[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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ProdigyToby
Posts: 61
Joined: Wed, 13. Jun 12, 22:17

Post by ProdigyToby »

I install using the fake patch method and see xrm stuff everywhere so i think its installed correctly, but alot of these missile stats dont add up.

Edit: Assuming freefire means dumb fire, then the tempest missile according to these stats is completely wrong, the tempest in my game isnt dumb fired, is that how its supposed to be? Also apparently the disruptor is free fire too, but it definitly tracks targets in my game.
greyhand
Posts: 6
Joined: Fri, 23. May 14, 15:49
x4

Post by greyhand »

Firstly, I just wanted to say thank you Paul for an awesome mod and the support you continue to provide here. Also to the other modders and people who support us less technically minded players.

Ok, now that's out of the way to my question.

I have successfully installed XRM and a host of other Mods and all is working fine. However, I have seen a couple that I am interested in, but the instructions state they need to be installed before have lower cat / dat numbers. So my question is, can I install them after XRM and manually amend the cat /dat numbers to move everything up and then set the new cat / dat to a lower number? Or is this a complete no no?

If it is possible I am guessing I would need to make sure that if there are any shared files I use the XRM version.

If this is recommended against then I guess is a complete reinstall and hope I get all the instructions right again :)

Final question, using either method above is it likely my existing save games will work, or am I going to have to start a new game? Just for completeness the mods I am looking at are, iirc, the IE or IEX mod and the lost colony mod.

Thanks in advance.
Ender_Xenocide
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Joined: Tue, 21. Aug 12, 22:11
x3ap

Post by Ender_Xenocide »

ProdigyBoy, IIRC, "free-fire" means that you do not need an enemy targeted in order to fire the missile, not that it has no tracking capabilities. I think I remember Paul stating that he removed all dumbfire properties from all missiles, as he found them pointless.

It's actually something I've been meaning to ask Paul - couldn't we have one of two dumbfire torps with very high damage? You could use them in M6s for strafing runs. It also rewards your accuracy because the enemy computer doesn't pick it up as tracking him, so he shouldn't try to shoot it down (I think).

Thoughts?
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
malanthor
Posts: 67
Joined: Fri, 24. Jun 11, 01:43
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Post by malanthor »

Hey. I just decided to start up x3 albion prelude again. I installed the mod a good while ago, but it still seems its the latest. However I found that some starts were kinda buggy. For instance when starting with the commander and firing any weapon I get an instant ctd, and when starting with the solas operative firing my weapon teleports me back to the start position. Has there been any game updates which might be messing it all up or are this as it should be?
Don't reall care abouth these issues I just don't want to start a game that will be essentially bugged or something. :)
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
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Post by d_ka »

Freefire means the missile doesn´t require a target, and can be fired "freely" and pick up any suitable one. It will track your current target first, though, iirc. Tempest and Cyclones are such missiles afaik, Wildfire too ( bad agility, but superb tracking, - ideal to unleash at far away target which just holds it´s course, but rear turrets make short work of any non swarm missiles. The only dumbfire missile i know of is the Firefly - if your target marker points toward the enemy ship it will hit, and the refire rate is very fast, so you can take out any fighter with shields down that way, also works great against damaged M6. Of course, the precision of missiles also depends on the "hitboxes"(?) of ships, - afaik in XRM they are bit larger then the actual ship model, which often causes missiles to circle around the target, missing them eventually completly ( but Paul can answer this way better then me ).

The "dumbfire" torpedo is smth. i´ve suggested a while ago. Frigates, Destroyers, and even Cruisers used to have 2x4 tubes of those amidsight of the ship to hit larger, less manouverable enemy ships, esp. during night attacks back in the 20th century naval warfare. Would make them quite dangerous, and in player hand might be quite devastating, so it needs a good balance.
"Only fools seek power, and only the greatest fools seek it through force".
ProdigyToby
Posts: 61
Joined: Wed, 13. Jun 12, 22:17

Post by ProdigyToby »

Ah I see guys. I have outfitted my ships avoiding those missiles because I thought they were dumb fire. Im going to have to do more research into these missiles. I wish there was some page of information for the various types of missiles that pointed out what they were most effective for in terms of xrm changes.

Edit: Okay so my windstalkers are still dumb fire, and the damage isnt what the stat page says it should be, that means my missiles arent installed correctly, any ideas as to why that may be?
cjm3fl
Posts: 184
Joined: Tue, 28. Jul 09, 15:03
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Post by cjm3fl »

d_ka wrote:The "dumbfire" torpedo is smth. i´ve suggested a while ago. Frigates, Destroyers, and even Cruisers used to have 2x4 tubes of those amidsight of the ship to hit larger, less manouverable enemy ships, esp. during night attacks back in the 20th century naval warfare. Would make them quite dangerous, and in player hand might be quite devastating, so it needs a good balance.

