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





Joined: 30 Apr 2005
Posts: 20 on topic

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PostPosted: Sun, 6. Aug 17, 15:23    Post subject: Reply with quote Print

Has anyone experimented with plunking the Star Wars Reborn mod on top of XRM? I'm sure they're not 100% compatible, but I have rather fallen in love with the ships from SWR, but I cannot stand the vanilla war. It *seems* that SWR is more-or-less a ship replacement without a whole lot else.

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BlackArchon





Joined: 04 Feb 2004
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PostPosted: Sun, 6. Aug 17, 15:45    Post subject: Reply with quote Print

If you mix two mods together, you will most probably get a result with many problems. You will have to manually merge the t-files from both mods - good luck with this.


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All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
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captainradish





Joined: 30 Apr 2005
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PostPosted: Sun, 6. Aug 17, 15:48    Post subject: Reply with quote Print

*Sigh*

Yea, I have to agree with you. There are problems I don't have the patience to deal with. Hmph. I MUCH prefer the ships from the Star Wars mod. The X3 ships are just...odd.

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captainradish





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PostPosted: Tue, 8. Aug 17, 04:08    Post subject: XRM - What's the ship in the main menu? Reply with quote Print

Question is in the title. The ship that cruises by in the XRM main menu is dead sexy, but I have no idea what it is. Any help would be appreciated.

Edit: merged with XRM thread as per S&M forum posting rules. X2-Illuminatus

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BlackArchon





Joined: 04 Feb 2004
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PostPosted: Tue, 8. Aug 17, 18:03    Post subject: Re: XRM - What's the ship in the main menu? Reply with quote Print

captainradish wrote:
Question is in the title. The ship that cruises by in the XRM main menu is dead sexy, but I have no idea what it is. Any help would be appreciated.

Edit: merged with XRM thread as per S&M forum posting rules. X2-Illuminatus
It's the OTAS Tempest. This was the first ship which let me kill a Kha'ak Advanced Destroyer in 1v1 combat without missiles.


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All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
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Kaunit





Joined: 28 Mar 2013



PostPosted: Wed, 9. Aug 17, 22:13    Post subject: Reply with quote Print

So, I currently have a lot of free time on my hands and therefore I think about starting another run of XRM. However, I've already played both the mod and the base game god knows how many times. Because of that, I'm thinking of playing with a little more role-play in mind this time.

So this time, I'm not going to play just some random space tycoon, but a random space tycoon who follows certain goals and restrictions. I once played a game where I acted as a pirate empire, only using captured or self-built pirate ships whenever possible and it was a hell of a blast. Additionally, I only traded with Teladi, Split and a bit with the Argon, which made the game very fun.

Long story short: what are some interesting 'roles' to play as in XRM? I'm fancy the Xenon start a bit, but I'm afraid it might be a bit too harsh on restrictions, playing a self-aware machine...

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BlackArchon





Joined: 04 Feb 2004
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PostPosted: Wed, 9. Aug 17, 23:11    Post subject: Reply with quote Print

The Xenon start can be really fun, especially if you are starting at Freedom's Reach (there are more than one possible starting locations). It was quite exhausting to fight my way out of all the enemy sectors. But roleplay wise I can't really imagine what would fit with a Xenon...

Have you considered going Goner? Being a peaceful community member, you aren't allowed to build any weapon or missile factories. Of course you will also only use Goner ships. With the Crusader (M3) and the Paladin (M2), there are combat capable options.

An Aldrin patriot might be also something to think about. Using only Aldrin ships (maybe with the exception of old Terraformer ships from the secret shipyard) and allowed to build factories only in the Aldrin sector, your task is to defend your systems against the Xenon threat coming from east of Segaris. In the later stages you can even try to attack Xenon Core 023 and Xenon Sector 695.


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All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
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Malaras





Joined: 17 Jan 2012
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PostPosted: Sat, 26. Aug 17, 12:51    Post subject: Reply with quote Print

Well i made a .cat and .dat to change size for jumpdrive but it isn't working for some reason? opened and closed plugin manager etc. have no clue why it isnt working...as last one should overwrite first ones?

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bluesoulsez





Joined: 12 Jun 2017
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PostPosted: Tue, 29. Aug 17, 20:00    Post subject: Reply with quote Print

Just a heads up, version 1.30d has been archived and is available at:

https://poisonedparanid.com/file/15/x-rebalance-mod-xrm

I've taken the 3 parts, put them in one zip, and uploaded that way. Linux users will want to skip installation of the 'mov' and 'soundtrack' folders from the archive.

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BlackArchon





Joined: 04 Feb 2004
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PostPosted: Tue, 29. Aug 17, 20:32    Post subject: Reply with quote Print

bluesoulsez wrote:
Just a heads up, version 1.30d has been archived and is available at:

https://poisonedparanid.com/file/15/x-rebalance-mod-xrm

I've taken the 3 parts, put them in one zip, and uploaded that way. Linux users will want to skip installation of the 'mov' and 'soundtrack' folders from the archive.
While you're at it, please consider also saving the hull packs. Smile


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All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
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bluesoulsez





Joined: 12 Jun 2017
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PostPosted: Tue, 29. Aug 17, 20:38    Post subject: Reply with quote Print

BlackArchon wrote:
While you're at it, please consider also saving the hull packs. Smile


Sure. I'm looking through the first few posts, if it's not there and instead on one of the other 1800-odd pages of this thread please post them here.

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BlackArchon





Joined: 04 Feb 2004
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PostPosted: Tue, 29. Aug 17, 21:01    Post subject: Reply with quote Print

bluesoulsez wrote:
BlackArchon wrote:
While you're at it, please consider also saving the hull packs. Smile


Sure. I'm looking through the first few posts, if it's not there and instead on one of the other 1800-odd pages of this thread please post them here.
They are on the very first post of this thread under the caption "Hull Multiplication Packs".


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All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
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Xe-131





Joined: 01 Jun 2015
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PostPosted: Wed, 30. Aug 17, 17:47    Post subject: Reply with quote Print

Hi,

I'm having much fun on this mod but there's one thing that bugs me and another I'd like to know:

    Having played Litcube's Universe a lot recently, I like having SETA only turn off when I turn the ship or press "J" again. Is there a way I can get this to happen on XRM?

    Can capital ships bail without boarding? If not, is there a way to change this?


Thanks!

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BlackArchon





Joined: 04 Feb 2004
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PostPosted: Wed, 30. Aug 17, 18:10    Post subject: Reply with quote Print

Xe-131 wrote:
...
Having played Litcube's Universe a lot recently, I like having SETA only turn off when I turn the ship or press "J" again. Is there a way I can get this to happen on XRM?

Short answer: No.
Long answer: Sure, just ask Litcube how he did it and port this to XRM.

Xe-131 wrote:
Can capital ships bail without boarding? If not, is there a way to change this?
Surely there is a way, since Litcube did it with LU. Just ask him how he did it and port this to XRM.

I know these aren't the answers you wanted to hear. These features don't exist in XRM.


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All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
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paulwheeler





Joined: 19 Apr 2005
Posts: 8127 on topic
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PostPosted: Sat, 9. Sep 17, 09:38    Post subject: Reply with quote Print

Can't believe there are people still playing this mod 6 years after we released it.

As you may have now all guessed, development of this mod has ceased. Ive not fired up x3 for a couple of years now (I've got back into writing music in a big way - so no time for these in depth games any more)

I apologise for the broken download links. I will try and remember to get them back up and working again.


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