[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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Pierce Rossi
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Post by Pierce Rossi »

Hey, we have a winner. Installed TC V 3.2 and then renamed all the .cat and .dat files for the upgrades and it works like a dream. Thanks.
paulwheeler
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Post by paulwheeler »

swatti wrote:Silly bug

Terran TM's have paranid marines :P

About a dozen scans later i didnt find a single "capital" ship without huge boarding defences. Odd...

Another one for the FAQ.....

There are no terran marines in X3. Egosoft have never added them and they need to be coded in so there's nothing we can do.

I've not made any changes to ship boarding defences - its all egosoft.
NOValdemar
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Post by NOValdemar »

paulwheeler wrote: There are no terran marines in X3. Egosoft have never added them and they need to be coded in so there's nothing we can do.
Btw (you probably already know but) someone did make a terran marine script for tc. Not sure if it works with xrm though - maybe someone who knows anything about scripting wants to have a look at it.
deca.death
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Post by deca.death »

swatti wrote:QUESTION
Did XRM change the amount of "boarding-defences" ? Seriously, EVERY pirate M6 has Firewall, sentry laser, hull-thingy and 5-8 marines with badass stats. Both mission ships and random losers roaming around, even TM's are stocked up on marines.
You'll have to deal with this old school way. Scan, if target is well defended, let it go and search for other one. Good pirate knows when is the time to strike and when not. Alternately you can break thru defenses with fully trained marines, so in time it won't bother you.
Small improvement idea: Since it takes about a month in 10x seta to train marines, PLEASE let them upgrade more then fighting when boarding. My last save had about 50 marines with 100 in fighting skill and rest around 30-40. Consider lowering the training time too, right now, since nearly all ships can be bought, boarding is just pain and misery, not a "fun part" anymore.
I never use seta to train marines (or do anything really, feels like cheating to me, and it's not necessary, really), I invest in marines as soon as I get some money and play the game amassing assets, building or pirating. When they ready, I start to board. Low rank targets in beginning, Atf in middle and xenon at end. Marines are too powerful and too valuable to let player using them too soon. Their training time is vanilla issue and reflect of how valuable those guys in competent hands can be. I can steal warship in a minutes with these guys. Should I be able doing it on low rank? I wouldn't say so.

Besides, you don't need top crew to start boarding. You need only two good hackers. Train only marines that were bought as good hackers, you'll find two. Engineering is a moot issue in XRM, you have maintenance pod and you can repair any ship in minutes. Mechanical is important only on certain targets like aran or atf which are not for rookie marines anyway, and it's only a problem if target has hull polarization, and many ships don't have it. Boarding pod helps this further, so it's a matter of having tools for job. And you already buy 2-3 fighting star marines so taking several civilian TLs to raising combat rank is no problem.

So I would say it's only a matter of organization.
Probe1
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Post by Probe1 »

There's actually a great reason to train mechanical and engineering. Download marine repairs mod as well and stick your extra marines on your big ships lol. Never spend 45 minutes repairing ships with 95% hull integrity from mass drivers again :)

Automated repair stations are Salvage Command Suite I believe.
swatti
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Post by swatti »

Put in marine-repair... "Never leaving home without it" ^^

As for boarding, i have scanned pretty much any ship thats come close enough and ALL OF EM have huge defences. Must be combat rank or so. I used to play vanilla and by far the best fighting-trainer was Yaki TM's as they never had any defences, now everything has nearly maxed out marines with 4-5 star skills.

I dont want to use SETA for marine-training, i also think of it as cheating in a way, it does have its uses tho.

ANOTHER BUG

Fighter drones cannot "fight" as they dont have fight software, they can only follow you but wont attack anyone. Wont fight back if attacked or follow-target under fire. Affects MK1 atleast.
Last edited by swatti on Thu, 2. Feb 12, 21:24, edited 1 time in total.
nightspore333
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Post by nightspore333 »

Scoob wrote:Ooo, wonder what added those then...they've been around for so long that I assumed it was an XRM feature. Hmm, possibly TECSG's Salvage Claim Software...I'll need to check. I play so rarely recently that I forget what's what...