I've never been able to wrap my head around comparing the mid-20th century war's maritime battles and ships/tactics with a mid-29th century space based adventure where the player may or may not get involved in a war, depending on such things as which game played, game-starts, and playing style.

*Timeline: http://www.argonopedia.org/wiki/Timeline


The "dumb-fire" torpedo discussion is a rehash of the long-range artillery idea that comes up from time to time.
Neither of which has been accepted into XRM to date.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
Ender_Xenocide
Posts: 205
Joined: Tue, 21. Aug 12, 22:11
x3ap

Post by Ender_Xenocide »

"I wish there was some page of information for the various types of missiles that pointed out what they were most effective for in terms of xrm changes. "

(Sorry, I can't get my quote command to work nicely.) I've been wishing the same thing recently, so I decided to check out all the stats and try a few that look good. I have to say that the two I would recommend for M6/M7/M2 usage are Cyclone and Typhoon missiles (though this information might be antiquated since I haven't updated my XRM in about a year). Here's why:

Cyclone: Beautiful little swarm missile that cleans up M3s and anything smaller with ease. Also doesn't take up too much cargo volume. Just fire 4 or 5 into a formation of mixed fighters and forget about them. They retarget, too, so nothing is wasted. I never used anything on an m3 or smaller craft again.

Typhoon: Highest damage non-Terran swarm missile in the game. This baby can one-hit some M6s if you take out the shields with lasers first. Multiple warheads means you always hit with something, and in numbers these can even take out capital ships (especially when unleashed at close range).

Try them out, you won't regret it. :twisted:
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

ProdigyToby wrote:Ah I see guys. I have outfitted my ships avoiding those missiles because I thought they were dumb fire. Im going to have to do more research into these missiles. I wish there was some page of information for the various types of missiles that pointed out what they were most effective for in terms of xrm changes.

Edit: Okay so my windstalkers are still dumb fire, and the damage isnt what the stat page says it should be, that means my missiles arent installed correctly, any ideas as to why that may be?
If the rest of the xrm is correct, i expect you have another mod installed that alters missiles. There are currently no dumbfire missiles in the xrm.

Are you seeing all the xrm added ships and sectors?
paulwheeler
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Post by paulwheeler »

greyhand wrote:Firstly, I just wanted to say thank you Paul for an awesome mod and the support you continue to provide here. Also to the other modders and people who support us less technically minded players.

Ok, now that's out of the way to my question.

I have successfully installed XRM and a host of other Mods and all is working fine. However, I have seen a couple that I am interested in, but the instructions state they need to be installed before have lower cat / dat numbers. So my question is, can I install them after XRM and manually amend the cat /dat numbers to move everything up and then set the new cat / dat to a lower number? Or is this a complete no no?

If it is possible I am guessing I would need to make sure that if there are any shared files I use the XRM version.

If this is recommended against then I guess is a complete reinstall and hope I get all the instructions right again :)

Final question, using either method above is it likely my existing save games will work, or am I going to have to start a new game? Just for completeness the mods I am looking at are, iirc, the IE or IEX mod and the lost colony mod.

Thanks in advance.
You can manually renumber cat/dats in an existing game. It will normally be ok, but it does depend on the mod you're installng as to whether your save loads correctly. But if not, just put the cat/dats back as they were and it should load. However, lost colony and IEX would require a restart as they alter the universe map.
ProdigyToby
Posts: 61
Joined: Wed, 13. Jun 12, 22:17

Post by ProdigyToby »

All of the sectors are there, and the actual modification of the map is there (making the map more "square" and organized), as well as the "sentinel, raider," etc variant of ships are in the game, all of which im assuming are XRM. The only other mods i have installed are a HUD mod, MARS and CODEA. This missile problem is really confusing me, i believe im getting vanilla stats with these missiles? For example, according to this page, the windstalker missile should be almost 175k dmg (correct me if im wrong) and be able to be used without a target, which both arent true with my game. Its showing its usual vanilla damage and launch parameters.
greyhand
Posts: 6
Joined: Fri, 23. May 14, 15:49
x4

Post by greyhand »

paulwheeler wrote: You can manually renumber cat/dats in an existing game. It will normally be ok, but it does depend on the mod you're installng as to whether your save loads correctly. But if not, just put the cat/dats back as they were and it should load. However, lost colony and IEX would require a restart as they alter the universe map.
Paul, thanks for the swift and complete response. I'll have to decide whether I want to restart or wait until I try a new game :)
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
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Post by d_ka »

I've never been able to wrap my head around comparing the mid-20th century war's maritime battles and ships/tactics with a mid-29th century space based adventure where the player may or may not get involved in a war, depending on such things as which game played, game-starts, and playing style.

