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[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.29 (22.05.13)
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Troubleshooter11





Joined: 08 Nov 2008
Posts: 669 on topic

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PostPosted: Sat, 11. Aug 12, 02:08    Post subject: Reply with quote Print

greypanther wrote:
@ Troubleshooter: I would suggest to you, that you might want to look at Nividium's capture station script. Rolling Eyes
http://forum.egosoft.com/viewtopic.php?t=236295


I used the term "break open" kinda vaguely, i do actually use marines to board stations. Smile

Actually i use a different and i think better script for station boarding: http://forum.egosoft.com/viewtopic.php?t=250936

Works with AP-XRM, it comes highly recommended by me, it fits into the game very well. Marine stats still count, unlike Nividium's slightly more basic script.

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Maj. Tom





Joined: 01 Jul 2011
Posts: 367 on topic
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PostPosted: Sat, 11. Aug 12, 02:19    Post subject: Reply with quote Print

Osiris454 wrote:
What are the sounds being changed?



Currently working on PRG, PAC, Mass Driver, FBL and IRE. It's up to Paul as to which ones make the cut Very Happy. I have a few other sounds lined up and to come. Again though, it's up to the director in regards to which ones are good, and which weapons they'll definitely be assigned to.

Also going to try to get some new engine sounds done, and a new sound to be part of the jump drive countdown.


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greypanther





Joined: 24 Nov 2010
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PostPosted: Sat, 11. Aug 12, 02:25    Post subject: Reply with quote Print

Thank you Troubleshooter, I will look more closely at that tomorrow. Smile

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Troubleshooter11





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PostPosted: Sat, 11. Aug 12, 02:35    Post subject: Reply with quote Print

greypanther wrote:
Thank you Troubleshooter, I will look more closely at that tomorrow. Smile


You're welcome. Smile

Three little tips for using that boarding script:

1: Install the "S-Ware Docking Computer / CODEA" addon for XRM that's on the first page. This equipment is required by TP's etc to dock with hostile stations. XRM sets the docking computer to XXL by default so the addon for smaller docking computers is needed.

2: The boarding of hostile stations will not work if the ship has a software signature scrambler onboard, as it will hide the required override software from this script.

3: If you don't have it already, you should get a "Repack Station to TL" script. The sticky in this forum has a link to one. It's great to be able to ninja a missile fab you are unable to buy.

Other than that, the combat sounds, hacking/fighting stages and marine skills affecting succes and damage done to stored wares on the dock make boarding stations very similar to boarding ships. Very Happy

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paulwheeler





Joined: 19 Apr 2005
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PostPosted: Sat, 11. Aug 12, 08:34    Post subject: Reply with quote Print

Osiris454 wrote:

What's a TLA and AALD?


"Three Letter Acronym" and "At A Later Date".


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Sorkvild



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Joined: 08 Jun 2006
Posts: 2064 on topic
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PostPosted: Sat, 11. Aug 12, 10:28    Post subject: Reply with quote Print

paulwheeler wrote:
Osiris454 wrote:
What are the sounds being changed?


That's still TBC. Definitely the PRG and PAC, with the possibility of several more TLAs to be added AALD.


PAC sound could use a little volume adjustment. Whats wrong with the PRG then? Sound is almost perfect imo.


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Cronos988





Joined: 27 Aug 2007
Posts: 447 on topic

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PostPosted: Sat, 11. Aug 12, 11:49    Post subject: Reply with quote Print

Does the TC Version of this mod also include the new ships from AP?

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paulwheeler





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PostPosted: Sat, 11. Aug 12, 12:02    Post subject: Reply with quote Print

Cronos988 wrote:
Does the TC Version of this mod also include the new ships from AP?


No - that would be against Egosoft's EULA.


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Chidge





Joined: 21 Aug 2011



PostPosted: Sat, 11. Aug 12, 13:37    Post subject: Reply with quote Print

Hey guys,

As a quality of life thing, is it possible for me to increase the effectiveness of the spacesuit repair laser? I am one of those nuts who would repair ships i 'acquire' to full before doing anything with them, regardless of the time it takes to repair it. As you can imagine, this leads to me wasting ridiculous amounts of time on repairing, and in my current game, I am not in a position to be able to get the quantum repair bots any time soon.

I opened up the cat file and changed the bullets file entry and resaved the cat/dat but it doesn't seem to have made any difference. I am guessing there is another place i need to make a change?

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paulwheeler





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PostPosted: Sat, 11. Aug 12, 13:53    Post subject: Reply with quote Print

You need to alter the hull damage of the repair laser in tbullets - make sure you alter the right one - there are two.

