Albion Prelude called. The Argon Phantom wants to talk to you.deca.death wrote:If this game is anything like vanilla that could be one and only - boron angel.
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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is it on XRM? that look badassKloHunt3r wrote:Albion Prelude called. The Argon Phantom wants to talk to you.deca.death wrote:If this game is anything like vanilla that could be one and only - boron angel.


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There is a very distrubing truth underlying this whole argument about whats in XRM and what you should have the option to disable in XRM etc etc
Paul Wheeler posted up a thread advertising the mod he and a couple of his m8s have made, it is called XRM. It is their creation and has been designed following a strict set of principles "they" decided upon to essentially re-create a game in the way they invisioned as best they could.
There is a comprehensive list of features and changes in the first couple of posts. These are tried and tested and have worked well for many for months now.
Weapons dealers for example are a fundamental part of XRM's changes, If you dont like the fundamental change XRM makes then why did you download XRM in the first place. Feel free to modify XRM to your hearts content. I do various stat edits myself but i dont come on here every day with a new topic of conversation basicly saying paul i dont like this change it, paul i dont like that change it, and then continue an argument page after page as if it is my democratic right to have XRM change its fundamental features. Yes i have suggested once of twice a couple of things (before someone trawls 500 pages lookking for dougeye quotes!
) but none of them were core features of XRM just the odd possible balance issue.
I dont see the issue with weapons dealers anyway because if i sent 10 Tyrs to darkspace weapons dealer i still would not be able to kit them all out all at one time. even the weapons dealers dont have that much stock and do require a restock period. In fact i cant remember sending 1 Tyr to darkspace weapons dealer and being able to get 30 odd psp's in one go!
I still build my own complexes eventualy though so that when i kit out a valhalla or any other large ship i can save millions on cap ships weapons. imagine 36 psp's which i think are around 1.2million each. it works out around 43.2 million, i bet producing your own weapons you could half that cost to 20 million (if that with a self sufficient complex) just on weapons alone. Now i usually create fleets of around 5 destroyers with escorts, by the time ive made the saving kitting out my ships with my own weapons i can afford another destroyer with the savings.
As ive said no one is going to critisise or judge you for making your own changes to XRM, the good old Jumpdrive being XL takes the biscuit every other page lol Part of using mods is also learning a little bit about making and editing mods. No one is expecting nyone to go out and make a total conversion as paul and co have but learnign basic stat editing etc is always useful and with programs like X editor 2 is childs play once you get to grips with it.
Lastly if the stock the eq's and docks carry bothers you, open up plgin manager and edit the global setting for dock'/eq cargo capacity down to a lower number, that way the weapons dealers cannot keep copius amounts of weapons

Paul Wheeler posted up a thread advertising the mod he and a couple of his m8s have made, it is called XRM. It is their creation and has been designed following a strict set of principles "they" decided upon to essentially re-create a game in the way they invisioned as best they could.
There is a comprehensive list of features and changes in the first couple of posts. These are tried and tested and have worked well for many for months now.
Weapons dealers for example are a fundamental part of XRM's changes, If you dont like the fundamental change XRM makes then why did you download XRM in the first place. Feel free to modify XRM to your hearts content. I do various stat edits myself but i dont come on here every day with a new topic of conversation basicly saying paul i dont like this change it, paul i dont like that change it, and then continue an argument page after page as if it is my democratic right to have XRM change its fundamental features. Yes i have suggested once of twice a couple of things (before someone trawls 500 pages lookking for dougeye quotes!

I dont see the issue with weapons dealers anyway because if i sent 10 Tyrs to darkspace weapons dealer i still would not be able to kit them all out all at one time. even the weapons dealers dont have that much stock and do require a restock period. In fact i cant remember sending 1 Tyr to darkspace weapons dealer and being able to get 30 odd psp's in one go!
I still build my own complexes eventualy though so that when i kit out a valhalla or any other large ship i can save millions on cap ships weapons. imagine 36 psp's which i think are around 1.2million each. it works out around 43.2 million, i bet producing your own weapons you could half that cost to 20 million (if that with a self sufficient complex) just on weapons alone. Now i usually create fleets of around 5 destroyers with escorts, by the time ive made the saving kitting out my ships with my own weapons i can afford another destroyer with the savings.
As ive said no one is going to critisise or judge you for making your own changes to XRM, the good old Jumpdrive being XL takes the biscuit every other page lol Part of using mods is also learning a little bit about making and editing mods. No one is expecting nyone to go out and make a total conversion as paul and co have but learnign basic stat editing etc is always useful and with programs like X editor 2 is childs play once you get to grips with it.
Lastly if the stock the eq's and docks carry bothers you, open up plgin manager and edit the global setting for dock'/eq cargo capacity down to a lower number, that way the weapons dealers cannot keep copius amounts of weapons


