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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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freelancer91
Posts: 101
Joined: Tue, 12. Jul 11, 03:32

Post by freelancer91 »

Mizuchi wrote:
freelancer91 wrote:I noticed in the excel spreadsheet for srm that the ATF Valhalla is listed. Is there any way to acquire this ship in the XRM mod short of cheating it in?
I believe you can buy one for something in the region of 200,000,000 from the ATF Shipyard (or ATF HQ, I forget), providing you're a Hero of Sol (Terran Rank, not ATF).
I heard that the ship was glitched in the vanilla game. It didn't fit through jump gates, among other problems. Have these been fixed?
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

It now uses cadius' model which fits through gates and works fine.
Last edited by paulwheeler on Fri, 29. Jul 11, 05:23, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Nagittchi wrote:So apparently during my Terran Plot patrol mission (Mission 1) a wave of 4 LX and a PX was there. Wat.

Anyway. I fortunately acquired an LX. :D

Even more fortunate, all guns were still intact, those Gamma Pulse Emitters.

It seems to do the same damage as the EMPC, except a bit longer range.

Problem is it *has no information tag*.
Are the pew pew lasers of the GPEs faster than the EMPCs? This is critical as I might transfer my equipment from my Thor to the LX.
If I remember correctly they have a slightly faster bullet speed.

Full ship and weapon stats are coming soon. Ill try and get them up over the weekend.
paulwheeler
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Post by paulwheeler »

Nagittchi wrote:Currently playing with the cockpit mod as well-

Is there an easy way or a hotkey to check your landed ships thats currently docked with your current ship?

Because the cockpit mod removes the hud, I cant do my usual click the icon of my ship and press l to check landed ships, without blindly clicking that is.
There is a cockpit pack that puts the HUD back in.

Otherwise, I just use the left hand menu to select current ship.
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Chobittsu
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Joined: Wed, 14. Apr 10, 21:12
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Post by Chobittsu »

YOU NERFED MY KOPESH!!!!!! I SHALL NOT STAND FOR THIS!!!! >.<

[ external image ]
paulwheeler
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Post by paulwheeler »

One man's nerfed is another man's balanced.... :D
Varek Raith
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Post by Varek Raith »

One of the start sector coords for the Paranid Prospector is wrong, as I got dumped into Kingdom End.
:)
Nagittchi
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Joined: Fri, 15. Jul 11, 01:44
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Post by Nagittchi »

Time to finish the Split part of the Terran plot and have to dodge 4 Xenon Qs and a small sq- OH DEAR GOD WHAT IS THIS

http://i.imgur.com/9bqgG.jpg
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
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Post by Kadatherion »

Mizuchi wrote: Aside from any further tweaks to Jobs that may need to be done, this pretty much also marks the end of my active involvement with the future development of XRM now.

Passive involvement may continue for a few more weeks, but my work here is done. My life is about to change in a dramatic fashion, and I soon will neither the time, tools, nor resources to play X3TC, let alone mod it. 8)

It's been worth every minute and every hour of effort, anyhow. I'm pretty proud of what we've accomplished here.
I'd say your work has been nothing short of brilliant. If you're going to roam through time and space away from the X universe, well, then say hi to Doctor Whooves on my behalf :P

[ external image ]
paulwheeler
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Post by paulwheeler »

Maybe I'm just old... but I don't get this pony thing... :?
paulwheeler
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Post by paulwheeler »

Varek Raith wrote:One of the start sector coords for the Paranid Prospector is wrong, as I got dumped into Kingdom End.
:)
We'll check it out. Ill try and get a fix for this and the xenon start out over the weekend.
Varek Raith
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Joined: Thu, 23. Aug 07, 21:33
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Post by Varek Raith »

paulwheeler wrote:Maybe I'm just old... but I don't get this pony thing... :?
Same here. :lol:

Also, the Mani has built in wares it probably shouldn't have.
morikaane
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Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

@paul

Not sure if it has been reported yet. The OTAS operative start, the Sirokos, needs two more PRGs and two less PACs (cannot mount PACs on right or left weapon mounts).

Cheers,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
morikaane
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Post by morikaane »

paulwheeler wrote:Maybe I'm just old... but I don't get this pony thing... :?
I have a Year 12 male student that is obsessed with them in one of my classes.

It's all very creepy if you ask me.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Blancho
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Joined: Sat, 18. Oct 08, 01:51

Post by Blancho »

waooo great change for the jobs .....but now the pirate want to kill me ...all the time...just me..... is it possible to include a start with goner and hub plot finish in the next update ??? Because the recon for the goner in pirate sector become impossible ....that and a M2 khaaak in the sector before start of gaia don't help.
Kadatherion
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Joined: Fri, 25. Nov 05, 16:05
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Post by Kadatherion »

paulwheeler wrote:Maybe I'm just old... but I don't get this pony thing... :?
Oh, I'm waaaay too old for ponies too... but that's kinda the whole terrifying point of this plague :lol:

On a serious note: I just built a weapons complex to support my HQ, and I noticed the Paranid Phased Plasma Generator has a cycle time of ~11 hours (more than twice as much as a PPC forge), while the similar CIG has a cycle time of ~2 hours. Might be worth a look :wink:
morikaane
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Post by morikaane »

Blancho wrote:waooo great change for the jobs .....but now the pirate want to kill me ...all the time...just me..... is it possible to include a start with goner and hub plot finish in the next update ??? Because the recon for the goner in pirate sector become impossible ....that and a M2 khaaak in the sector before start of gaia don't help.
...actually, that sounds like fun. :)

But... if it is giving you a headache, use a very fast scout to get past all the baddies and get to Gaian Star. You'll probably need to use a fast M6 to get to that pirate station and avoid hostiles though. Nothing like riding a Gauntlet.

...but I'm sure everyone knows that trick :)

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Bany
Posts: 155
Joined: Fri, 3. Jul 09, 12:12

Post by Bany »

Finaly after some money grinding ive started plots on my poisioned paranid start. On Terran plot i should face some xenons ony my patrol duty, but ... on main even ive noticed some xenons spawns that dissapered just after they apeard. 2 Waves of their Ns/Ms just vanish in a second after they were spawned. Then my mission progressed. My patrol took place using some new Terran sectors but.. ive never face even one enemy there, well maby some random pirates like 2 of them. Any1 noticed something similar or this is my only issue. Im on satelite stage now, wonder will there be any future problems..

Regards
Scoob
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Post by Scoob »

Hi,

Congrates to all involved on the new release, I've just downloaded and will play later.

I have a game to continue where my assets are substantial but I'll doubless install another instance of TC to try out the new starts! As Mizuchi knows I've been playing around creating my own custom starts for XRM to enable some different roleplay opportunities and am quite keen to test and balance them with this version.
Mizuchi wrote: Aside from any further tweaks to Jobs that may need to be done, this pretty much also marks the end of my active involvement with the future development of XRM now.

Passive involvement may continue for a few more weeks, but my work here is done. My life is about to change in a dramatic fashion, and I soon will neither the time, tools, nor resources to play X3TC, let alone mod it. 8)

It's been worth every minute and every hour of effort, anyhow. I'm pretty proud of what we've accomplished here.
Mizuchi: best of luck with whatever's going to be taking your time in the future!

Cheers again,

Scoob.
unknown1
Posts: 626
Joined: Mon, 10. Dec 07, 12:12
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Post by unknown1 »

after running the patch script,i says "XRM save patched to 1.3a".Should't have been "to 1.4"?

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