For TC its in "types". For AP its in "addon/types".


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Chidge





Joined: 21 Aug 2011



PostPosted: Sat, 11. Aug 12, 14:09    Post subject: Reply with quote Print

Thanks Paul.

It seems i had jumped to the wrong tbullets file...editing TC's one instead of AP's one. Much appreciated.

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Tenrag





Joined: 11 Jun 2009
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PostPosted: Sat, 11. Aug 12, 20:14    Post subject: Reply with quote Print

I've just encountered strange thing: Xenon Mammoth in one of xenon sectors.
Is it XRM trying to give chance of acquiring xenon stations or something?
(Unfortunetely there was no station in it's cargo bay)

I'm sure that TShips file is untouched.

I also have a question about missiles:
I noticed that aurora stats say that it should have range of 21 km. but it actually have 10 because of it's lifetime.
In missile stats here: here its 9,8-21km, I don't understand how is it possible for a missile to double it's primary range.
Will it be possible to see those stats including missile type in game encyclopedia after some future updates?
To see if missile has re-target feature I have to find and install it first.
The same thing goes to weapons, only some of them have mentioned in description that they can drain weapons, drain shields, etc.

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TonyEvans





Joined: 15 Jan 2012



PostPosted: Sat, 11. Aug 12, 20:44    Post subject: Reply with quote Print

Chidge wrote:
Hey guys,

As a quality of life thing, is it possible for me to increase the effectiveness of the spacesuit repair laser? I am one of those nuts who would repair ships i 'acquire' to full before doing anything with them, regardless of the time it takes to repair it. As you can imagine, this leads to me wasting ridiculous amounts of time on repairing, and in my current game, I am not in a position to be able to get the quantum repair bots any time soon.

I opened up the cat file and changed the bullets file entry and resaved the cat/dat but it doesn't seem to have made any difference. I am guessing there is another place i need to make a change?


I'd suggest getting Marine Repairs and finding either an M1 TM, anything that can dock fighters, and loading it with marines. It'll be slow still, but you can repair as many as you need at once, assuming you got the dock space

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Troubleshooter11





Joined: 08 Nov 2008
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PostPosted: Sat, 11. Aug 12, 20:49    Post subject: Reply with quote Print

TonyEvans wrote:
Chidge wrote:
Hey guys,

As a quality of life thing, is it possible for me to increase the effectiveness of the spacesuit repair laser? I am one of those nuts who would repair ships i 'acquire' to full before doing anything with them, regardless of the time it takes to repair it. As you can imagine, this leads to me wasting ridiculous amounts of time on repairing, and in my current game, I am not in a position to be able to get the quantum repair bots any time soon.

I opened up the cat file and changed the bullets file entry and resaved the cat/dat but it doesn't seem to have made any difference. I am guessing there is another place i need to make a change?


I'd suggest getting Marine Repairs and finding either an M1 TM, anything that can dock fighters, and loading it with marines. It'll be slow still, but you can repair as many as you need at once, assuming you got the dock space


This ^

Or you can use Marine Repair Crews, which works slightly different, you can give the marines resources (Hull Plating etc) to speed up the repair process. It's also cool to see them hop out and use their repair lasers. Very Happy

http://forum.egosoft.com/viewtopic.php?t=311388

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TonyEvans





Joined: 15 Jan 2012



PostPosted: Sat, 11. Aug 12, 20:50    Post subject: Reply with quote Print

Off-Topic... is there any reason why "Three Worlds" has 5 planets Confused


Paul: Is it possible to have a ship function as a jump beacon? I don't want to leave jump beacons in every single sector I travel, but at the same time I need to make my routes through em. A M6 or TS or something would be great for the task.

Edit: Is it also possible for a ship to function as a mobile redirectable jumpgate ship, like that in the hub, but far less effective? Like it requires X amount of energy cells to make the reconnection, then X more cells to keep it open per minute.

Another question... is it possible to make a "Super Carrier" capable of internally docking hundreds of fighters, M6-M61, etc, and... bah I'll give a lengthy description.

Roughly 6km long and 2 km wide

Capable of internally docking (300 slots) any kind of ship, whether it be M1 or TS. Once the ships are docked, some options are available. The entire carrier can be jumped, should it be necessary. Or, would it be possible to use the carrier's ECs to jump all or specific docked ships (like to instantaneously jump 2 M2s which don't have Jumpdrives or energy cells.

Maybe use it to jump an entire battlegroup into a gated sector without the use of a jumpgate, and without having to check the EC stocks on the entire fleet's cargo holds

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