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

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Taylor2008
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Taylor2008 » Wed, 26. Jun 19, 22:19

Just use cheat package anf install system override software along with software signatur scrambler...

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

Post by Slashman » Fri, 5. Jul 19, 00:25

Hey I'm wondering if anyone can point me to the upgraded scripts for the Bonus Pack. Specifically I'm looking for an upgraded Missile Defense Mosquito script.

I found one but it seems to be for TC and the instructions are not in English.
If you want a different perspective, stand on your head.


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

Post by Slashman » Fri, 5. Jul 19, 14:29

BlackArchon wrote:
Fri, 5. Jul 19, 08:21
Here is the english forum thread: viewtopic.php?f=96&t=226431
Please note that there is a newer version 3.3.02 on the author's page at https://www.xuniversum.info/index.php?o ... Itemid=296.

I also use this version with XRM in X3:AP.
Thank you very much sir!
If you want a different perspective, stand on your head.


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

Post by Slashman » Sat, 6. Jul 19, 00:25

BlackArchon wrote:
Fri, 5. Jul 19, 18:46
You're welcome. Whom should I send my invoice for this service?
"Click!" I'm sorry. Slashman is not at home right now. Please leave a message after the tone......."Beeep!"
If you want a different perspective, stand on your head.

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

Post by Xechran » Mon, 8. Jul 19, 16:04

Ok. Was pushing through the Terran Defender start and its now sent me to Segaris. Which I can not reach atm? I'm trying to find a way through to this sector but it seems I havent unlocked Aldrin space. Anyone know how to start that off? Or did I miss a connection somewhere?

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

Post by BlackArchon » Mon, 8. Jul 19, 17:52

There isn't anything to "unlock". You just have to have a good enough reputation with the Terrans so that you can enter core sectors (just like with every other race). Why do you think you cannot reach Segaris?

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

Post by Xechran » Tue, 9. Jul 19, 06:31

Well, I have Earth access. Was checking maps and they all seem to agree the way to Aldrin space is jump gate south of Neptune. Im in system and can see no Gate. Only East/West. Which made me think it wasn't spawned/triggered. My other option is run for it through Xenon space. But I figured I was missing something obvious if this wasnt an issue for people.


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

Post by Xechran » Wed, 10. Jul 19, 05:26

Havent played in years, this is a newer build computer. Downloaded AP from steam and grabbed XRM. At least I believe so. I have a number of systems in game that are not on the common universe maps. Ares Zeus Solaris etc. I had thought these were part of XRM? But maybe I have something and didnt remember.


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

Post by arbarbonif » Wed, 10. Jul 19, 23:45

Xechran wrote:
Wed, 10. Jul 19, 05:26
Havent played in years, this is a newer build computer. Downloaded AP from steam and grabbed XRM. At least I believe so. I have a number of systems in game that are not on the common universe maps. Ares Zeus Solaris etc. I had thought these were part of XRM? But maybe I have something and didnt remember.
Those are from the Lost Colony stuff. Did you grab the LxXRM pack? It has those included.

unknown1
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by unknown1 » Sun, 1. Sep 19, 22:37

I have XRM + IEx + TC plots in AP. Playing Albion prelude obviously, and not TC.

Is it normal to have the hull values of ships diminished to old Terran Conflict values? I thought that in ALbion Prelude , they increased the hull on all ships, even 10x on some ships.
Could this be because of XRM overwriting this feature? Should I install the hull modification pack from XRM ? Thank you.

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

Post by BlackArchon » Mon, 2. Sep 19, 22:17

If you come from Albion Prelude (just like me when I started with XRM), I suggest you try the medium hull pack. This felt the best for me.
XRM's standard hulls are very reminiscent of Terran Conflict's paper thin hulls.

identical123
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by identical123 » Sun, 15. Sep 19, 18:19

I have three questions about this mod:

1. Does this work with the latest AP version? It says 3.1 and I am assuming the latest version is 3.3/3.4? I don't need to go back on the AP version or anything, correct?
2. Is there a way to change the fact that only XL class ships can use jumpdrive. I understand the reasoning behind putting this handicap into place but this is just a dealbreaker to me.
3. I read somewhere that this mod doesn't consume ammo for any weapon with ammo? If yes, is there a way to change this as well? I would rather have ammo to be finite

Looking forward to playing it :)

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

Post by BlackArchon » Sun, 15. Sep 19, 19:42

1. It works without issues, with the exception of a version warning at the game start. It is harmless, just ignore it or fix it yourself in the file "addon\t\8379-L044.xml".
2. Of course you can change that, simply alter the ware class of the jump drive with X3 Editor 2, for example.
3. Correct, all weapons don't consume any ammo. This is offset by the fact that these weapons have a higher energy consumption. If you want to change that, feel free to edit the file "types\TBullet.txt".

identical123
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by identical123 » Sun, 15. Sep 19, 20:27

BlackArchon wrote:
Sun, 15. Sep 19, 19:42
1. It works without issues, with the exception of a version warning at the game start. It is harmless, just ignore it or fix it yourself in the file "addon\t\8379-L044.xml".
2. Of course you can change that, simply alter the ware class of the jump drive with X3 Editor 2, for example.
3. Correct, all weapons don't consume any ammo. This is offset by the fact that these weapons have a higher energy consumption. If you want to change that, feel free to edit the file "types\TBullet.txt".
3. Can you expand a little more on this? I am assuming the energy cell consumption is much higher when you shoot? If I change weapons to consume ammo, I am assuming each ammo cost is so high [because you only need to buy it once in vanilla XRM] that it disturbs the balance?

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

Post by BlackArchon » Sun, 15. Sep 19, 21:08

The weapon energy consumption of formerly ammo-based weapons is incresed, there isn't any energy cell consumption.
I honestly haven't checked the ingame selling prices for the various ammunition types, so I can't answer your question about their cost.

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