[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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Is the XRM wiki worth working on... love the idea as XRM just keeps growing. There's a few community based "projects" like the stats sheet and map that could somehow be ported there and ofc compatibility of other mods could be listed with switch settings, load orders, common collection orders etc etc.
Just seems like a nice little idea for something that seems to have garnered a fair bit of love.
On compatibilty, wtb TC for AP XRM compatch <3 (A) (also wtb angel faced smiley :/)
Just seems like a nice little idea for something that seems to have garnered a fair bit of love.
On compatibilty, wtb TC for AP XRM compatch <3 (A) (also wtb angel faced smiley :/)
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Mystery GonersCptQaoz wrote:But why is this ship named Unknown Object and not Goner XXX?

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.
[ external image ]
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
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"maybe" you're missing the point. By taking any choice, you are automatically making 3/4 of users/ or non users dissatisfied. Hull multiplication is something like game difficulty level. It makes low impact on player (once your shields are fried it means you have screwed up something) but it makes higher difference on speed of killing enemy ships. And as most of difficulty levels, it has to be left as personal choice.nap_rz wrote:@deca death
maybe medium hull multiplication? I reckon however, it will make OOS battle longer too and in the end make the late gameplay more CPU demanding if there's wars in the universe...
POSSIBLE BUG
Skiron has 6x200Mj in description and fits only 5 shields. XRM.TC
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Re: Quasar - yes, i forgot to put the new model in TC (its in AP). Ill sort it in 1.18.
Re: xrm wiki...
If someone wants to start one, I'm all for it. I've not got time to maintain it though, so you guys would have to manage it.
Re: xrm wiki...
If someone wants to start one, I'm all for it. I've not got time to maintain it though, so you guys would have to manage it.
Last edited by paulwheeler on Sun, 12. Feb 12, 23:57, edited 1 time in total.
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Because it's not a Goner. The unknown race this ship comes from targets Goners, possesses their bodies and uses them to pilot their ships. But the Goner inside is nothing more than a brain-dead puppet of this evil race, bent on universal domination.Yacek wrote:Mystery GonersCptQaoz wrote:But why is this ship named Unknown Object and not Goner XXX?
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I was thinking about downloading this, but I was wondering....how bad is the performance hit compared to vanilla? I already get 15-20 fps during battle (with 20 or so ships including several capitals) in vanilla Albion Prelude and from what I've heard, this will make battles even larger.
Last edited by tmbroe01 on Sun, 12. Feb 12, 22:36, edited 1 time in total.
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I dunno about that; those Unknown Objects seem pretty chill to me.paulwheeler wrote:Because it's not a Goner. The unknown race this ship comes from targets Goners, possesses their bodies and uses them to pilot their ships. But the Goner inside is nothing more than a brain-dead puppet of this evil race, bent on universal domination.Yacek wrote:Mystery GonersCptQaoz wrote:But why is this ship named Unknown Object and not Goner XXX?
I've only seen them attack pirates.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Most likely what models he does use will be ones that require replacing to fit more with the flavor of the race they are allocated to and more in the design parameters of what he thinks they should/would look like. So if he does use any of Expnobody's models, he's not just gonna replace some of Cadius's ships, rather he'll use both of their models. I especially like a lot of the boron models I am seeing
even though I gave Cadius several of my own homemade models, though some of them concept wise aren't done by me.
Most of the models I've given him were suggestions for Boron ships but entirely up to him to allocate better to what race he thinks they should go in. Besides that though Boron ships are great to see, more Argon even better and of course seeing more Paranid ships is awesome, as those are the 3 races who are lagging behind in the ship race compared to the other races.

Most of the models I've given him were suggestions for Boron ships but entirely up to him to allocate better to what race he thinks they should go in. Besides that though Boron ships are great to see, more Argon even better and of course seeing more Paranid ships is awesome, as those are the 3 races who are lagging behind in the ship race compared to the other races.
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As I said I am no expert in scripting ....... however, since the missile boat script is activated with the command "turret_kill_enemies" and the same command is "touched" in the setup of the missile defense mk2 to reconfigure it with the use of scripts modified by Gazz, I thought about a possible conflict in some "routine" called by both scripts. So in the file "setup.plugin.gz.missile.def.mk2" I simply "commented out" the lines of code involving precisely the command "turret_kill_enemies", leaving active only the "remapping" of command "turret_missile_defence" redirected on scripts from mdmk2. Before this change happened that entering a sector with ongoing fighting (involving the missile boats), taking an active part in them or just passing, crashes were frequent. Now, after several jumps in different areas, I have not had any crashes . I repeat, may be simply a case and a new crash waiting for me behind the next portaldeca.death wrote:Keep us posted about this, this problem plagues many.Tiek wrote: With regard to the missile boat crash with scripts ... I'm not an expert but as both the missile boat script that the missile defense MK2 touch via setup the command "turret kill enemies", assuming a conflict between the two I tried to disable in the setup of the missile defense MK2 the changes to the command in question, using the excellent Gazz script only for the missile defense command in fact; be a case but after the change I have not had any crashes ... for now;


