[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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But thats how it should be! Look at the stats for the Khaak Destroyer, it is no light destroyer, now it truly has anti cap weapons! Fear them I say!
Yes the Frigate is in fact now a frigate, rather than just a very heavy Corvette.
They should respawn fast, they have no need of jump drives and have you ever seen how a bees nest ( perhaps Hornet nest is a better analogy? ) responds when attacked? I would say kick the nest, get what you deserve!

Yes the Frigate is in fact now a frigate, rather than just a very heavy Corvette.

They should respawn fast, they have no need of jump drives and have you ever seen how a bees nest ( perhaps Hornet nest is a better analogy? ) responds when attacked? I would say kick the nest, get what you deserve!

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The Hive Queen is currently about the same size as Cadius' Advanced Destroyer. I made the vanilla khaak capitals bigger a long time ago.mr.WHO wrote:Hey Paul, greate work with 1.24.
The Osaka got promoted from ugliest terran vanilla capship to the most badass of vanilla terran capship - in one simple redesign.
The Khaak Hive Queen need to be much bigger and much longer (this thing has 24 Gj shields and mass beamrape!). Vanilla Khaak ships are tiny as they use X2 scale which ask long outdated even it times of X3Reunion.
Please upscale Hive Queen
Glad you like the Osaka - it was your idea!

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It was decided back in the SRM days that Nvidium hulls would be fairly fragile. The corvette probably needs a bit of a hull reduction.Master of the Blade wrote: Just one more thing, why are Kha'ak hulls weaker than all other ships in the class except for their M6es? The Destroyer has half the hull strength of the Phoenix, but the Corvette has twice the hull strength of the Dragon, and about 1.5x the hull strength of the Centaur Sentinel.
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Two. I think.paulwheeler wrote:Damn - I knew Id miss one.DevilishMoney wrote:Paul the Valhalla's left and right turrets are not firing forward
I have cheated my self one in and changed sectors but it will not fire until at an angle
Ill sort it.

The Xenon I's turrets are not angled either.
The left hand side of the Atlas' turrets are not aligned with the pillars they sit on like the right side is.
I love the new Osaka. Excellent idea mr.WHO and good job Paul.

Wasn't there a brace running between the 2 lower engines? I thought I saw something like that in a pic somewhere with the engines turned to their sides like they are now.
Thank you for moving the bridge on the Boreas.

I can finally use it now, without getting headaches.
Last edited by Osiris454 on Sat, 14. Jul 12, 05:03, edited 1 time in total.
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Following your install instructions for AP then causes the game to use the TShips for TC. Might want to consider revising them.paulwheeler wrote:There are two TShips - one is for TC and one is for AP. They are both different.
Edit:
Adding a quote from the AP install instructions with relevant part bolded for emphasis.
Installing the cat/dat to the TC\Addon folder would result in an effective folder structures of \TC\Addon\Addon\types, taking the folder structure of the cats into account.paulwheeler wrote:ALBION PRELUDE INSTALLATION INSTRUCTIONS
-The "fake patch" method works best for the XRM. I do not recommend using the Plugin Manager to install the XRM as it's extremely difficult to control the order the mods are installed in which can lead to problems.
- Extract the dat/cat files and look at the other dat/cat files you have in the main AP installation folder (in your Terran Conflict\Addon directory). Rename the XRM files to a bigger number than the last ones, i.e. if the last ones are 03.dat and 03.cat rename the XRM files to 04.dat/04.cat and 05.dat/05.cat.
- It does not matter which order the two XRM "parts" are installed in, however, please note which one is which as updates may only be on one file or the other. Addon packs must be installed to higher cat/dat numbers than the base XRM.
- Copy the contents of the "director" folder to the director folder in your main AP (addon) directory. If a director folder does not exist then create one.
- Copy the contents of the "t" folder to the t folder in your main AP (addon) directory. If a t folder does not exist then create one.
- Copy the contents of the "scripts_AP" folder to the "scripts" folder in your main AP (addon) directory. If a scripts folder does not exist then create one. Overwrite any existing files.
- You will need to navigate to the \mov folder in your AP (addon) directory. you will need to locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom names said by "betty".
- Before running X3AP you must open and close the Plugin Manager (if installed), regardless of which version you are running. This is so the Plugin Manager can integrate the XRM ware size changes.
- Run the game. You should get a message saying the XRM has been installed when you start a new game.
- There will be a pause for a minute or two at the start of a new game. This is the scripts allocating weapons to all the initially created jobs. This pause only happens at the very start of a new game.
-To install the hull packs, cockpit packs and background pack simply extract the contents to the AP (addon) directory and rename the hull pack or cockpit pack cat/dat to a higher number than the main XRM mod. To reload the hulls for all ships, run X3AP, enter the script editor, highlight the script "temp.xrm.hull.reload.xml" and hit "r".
- If using the XRM in conjunction with other mods, installation order may be essential. Please see the compatibility notes below for any special cases.
- To install the load screens copy the contents of "loadscr" in part 2 to the "loadscr" folder in your TC install.
Edit 2:
Belay that...I've examined the Egosoft 02.cat for AP and have found it has the same folder structure...I'm guessing that's because the AP executable is in the TC folder...I really should look things over more carefully before I start posting...
Also, Egosoft really should update their forums so that we can use the strikethrough option ( [s][/s] )
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Are you asking about TC or AP? If TC just follow the Hub plot then you get the PHQ mission about 6 hours later. As for AP I dunno, Ive never played it long enough.DrwHem wrote:so i didnt bother checking the other 1000 posts but is this story-mode compatible? if not how do i get the player headquarters?
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So it appears I have encountered a problem... Of sorts. It's nothing huge, but me being.. Well, me, it's bugging the hell out of me.
I recently discovered while in flight, when I went into the exterior camera, tat my ship was using both the XRM contrails, as WELL as the vanilla contrails, creating a rather..Unpleasant look, especially when turning.
It's nothing game-breaking, but it's driving me wild. I've tried re-installing, and yet it still does it, for virtually every ship. I tried testing out with both AP and TC, it does it to both.
Any ideas of a fix? Thanks in advance.<3
I recently discovered while in flight, when I went into the exterior camera, tat my ship was using both the XRM contrails, as WELL as the vanilla contrails, creating a rather..Unpleasant look, especially when turning.
It's nothing game-breaking, but it's driving me wild. I've tried re-installing, and yet it still does it, for virtually every ship. I tried testing out with both AP and TC, it does it to both.
Any ideas of a fix? Thanks in advance.<3
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If you can post a screenshot it will help me get a better idea of what is going on. But it will be being caused by a mod conflict.CannibalCrow wrote:So it appears I have encountered a problem... Of sorts. It's nothing huge, but me being.. Well, me, it's bugging the hell out of me.
I recently discovered while in flight, when I went into the exterior camera, tat my ship was using both the XRM contrails, as WELL as the vanilla contrails, creating a rather..Unpleasant look, especially when turning.
I
It's nothing game-breaking, but it's driving me wild. I've tried re-installing, and yet it still does it, for virtually every ship. I tried testing out with both AP and TC, it does it to both.
Any ideas of a fix? Thanks in advance.<3
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and i could get the PHQ in a TL after absolving 1-2 missions for the NMMC*paulwheeler wrote:The PHQ is for sale at many shipyards.DrwHem wrote:so i didnt bother checking the other 1000 posts but is this story-mode compatible? if not how do i get the player headquarters?
*im not sure now. I dont exactly the differences between this PHQ and the PHQ buyable at the shipyards (maybe the price and the blueprints on stock). Even the terran PHQ is buyable.