Cheers,

Scoob.
Yup, those are added by TECSG's Salvage Command Suite.
deca.death
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Post by deca.death »

freelancer91 wrote:OK I managed to get the last of the ship names,races and classes in the Google spreadsheet...
I entered few ships then I've noticed something: you have 2 pericles, sentinel and vanguard, I have 5 + mk1, raider and normal. That's probably because you haven't explored that much. I don't have time to straighten that up now, but maybe it would be a good idea to add cheat script and add satelites to all sectors? I believe that would halp, not sure though. Is there cheat command to fill encyclopedia fully? Do something in that matter and keep save only for informative /excel purposes.
A5PECT
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Post by A5PECT »

deca.death wrote:Is there cheat command to fill encyclopedia fully?
Yes. It's in the cheat package.

When I get home I'll add in ship prices.
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Teladidrone
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Post by Teladidrone »

On another matter regarding the "missing" Terran forces I mentioned earlier...
There are almost no ships belonging to race ATF at all around in my universe. Couple M6 and one or two M5 but that is all.
Almost all ATF shiptypes to be seen roaming around belong to Terran.
I assume this is intended?
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:On another matter regarding the "missing" Terran forces I mentioned earlier...
There are almost no ships belonging to race ATF at all around in my universe. Couple M6 and one or two M5 but that is all.
Almost all ATF shiptypes to be seen roaming around belong to Terran.
I assume this is intended?
ATF are not a full race. They are kind of an "addon" to the Terran race.

Also, it stops silly situations where the ATF and USC start attacking each other,
freelancer91
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Post by freelancer91 »

deca.death wrote:
freelancer91 wrote:OK I managed to get the last of the ship names,races and classes in the Google spreadsheet...
I entered few ships then I've noticed something: you have 2 pericles, sentinel and vanguard, I have 5 + mk1, raider and normal. That's probably because you haven't explored that much. I don't have time to straighten that up now, but maybe it would be a good idea to add cheat script and add satelites to all sectors? I believe that would halp, not sure though. Is there cheat command to fill encyclopedia fully? Do something in that matter and keep save only for informative /excel purposes.
Someone else did the parinids. I came back and they were filled out. I didn't bother checking to see if it was complete. I didn't have to explore. I used the cheat mod to fill out the in game encyclopedia.
adecoy
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Post by adecoy »

been trying to hire a terran polanka at the moon, but it does not have any options for doing that when i talk to the captain, my rank currently is terran solar sentinel, so i should have the standing needed.

i am asking here because i am using this mod and am wondering if it did something to hiring TLs
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InFlamesForEver
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Post by InFlamesForEver »

adecoy wrote:been trying to hire a terran polanka at the moon, but it does not have any options for doing that when i talk to the captain, my rank currently is terran solar sentinel, so i should have the standing needed.

i am asking here because i am using this mod and am wondering if it did something to hiring TLs
Terran's don't do being hired!
They're too cool! :P
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paulwheeler
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Post by paulwheeler »

Hiring terran TLs has never been possible. However, it was supposedly fixed in AP 1.1 but I've not had time to check it out.
adecoy
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Post by adecoy »

sigh
swatti
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Post by swatti »

QUESTION:

Is the Teladi Kea sold in any PAR-shipyard, if yes, where?
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Gazz
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.16 (23.01.12)

Post by Gazz »

paulwheeler wrote:(first post) Dumbfire missiles have been converted to low turn rate tracking missiles with proximity fuses and large blast radii.
Did you script the proximity fuse?
The flag in TMissiles does absolutely nothing beyond listing the text in the missile info.

Did you remove fighter drones from the game? They are not in the ship stats table.
I can see that given how impossible the Mk2 drone was, but taking away it's PAC would have gone a long way. =)
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paulwheeler
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Post by paulwheeler »

I wrote that a very long time ago (cmod4 days), before I realised the proximity fuse flag did nothing. Ill correct it when I can.

I've not removed Fighterdrones. They must just have not been put in the stats table for some reason.



Edit - I've corrected the missile info.
paulwheeler
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Post by paulwheeler »

swatti wrote:
Fighter drones cannot "fight" as they dont have fight software, they can only follow you but wont attack anyone. Wont fight back if attacked or follow-target under fire. Affects MK1 atleast.
Another one that's fixed in 1.17. (they didn't have a warelist entry in TC and i ported from TC to AP so i missed the odd change).

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