[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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Lord Dakier
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Post by Lord Dakier »

paulwheeler wrote:Yes, but if you were to remove the 00044 from the mov file and it was missing from the xrm, you'd get no betty at all.
Yeah I have no betty at all.

So the correct steps of this are?;
1. fresh install of X3TC+AP
2. bonus pack
3. XRM install into AP
3. Delete 00444 from addon/t?
4. ???
5. Profitssssssss
Llama
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Post by Llama »

Just curious. Since CMOD4 is no longer under development, are there plans tiodid they change the Ion Canon from being beam type? I realise slow globs of energy like PPC shots are not that accurate either, but due to the way beam weapons work, unless your ship is stationary, the beams sweep right past the target as you turn. Either that or make it shorter beam time but higher dps.
I fly Terran for the accents
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joelR
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Post by joelR »

Legionos wrote:probably asked before so i apologise

is there a way to have a second game with xrm installed while still having a non-xrm version

knew u cld do it back with x2 when modding but i dont know about steam these days

thank you
1. Install the game
2. Rename the folder Vanilla_x3 terran conflict.
3. Redownload the game and install XRM to that.
4. Switch between vanilla and modded by renaming the folder to x3 terran conflict. The exe will always load the game from that folder.
Legionos
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Post by Legionos »

joelR wrote:
Legionos wrote:probably asked before so i apologise

is there a way to have a second game with xrm installed while still having a non-xrm version

knew u cld do it back with x2 when modding but i dont know about steam these days

thank you
1. Install the game
2. Rename the folder Vanilla_x3 terran conflict.
3. Redownload the game and install XRM to that.
4. Switch between vanilla and modded by renaming the folder to x3 terran conflict. The exe will always load the game from that folder.
thankyou
Probe1
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Post by Probe1 »

Wouldn't you need to rename your save game folder as well?
Lord Dakier
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Post by Lord Dakier »

Probe1 wrote:Wouldn't you need to rename your save game folder as well?
Only if you wanted to seperate saves, I would personally as I save in more than one slot.
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joelR
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Post by joelR »

Probe1 wrote:Wouldn't you need to rename your save game folder as well?
Yes. Or just copy/paste somewhere else. Thats what I do. Im sure theres a more elegant way to handle it though.
paulwheeler
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Post by paulwheeler »

Lord_Dakier wrote:
paulwheeler wrote:Yes, but if you were to remove the 00044 from the mov file and it was missing from the xrm, you'd get no betty at all.
Yeah I have no betty at all.

So the correct steps of this are?;
1. fresh install of X3TC+AP
2. bonus pack
3. XRM install into AP
3. Delete 00444 from addon/t?
4. ???
5. Profitssssssss
Yes - except its delete 00044 from addon/mov

Plus I wouldn't install the bonus pack. Get the stand alone versions of the scripts in this forum - the bonus pack is outdated.
nap_rz
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Post by nap_rz »

paulwheeler wrote:
nap_rz wrote:
back then in SRM and CMOD, Taipan still had PPC and it was superior than this Taipan with racialized guns...
The stats are identical between SRM and XRM for the Taipan, except that the Plasma Burst Projector is more powerful than the PPC.
:lol: guess I saw the wrong weapon then... but based on the excel sheet, it's slightly inferior than PSG and GC... and the slowest of them all, even slower (in speed, not rof) than PSP...
nap_rz
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Post by nap_rz »

joelR wrote:
dougeye wrote:
Teladidrone wrote:To anyone who is running Pirate guild with XRM:AP

What difficult setting do you have your pirates on?
I had it running for a while now with default (medium) and frankly the guild sucks at this.
Hardly makes any money, there is only one lousy Mob boss in the whole universe while in vanilla:AP almost every pirate sector with a base had one after couple of days.

I dont want to push the guild too far with all the "normal" XRM pirates roaming around here, too... but medium guild too weak for XRM?
i set mine to strong with mmbr enabled aswell. i thought any less and pirates would be overwelmed. i need to do more testing though to give you an informed responce.
I agree with increasing it. I have been playing with it at medium and have not seen as much activity as I remember in TC.

EDIT: I would also recommend the following script for pirate fans. It is low impact in terms of performance and adds so much life to the universe around Brennans Triumph.

Brennans Triumph Tortuga
interesting, what does it do? making pirates fighting each others? wouldn't it conflicting with the base XRM, MBRR and Pirate guild? (whether with one of these scripts or combined)
deca.death
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Post by deca.death »

Sn4kemaster wrote: So yeah....like i said, its not the best M6 ( as that's a stupid statement to say about any M6 ) but its a very fast agile fighter style M6 which can not be beat in this role by any M6 in the game!
Hm yes, you're right. It's unusually advanced for an prototype version, afaik in normal game differences are never so drastic, nor in speed (5% cca) and only h.nemesis has one shield +, no other prototype version. Nice selection of guns, good speed. A fighter substitute with better turrets then common version of M6. Low cargo kills it however, only 800 which is really low. I'm no fan of Mk1 design either, but I guess people who like fighters could use something like this in first stages.
nap_rz
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Post by nap_rz »

