[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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feygan
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Post by feygan »

LordGaara wrote:
paulwheeler wrote:
1 - it adds extra load onto the CPU - especially if you let the AI use it, which is the only way to make it even remotely fair.

2 - Missile Defence Mk3 which is built into AP does more than enough for me.

3 - I consider weapon switching mid-battle totally immersion-killing and cheating.

If it were up to me I would have designed X3 so that you would have to dock at an equipment dock or some other type of dock to change your weapons. It would make you have to think more.
Couldn't agree more.


feygan:
I can't really see any reason or need for XRM to have built in support for making stations/wares at any of the docks we can purchase, it's just extra fluff that some folk might not want and when there is a fully functioning system out there that plays along with XRM happily it makes the need redundant.
I dont know what PM stands for and what does it do, personally I want the build in support for wares only, wares that the player cannot produce to be precise. Xenon and Khaak ships, weapons and missiles are awesome (Advanced Corvette and Destroyer.... /drool) and I would like to use them in my game. Does this PM have support for them too? And where do I find it if it does. :)
Its the "Production Modules" part of Litcubes scripts. Look for the FDN thread (Freight Distribution Network) and there should be links to the PM thread.

PM allows you to salvage (break down to get a blueprint) any station you can load into the dock from a TL. This gives you a blueprint for both producing the station itself and allows you to produce the ware of the station from within the PM itself (great for reducing lag from large complexes.

There is also an addon script for research, it allows you to load 1 or more of any ware then pay an amount of credits (varies depending on the amount of ware supplied) and this researches the ware for you as if you had salvaged a station.

In short it does everything folks were asking for with the PHQ but being external means if someone doesn't want it then don't have to worry about it slowing down XRM etc.
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Jack08
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Post by Jack08 »

Its the "Production Modules" part of Litcubes scripts. Look for the FDN thread (Freight Distribution Network) and there should be links to the PM thread.
Im sure you mean Logain Abler Scripts. :P
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Jumee
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Post by Jumee »

regarding ware production - the more I think about it, the more I believe that if fixing the 0 seconds issue is not an easy thing - then Paul shouldn't really bother with it,

because I already managed to salvage by blowing ships up: 9 - dark matter beam cannons, 7 - quantum shockwave cannons and even 15 gamma emitters, so it's not like there is no way to get them - it is just hard, which given the fact that xenon ships are quite powerful - a pretty much expected thing

after Khaak sectors come back blowing them to pieces will be a (semi)-viable way to get their guns

and I guess it is even an added challenge trying to outfit your Xenon capital fleet, oh and swatti if you want unique ships take a look at EFAA with 15x2gj shields :D

so the point is - if it is easy to fix and properly implement - great why not have it? if it is not than well we lived without it for a long time, sure we can continue like that right? :)
Last edited by Jumee on Tue, 27. Mar 12, 14:06, edited 1 time in total.
hlking
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Post by hlking »

Heya, anyone else experienced crashes/freezes during khaak/xenon sector invasions? It happens occasionally when I enter a sector where theres a big khaak or xenon invasion going on. Haven't had any problems with any other kind of invasion, only xenon or khaak.

I've seen it happen 3 times over the last few days, and it can easily be avoided by waiting for the invasion to end, or simple not enter the sector. It can be quite frustating to wait for it though since invasion can last for quite a while.

Only running XRM-AP 1.9d at the moment. Don't know if this is related to XRM or if its a vanilla issue. Thought I'd ask here too see if anyone else experienced it though.
Chull
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Post by Chull »

Jumee wrote:regarding ware production - the more I think about it, the more I believe that if fixing the 0 seconds issue - is not an easy thing - then Paul shouldn't really bother with it,

because I already managed to salvage by blowing ships up: 9 - dark matter beam cannons, 7 - quantum shockwave cannons and even 15 gamma emitters, so it's not like there is no way to get them - it is just hard, which given the fact that xenon ships are quite powerful - a pretty much expected thing

after Khaak sectors come back blowing them to pieces will be a (semi)-viable way to get their guns

and I guess it is even an added challenge trying to outfit your Xenon capital fleet, oh and swatti if you want unique ships take a look at EFAA with 15x2gj shields :D

so the point is - if it is easy to fix and properly implement - great why not have it? if it is not than well we lived without it for a long time, sure we can continue like that right? :)
I would like to be able to produce the Khaak weapons also, but only if by legit means, ie they cost a lot of money/wares to produce, or were difficult to get access to to etc etc.

