and works well with turret switching in AP and third-party turret scripts like MARS.5. no more PRG, PAC, EBC, EMPC etc for M7 and above...
Flaks aren't supposed to be an end-all to fighters. Only ships that are specialized as anti-fighter platforms should be able to take down large fighter groups, and other capital ships should have to rely on those ships to protect them. If fighters stand no chance against larger ships then it takes away from not only their roles in combat but capital ships as well.all capitals should have specialized anti fighter weapons...
Anti-cap fighters kill anti-cap cap ships.
Anti-cap cap ships kill anti-fighter cap ships.
Anti-fighter cap ships kill anti-cap fighters.
If you give every capital ship impenetrable fighter defense, then it's:
Cap ships kill everything.
Fighters are useless once the player gets an M7.

Missiles always do the same amount of damage to hull and shielding. It's the way their damage is coded; there isn't much that can be done about it through the missile stats themselves. Using the hull packs creates an effect very similar to what you describe, though.6. about missiles, I think most missiles should work terrible against energy shield... even nukes should do bad against shields but missiles are hull destroyer...
Compare Ion Cannons to Gauss Cannons.7. in relation with number 6, maybe try to vary how capital weapons work against shield and hull...
Last edited by A5PECT on Mon, 23. Jan 12, 09:40, edited 13 times in total.
Admitting you have a problem is the first step in figuring out how to make it worse.
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paul...
Just found an ATF Mapping Service Mammoth.... wtf? It's the generic missions again isn't it...
(and yes, the mod is installed correctly on my rig).
And... PACs / PRGs / PBEs and whatnot are good for back turrets in large ships. Very good at shooting down incoming missiles and pesky fighters. Removing them from ships that are M7 or greater would be annoying (and silly).
M.
Just found an ATF Mapping Service Mammoth.... wtf? It's the generic missions again isn't it...
(and yes, the mod is installed correctly on my rig).
Also... since the weapons are racialised now... if you start playing around with which ones do massive damage against shields and stuff all to the hull and whatnot, you'll have a massive balancing issue.KloHunt3r wrote:answers to discussion points about weapons...nap_rz wrote:discussion points about weapons... etc
And... PACs / PRGs / PBEs and whatnot are good for back turrets in large ships. Very good at shooting down incoming missiles and pesky fighters. Removing them from ships that are M7 or greater would be annoying (and silly).
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Confirmed. The server that's hosting might be down, or Paul could be doing a surprise update. Probably the former. It could fix itself in a while, or barring that Paul will have to look at that when he's around.LordDeTracy wrote:The download links seem to not work anymore
Cheers,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Yup, found one over there. Thanks!morikaane wrote:You should be able to find them available for purchase at the Jonferco Showroom's scattered about in Argon space. I think the main Federal Argon Shipyards, if I remember correctly (and the like of other races), only sell the Military Ships.Failmuffins wrote:It seems like I'm missing some ships that, according to the database, should be for sale at some stations. Specifically, I'm looking to buy a Mercury; which is listed at being both the shipyards in 'Argon Prime' and 'Cloudbase South East'.
You'll find one here...Cheers,SpoilerShowYou should be able to find a Jonferco Showroom in Red Light... if I am not mistaken.
M.
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I decided to start up an XRM:AP game last night. Added my favourite AP compatible TC scripts and started up an OTAS Operative game.
First thing I saw... a Khaak Advanced Destroyer attacking the OTAS Boreas.
Thankfully the Boreas took it down.... what a start that would have been... straight into a cap ship battle after the script load pause
lol
First thing I saw... a Khaak Advanced Destroyer attacking the OTAS Boreas.
Thankfully the Boreas took it down.... what a start that would have been... straight into a cap ship battle after the script load pause

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So many more reds.... gone are the days of lazy transporting in safe space. Seems like nowhere is safe! I like it 
Only thing I don't like is my normal HQ system has been nabbed by the damn Teladi
Seems I might go to war with them just so I can have that system but I like the Teladi... even with all their greed.

Only thing I don't like is my normal HQ system has been nabbed by the damn Teladi