deca.death wrote:
nap_rz wrote: M6 that losing 200MJ shielding while still having agility and speed (not that I'm implying that split M6 are way faster than others, except that dragon prototype or something) + superior weapons (ISR, way superior than other races corvette weapons, in some ways it even defeat terran slightly bigger guns/FPD) is way better than :
Well "superior", in exactly what effect? For example range of ISR is 2.9km, while range of CIG is 4.5km. Almost a double isn't it? While he'll strip 4.2k shields per second. IPG will do 9.1k. More then double. Yes, his w.speed is brutal but you sacrifice something to get something, that's how it works. For trashing small targets, he's ultimate, but if you need to take down big prey, or take as many enemy M6es as possible in shortest period of time, you better bring H.Hydra. That's what I do.
why were you only counting shield damage? boron weaponry are bad at destroying, especially if you're using hull packs, you'd want something that can chew through hulls faster... and IPG 1/3 the speed of ISR and almost 1/2 hull damage / hit while being slower in rof

why, DPS mean nothing, it's when it's hit all that matters... and slower guns = less chance of hitting no matter who's the moving target... no other medium guns offer the balance ISR have...
losing 2-4GJ shield with not so agile ship and relatively weak weapons (what's the split heaviest weapon? :? ) compared even to boreas, or titan... I'm talking about krait and taipan here... (in taipan case, against atlas, and terran ships, in which the taipan lose 4-6GJ of shielding)
Taipan has perfectly good reasons to loose shield strength. It steers rather well for ship of that hit power and it's small. You can run slalom between K bullets, like this:

[ external image ]

And with pteronadon, you cannot. Nuff said. Taipan is ultimate war machine and for me best destroyer in this game. It can evade and it can deliver. I love my pteronadon too but he gets worse as enemies get close. As I like to repeat: Big target, slow target, dead target.
try doing that vs the most dangerous enemy in the game, I mean, khaak advanced destroyer and you'll find shielding is your best asset :P for me these nasty khaaks are the worst possible enemies, the other one is that missiles spam from anyone with big missiles :lol:

again as you can see, again for me it's when it's more guaranteed hit that matters most, so an enemy that have bigger guarantee to hit you is the benchmark :P
nap_rz
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Post by nap_rz »

paulwheeler wrote:The research stations are randomly placed and jump around from time to time.
only on argon territories I assume? :?
deca.death
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Post by deca.death »

Legionos wrote:probably asked before so i apologise

is there a way to have a second game with xrm installed while still having a non-xrm version
It's simple, copy your steam game folder to other place. Apply standalone patches from ego site. Install XRM there. Use savegame manager to choose between games.
deca.death
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Post by deca.death »

nap_rz wrote: why were you only counting shield damage?
Because it's more important. Once shields are down hull is easy target, equipment is destroyed and speed limited with each hit. Why do you think we have hull packs in a first place? Missiles eat hull very quickly. 2-3 simple cyclones will tear thru hull of M7. And H.Hydra has 6 PRG under chin with fair hull damage. It combines more then nicely.
why, DPS mean nothing, it's when it's hit all that matters... and slower guns = less chance of hitting no matter who's the moving target... no other medium guns offer the balance ISR have...
And I already explained that putting one gun above others in absolute sense is just silly. Everything depends on intended usage and varies from situation to situation. Slower guns have less chance to hit but when I'm pounding M7 from 50m away it means absolutely nothing. I will kill M6 and above twice as faster wih H.Hydra then wit H.dragon. But H dragon will manage large group of xenon fighters much more efficiently.

try doing that vs the most dangerous enemy in the game, I mean, khaak advanced destroyer and you'll find shielding is your best asset :P for me these nasty khaaks are the worst possible enemies, the other one is that missiles spam from anyone with big missiles :lol:
Yes, Khaak are a threat here, I've barely noticed them in vanilla. I'm killing those things with my U.Obj.p anyway :P And my weakest shielded ship /Ocelot survived longest vs G in encounter I've described recently here. Again, small size +speed combined with PALCs proved to be crucial advantage. 7GJ atlas perished in first volley.
Lord Dakier
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Post by Lord Dakier »

Got betty back, cheers guys!!
Vistar
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Post by Vistar »

Do Pirate (or any other race's) sector flagships just constantly respawn? I've been playing around in Vestibule of Creation with some big ships destroying pretty much everything I see and the "Orinoco" + Titan + M7 jump into a random part of the sector every 30 minutes or so (I think, I didn't time it really). If this is the case I'd like to apply my meager vote for non-respawning flagships. The whole point of flagships is that they are unique.

Otherwise awesome mod, having more fun than I've had in a long time with any X game
freelancer91
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Post by freelancer91 »

I noticed while working on the spreadsheet that there are a few duplicates in the encyclopedia. So far I have noticed that two of the Kha'ak clusters have absolutely no difference (even in weapon loadouts) and that the two Terran LOWP are identical. Also, the Mobile Pirate Stations listed under "Unknown" are identical....
Nemesis_87
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Post by Nemesis_87 »

Vistar wrote:Do Pirate (or any other race's) sector flagships just constantly respawn? I've been playing around in Vestibule of Creation with some big ships destroying pretty much everything I see and the "Orinoco" + Titan + M7 jump into a random part of the sector every 30 minutes or so (I think, I didn't time it really). If this is the case I'd like to apply my meager vote for non-respawning flagships. The whole point of flagships is that they are unique.

Otherwise awesome mod, having more fun than I've had in a long time with any X game
yes they r thats why there is only 1, sure u can destroy it and another will turn up, but if a real flagship got destroyed then it would just replaced with another :P
adecoy
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Post by adecoy »

i don't know what is going on, but the turrets on my setanta are incapable of taking out swarm missiles, and the enemy also seems incapable of taking them out, are they immune to weapons fire?

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