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[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.28 (21.12.12)
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Troubleshooter11





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PostPosted: Tue, 7. Aug 12, 00:33    Post subject: Reply with quote Print

paulwheeler wrote:
I'm not sure thats possible, but I'll look into it.

Also I'll need to think about weapons. Argon AGI will need to use Argon weapons.


Hmm, yeah i think it's only Kha'ak and Xenon ships that are unpiloted, it's probably determined by race owner. The TF battlegroups attacking Terran sectors could perhaps technically be under the Xenon ownership as to simulate AGI ships being 'let loose' upon the Solar system by the Beryll corp, without a #deca to control them they go on a terraforming rampage. I think the Xenon work through a gate-linked collective network so they could take control of AGI ships. It's actually a story element very common to sci-fi.
It would solve the 'pilot' issue and keep the AGI hostile towards any Terrans they encounter when they jump in. Anyway, that's just a possible solution that popped into my head, it might not be elegant enough. Another problem then of course is how to get them to jump in as they are too small for jumpdrives.

As for weapons, personally i would just let them keep their EMPC's, maybe add the regular versions of the Terran fighter weapons, mass driver, IRE/PAC and PRG. Afterall, the Albion Pride and Aamon Prototype are made by the same corps and those ships can use Terran/Argon weapons.

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paulwheeler





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PostPosted: Tue, 7. Aug 12, 00:43    Post subject: Reply with quote Print

No, they have to be Beryll ships - making them Xenon owned would mean they would go after the Argon too. There is a way to script the pilots - I may be able to remove them.

Also, if they are to enter the main Argon military, they'd have to use Argon weapons as there is no easy way for the Argon to get hold of enough Terran weapons.

What I've done is make copies of the original deca fighters. They are now called Argon AGI drones and can mount Argon weapons and missiles, with the added bonus of being able to use Terran missiles that they can pick up on the battle field.


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Troubleshooter11





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PostPosted: Tue, 7. Aug 12, 00:50    Post subject: Reply with quote Print

paulwheeler wrote:
No, they have to be Beryll ships - making them Xenon owned would mean they would go after the Argon too. There is a way to script the pilots - I may be able to remove them.

Also, if they are to enter the main Argon military, they'd have to use Argon weapons as there is no easy way for the Argon to get hold of enough Terran weapons.

What I've done is make copies of the original deca fighters. They are now called Argon AGI drones and can mount Argon weapons and missiles, with the added bonus of being able to use Terran missiles that they can pick up on the battle field.


That's a very elegant solution, i like it. It makes far more sense as they are not controlled by #deca. And you are probably right that the Argon would be unable to mass produce enough EMPC's.
Making a copy would probably also keep the update/release savegame compatible for those that are already using #deca fighters bought from the Aldrin shipyard and Dark Space corp. Assuming the update doesnt require a new savegame already, else that's a moot point.

Owh that reminds me, the #deca drones can be bought at the Aldrin Ship Production facilities. I forgot to mention that earlier.

EDIT: Sorry for keep adding suggestions, ideas and wishes that might confuse stuff for you. I used to mod for games back in the early 2000's, the brainstorming mindset is appearantly still there. Razz

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paulwheeler





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PostPosted: Tue, 7. Aug 12, 00:58    Post subject: Reply with quote Print

Yes the decas should be removed from the Aldrin shipyards.

Updates will always be save game compatible. Wink


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Troubleshooter11





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PostPosted: Tue, 7. Aug 12, 01:02    Post subject: Reply with quote Print

paulwheeler wrote:
Yes the decas should be removed from the Aldrin shipyards.

Updates will always be save game compatible. Wink


Thumb up Good to hear. Smile

The last idea i have is perhaps to leave #deca drones (But not the CPU ship itself) available at the Dark Space Research station, they seem sneaky enough for it and it gives Terran oriented players the ability to play with these drones aswell. And to add the ability to use the regular Terran EMP cannon/repeater on these as currently a player will not be able to mass produce enough of the experimental versions. Kinda the same problem the Argon would face with their AGI drones.

