
X3 Rebalance Mod
v1.30d (02.12.13)
By Paul Wheeler and Mizuchi
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The X3 Rebalance Mod (XRM) is a total conversion mod of X3 Terran Conflict. It rebalances nearly all aspects of the game including ships, weapons, graphics, sounds and the universe itself, as well as adding a huge amount of new content. It has been designed with performance and playability in mind and has many exclusive features not available in other mods or scripts.
NOTE - XRM REQUIRES A GAME RESTART
THE NEW XRM DISCUSSION FORUM IS OPEN!
http://www.strikingsoftware.com/forum/index.php
Go to the Space Sim boards.
---XRM SCREENSHOT GALLERY---
THE XRM IS COMPATIBLE WITH BOTH X3 TERRAN CONFLICT 3.2c AND ALBION PRELUDE 3.1 on Windows, OSX and Linux
Please follow the installation instructions in the post below relevant to the game you wish to run XRM in.
- FEATURES -
UNIVERSE IMPROVEMENTS – The X-Universe has been completely overhauled and many improvements have been made, including a fully functional Terran ecomony.
NEW SECTORS – Over 50 new sectors, all named, board computer voiced, and featuring full descriptions, have been added. They are all of a standard comparable to the original game itself and they fit seamlessly into the expanded universe. Also new links have been made in the universe to help with the flow of AI trading.
SHIP REBALANCING - The XRM rebalances nearly every single ship in the game with a view to making every ship unique and useful. We have tried to ensure there are no "I Win" ships and that all ships within a class are balanced across the races. Speeds of fighters have been increased, corvettes are much faster, more manoeuvrable with extended cargo bays, heavy corvettes have more weapons and turrets, there are new classes of frigates such as Heavy Assault frigates, light frigates and more light carriers, weapon loudouts have been made more racial, and many other aspects have been tweaked to improve balancing consistancy. Established race lore from the X Universe has been fully embraced and applied. All ship stats are taken into account from speed and acceleration to cargo and price.
NEW SHIPS - As an added bonus the XRM also adds many (well over 200!) new ships into the game taken from some of the excellent ship mods available, including Expnobody's Ship Showcase, Cadius' Xtra Mod and Killerog's X2 ships, as well as some XRM exclusive ships. It features PAR ships, which are pre-outfitted ships ready for deployment when you purchase them, new pirate versions of many ships with custom pirate skins, M3 Bombers, M5 Explorers with built in capital class scanners and Explorer software, prototype M6s for each race and much, much more.
RACIALISED WEAPONS – The military of each race has decided to clamp down on letting other races use their technology. All weapon loadouts have been racialised. There are no longer any generic, “one size fits all” weapons and each race gets their own, unique set of weapons.
NEW WEAPONS – No less than ten new weapons have been added, with brand new effects and sounds, including a full array of Xenon weapons and a new lasertower weapon which makes lasertowers something to be feared again. Factories have also been added for the new weapons so you can build your own. In addition all the beam weapons are now for sale in the universe with updated and enhanced effects.
WEAPON REBALANCING – All weapons in the game have been overhauled and rebalanced. Many have new effects with performance in mind, including all the beam weapons which no longer kill frame rates. Ammo based weapons have been converted into standard energy weapons and rebalanced to compensate. In addition the Ion Disruptor and Phased Shockwave Generator have been converted into standard bullet types to remove their frame rate killing effects. All missiles have increased speeds. Refire rates have been greatly increased. Dumbfire missiles have been converted to low turn rate tracking missiles with large blast radii. Damage, blast radii, special abilities, prices and reps have all been rebalanced. All missiles are now for sale in the universe.
CUSTOM JOBS – A custom made jobs file has been built from the ground up, featuring all the XRM added ships, a completely rebuilt and enhanced military jobs system and improvements to civilian jobs.
BUILT IN RACE RESPONSE AND BORDER SKIRMISHES – (Albion Prelude only) XRM makes full use of the Albion Prelude RRF features, tailoring them to seamlessly fit the XRM jobs while fixing all the bugs that exist in the vanilla version. In addition XRM for Albion Prelude features border skirmishes, where races that have a history of "bad relations" will get into fights in border sectors.
REPLACEMENT WAR FOR ALBION PRELUDE – (Albion Prelude only) A replacement for the vanilla AP war has been created. The player can fight on either side and is given objectives to complete in order to "win" the war.
MORE ENEMIES - The XRM makes the X universe a far more dangerous place. The "enemy" races have been revamped and are now far more active in the universe, with new universe “event” jobs which create invasions without the need for complicated, CPU intensive scripts. You will see the Xenon, Kha'ak, Yaki and Pirates invading other race's sectors - including Terran sectors.
MORE PIRATES – The X-Universe pirates have been on a scavenging spree. They are no longer limited to just Argon and Teladi ships. You will see pirate Boron, Split, Paranid and even Terran ships, and all their new ships are sporting custom paintjobs to make them even more fearsome. They now feature distinct and indentifiable racial clans that they tend to group with, and Pirate Core Sectors have been fully reinforced and now have their own micro-economies and shipyards.
