[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
Actually, now that I think about it - I have an idea for something that might help with playing as a pirate...
I could swap ownership of a selection of border sector stations and fabs to use the "independant" race. That way they would stay friendly no matter your rep with the main races, so you'd have a few "safe havens" to dock and buy/sell looted wares. Id have to check that NPCs would still trade with them too...
Let me think about it and discuss it with Mizuchi.
I could swap ownership of a selection of border sector stations and fabs to use the "independant" race. That way they would stay friendly no matter your rep with the main races, so you'd have a few "safe havens" to dock and buy/sell looted wares. Id have to check that NPCs would still trade with them too...
Let me think about it and discuss it with Mizuchi.
-
- Posts: 903
- Joined: Mon, 7. Dec 09, 10:57
If you read on in the thread some of the feedback suggests that it doesn't work entirely as intended. Unfortunately, I can't test it in my current playthrough, the pirates don't like me much. Probably something to do with me boarding their ships.Sorkvild wrote:Yep. Tht's hardcoded stuff, but what about Graxster's Friedly Pirates script? Author says it converts all red pirates into friendly ones, has anyone tested this ?
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
-
- Posts: 3445
- Joined: Thu, 8. Jun 06, 14:07
Idependent fabs? This sounds really goodpaulwheeler wrote:Actually, now that I think about it - I have an idea for something that might help with playing as a pirate...
I could swap ownership of a selection of border sector stations and fabs to use the "independant" race. That way they would stay friendly no matter your rep with the main races, so you'd have a few "safe havens" to dock and buy/sell looted wares. Id have to check that NPCs would still trade with them too...
Let me think about it and discuss it with Mizuchi.

You missed my previous question, my fault I just added by editing my prev. post...
Are you planning to replace the Khaak ships with the upcoming ones from Cadius ? Will there be a ship update for SRM too.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
-
- Posts: 225
- Joined: Thu, 25. Sep 08, 19:43
This is third post of this thread. Links to Gazz's scripts are missing?paulwheeler wrote:- ESSENTIAL SCRIPTS -
Gazz's Missile Defence Mk2 script is essential to temper the much faster missiles in XRM. It will be used by both the player and the Ai automatically. I recommend installing this even if using another turret script like MARS.
Gazz's Missile Safety script is also highly recommended.
Gazz'z AI ammo cheat is recommended even though ammo weapons have been removed from the game. It still helps with missile loadouts.
-
- Posts: 2266
- Joined: Fri, 22. Jul 11, 13:42
The links are in the next post with the recommended scripts.McOrion wrote:This is third post of this thread. Links to Gazz's scripts are missing?paulwheeler wrote:- ESSENTIAL SCRIPTS -
Gazz's Missile Defence Mk2 script is essential to temper the much faster missiles in XRM. It will be used by both the player and the Ai automatically. I recommend installing this even if using another turret script like MARS.
Gazz's Missile Safety script is also highly recommended.
Gazz'z AI ammo cheat is recommended even though ammo weapons have been removed from the game. It still helps with missile loadouts.
-
- Posts: 225
- Joined: Thu, 25. Sep 08, 19:43
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
That's because the two sections were written by two different people.McOrion wrote:It's unlogical, captain Kirk.InFlamesForEver wrote:The links are in the next post with the recommended scripts.
Spock
I wrote the essential scripts section, and I assumed you were all quite capable of using the library... mizuchi wrote the recommended section and he was a bit more accommodating.

-
- Posts: 806
- Joined: Thu, 10. Feb 11, 05:48
[ external image ]Sn4kemaster wrote:Why do i get the feeling angry Ponies will be erupting later in this thread!
-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
Umm... I do hope you aren't using PG3 and friendly pirates together because Friendly Pirates causes conflicts with the pirate guild script, Serial Kicked even stated on the first post in the pirate guild thread that Friendly Pirates conflicts.Sorkvild wrote:Yep. Tht's hardcoded stuff, but what about Graxster's Friedly Pirates script? Author says it converts all red pirates into friendly ones, has anyone tested this ?
as for Pirate Guild and Yaki Armada it's a shame SK dropped off the map because those scripts are unfinished and haven't been updated for near a year.
-
- Posts: 238
- Joined: Mon, 20. Dec 10, 22:39
morikaane wrote:You don't need NPC bailing to make a killing, if you're hardcore enough.NOValdemar wrote:b) If you dont like it use the NCP Bail script to allow more drops on ships. That way you can easily gain all of the equipment or items you need for any ship simply by pirating. Think its hard to get what you want in the quantities you need? XRM adds lovely Weapon Dealers you can camp outside of and take everything some sucker buys the second he undocks.
There's this trick...
Most'll prolly know that one, but damn is it a goody!SpoilerShowEven without having the NPC bailing scripts, if you keep shooting the hell out of a transport and repeatingly tell them to drop freight and surrender, they'll pretty much empty their entire hold for you.
M.
What i was refering to with the NCP bail scripts was acquisition of rare equipment (JDs, TDs, DCs ect..) which, though possible in vanilla, is very much helped by NCP bailing. If you want to get goods then old fashioned pirat comm-ing for them to drop goods i the best as you said. :I
-
- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
However, this would make XRM incompatible with Phanon Corp, as those stations would all be taken over by Phanon (race independant).paulwheeler wrote:Actually, now that I think about it - I have an idea for something that might help with playing as a pirate...
I could swap ownership of a selection of border sector stations and fabs to use the "independant" race. That way they would stay friendly no matter your rep with the main races, so you'd have a few "safe havens" to dock and buy/sell looted wares. Id have to check that NPCs would still trade with them too...
Let me think about it and discuss it with Mizuchi.
I suppose NPC ships should trade with them fine though, as I believe they are doing with the independant weapons dealer already in.
Anyway, guys, I really don't see the issue with playing a pirate in XRM. There are now many more pirate sectors and stations. You can't sell everything you loot full price as you would do with commonwealth stations? How strange, when you steal a car you can easily sell it full price at car showrooms, right? (AKA, if there's no friendly station buying that weapon from you at full price, just put it into a ship and sell the bloody ship, you goddamn cabin boy!).
The odd hardcoded unfriendly pirate is still there, but we are pirates: even though we all love ponies, this doesn't mean we all love each other. If I meet a pirate who loves Twilight Sparkle more than Pinkie Pie, you can bet I'll be at his throat in ten seconds flat!