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only-one-jack@hotmail.com





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modified
PostPosted: Tue, 7. Aug 12, 01:04    Post subject: Reply with quote Print

paulwheeler wrote:
only-one-jack@hotmail.com wrote:
has any one else had ships dissapearing out of no where?
I've had pirate and xenon dissapearing whole groups of them with about a half second between each ship. Did a bit of digging all i found that do this (outsiced the job scripts) is dock.at.carrier or patrol. Could it be that someone killed the ships home base and they are being cleared when they return home?


If the lead ship of a patrol job gets destroyed, then the escorts usually fly to the nearest shipyard where GOD dismantles the job. I've not looked at whether this has a time out on it, but it is possible that if they haven't reached a shipyard after a period of time they will just be removed from the universe. I cant think of any other explanation for what you're seeing, unless the ships have been spawned by another script that has built in clean up routines.

If you're using a sector take over script, the spawn suppression routines means you may see ships dissapearing a second after spawning in sectors that have been taken over.


no sector take over, i was in the middle of combat with the ships one time this happened. improved races 2 was instaled but never enabled and none of the IR2 cleanup scripts seemed to be it but maby some confliction ive missed. i even uninstaled IR2 loaded the same game same things continued happening now and agin. still maby its ships spawned by IR2 having some odd action getting them cleared. But IR2 should not have spawned any ships its not even enabled.

Im thinking that some of the clearing scripts not related to newly spawned ships should be set to only clean the active sector if quick action is nessary to avoid larger problems.



Last edited by only-one-jack@hotmail.com on Tue, 7. Aug 12, 02:02; edited 2 times in total
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paulwheeler





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PostPosted: Tue, 7. Aug 12, 01:07    Post subject: Reply with quote Print

Troubleshooter11 wrote:
they seem sneaky enough for it


Who do you think the Argon got them from in the first place? Wink

I'll leave them at Dark Space.


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Troubleshooter11





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PostPosted: Tue, 7. Aug 12, 01:10    Post subject: Reply with quote Print

paulwheeler wrote:
Troubleshooter11 wrote:
they seem sneaky enough for it


Who do you think the Argon got them from in the first place? Wink

I'll leave them at Dark Space.


Haha, fair enough. Very Happy

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Maj. Tom





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PostPosted: Tue, 7. Aug 12, 01:11    Post subject: Reply with quote Print

paulwheeler wrote:
Troubleshooter11 wrote:
they seem sneaky enough for it


Who do you think the Argon got them from in the first place? Wink

I'll leave them at Dark Space.


War profiteering. Amazing!


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0o0o0





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PostPosted: Tue, 7. Aug 12, 06:53    Post subject: Reply with quote Print

joelR wrote:
0o0o0 wrote:
I'm having an issue with some enemies holding their speed at zero and not attacking until I fire on them for a while. Any ideas on how to fix this?


as I side note I've tried searching for the solution but had no luck. I usually try and google the forum url and add XRM and whatever I'm looking for. Does anybody have a way to search this particular thread?

What scripts do you have running in your game?


Here are the scripts I'm running. The problem started when I started a new game, with the 1.24b update.

Thanks for the help!

http://i46.tinypic.com/2mi0ojn.png
http://i46.tinypic.com/2ywsmmu.png

{Images posted to the forum should not be greater than 640x480, oversize images now linked - Terre}

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morikaane





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PostPosted: Tue, 7. Aug 12, 10:38    Post subject: Reply with quote Print

Wow... lots and lots of scripts.

No wonder things are going a little funky-chicken on you. I'd shorten the list to must-have-or-will-go-insane; that'll probably fix the AI delay that's happening (engine is probably getting caught up in the sheer number of scripts running - and thus is taking its sweet time to get the AI to do stuff -- but I don't use most of those myself - so can't really rule out compatibility issues with XRM too).

M.


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greypanther





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PostPosted: Tue, 7. Aug 12, 11:30    Post subject: Reply with quote Print

Thank you for the answer Paul. Smile
I will look again next time I go bounty hunting in Terran space. Every time it has been it Terran space and been a lone ship, usually an M6, though sometimes a M3.