RACE MILITARY INTELLIGENCE NETWORK – The player can connect to each race's Military Intelligence Network to get up-to-the-minute reports on invasions, military strikes and pirate activity.
EXCLUSIVE FULL-FEATURED BOUNTY SYSTEM – Bounties will be offered by each of the main races via the Military Intel Network. These can be won by any player-owned ship and its value will be dependent on the actions of the target ship. You can also score bounties for incursions into Pirate, Xenon or Kha'ak space, and from destroying enemy stations.
BUILT-IN WEAPON PRIORITISING – CWP has been fully integrated, ensuring that all spawned ships have a decent loadout of weapons, shields and tunings.
REALLOCATION OF SHIPYARD WARES – All civilian ships and factories have been removed from military shipyards. These are now for sale at Corporation Showrooms across the galaxy. All Shipyards and Showrooms now have an accompanying Equipment Dock or Military Outpost to help with outfitting of new ships.
MERCHANT/BARTERING SYSTEM OVERHAUL – The X3 Bartering system has been given a complete make over. Rather than a couple of merchants selling not much, you will find a large number of merchants selling a vast array of goods, including some rare, hard to get items.
DOCKING ENHANCEMENTS - Alkeena's BSD Mod is fully merged with the XRM providing enhanced external docking for all ships, including M5 docking for M6s, TS and M6 docking for carriers and M8 docking for Destroyers.
ADDON PACKS - The XRM also adds optional cockpit packs, a backgrounds pack, three hull multiplication packs to increase hull sizes to make battles last longer, and a new "Advanced Universe" pack which significantly changes the role of the jumpdrive.
WEAPONS DEALERS – There are several corporate run weapons dealers throughout the galaxy, selling all types of weapons and shields. They keep a large stock so it makes outfitting ships much easier. There is also rumoured to be a black market dealer somewhere in the universe selling to anyone, no matter their rep.
CORPORATION HQs – Several new Corporations have been added, complete with their own systems, HQs and defence forces.
RESEARCH STATIONS – The XRM features Corporate Research Stations which sell many unique and specialist ships unavailable elsewhere. Their locations are random and occasionally they will relocate to another sector.
SHIP SYSTEMS REBALANCE – Certain ship system wares have been rebalanced to make them less accessible. For example, the jumpdrive has been made an XL ware so it can no longer be used with the majority of fighters and its price has been increased to 2 million credits. Several other wares have had price rises and ware changes. Ship scanners have been completely replaced. The built-in scanner now has a similar range to the old Duplex, the Advanced Scanner is the equivalent of the Triplex and there is a new Military Scanner solely for use on capital ships with a huge range. Comms range has been extended to 70km.
GRAPHICAL AND SOUND IMPROVEMENTS – Many effects have been updated and enhanced. All ships, including capital ships, have engine effects, and lens flares have been completely reworked. There are many new sounds and sound priorities have been reworked to reduce drop outs. Many ships have been retextured to add greater variety into the game. All Yaki ships now have a unique livery and many Paranid ships have been retextured to give the Yaki more variety. Ships ported from X2 have had a texture upgrade to bring them up to X3 standards - Including all Kha'ak ships.
OPTIONAL EXTRAS - Many optional "helper" features have been added. Otas Maintenance Pods can be bought to rapidly repair ships at the cost of Quantum Tubes, Jumpdrive Deployment Kits make it much easier to outfit ships with jumpdrives, and Orbital Weapons Platforms and various player Headquarters can be bought. The System Override Software has had more functionality added to it. It can be used to claim any abandoned ship, of any class, via a simple hotkey and it can even be used to take over a currently active ship! In addition, Terran marines can now be purchased and trained at Terran Patrol Bases.
BUG FIXING - Many bugs that exist in X3TC have been fixed in the XRM, including cockpit positions, turret and camera issues, model problems, etc. In addition the AP Race Responce scripts have been completely overhauled and all bugs squashed.
PLOTS - For Terran Conflict all the plots are available. For Albion Prelude, the main Argon plot is disabled as it is not compatible with the XRM replacement "war". However, all other plots are available. Also, the Corporation and Treasure Hunt plots from TC are playable in AP.
- DOWNLOADS -
NOTE - ALL THREE PARTS ARE REQUIRED
If continuing a v1.29 save please read the release notes thoroughly
MAIN FILES:
XRM v1.30 PART 1
XRM v1.30d PART 2
XRM v1.30 PART 3
This file is unchanged from v1.29
(Note - Do not install Part 3 if running Linux - see below)
I strongly recommend you thoroughly read through the first three posts of this thread before installing the XRM for installation instructions, information about compatibility, XRM special features instructions and technical support.
RELEASE NOTES FOR v1.30
Ship and weapon stats for XRM v1.28 - scripting by JMan77
- ADDON PACKS -
XRM Linux Patch
Updated 20.06.13
XRM v1.30 LINUX PATCH
This addresses crash issues when playing the Linux port of X3TC and AP with the XRM.
Thanks to fallenwizard for providing this patch.