Moreover, several scripts help addressing that "issue" too, if that's how you see it. Plus, as mentioned, tons of other ones can help from other perspectives, such as the mentioned player workshop.
What's the point of playing a pirate, a lawless lowlife, if everything's easily handed over to you? Isn't the whole point of playing a pirate having to steal those goodies instead of buying 'em wherever you please?
There are tons of other easier starts, a couple of really challenging ones are more than welcome here. Starts in X3 are anyway just that: slightly different starts in assets, location and general racial reputation. Everything else is just personal roleplaying, IF so you want to play... otherwise, two or three missions and all the starts can be pretty much the same.
If I really think I gotta have access to that specific, so vital Lucike's software that I never used apart for training its pilots for other more useful scripts, then I can just add it somewhere I feel right with the cheat package. It's my roleplaying, the modding community has been so nice over the years to give me access to pretty much all the tools needed to suit it to my tastes, why should I force my own idea of a Pirate onto the other players?
-
- Posts: 806
- Joined: Thu, 10. Feb 11, 05:48
-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
I think I know why the attack same target script has so high a number. It's the messed up jobs with the pirate ships showing up. I hope you guys release that new jobs file update soon so they disappear it's getting annoying to see pirates in every sector I go/jump to.
Edit:
Just saw and noticed this and it made me sort of face palm
[ external image ]
Paranid crusader fleet, DOES It REALLY need that many carriers!? talk about FPS killer/lag fest.
[ external image ]
What is this I don't even... Teladi, Split and Paranid fleet in Savage Spur!? Sure I'd expect the Paranid to be there trying to wipe the Yaki from under their boot but the Teladi and Split? That's a bit far for them to be straying from their Territory.
Edit:
Just saw and noticed this and it made me sort of face palm
[ external image ]
Paranid crusader fleet, DOES It REALLY need that many carriers!? talk about FPS killer/lag fest.
[ external image ]
What is this I don't even... Teladi, Split and Paranid fleet in Savage Spur!? Sure I'd expect the Paranid to be there trying to wipe the Yaki from under their boot but the Teladi and Split? That's a bit far for them to be straying from their Territory.
Last edited by Requiemfang on Mon, 15. Aug 11, 02:18, edited 1 time in total.
-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
-
- Posts: 806
- Joined: Thu, 10. Feb 11, 05:48
None of the patrols/groups/fleets that are in those screenshots are being caused by XRM or XRM Jobs.Requiemfang wrote:Just saw and noticed this and it made me sort of face palm
There are no Jobs in XRM Jobs with the title "Crusader", "Enforcer", or "Teladi Company".
Those are coming from MBRR. I totally advised people not to run it with those settings turned on.

Edit: see Paul's post beloooooo~w.

Last edited by Mizuchi on Mon, 15. Aug 11, 02:28, edited 4 times in total.
-
- Posts: 2266
- Joined: Fri, 22. Jul 11, 13:42
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
I believe that is MBRR gone a bit crazy, not XRM.Requiemfang wrote:I think I know why the attack same target script has so high a number. It's the messed up jobs with the pirate ships showing up. I hope you guys release that new jobs file update soon so they disappear it's getting annoying to see pirates in every sector I go/jump to.
Edit:
Just saw and noticed this and it made me sort of face palm
[ external image ]
Paranid crusader fleet, DOES It REALLY need that many carriers!? talk about FPS killer/lag fest.
[ external image ]
What is this I don't even... Teladi, Split and Paranid fleet in Savage Spur!? Sure I'd expect the Paranid to be there trying to wipe the Yaki from under their boot but the Teladi and Split? That's a bit far for them to be straying from their Territory.
Paranid crusaders are the MBRR rearguard paranid ships. The default rearguard setting of 400 tokens is way too high. If you're going to use rearguard, I suggest dropping it to nearer 100. Also shorten the patrol time so you don't get them hanging around and building up like that.
Personally I have border invasions and rearguard switched on, but I have the kill sector menu option from the cheat scripts handy in case MBRR throws a hissy fit.