A quick note now about my impressions of the SOS system as you have it set up at the moment. I would say that you have the balance about right in all respects, bar one: the cost of using the system is way to low! I would say raise the price of the Hacker Chips ten fold! I got an Advanced Carrier last night for the price of 16 chips, which is silly. Razz ( It did only have 3% hull left though, which made getting it safely away fun! Very Happy )

I would also say that there is a major imbalance between the Ion Cannon ( other Boron weapons too) and other weapons when using the SOS. I just have not succeded without Boron weapons, which could of course just be showing my lack of skill. Rolling Eyes ( The bloody things tend to blow up before I can get them! )
Course in a way this could be said to fit the Boron mindset; after all taking out the enemy without killing them is the Boron ideal isnt it?

I have to say though that it feels too much like cheating really as it stands, though I felt the same about Marine boarding at times. I fully intend to limit its use to just the Khaak and Xenon, where my sense of ' fluff ', as Mizuchi said; fills in the gaps!

Thank you yet again for a great mod and the support you offer Paul. Smile Thumb up

*edit* I was thinking last night that it would be great to see a Khaak Destoyer suddenly turbo boost across a sector to attack you! Would it be possible to get the AI to sometimes have the turbo booster installed? It would add a new level of fear...

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Teladidrone





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PostPosted: Tue, 7. Aug 12, 14:12    Post subject: Reply with quote Print

You could randomly create the #deca ships in the unknown sector one reaches using the unfocused jump drive.
Not always of course... only one possible scenario that might happen there.
Maybe an average sized Khaak vs #deca battle for example, one carrier + fighters on each side.

That's actually something I wanted to see in a long time: different scenarios and various real surprises unfolding in the "unfocused sectors". Sometimes a battle, sometimes a lonely pirate outpost, a secret base, stuff like that.
This sector has a lot potential but unfortunately is not really used for anything (other than Nividium mining and the Aran).

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astreus





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PostPosted: Tue, 7. Aug 12, 14:18    Post subject: Boarding with Pod's - X3TC Reb Mod Reply with quote Print

I tested RebMod and found it is quite good, specially shield strongness is better (useful). Shields now do their job as they should do. But there is a ? when using M7M against a M2 or M1. Targets shield's are now too strong to get it (just a little) down with Fails. Fails now even dont be able to keep shields on same level. Using Hammer's is ok to get shield down to 2-5% but one Hammer more and hull is badly damaged, another Hammer and target is off. So, you can't use Hammer to keep shield low, and you can't do it with Fail's. Your boarding crew will be roasted right after arrival when targets shield start to rise.
And you should not try to come close to use your main guns - not to a M1 / M2 target.
So, using a M7M for Pod's against M1 / M2 is not possible?? Confused

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morikaane





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PostPosted: Tue, 7. Aug 12, 14:35    Post subject: Reply with quote Print

Hmmn, (RE: SOS)

Increasing the price of Hackerchips could be useful, but that kind of restriction is practically destroyed when Bartering is thrown into the mix. It also creates another problem – turning hackerchips into the new Jumpdrive Deployment Kit. However, perhaps using a similar restriction that's applied to the JDK in bartering might have the desired effect.

The biggest problem, which you’ve mentioned, and has been mentioned a few times, is the Ion Cannon – its energy sapping abilities are exploitable beyond belief in SOS hacking. Something has to be done in regards to this; there are a few solutions that I can think of and they include:
    - Removing the laser energy sapping ability from the weapon; perhaps to counter this removal, increase the speed sapping effect.

    - Increasing the amount of hull damage it causes (but that may make the process easier).

    - Having a script detect when the target ship being hacked is under the effect of an ion cannon (…not sure if this is possible) and then radically increase the failure rate of the hacking attempt failing (as an Ion Cannon would likely, in reality given what it does, affect on-board computer systems and making wireless connections difficult / impossible).

Anyway, just thoughts out loud and if anyone has suggestions, or knows whether or not the third point is possible (and suggest an alternate solution hopefully) feel free to comment.

astreus wrote:
So, using a M7M for Pod's against M1 / M2 is not possible?? Confused


Oh, it's possible. Very possible.

It can be done with flails (keeping the shields down that is), if you time things right, or you simply need another ship (or ships) in CQC with your target to keep its shields under control. Success can be improved by using a missile smoke screen (mosquitoes maybe?) to shield your approaching boarding pods (with XRM, a lot of the old tactics don't work and thus new ones are required).

Cheers,
M.


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