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[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.29c (30.05.13)
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Sorkvild



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PostPosted: Tue, 8. May 12, 14:18    Post subject: Reply with quote Print

By the way.. What happened to the old Split Cobra model? Left unused I guess. Model wasn't that bad and still could serve as a light frigate.


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Baronfuming





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PostPosted: Tue, 8. May 12, 14:27    Post subject: Reply with quote Print

Lord_Dakier wrote:
Does anyone have any good beginning sectors for MK3 traders just starting out. I used to use Seizewell, but now like a lot of sectors the Mk3 just standby's for ages.

Also @Paul, what missiles would you suggest for what classes?


Empire's Edge is probably one of the best sectors for this. I have had a lot of success with it.

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Lord Dakier



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PostPosted: Tue, 8. May 12, 14:29    Post subject: Reply with quote Print

Sorkvild wrote:
Lord_Dakier wrote:
Does anyone have any good beginning sectors for MK3 traders just starting out. I used to use Seizewell, but now like a lot of sectors the Mk3 just standby's for ages.


Seizewell never worked for me. I used Company Pride but in XRM this sector isn't really safe.
Home Of Light, Power Circle, Antigone Memorial is really good and trusted locations for a trader to gain some experience. Later on you can set a local trader in Power Circle, equipped in jumpdrive with maximum jump range for local trader +2, should stay busy & safe bringing many credits to your account.


Hmmm, it won't be easy to get that over there. My relations with the Boron aren't at the best and the pirate sectors certainly won't be easy. Company of Pride was always pretty good, but like said everytime I enter theres something that wants killing.

EDIT - Empire's Edge is again another issue, although I pilot a Nemesis let's just say the new bartering system is what got me its equipment I have -3 rank with the Paranid. Helping the Boron will be the easiest I guess.


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Argonaught.





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PostPosted: Tue, 8. May 12, 14:36    Post subject: Reply with quote Print

paulwheeler wrote:
Argonaught. wrote:
Quick Q about the Mining laser bullet ... *snip*

Argo.


It should still be there. I will check it.


The bullet is there but it's almost invisible, to temporarily fix it i copied over bullet_ElectroSpike and renamed it to the mining laser one and placed it into a fake patch.....the bullets green now but at least i can see it when the laser fires ... I would have liked to use something larger but i haven't a clue what one to use that would fit it better.

If I was able to, I'd whip up a new bullet but I'm not 3D Modeller capable Oops



Argo.


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paulwheeler





Joined: 19 Apr 2005
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PostPosted: Tue, 8. May 12, 16:37    Post subject: Reply with quote Print

Argonaught. wrote:

The bullet is there but it's almost invisible


Its set to use the same model as vanilla, so I can only assume that the vanilla model uses the same textures for its model as another bullet which I've altered. I should be able to simply switch to a different texture - in fact I'll see if I can improve it.

I will sort something out for the next release.


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Argonaught.





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PostPosted: Tue, 8. May 12, 17:01    Post subject: Reply with quote Print

paulwheeler wrote:
Argonaught. wrote:

The bullet is there but it's almost invisible


Its set to use the same model as vanilla, so I can only assume that the vanilla model uses the same textures for its model as another bullet which I've altered. I should be able to simply switch to a different texture - in fact I'll see if I can improve it.

I will sort something out for the next release.


Well since I'm the only one that noticed it I'd imagine that folks must just use the mining laser on remote mining ships.

I'd say put this fix at the very bottom of your list of fixes, I imagine most wouldn't miss it, and I'm sure there's alot of more interesting stuff you want to have done Very Happy

Argo.


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dougeye





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PostPosted: Tue, 8. May 12, 17:29    Post subject: Reply with quote Print

paulwheeler wrote:
Argonaught. wrote:

The bullet is there but it's almost invisible


Its set to use the same model as vanilla, so I can only assume that the vanilla model uses the same textures for its model as another bullet which I've altered. I should be able to simply switch to a different texture - in fact I'll see if I can improve it.

I will sort something out for the next release.


why dont you make it a beam type weapon with a cool effect ?


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dougeye





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PostPosted: Tue, 8. May 12, 18:20    Post subject: Reply with quote Print

Got a strange one...

I got 96 Nvidium from the barter menu, appeared in my cargo hold fine. Even shows up as a wares in the best selling menu but strangly NMMC headquarters will not buy it and it displays as no Nvidium on my ship in the station trade menu. Its definetly there. Its the only ware with this problem so i dont think its a conflict of any sort. ill just have to get myself a cheap vulture and sell it off that way?


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Argonaught.





