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

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

Post by Legitimate Salvage » Thu, 3. Sep 20, 13:50

So what are the best corvettes? I've finally got enough money to afford one, so I'd like to get something worthwhile.


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

Post by Orruner » Fri, 18. Sep 20, 07:54

Hello everyone!
I'm not sure if this problem has already been fixed somewhere in here, but it seems as if none of the new ships and very few stations that come with XRM are in my game.
There are a bunch of "UNDEFINED" TLs (that i could spawn using the Salvage Command cheat), and blank stations that I am unable to dock with. And besides that, none of the new frigates and destroyers etc., even show up!
I installed the mod in a fresh 3.3 AP game install.
If anyone can help me with this it would be greatly appreciated!


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

Post by Orruner » Fri, 18. Sep 20, 19:45

I believe I did everything right...
On second thought, I did install the MARS repair drone cat/dat files, but if I attempt to take them out the saves cease to function.
What's the best way to uninstall the mod, so I can attempt to install it correctly? Just delete everything? Or make a fresh install of the game?

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

Post by BlackArchon » Fri, 18. Sep 20, 20:16

I suggest a fresh install of X3:TC or X3:AP. Then you create a backup of this mod-free installation, so the next time something goes wrong with mod installations, you are able to faster restore a fresh X3 folder. After that, you can try again. :)

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

Post by Khaakbuster » Fri, 16. Oct 20, 22:51

The Fujin Raider has a broken hud, just like the Fujin Explorer previously had. I don't know how to fix the cockpit file, but the issue can easily be circumvented by replacing the turret cockpit "ships\SRM\yaki_M5_fujin_r" with "ships\SRM\yaki_M5_fujin_x" (the fixed file for the Fujin Explorer) in the TShips file.

BrigX
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Does XRM Modify The Poisoned Paranid Start?

Post by BrigX » Mon, 2. Nov 20, 07:26

According to X3 Wiki, there's a 66% chance that this story's starting sector will spawn a hostile attack force (border patrol, Hyperion etc.) to which you have a snowflake's chance in hell of surviving. I've started this scenario 15 times and it has always spawned hostile ships. Have I just been reaaally unlucky, or does XRM modify the way sectors get populated thereby making the Poisoned Paranid story impossible?

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X2-Illuminatus
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by X2-Illuminatus » Mon, 2. Nov 20, 17:34

Having a far more dangerous universe, i.e. more enemies flying around, is a core feature of XRM. Even if XRM does not modifiy that start scenario directly, you will still have to deal with different conditions in your start area in XRM than in the vanilla game.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BrigX » Tue, 3. Nov 20, 07:37

X2-Illuminatus wrote:
Mon, 2. Nov 20, 17:34
Having a far more dangerous universe, i.e. more enemies flying around, is a core feature of XRM. Even if XRM does not modifiy that start scenario directly, you will still have to deal with different conditions in your start area in XRM than in the vanilla game.
Okay. Not the end of the world. Thanks

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

Post by Pyre » Sat, 3. Apr 21, 08:11

Hi All,

Hoping some people here can help me with this, or confirm a few suspicions I have about this mod - to set the scene:
I have built up my little empire around Avarice with Frigate/Corvette Patrols going through New Income to Montalaar
I have OWPs at each of the New Income Gates
I have some SPP and homebased TMs scattered around the universe, mainly in the core sectors of the various races


Does XRM have a 'job' which spawns Xenon/Pirate/Khaak fighters to jump the player's assets? I've noticed a LOT of "attention, one of your ships is under attack at [random sector]" - only to arrive there after my TM is dead.
If it does - any way to tone this down or make it stop? I'm all for the fun Xenon invasions and whatnot, but specifically targeting the player's assets is just an annoyance as replacing TMs is about as fun as socking myself in the head.

The race's sector patrols are obviously useless, so really hope someone can provide answers - otherwise I'm probably going to drop this mod since I can't see a way to 'secure' an area of space short of providing each of my current and future traders with corvette escorts - which I'm not going to do.

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

Post by Khaakbuster » Sat, 3. Apr 21, 11:13

Xenon ships usually come from Xenon sectors. Sometimes they get blown to pieces by sector patrols, but more often they get through and sometimes they wipe out a whole sector. Especially the split are totally underpowered in XRM and can't shoot down a single M7. In my game the Xenon controlled all the sectors from Zyarth's Dominion to Family Njy. I had to place two large OWPs on every gate in each of those sectors and jump in with a fleet of destroyers to clean up the mess.

Khaak appear as clusters and split up at some point and then they attack everything in the sector.

Pirates should come from pirate bases/sectors.

All of these will attack anything they consider a hostile target. IIRC, Teladi are not hostile to pirates, which may leave your assets as the only target in Teladi sectors.

Your OWPs won't do anything in X3TC unless you have OOS Combat Rebalance installed. Version 2 only works with vanilla X3 TC. Version 1 works with XRM. You'd want version 1. It has some design flaws and bugs, but it's still better than running vanilla scripts.

Consider yourself lucky that you aren't playing X-Tended mod. In X-Tended your are the ONLY target to pirates in ANY sector and all pirates that spawn will go after your assets. I don't know who came up with that stupid design decision, but it took me some time to analyze and properly fix at least the constant attacks on satellites. I don't mind sporadic attacks on traders, they will jump to safety and such attacks are what pirates are known for. Attacks on complexes can be prevented with OWPs.

If you want to use traders a lot, I highly recommend MK3 Improvement Reloaded.