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Navigational Beacon. The TC useless. The AP is used for jumping to it.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Hello, I'm new to the game been playing for 4-5 days or so. Was wondering does this have sector take overs n such? Also possible to wipe out every race ect?
Also is the any type of alliance type stuff mod/script.
If not could i get pointed in the right direction my head about to explode from all this reading lol.
I'm wanting my game to be some what like space empires 5 was.
Where i can take out everyone and sorta have an "I Win" type deal.
Sorry if dumb questions but I'm new trying to figure out how stuff works.
Thanks,
Also is the any type of alliance type stuff mod/script.
If not could i get pointed in the right direction my head about to explode from all this reading lol.
I'm wanting my game to be some what like space empires 5 was.
Where i can take out everyone and sorta have an "I Win" type deal.
Sorry if dumb questions but I'm new trying to figure out how stuff works.
Thanks,
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You can take over sectors with additional scripts. For example, LazCorps Claim Sector.Malaras wrote:Hello, I'm new to the game been playing for 4-5 days or so. Was wondering does this have sector take overs n such?
You can certainly try, but they'll respawn. It is a limitation of how the game works. I think it can be done to an extent with IR... sort of... but I'm not exactly sure.Malaras wrote:Also possible to wipe out every race ect?
I'm not sure what you're expecting there. However you could use IR or something. But you'll need to play around with its settings because of the ferocity of the XRM 'verse. There are alliances already though, like the entire community of planets against the Terrans, or the Terrans against everyone (more or less).Malaras wrote:Also is the any type of alliance type stuff mod/script.
There are no "iwinships" in XRM. However, that Unknown Ship doesn't... count... *grin*Malaras wrote:Where i can take out everyone and sorta have an "I Win" type deal.
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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this?morikaane wrote:take out everyone and sorta have an "I Win" type deal.
There are no "iwinships" in XRM. However, that Unknown Ship doesn't... count... *grin*
M.
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UPDATE RELEASED v1.16
----------------------------------
XRM-AP BUG FIX
Only users of Albion Prelude need to install this update. TC content will be coming in the next release.
If continuing a 1.15 AP-XRM save it is essential that you follow the update instructions below.
COMPONENTS THAT REQUIRE UPDATING:
XRM Part 2
Hull packs
Please ensure that you recopy all scripts from Part 2 as many have changed. Just copy and paste them into your scripts folder overwriting the originals.
SHIPS THAT REQUIRE CLONING:
If continuing a save game
TS Sentinels
SHIPS THAT MUST NOT BE IN SECTOR DURING UPGRADE:
If continuing a save
Marlin
Changelog:
Fixed - Swapped Marlin model to vanilla AP model
Fixed - Reduced swarm missile warheads to five to help fps - increased damage to compensate
Fixed - Incorrect ships in ATF shipyards and certain ATF jobs
Fixed - Added missing factories to Magnir USC Shipyard
Fixed - Terran lasertowers now use standard lasertower model
Fixed - Changed name of AP Gunner to "Type IV"
Fixed - Replaced the doubled sector name of CEO's Welspring
Fixed - Added coordinates to the new Unknown Sectors names
Fixed - All TS Sentinel variants gain one shield slot
Fixed - Corrected weapons loadout on Aquata
Added - Jumpdrive and Trade Command Mk3 for sale in Terran space
Added - Atmospheric Lifter for sale
SPECIAL INSTRUCTIONS IF CONTINUING A V1.15 AP-XRM GAME
------------------------------------------------------------------------------------
Due to the alteration of some jobs scripts we have to remove these jobs so that they respawn using the correct ships. The below script will do this as well as make any necessary changes to docks for the patch.
If you are starting a new game DO NOT run this script - it is for existing games only.
- Update all XRM components required
- Load your save.
- If not already enabled, enable the script editor (change pilot name to "Thereshallbewings")
- Open the script editor and scroll down to the following script: "temp.xrm.1.15to1.16patch".
- Hit "r" then enter twice to run the script
NOTES:-
Users of Terran Conflict do not need to install this release - although it will do no harm to do so.
Part 1 has not changed with this release so there is no need to update it.
People who have spotted Mammoths in Terran space - I'm 99.99% sure its not the XRM spawning these. Mammoths are spawned when a script or job cannot find the ship it is trying to spawn. All XRM TShips entries are exactly where they should be. I have double checked jobs and there is no problem - in fact the name of the mammoth spotted, "ATF Mapping Service", is not a job spawned by XRM at all. Have a look at the XRM jobs file if you don't believe me.
----------------------------------
XRM-AP BUG FIX
Only users of Albion Prelude need to install this update. TC content will be coming in the next release.
If continuing a 1.15 AP-XRM save it is essential that you follow the update instructions below.
COMPONENTS THAT REQUIRE UPDATING:
XRM Part 2
Hull packs
Please ensure that you recopy all scripts from Part 2 as many have changed. Just copy and paste them into your scripts folder overwriting the originals.
SHIPS THAT REQUIRE CLONING:
If continuing a save game
TS Sentinels
SHIPS THAT MUST NOT BE IN SECTOR DURING UPGRADE:
If continuing a save
Marlin
Changelog:
Fixed - Swapped Marlin model to vanilla AP model
Fixed - Reduced swarm missile warheads to five to help fps - increased damage to compensate
Fixed - Incorrect ships in ATF shipyards and certain ATF jobs
Fixed - Added missing factories to Magnir USC Shipyard
Fixed - Terran lasertowers now use standard lasertower model
Fixed - Changed name of AP Gunner to "Type IV"
Fixed - Replaced the doubled sector name of CEO's Welspring
Fixed - Added coordinates to the new Unknown Sectors names
Fixed - All TS Sentinel variants gain one shield slot
Fixed - Corrected weapons loadout on Aquata
Added - Jumpdrive and Trade Command Mk3 for sale in Terran space
Added - Atmospheric Lifter for sale
SPECIAL INSTRUCTIONS IF CONTINUING A V1.15 AP-XRM GAME
------------------------------------------------------------------------------------
Due to the alteration of some jobs scripts we have to remove these jobs so that they respawn using the correct ships. The below script will do this as well as make any necessary changes to docks for the patch.
If you are starting a new game DO NOT run this script - it is for existing games only.
- Update all XRM components required
- Load your save.
- If not already enabled, enable the script editor (change pilot name to "Thereshallbewings")
- Open the script editor and scroll down to the following script: "temp.xrm.1.15to1.16patch".
- Hit "r" then enter twice to run the script
NOTES:-
Users of Terran Conflict do not need to install this release - although it will do no harm to do so.
Part 1 has not changed with this release so there is no need to update it.
People who have spotted Mammoths in Terran space - I'm 99.99% sure its not the XRM spawning these. Mammoths are spawned when a script or job cannot find the ship it is trying to spawn. All XRM TShips entries are exactly where they should be. I have double checked jobs and there is no problem - in fact the name of the mammoth spotted, "ATF Mapping Service", is not a job spawned by XRM at all. Have a look at the XRM jobs file if you don't believe me.
Last edited by paulwheeler on Mon, 23. Jan 12, 15:04, edited 5 times in total.