*Timeline: http://www.argonopedia.org/wiki/Timeline


The "dumb-fire" torpedo discussion is a rehash of the long-range artillery idea that comes up from time to time.
Neither of which has been accepted into XRM to date.
Uhm... what is it i am supposed to find in that list? The absence of pre Gagarin era as a reference to the fact that the whole period of humand history ( actualy the most of it ) isn´t mentioned there? :roll:

We still call those things flying in space a (space) ship, and even give different ships in x3 names of their naval pendants. So how is it not obvious to see parallels?
Also what do people have with "artillery"? A missiles is in no way artillery, it´s the guns that fire projectiles ( GC would somehow suit the reference ). Artillery mostly fires at long range, and causes a rather large scale damage, some are able to shoot very precisely, but how does it have smth. to do with torpedoes? "Artillery" is the last thing i would want in XRM, i´m already quite allergical to tommahawks & co.

What has been rejected, i don´t remember all of it, though i´ve read the whole XRM thread ( many pages multiple times ). But there are things like brainstoming, with purpose, not just to "talk about it", so i try to do my part in improving the mod, of course from my personal point of view.

So long.
"Only fools seek power, and only the greatest fools seek it through force".
J4yrad
Posts: 2
Joined: Sun, 29. Jun 14, 19:24

Post by J4yrad »

I have a small problem with XRM so far the Corporate showrooms are called by the races shipyard name instead of being called showrooms. It's only a small problem but still mildly annoying.
paulwheeler
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Post by paulwheeler »

J4yrad wrote:I have a small problem with XRM so far the Corporate showrooms are called by the races shipyard name instead of being called showrooms. It's only a small problem but still mildly annoying.
Thats a big problem and means a tfactories conflict from another mod. Youll need to restart your game once you fix this - there will be a lot more wrong with the universe than just what you describe.

A common cause of this is people installing Bounce but not removing the cat/dat after creating their wall file.
Last edited by paulwheeler on Mon, 30. Jun 14, 09:36, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

ProdigyToby wrote:All of the sectors are there, and the actual modification of the map is there (making the map more "square" and organized), as well as the "sentinel, raider," etc variant of ships are in the game, all of which im assuming are XRM. The only other mods i have installed are a HUD mod, MARS and CODEA. This missile problem is really confusing me, i believe im getting vanilla stats with these missiles? For example, according to this page, the windstalker missile should be almost 175k dmg (correct me if im wrong) and be able to be used without a target, which both arent true with my game. Its showing its usual vanilla damage and launch parameters.
Other mods make the map square. Are you actually seeing non-vanilla sectors and non-vanilla ships, such as the command ships and flagships? An easy test - choose the Nostalgic Argon start. This will put you in Argon Prime. Find Argon One - is it called "Argon Flagship Argon One" and is it a new XRM-added model? Is the main shipyard using the special huge shipyard model rather than the standard shipyard?

Otherwise, you have a rogue tmissiles somewhere.
ProdigyToby
Posts: 61
Joined: Wed, 13. Jun 12, 22:17

Post by ProdigyToby »

Yes to both of those questions, im fairly certain the only thing incorrect here is the missiles. I tried reinstalling all the scripts but nothing appears to me working. If all else fails I guess i would be okay with using the vanilla missiles but I was very interested in trying out the modified missiles, such as the ridiculous changes to windstalker etc.
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Technojerk36
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Post by Technojerk36 »

Is anyone having an issue where a privateer comes after them but you aren't able to retaliate without having the local police come after you?
My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
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paulwheeler
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Post by paulwheeler »

ProdigyToby wrote:Yes to both of those questions, im fairly certain the only thing incorrect here is the missiles. I tried reinstalling all the scripts but nothing appears to me working. If all else fails I guess i would be okay with using the vanilla missiles but I was very interested in trying out the modified missiles, such as the ridiculous changes to windstalker etc.
Then you must have either a mod that alters tmissiles, or a copy of tmissiles in your local types folder.

If you cannot find it, I suggest you reinstall X3 and start again from a clean installation.
ProdigyToby
Posts: 61
Joined: Wed, 13. Jun 12, 22:17

Post by ProdigyToby »

There is a copy of tmissiles in my types folder, should it not be there?

Edit: Okay I took it out and now the missiles are correct, cheers :) . Thanks for helping me out paul.

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