I used to list PC parts here, but "the best" will suffice!
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Thats really a good ship: fast, well shielded with many turrets. My favourite ship so far. best think is you can use many different weapon combos to achive desired effect. Imagine three Centaurs S's armed with mass drivers. Absolute mince machine! Problems with larger ships use missiles then.incarnyte wrote:Centaur Sentinel seams like the right choice for a first corvette. It is nearly half the price of the Skiron and has a lot more guns.
But it depends on you style. Some players prefer ships with powerful frontal battery.
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Nick 031287 wrote:The Fusion Beam cannon doesnt seem to pack much punch
Nick 031287 wrote:its completly useless
Nick 031287 wrote:ok its not normal for a single bomber to kill a Capital ship in 10 seconds... its way over kill
Nick 031287 wrote:totally unbalances the game
Nick 031287 wrote:thats must be some fault with rebalancing
Nick 031287 wrote:the bombers fire salvoes just waaaay to large
Nick 031287 wrote:like i said its overpowered...
Nick 031287 wrote:these arms dealer stations ... bit much isnt it?
Nick 031287 wrote:dont like havuing everything i could possibly need in 1 station..... it kinda spoils the game doesnt it?
Nick 031287 wrote:so it doesnt simply sell EVERYTHING it wont spoil the game
Nick 031287 wrote:dont ruin a good mod paul.... this mod is about rebalancing is it not?
[ external image ]Nick 031287 wrote:dont just tell people like me to "pretend its not there then"
Also, double points for bemusing hypocrisy:
Seriously dude, knock it off.Nick 031287 wrote:you just want everything handed to you on a silver platter....
If you don't like something, then open up the X3 Editor and change it to your liking - this is encouraged. We can't tailor the Mod to everyone's specific (and often trivial) whims.
However, you have absolutely no right to come here and start making demands like you're some kind of visionary while totally disregarding the fact that there are many, many people who play XRM - and have been playing it for a long time now - who don't share your opinion.
Shouting the loudest does not make you right. This attitude is neither helpful to, nor appreciated by, anyone.
How you say something is often just as important as what you say.
(And people, edit your quotes if you're going to quote!)
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... Paul now feels its safe enough to pop his head up from the rock he's been hiding behind...
One more point to add to what Mizuchi and Dougeye said...
I am well aware that bombers and M7Ms are over powered in AP - this is the way Egosoft designed them.
The only thing I can do is reduce their cargo bays so they can't carry so many missiles - which is not the right thing to do, or nerf the missiles - which I have already done to an extent.
Litcube's missile boat script is currently not active in AP.
THIS BRINGS BALANCE TO BOMBERS
It reduces the total number of missiles M3Bs can fire and makes all missile boats obey missile refire rates. This means I can slow down how fast M8s, M7Ms and M3Bs can get off salvos. I spoke to him recently and he will be making an AP as soon as he can.
So... patience please.
And as for weapons dealers - they are staying.
End of.