Hull Multiplication Packs
Updated 02.10.13
Hull Multiplying Pack - LOW
Hull Multiplying Pack - MEDIUM
Hull Multiplying Pack - HIGH
These packs multiply the basic hull levels by various amounts. They also increase the difference between the ship classes. So M2s get a bigger increase than M6s etc.
The low pack multiplies fighters by around x1.5 and capitals by around x2.5, the medium pack multiplies M3s by x2.4 and M2s by x5, the high pack multiplies M3s by x3.5 and M2s by 12!
A script is also included which will reload the hulls of every ship currently in existence. This script must be run manually from the script editor.
Thanks to JMan77 for the idea and scripting.
NOTE - It is essential to update your hull packs with each XRM release.
Cockpit Packs
Updated 30.09.11
Cockpit Mod v1.30b with glass tints and reflections by PSCO1
Cockpit Mod v1.30b with no glass tints by PSCO1
Cockpit Mod v1.30b with HUD Info put back and no tints by PSCO1
Cockpit Mod v1.30b with a cut down, lite version of the HUD by PSCO1
Cockpit Mod v1.30b with tints, HUD info and Gravidar put back
There are five versions of the cockpit mod - the original, one with no glass tints or reflections, one with no tints and the HUD info bar put back in, PSCO1's new version with a lite, cut down HUD, and one with the Gravidar and HUD info in.
No Argon/Terran War Pack
Updated 28.11.12
Albion Prelude Only
XRM No War Pack v1.00
This pack gives you the ability to turn off the Argon/Terran war in Albion Prelude. It sets the Argon - Terran relations to neutral and removes all war incursion ships.
This pack can only be used on a new game start - old games saves cannot be altered.
Simply drop the file into your "scripts" folder and start a new game.
Backgrounds Pack
Updated 22.05.13
XRM Backgrounds Pack v1.02
This pack contains cleaned up and enhanced versions of the original X3TC/AP sector backgrounds with high resolution star fields. All visibilities have been increased to stop the "cloaking device" fade effect on stations in some sectors. Fog has been made less dense and a bit more subtle.
It features a new background for the Solar system, featuring an image of the Milky Way taken from real life footage as seen from Earth.
The star fields are optimised for a view angle of 70 degrees. Higher angles may induce shimmering in the stars. This is set in the in-game menu - options - graphics.
This is not compatible with any mod that alters backgrounds.
Docking Computer Ware Size Fix for CODEA
Updated 16.05.12
Docking Computer ware size fix for CODEA
Install this cat/dat to a higher number than the base XRM. This puts the Docking Computer back to "S" ware size so it can be installed on fighters for use with CODEA.
MARS Data File
Updated 28.11.12
MARS Data File for XRM v1.27
Simply drop this file into your "t" folder. You must be running MARS v5.08 or later.
All Plots Complete Script - XRM Compatible
---Terran Conflict only---
All Plots Complete for XRM v1.5 - By Dillpickle (thread)
This is a version of Dillpickle's All Plots Complete script which has been made compatible with the XRM and tweaked to better suite the XRM style of play, including the XRM-altered A New Home sector reward.
This script will set all vanilla plots as complete. It also sets up the universe as if you had done the plots and gives you the rewards you would have received.
Simply drop the script into your "director" folder.
Advanced Universe Pack
Updated 02.10.13
Now compatible with both TC and AP
NOTE - The Advanced Universe is not compatible with the HUB plots in TC or AP.
XRM Advanced Universe Pack v1.6
Note - Installing this pack requires that you restart your game - even if you are already running the XRM. You will also need to restart your game to remove the pack.
Back story:
One Jazura ago, for an unexplained reason the gate system started behaving erratically. Their destinations kept altering and some switched off all together. It was even affecting Terran-made gates. Understanding that their economies relied on the gate system, the Commonwealth races, knowing their expertise in jump gate technology, had no choice but to ask the Terran's for help.
Terran scientists managed to stabilise the gates using technology from their old Trans-orbital Accelerators. The gates were no longer erratic, however, jump drives could no longer lock onto the gates. While attempting to lock onto the gates, it was found that if a jumpdrive's sensitivity was increased, it would start to lock onto random areas of space.
The races have now marked these "weak points" in space-time with jump beacons enabling jump drives to be used once more, albeit in a much more limited fashion.
Features:
This universe addon significantly alters the dynamics of the universe for both the player and the AI.
- Jump Drives will no longer lock onto jump gates.
- There are strategically placed jump beacons throughout the universe which are now the only locations you can use the jump drive to get to.
- Speed is now, as they say, of the essence!
XRM Maps
Updated 10.05.12
XRM:Albion Prelude Map
XRM:Terran Conflict Map
These maps were created using X3 Map by Scorp
I have edited them slightly to move the Terran sectors into their in-game universe map position.
XRM Names
Its important for me that Betty can say all of the names of all the ships in the XRM. In order to accomplish that, many of the new ships taken from the various merged mods as well as many of the new ships added in AP have had changes to their names.
Here is a complete list of all of the changes:
Ship name changes for XRM