[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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weird, my original post seems to have vanished, anyways...
it says in the faq that starts marked with TPC don't have any plot, now i am wondering, where do i find the TPC mark on these game-starts? i don't see it anywhere. i started with the Terran veteran pilot game-start, and i am not seeing any way to start the mission, is this one using a disabled plot?
it says in the faq that starts marked with TPC don't have any plot, now i am wondering, where do i find the TPC mark on these game-starts? i don't see it anywhere. i started with the Terran veteran pilot game-start, and i am not seeing any way to start the mission, is this one using a disabled plot?
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adecoy wrote:weird, my original post seems to have vanished, anyways...
it says in the faq that starts marked with TPC don't have any plot, now i am wondering, where do i find the TPC mark on these game-starts? i don't see it anywhere. i started with the Terran veteran pilot game-start, and i am not seeing any way to start the mission, is this one using a disabled plot?
Are you playing AP or TC?
There is no Terran Plot in AP - hense no TPC.
If you're playing TC and dont see them, something is wrong with your installation.
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hmm i thought there was some kind of main plot in albion prelude?paulwheeler wrote:adecoy wrote:weird, my original post seems to have vanished, anyways...
it says in the faq that starts marked with TPC don't have any plot, now i am wondering, where do i find the TPC mark on these game-starts? i don't see it anywhere. i started with the Terran veteran pilot game-start, and i am not seeing any way to start the mission, is this one using a disabled plot?
Are you playing AP or TC?
There is no Terran Plot in AP - hense no TPC.
If you're playing TC and dont see them, something is wrong with your installation.
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Scoob wrote:Hi Paul,
Possible bug - or my install isn't quite right.
I found a floating crate, not sure what spawned it as it was in Savage Spur when I entered.
It's listed as "ReadText17-12843", is ware volume 1, Container Class S.
I'm tempted to pick it up in a small ship then sell said ship as the items average price is listed as 188,877,700cr!
Hope this helps.
Scoob.
12843 is an EMP ware - which means its being spawned by a script, not the XRM.
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M7 to escort lone ST - yes it's stupid. But M7 to guard whole sector and important trade lane - it's not stupit. However it's you want cheaper solution then I think that 2xM6 could do the job as Terran pirates have M6 max.nap_rz wrote:M7 to escort a lone ST? no way lol...mr.WHO wrote:The you have to invest in your own security forcesnap_rz wrote:![]()
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my ST in Neptune killed by pirates.... there's too many pirates and lack of police on terran sectors....
, or light M7 (should be enough for anything that Terran pirates can throw at you) as NOValdemar suggested.
btw... is there anyone else here feels that his UT too stupid? anyone here sure that his UT works normally?
btw AI orbital weapons platforms need to be configured with varied weapons...
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You really need to deploy your own security forces now in XRM, I learned this the hard way, too.nap_rz wrote: M7 to escort a lone ST? no way lol...
btw... is there anyone else here feels that his UT too stupid? anyone here sure that his UT works normally?
I can recommend Lucike's S&R service for this job - they hit hard, efficient and get the job done well. And will also protect your CAG's.
As for stupid MK3 traders... you might want to replace your Mk3 traders with Lucike's EST traders, too; they are a lot more efficient and cautious than Mk3 traders and even have your very own S&R service on speed dial - if someone even looks funny at them they call in your security force all by themselves.

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That's what I did, but no go - unless I have to start a new game to see it (or I just forgot to save itdougeye wrote:if you are using AP then you need to edit the tbullet/lazer in the xrm part 2 /addon folder

That's the setup I'm using now - l/r turret, but the thing is, I'm using it on my personal ship (Yaki Kariudo), which hardly ever gets into battles with cap ships. I leave that to my fleet of M2sSn4kemaster wrote:Agreed, PSG is a heavy anti cap weapon and should be fitted on the front left right turrets, then fit EDA for anti fighter/missile defence on the up down rear turrets....it's that simple!