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

Post by Pyre » Sun, 4. Apr 21, 13:49

Khaakbuster wrote:
Sat, 3. Apr 21, 11:13
Xenon ships usually come from Xenon sectors. Sometimes they get blown to pieces by sector patrols, but more often they get through and sometimes they wipe out a whole sector. Especially the split are totally underpowered in XRM and can't shoot down a single M7. In my game the Xenon controlled all the sectors from Zyarth's Dominion to Family Njy. I had to place two large OWPs on every gate in each of those sectors and jump in with a fleet of destroyers to clean up the mess.

Khaak appear as clusters and split up at some point and then they attack everything in the sector.

Pirates should come from pirate bases/sectors.

All of these will attack anything they consider a hostile target. IIRC, Teladi are not hostile to pirates, which may leave your assets as the only target in Teladi sectors.

Your OWPs won't do anything in X3TC unless you have OOS Combat Rebalance installed. Version 2 only works with vanilla X3 TC. Version 1 works with XRM. You'd want version 1. It has some design flaws and bugs, but it's still better than running vanilla scripts.

Consider yourself lucky that you aren't playing X-Tended mod. In X-Tended your are the ONLY target to pirates in ANY sector and all pirates that spawn will go after your assets. I don't know who came up with that stupid design decision, but it took me some time to analyze and properly fix at least the constant attacks on satellites. I don't mind sporadic attacks on traders, they will jump to safety and such attacks are what pirates are known for. Attacks on complexes can be prevented with OWPs.

If you want to use traders a lot, I highly recommend MK3 Improvement Reloaded.
I wish what you said was true - I'm currently set up in Avarice with OWPs covering both sides of the two gates with 100% coverage of the actual lanes (i.e nothing goes in and out without being in range of the OWPs), and have seen pirates flying around Avarice, while Xenon fighters "spawn" from a gate from the Eta Psi gate in Enduring Light to nuke one of my freighters picking up stuff from M148 - I also have significant forces in Eta Psi, so its just not possible that a Xenon fighter wing would spawn there.
I'm guessing the mod has just put AL scripts in place to target the player's assets for "challenge".

Appreciate your time and effort with the post though.

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

Post by Vheissu » Wed, 7. Apr 21, 19:18

Any recommendations for scripts/mods that complement XRM? I'm playing a salvage oriented playthrough with some proper manufacturing once I get a larger fleet. I'd also appreciate any tricks or scripts to help keep the economy alive without spamming my own traders. Its a bummer when the Terran factories disappear or an unlucky Xenon spawn manages to wipe out some of the more rare factories.

Stuff already installed and working (so far):
XRM
Bounce
MARS
Salvage Command Suite
CODEA and recommended scripts for it
NPC Bailing
Khaakbuster wrote:
Sat, 3. Apr 21, 11:13
Your OWPs won't do anything in X3TC unless you have OOS Combat Rebalance installed. Version 2 only works with vanilla X3 TC. Version 1 works with XRM. You'd want version 1. It has some design flaws and bugs, but it's still better than running vanilla scripts.

Consider yourself lucky that you aren't playing X-Tended mod. In X-Tended your are the ONLY target to pirates in ANY sector and all pirates that spawn will go after your assets. I don't know who came up with that stupid design decision, but it took me some time to analyze and properly fix at least the constant attacks on satellites. I don't mind sporadic attacks on traders, they will jump to safety and such attacks are what pirates are known for. Attacks on complexes can be prevented with OWPs.

If you want to use traders a lot, I highly recommend MK3 Improvement Reloaded.
Thanks, this is useful!

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

Post by Khaakbuster » Thu, 8. Apr 21, 11:23

Here is some stuff that I used with XRM: All of the above have been modified by me, to fix bugs and implement new features, but the defaults are already quite good.

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

Post by Mythrantar » Thu, 8. Apr 21, 16:19

Khaakbuster wrote:
Thu, 8. Apr 21, 11:23

[*]OOS Combat Rebalance 0.32 - OOS combat doesn't properly work without this, especially for OWPs
Just FYI - According to Paul, in the OOS Combat Rebalance thread, you should not be using this with XRM-AP.

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

Post by Vheissu » Thu, 8. Apr 21, 18:57

Khaakbuster wrote:
Thu, 8. Apr 21, 11:23
Here is some stuff that I used with XRM: All of the above have been modified by me, to fix bugs and implement new features, but the defaults are already quite good.
Thanks! How uhh, spammy is SEWN? Great idea but will it go bonkers with warnings once I have satellites in most sectors?

And two more to add to the list:
Teladi Information Service - a purchaseable ware for looking up buy/sell locations of stuff in a lore-friendly way
Operation Loki, from the Terran Revitalization Project - claims to stop GOD from deleting factories in Terran space. Haven't tried this one before, but if it works it might stop the Terran economy from crashing without player intervention.

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

Post by Khaakbuster » Fri, 9. Apr 21, 10:32

Mythrantar wrote:
Thu, 8. Apr 21, 16:19
Just FYI - According to Paul, in the OOS Combat Rebalance thread, you should not be using this with XRM-AP.
Yes, I know. AP has built-in some form of OOS Combat Rebalance v2, which works by using different weapons IS and OOS. OOS Combat Rebalance v1 and v2 are only for X3TC and v2 only works with the vanilla version, unless someone modifies it to work with a specific mod.

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

Post by banzai_travis » Fri, 9. Apr 21, 17:57

Any chance of XRM getting updated to work with the upcoming Farnhams Legacy expansion?

It'd be a real shame if it didn't. I don't think I've played a vanilla game since shortly after AP was released.

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

Post by alexalsp » Wed, 14. Apr 21, 16:12

Can you please tell me if it is possible to use Bonus Pack Mefos and CODEO with this mod? Thank you.

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