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I havent been able to test it due to limited playtime, but how does the AP-XRM war work together with the Advanced Universe for AP-XRM?
Battlegroups usually jumped in at gates, but according to the AU they should only be able to jump at beacons.
So do they still jump in at the gates, or at jump beacons now?
Battlegroups usually jumped in at gates, but according to the AU they should only be able to jump at beacons.
So do they still jump in at the gates, or at jump beacons now?
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They jump to the nearest gate and then the fleet continues 'on foot' to their destination.Troubleshooter11 wrote:I havent been able to test it due to limited playtime, but how does the AP-XRM war work together with the Advanced Universe for AP-XRM?
Battlegroups usually jumped in at gates, but according to the AU they should only be able to jump at beacons.
So do they still jump in at the gates, or at jump beacons now?
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Paul regarding side turrets now firing forward on capships, did you then intend ALL capships? Cos I think there may also be a third, the Atlas is unchanged. Front and if at an angle one side only. Course if you did not intend to include the M2+, then all is ok I guess. Sort of. Though wouldn't that then mean a boost to ordinary M2s over their larger bretheren?
In fact if the Titan can fire front and both side turrets it now has the same forward firepower as an Atlas, IF the Atlas is at an angle; the Titan more if nose to nose!

In fact if the Titan can fire front and both side turrets it now has the same forward firepower as an Atlas, IF the Atlas is at an angle; the Titan more if nose to nose!

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You mean they jump to the nearest beacon and fly the rest of the way. I altered a few other job scripts so they do the same e.g. the Defence Base job and Litcubes missile supply job script.Sorkvild wrote:They jump to the nearest gate and then the fleet continues 'on foot' to their destination.Troubleshooter11 wrote:I havent been able to test it due to limited playtime, but how does the AP-XRM war work together with the Advanced Universe for AP-XRM?
Battlegroups usually jumped in at gates, but according to the AU they should only be able to jump at beacons.
So do they still jump in at the gates, or at jump beacons now?
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Here and here.paulwheeler wrote: If you can post a screenshot it will help me get a better idea of what is going on. But it will be being caused by a mod conflict.
Snapped two pics before I head out in the morning. This is just when they're turning to get a better view that the contrail is there.
Edit : I had previously installed the backgrounds pack, and it was installed when I noticed the issue. Though, it hadn't been like that the entire time I had the pack installed, and only started happening recently. (Or at least as far as I ca remember.) Either way, I uninstalled the pack and the issue still occurs.