I just always loved flying into a cluster with my PSGs and watching it go poof.
Never used them and never will...Unless you use one of silly weapon switching scripts like mars of course ( but they are just cheating and spoil the game)
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Yes and a bag of b*llocks that is too....Jumee wrote:you people do know that laser switching is part of vanilla in AP, right?nightspore333 wrote:Never used them and never will...Unless you use one of silly weapon switching scripts like mars of course ( but they are just cheating and spoil the game)
This is XRM so the AI does not switch weapon's thank god, and so why should you or i get that cheat!
It really is a stupid idea, its like say a WW2 Battleship transform's its main 16 inch main guns half way through a fight with another Battleship, into little AA machine guns when it see's some aircraft on the horizon, then when they have gone it just transforms them back into the huge 16 inch cannon's lol!
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Perhaps, but if we'll follow that logic then ship should come pre equipped straight from SY. You have what you have, perhaps you could choose turret setup but just on ship deployment. If you can change your turret setup, why not in battle? Of course, some sort of timing penalty could be required but now we're gong too deep :)Sn4kemaster wrote: It really is a stupid idea, its like say a WW2 Battleship transform's its main 16 inch main guns half way through a fight with another Battleship, into little AA machine guns when it see's some aircraft on the horizon, then when they have gone it just transforms them back into the huge 16 inch cannon's lol!
Besides, didn't you know that ships with smart w.switching enabled regularly defeat AI vessels without that ability?
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Also, a navy cruiser would also come equipped with enormous guns and small guns... and their guns do a damn sight more damage than x weapons as it's real... not a game. How fun would it be if egosoft or paul gave you true realism where one hit means game over for either side if that shot hits the right place.... and there are many right places.
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soooo in the future with jumpdrives/jumgates/AI/guns that fire singularities ships cant switch guns?Sn4kemaster wrote: It really is a stupid idea, its like say a WW2 Battleship transform's its main 16 inch main guns half way through a fight with another Battleship, into little AA machine guns when it see's some aircraft on the horizon, then when they have gone it just transforms them back into the huge 16 inch cannon's lol!

why do people always compare space games to WW2??? whats the year in X?

EDIT:
also if WW2 destroyers could only fit 20-30 guns they would probably find a way to switch them, hell even an ancient ship of the line could replace its cannons if they got damaged or something

Last edited by Jumee on Wed, 1. Feb 12, 00:10, edited 1 time in total.
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I would have no problem with pre-equipping ships to order, in fact i would prefer it if you can change weapons only when docked at a shipyard or Equipment dock or HQ not in space like you can now!deca.death wrote:Perhaps, but if we'll follow that logic then ship should come pre equipped straight from SY. You have what you have, perhaps you could choose turret setup but just on ship deployment. If you can change your turret setup, why not in battle? Of course, some sort of timing penalty could be required but now we're gong too deepSn4kemaster wrote: It really is a stupid idea, its like say a WW2 Battleship transform's its main 16 inch main guns half way through a fight with another Battleship, into little AA machine guns when it see's some aircraft on the horizon, then when they have gone it just transforms them back into the huge 16 inch cannon's lol!
Besides, didn't you know that ships with smart w.switching enabled regularly defeat AI vessels without that ability?
And cap ships in XRM can also have a mixture of both enormous guns and small guns on be selected to fire at certain targets.....so errr??????Also, a navy cruiser would also come equipped with enormous guns and small guns... and their guns do a damn sight more damage than x weapons as it's real... not a game. How fun would it be if egosoft or paul gave you true realism where one hit means game over for either side if that shot hits the right place.... and there are many right places.
By the sounds of it i have pricked a nerve with you, so if you wanna role play with weapon switching good for you and play your game your way.....still sounds daft to me

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Hmm It should see it, I'll check it outpaulwheeler wrote:What language are you running? If English, then the game isn't seeing Part 2 of the mod for some reason.
If non-english, then make sure you didn't remove the 00044 equivalent for your language from the mov folder - I only provide an English updated Betty.

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Oh, then I guess using weapon groups is cheating, too. You know, since the AI can't use them. So it's only "fair" if you fired all of your forward guns at the same time.Sn4kemaster wrote:This is XRM so the AI does not switch weapon's thank god, and so why should you or i get that cheat!
Also, the AI can't manage laser energy. The "fair" way for the player to fight is to fire all of his ship's forwards guns when the enemy is in range, regardless of whether or not the shots hit.
The strafe drive would have to go, too.
And the jump drive.
And the boost extension
And the turbo booster.
Huh, I guess the only truly "fair" way to fight would be to give your personal ship the "attack" command, and just un-map all of the flight and combat controls in the options menu, since the AI only flies using scripts.
While you're at it, you would only fight using the same exact ships and weapons as your enemy. That way there is a 50% chance of winning any given engagement. Perfectly fair.

P.S. The AI does use weapon switching in its turrets (in both games). AP gives the player access to the AI's weapon switching script and lets you choose when to use it or not.
Last edited by A5PECT on Wed, 1. Feb 12, 01:01, edited 2 times in total.
Admitting you have a problem is the first step in figuring out how to make it worse.
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