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Daedalus is Argon M3B in Cadius's shippack, i think ppl didnt got their heads aroundSn4kemaster wrote:I hope you mean the Quasar..... start changing the Daedalus model and that will create problem'spaulwheeler wrote:Re: Daedalus - yes, i forgot to put the new model in TC (its in AP). Ill sort it in 1.18.![]()
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summer time..
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Yes I meant quasar, the argon m3b.... It used to be called Daedalus - my brain is on strike at the moment.Sn4kemaster wrote:I hope you mean the Quasar..... start changing the Daedalus model and that will create problem'spaulwheeler wrote:Re: Daedalus - yes, i forgot to put the new model in TC (its in AP). Ill sort it in 1.18.![]()
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I've got to ask, what's a good m2 for anti m6 and fighter duty? I recently caved in and outfitted a boreas, and I thought it would work well, but ironically my cyclops actually seems to have an easier time swatting down fighters and m6 than my boreas. Probably has something to do with the excellent turret coverage, which causes near by targets to have up to 4 turrets firing even if its less over-all guns
I put PPC and plasma beam cannons on the boreas and it just can't handle m6. I am willing to try other race ships, just need some recommendations.
I put PPC and plasma beam cannons on the boreas and it just can't handle m6. I am willing to try other race ships, just need some recommendations.
Duke's Buccaneers... I hate you so much... I am sooo demolishing your HQ when our business is finished....
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my boreas stores...garv222 wrote:I've got to ask, what's a good m2 for anti m6 and fighter duty? I recently caved in and outfitted a boreas, and I thought it would work well, but ironically my cyclops actually seems to have an easier time swatting down fighters and m6 than my boreas. Probably has something to do with the excellent turret coverage, which causes near by targets to have up to 4 turrets firing even if its less over-all guns
I put PPC and plasma beam cannons on the boreas and it just can't handle m6. I am willing to try other race ships, just need some recommendations.
18 x PPC
18 x PBC
24 x IC
14 x CFA
6 x CIG
6 x IPG
6 x PRG
6 x PAC
in the cargo and let MARS handle them with care

Last edited by nap_rz on Mon, 13. Feb 12, 06:53, edited 1 time in total.
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I'm using mefos weapon system which seems to swap stuff in and out. Maybe I should throw in some CIG and IPG for closer range work...I'll give it a go after I get some fabs up... I've bought out most of the universe's weapons.nap_rz wrote:my boreas stores...garv222 wrote:I've got to ask, what's a good m2 for anti m6 and fighter duty? I recently caved in and outfitted a boreas, and I thought it would work well, but ironically my cyclops actually seems to have an easier time swatting down fighters and m6 than my boreas. Probably has something to do with the excellent turret coverage, which causes near by targets to have up to 4 turrets firing even if its less over-all guns
I put PPC and plasma beam cannons on the boreas and it just can't handle m6. I am willing to try other race ships, just need some recommendations.
18 x PPC
18 x PBE
24 x IC
14 x CFA
6 x CIG
6 x IPG
6 x PRG
6 x PAC
in the cargo and let MARS handle them with careterran ships may be somewhat relatively slightly more effective against smaller ships (:lol: at my wording) due to IMO superior punches from their FLAK weapons...
Duke's Buccaneers... I hate you so much... I am sooo demolishing your HQ when our business is finished....
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hmm but I can report too that against M6, it's actually my IC and PBC that do the most killing...garv222 wrote: I'm using mefos weapon system which seems to swap stuff in and out. Maybe I should throw in some CIG and IPG for closer range work...I'll give it a go after I get some fabs up... I've bought out most of the universe's weapons.
just saw the spreadsheet from Xtended TC,


about hull pack, which one is most used by people here? which one is the most balanced one? and why do they not using unified multiplication factor across various ships? wouldn't that would unbalance the ship rebalance mod?
Last edited by nap_rz on Mon, 13. Feb 12, 06:53, edited 1 time in total.