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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Erenar
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Post by Erenar »

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 :/)
nap_rz
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Post by nap_rz »

@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...
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Yacek
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Post by Yacek »

CptQaoz wrote:But why is this ship named Unknown Object and not Goner XXX?
Mystery Goners :)
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deca.death
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Post by deca.death »

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...
"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.



POSSIBLE BUG

Skiron has 6x200Mj in description and fits only 5 shields. XRM.TC
paulwheeler
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Post by paulwheeler »

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.
Last edited by paulwheeler on Sun, 12. Feb 12, 23:57, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Yacek wrote:
CptQaoz wrote:But why is this ship named Unknown Object and not Goner XXX?
Mystery Goners :)
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.
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Erenar
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Post by Erenar »

I'll take a look at the xrm.wikia page and see what can be done in the next day or 2... not promising anything, need to scope out the possibilities first.
tmbroe01
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Post by tmbroe01 »

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.
A5PECT
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Post by A5PECT »

paulwheeler wrote:
Yacek wrote:
CptQaoz wrote:But why is this ship named Unknown Object and not Goner XXX?
Mystery Goners :)
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.
I dunno about that; those Unknown Objects seem pretty chill to me.

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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mr.WHO
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Post by mr.WHO »

Hey Paul, does Expnobody sent you any new modes? if Yes then what is the list of new ships/models for 1.18?
expnobody
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Post by expnobody »

mr.WHO wrote:Hey Paul, does Expnobody sent you any new modes? if Yes then what is the list of new ships/models for 1.18?
all my recent work (from Paranid M0 to now) except the Boron M6s, i dont feel they are ready.

but i am not sure if paul is gonna put all of them in
summer time..
Requiemfang
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Post by Requiemfang »

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 :D 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.
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Tiek
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Post by Tiek »

deca.death wrote:
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 :lol: ;
Keep us posted about this, this problem plagues many.
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 portal :lol: , but for now .... everything is fine :) !
Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote:Re: Daedalus - yes, i forgot to put the new model in TC (its in AP). Ill sort it in 1.18.
I hope you mean the Quasar..... start changing the Daedalus model and that will create problem's :P :P :P
expnobody
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Post by expnobody »

Sn4kemaster wrote:
paulwheeler wrote:Re: Daedalus - yes, i forgot to put the new model in TC (its in AP). Ill sort it in 1.18.
I hope you mean the Quasar..... start changing the Daedalus model and that will create problem's :P :P :P
Daedalus is Argon M3B in Cadius's shippack, i think ppl didnt got their heads around
summer time..
paulwheeler
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Post by paulwheeler »

Sn4kemaster wrote:
paulwheeler wrote:Re: Daedalus - yes, i forgot to put the new model in TC (its in AP). Ill sort it in 1.18.
I hope you mean the Quasar..... start changing the Daedalus model and that will create problem's :P :P :P
Yes I meant quasar, the argon m3b.... It used to be called Daedalus - my brain is on strike at the moment.
garv222
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Post by garv222 »

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.
Duke's Buccaneers... I hate you so much... I am sooo demolishing your HQ when our business is finished....
nap_rz
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Post by nap_rz »

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.
my boreas stores...

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 :P terran ships may be somewhat relatively slightly more effective against smaller ships (:lol: at my wording) due to IMO superior punches from their FLAK weapons...
Last edited by nap_rz on Mon, 13. Feb 12, 06:53, edited 1 time in total.
garv222
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Post by garv222 »

nap_rz wrote:
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.
my boreas stores...

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 care :P terran ships may be somewhat relatively slightly more effective against smaller ships (:lol: at my wording) due to IMO superior punches from their FLAK weapons...
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.
Duke's Buccaneers... I hate you so much... I am sooo demolishing your HQ when our business is finished....
nap_rz
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Post by nap_rz »

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.
hmm but I can report too that against M6, it's actually my IC and PBC that do the most killing...

just saw the spreadsheet from Xtended TC, :o ATF Ragnarok have 84 guns :o I thought it's not possible to have more than 12 guns / turret group?


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.

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