One more point to add to what Mizuchi and Dougeye said...
I am well aware that bombers and M7Ms are over powered in AP - this is the way Egosoft designed them.
The only thing I can do is reduce their cargo bays so they can't carry so many missiles - which is not the right thing to do, or nerf the missiles - which I have already done to an extent.
Litcube's missile boat script is currently not active in AP.
THIS BRINGS BALANCE TO BOMBERS
It reduces the total number of missiles M3Bs can fire and makes all missile boats obey missile refire rates. This means I can slow down how fast M8s, M7Ms and M3Bs can get off salvos. I spoke to him recently and he will be making an AP as soon as he can.
So... patience please.
And as for weapons dealers - they are staying.
End of.
Last edited by paulwheeler on Fri, 27. Jan 12, 11:32, edited 1 time in total.
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Wow, I'm getting to the point of waking up and having to read 6 pages of whining by the same person every day instead of reading pertinent information.
Play vanilla if you've got "so many" issues with XRM. Learn that you cannot please everyone's style of play with a sandbox game so live with what you've got, or like others have said, learn to script and edit what you want.
Constructive criticism is all good but don't mock and whine about an excellent piece of work that must have taken what amounts to 1000s of hours of someone's time.... and you're getting it for FREE.
Sorry, had to be said.
Keep up the good work Paul!
Play vanilla if you've got "so many" issues with XRM. Learn that you cannot please everyone's style of play with a sandbox game so live with what you've got, or like others have said, learn to script and edit what you want.
Constructive criticism is all good but don't mock and whine about an excellent piece of work that must have taken what amounts to 1000s of hours of someone's time.... and you're getting it for FREE.
Sorry, had to be said.
Keep up the good work Paul!
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Re: HUB sector altered by XRM
OK - I've just had a chance to have a proper look at the universe maps.mkrco wrote:
Starting with a fresh game install, the hub sector has red fog and none of the gates are selectable targets if you just warp in after a new game. With XRM (and only XRM!) installed, warping in with a new game the fog disappears and the gates are now marked by 6 x's on the sector map and selectable as targets.
Just to be clear again, with vanilla the first set of gates seems to activate after you talk to the Boron. With XRM and only XRM installed this doesn't happen. Unless I installed XRM incorrectly, which is why I detailed my installation method in my last post.
I've now tried this on three different installs..and it happens every time.
The hub sector in XRM is absolutely identical to vanilla TC, with one exception - it has a background of 34 rather than 74. This is why the fog dissapears and will not be the cause of any problems - its just a background.
The important point is - the gates are not added by the universe map at all.
The vanilla universe map hub sector has no gates in it at all and neither does the XRM version.
So the gates must be scripted in by the hub plot.
The XRM makes no changes to the hub plot at all.
The XRM does not alter TGates (unless you are running the advanced universe addon).
Therefore, it cannot be the XRM which is causing your issues. Also, as I said before, there are many posts in this thread where people have said they played through the hub plot. You are the only person in over 500 pages who has had this issue.
Last edited by paulwheeler on Fri, 27. Jan 12, 11:52, edited 1 time in total.
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Well said Erenar, well said.Erenar wrote:Constructive criticism is all good but don't mock and whine about an excellent piece of work that must have taken what amounts to 1000s of hours of someone's time.... and you're getting it for FREE.
----
X3 would not be X3 without XRM to me.
Thanks guys.

*hands Paul and Mizuchi a cookie*
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Re: HUB sector altered by XRM
It's also 100% intentional, and it's been that way since before we released XRM.paulwheeler wrote:The hub sector in XRM is absolutely identical to vanilla TC, with one exception - it has a background of 34 rather than 74. This is why the fog dissapears and will not be the cause of any problems.
I really hated the fog in the Hub. (^_^ゞ
Oh, hold on. I know the problem...
I'm pretty certain this is your problem.mkrco wrote:...if you just warp in after a new game...
If you discover the Hub Sector before you trigger the Hub Plot, the plot won't trigger at all and will remain in it's pre-plot state forever.
I had this issue a bunch of times back when we were still on SRM. In my case, it was being caused by a "reveal all sectors" script I was using.
So you need to leave the Hub hidden and well alone if you intend to do the Hub Plot.
Last edited by Mizuchi on Fri, 27. Jan 12, 12:12, edited 1 time in total.
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Hi, did you guys notice that many sector descriptions written by Egosoft have very snippy descriptions, like two lines of text. Actually I read them and those written by Miz are outstanding when compared to those written by Ego. I'm not talking about all original description but some. Don't you think these could be rewritten ?
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As I said a hundred pages back or so now: no, I don't, because I don't have my own laptop.Sorkvild wrote:Don't you think these could be rewritten ?

I likely won't be able to justify one until April/May, either.
(Thanks for the kind words, though! I appreciate it.)
Of course, if other people want to try and emulate my style and write new ones, feel free.

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Forget about laptop dude, what do use right now? A smartphone ? These little fellas are not so bad when it comes to writing, you can write text in plain txt and Paul could insert your creative works to .xml file where they are original stored 

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Just a suggestion and not a demand
but if people realy dont like their new M2 being blown up within seconds by bombers the only way to balance M2's vs bombers/m7m's is to double the sheilds of all M1/M2/M7's now obviously smaller ships will be less effective vs these classes but this is a price you would ahve to play. In terms of what most people consider balance a few m3's and a m6 should have no chance vs a destroyer anyway. Apart from the aformentioned downside for smaller ships, increasing the sheild bays of larger ships simply draws out the length of cap ship battles, but you will require cap ships to fight cap ships. And salvo's from m7m's and bombers cant take out multiple m2's in one go because the total sheilds are stronger than the swarm of missiles. but multiple m7m's will still severly cripple any m1 / m2 but a single xenon G for example will only reduce from what ive seen a M2's sheilds to 20% rather than an instant kill.
this is easy to achieve in xeditor2 just open xrm tships and double the sheild bays of all capital ships.