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PostPosted: Tue, 8. May 12, 18:55    Post subject: Reply with quote Print

dougeye wrote:
Got a strange one...

I got 96 Nvidium from the barter menu, appeared in my cargo hold fine. Even shows up as a wares in the best selling menu but strangly NMMC headquarters will not buy it and it displays as no Nvidium on my ship in the station trade menu. Its definetly there. Its the only ware with this problem so i dont think its a conflict of any sort. ill just have to get myself a cheap vulture and sell it off that way?


I think Paul said a few pages back that there are 2 Nvidium entries for Nvidium and more than likely the one in the barter is a dummy one that needs to be changed to the other entry id in next patch.

Just going on memory and hope thats what i read anyway lol
Don't quote me Razz

Argo.


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dougeye





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PostPosted: Tue, 8. May 12, 19:07    Post subject: Reply with quote Print

no worries ill sell it off inside a freighter although i hope the dummy is worth as much lol, i got 134 nvidium for 500 credits lol


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yarrick5





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PostPosted: Tue, 8. May 12, 19:52    Post subject: Reply with quote Print

So does anyone know how to stop GOD? Theres gotta Be some trick or Way to stop the spawning of stations in a claimed sector, other than the STO Script. Which isnt gonna work for me.

Help here would Be super. Since right now im just stuck killing them, since, As much As i hate using the cheats, Ive tried switching the spawned stations to my ownership, hoping that theyd Be recognized and nö more would spawn, and poof - they keep coming.

I Know, Not xrm related, really, but this is in my Experience the only thread where People have a clue ...

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paulwheeler





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PostPosted: Tue, 8. May 12, 20:04    Post subject: Reply with quote Print

yarrick5 wrote:
So does anyone know how to stop GOD? Theres gotta Be some trick or Way to stop the spawning of stations in a claimed sector, other than the STO Script. Which isnt gonna work for me.

Help here would Be super. Since right now im just stuck killing them, since, As much As i hate using the cheats, Ive tried switching the spawned stations to my ownership, hoping that theyd Be recognized and nö more would spawn, and poof - they keep coming.

I Know, Not xrm related, really, but this is in my Experience the only thread where People have a clue ...


I'm not sure stations fire any kind of signal when they spawn, so the only hope is a script that continually scans the taken sector for stations from the old race and then destroys them if they are spotted up.

But something like this really should be built into the STO script so it only has to scan taken sectors (the STO script likely already keeps a record of sectors that get taken over). Otherwise the script would have to constantly scan all sectors in the map and watch not only for station spawning, but also sectors changing race ownership - probably better than doing an ownership check of station against sector for every station in the universe.

I mean its not exactly the most complicated script in the world - but I don't have time to script it.


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paulwheeler





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PostPosted: Tue, 8. May 12, 20:08    Post subject: Reply with quote Print

dougeye wrote:
Got a strange one...

I got 96 Nvidium from the barter menu, appeared in my cargo hold fine. Even shows up as a wares in the best selling menu but strangly NMMC headquarters will not buy it and it displays as no Nvidium on my ship in the station trade menu. Its definetly there. Its the only ware with this problem so i dont think its a conflict of any sort. ill just have to get myself a cheap vulture and sell it off that way?


Yes - I put the wrong Nvidium (I wonder if NVidia sponsor the X series...) in the barter system (trust Egosoft to have two identical wares...). I'll fix it in an interim release this week.

In the mean time, use the cheat scripts to swap NVidiums in your cargo hold (I think its the "mineral" version you want).


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paulwheeler





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PostPosted: Tue, 8. May 12, 20:10    Post subject: Reply with quote Print

dougeye wrote:
paulwheeler wrote:
Argonaught. wrote:

The bullet is there but it's almost invisible


Its set to use the same model as vanilla, so I can only assume that the vanilla model uses the same textures for its model as another bullet which I've altered. I should be able to simply switch to a different texture - in fact I'll see if I can improve it.

I will sort something out for the next release.


why dont you make it a beam type weapon with a cool effect ?


Thats no good really. You need the extremely low fire rate and bullet speed to make it useless as a weapon - make it a beam powerful to destroy an asteroid and it will be too powerful as a weapon.


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Lord Dakier



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PostPosted: Tue, 8. May 12, 20:19    Post subject: Reply with quote Print

paulwheeler wrote:
Thats no good really. You need the extremely low fire rate and bullet speed to make it useless as a weapon - make it a beam powerful to destroy an asteroid and it will be too powerful as a weapon.


A simple little blast of circular design to act as explosive shells then! Slow enough to not work in combat, strong enough to destroy an asteroid.


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