this is easy to achieve in xeditor2 just open xrm tships and double the sheild bays of all capital ships.
I used to list PC parts here, but "the best" will suffice!
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That little quote of yours - disincluding the quote tags - is around 265 characters of text. Presuming we are ignoring the fact that for punctuation, numbers, capital letters outside of sentence-starts and all other non-lowercase letters, there will be some degree of extra key-presses required, that's 265 key-presses.Sorkvild wrote:Forget about laptop dude, what do use right now? A smartphone ? These little fellas are not so bad when it comes to writing, you can write text in plain txt and Paul could insert your creative works to .xml file where they are original stored
Mizuchi's sector descriptions can sometimes reach a couple thousand words, and that can include tens of thousands of individual characters, all of which would be getting entered into something that could accidentally erase part or all of what he's writing at a moment's notice, among other issues.
I dunno about you, but I don't personally fancy pressing 20,000 buttons on a Smartphone on any given day, given the difficulty in making accurate, rapid keypresses. I doubt Mizuchi would be very enamored of the idea either, even assuming he wanted to spend his free time punching letters into a phone when he could be showing up around here to be awesome. And on that note -
Dougeye, Mizuchi, and Paul, you guys are seriously just the best. Reading through the last 10+ pages left me thinking to myself 'oh god, nobody's gonna say anything, I'm gonna have to say something, this is silly' and then I get to the end of it and all of you have come in to put out the fire already.
Miz, Paul, thanks for being willing to stick to your visions, whether I agree with every bit of them or not, I'd much prefer a visionary's huge and amazing mod I can tailor to my own devices, than anything created by someone without a lot of faith in their own design decisions.
Doug, thanks for speaking up. You've got brass balls, man. Kudos.
Everyone else...also thanks! However heated the discussion was getting, I get the feeling all of you genuinely wanted to improve XRM by seeing it hew closer to your "vision" of how it should be, and though that's not necessarily a bad thing, as Mizuchi said, there's often a lot more to how you're saying something, and whether you're actually listening to and thinking about the other people you're discussing with, than there is to just flat-out what you're saying.
Keep on keepin' on.
~K
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I thought bombers already nerfed by removing missile barrage capability? dunno, haven't had trouble from them yet...
just almost get my ass wiped out by pirate centaur in my... erm... luxurious tank
Panthom lol... yes, using these luxurious tank class super TP are a challenge if u brought them to a battle zone lol...
just almost get my ass wiped out by pirate centaur in my... erm... luxurious tank

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Sork was kidding because he is a bro. :3
(I HOPE.)
So, that's me, punching words. I am a word puncher.
(I HOPE.)
The tragedy is that that's pretty much what I'm having to do right now and oh God it sucks so much like you would not believe guys like what the hell why is typing on a Smartphone so awful I think this is how I am atoning for any sins like for serious. (T_T)Seraph Kaoru wrote:I doubt Mizuchi would be very enamored of the idea either, even assuming he wanted to spend his free time punching letters into a phone when he could be showing up around here to be awesome.
So, that's me, punching words. I am a word puncher.

Last edited by Mizuchi on Fri, 27. Jan 12, 12:57, edited 1 time in total.
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Yes precisely - it's a mod one doesn't have to install if it does something they hate.Erenar wrote:Wow, I'm getting to the point of waking up and having to read 6 pages of whining by the same person every day instead of reading pertinent information.
Play vanilla if you've got "so many" issues with XRM. Learn that you cannot please everyone's style of play with a sandbox game so live with what you've got, or like others have said, learn to script and edit what you want.
Constructive criticism is all good but don't mock and whine about an excellent piece of work that must have taken what amounts to 1000s of hours of someone's time.... and you're getting it for FREE.
Sorry, had to be said.
Keep up the good work Paul!
As for my own approach - i still tend to have an odd weapons complex, of the race whose ships i'm predominantly going with.
One thing i do - i do dedicate a superfreighter to stock up xenon weaponry to the detriment of every other financial plan if i find the big dock. Haven't boarded a Xenon yet, but for my future plans. Otherwise it would be so pointless to have a K or J only to find i have absolutely no way to outfit it (given Xenon can't mount organic weaponry in XRM - and no i don't have the infinite time and prescription chemical stims for 100 xenon boardings).
Also it is great that one has an option to outfit the ships they have in any form of foreseeable future. It makes a difference of 'i boarded a Q, yaaay - vs I boarded a Q take a look up close and store it away to gather dust. I like to drive the things, y'know. And on the 'everything' note i haven't seen kyons or LT-beams in docks.
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/Dresden Codak/
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