Xenon weapons, apart from the quantum shockwave cannons, are easy to get hold of, you can find all on the illegal arms dealer station, the one that moves around the unknown sectors. It's easy to locate too, without cheating, set a CaG/CLS equipped ship to buy jump beacons, at max price, and the waypoints it generates will include the weapons dealer, and the OTAS reserch station.

I've searched other areas of the S&M forums, but all the ones I've found make the production of wares/factories/ships at the PHQ for free or very low cost, which spoils the prestige for me.

Makes them a bit more special, I have installed the script that allows for getting the blue prints for Khaak and Xenon ships(mainly for khaak as you can't board them), just means I can't equip the Khaak ones unless I get some lucky drops. Otherwise everyone will be using Khaak destoyer fleets that can be insta-replaced for no cost.

Also means if I can outfit a Khaak M2 of my own, that is was a lot of work, and thus a good achievement.
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LordGaara
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Post by LordGaara »

@Feygan:
Thanks, I will check those out.

Jumee wrote:regarding ware production - the more I think about it, the more I believe that if fixing the 0 seconds issue - is not an easy thing - then Paul shouldn't really bother with it,

because I already managed to salvage by blowing ships up: 9 - dark matter beam cannons, 7 - quantum shockwave cannons and even 15 gamma emitters, so it's not like there is no way to get them - it is just hard, which given the fact that xenon ships are quite powerful - a pretty much expected thing

after Khaak sectors come back blowing them to pieces will be a (semi)-viable way to get their guns

and I guess it is even an added challenge trying to outfit your Xenon capital fleet, oh and swatti if you want unique ships take a look at EFAA with 15x2gj shields :D

so the point is - if it is easy to fix and properly implement - great why not have it? if it is not than well we lived without it for a long time, sure we can continue like that right? :)
Actually I dont have a problem salvaging the weapons. Yes, it is hard and time consuming but it can be done. But why lose time salvaging them when I might get them in a legit way, paying a large sum for them? More important point is, weapons you salvage once, reach the desired number, equip and forget about them, but missiles are another thing. I need plenty of those and there is no way I could rely on salvaging. I dont mind paying 50 or 100k for a piece, but i need them in large quantities.

@Chull
What is this "illegal arms dealer station"? Is this another script? Menagerie Shipyard maybe? If it is, I dont use it. Other than that I totally agree with you.
Chull
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Post by Chull »

No it's included in the XRM mod.

Have you found any of the racial research shipyards yet? the ones that sell "enhanced" and "prototype" versions of ships?

Well, the weapons dealer is like those, in that the stations move (the buggers!), not often, but they do.

I think its called "Strong Arms Weapon Dealer XL Alpha" someone else maybe able to correct that, and it is only ever in Unkown sectors.

You can find it as I described above if you haven't seen it already.

On a side note my GF thought I was making up the sighting of a prototype ship factory after I went to show her, and it wasn't in Averice anymore, neither was it in the Encyclopaedia anymore (Damn you Paul for causing relational disharmoney!)
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Jumee
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Post by Jumee »

I also have a script that allows to get blueprints of a ware for a price (1 unit of the ware consumed and credit cost is - ware price x 10) and than produce it like a ship (resources and credits consumed) - the problem is that producing a ware takes 0 seconds a bit too fast isn't it :P?

also, Khaak weapons are not s important anyway since you can only re-verse engineer a fighter, and it only needs 3 guns
swatti
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Post by swatti »

Since Xenon and Khaak arent so rare, weapons dropping off em would be nice. Atleast one weapon of any kind off a M7 and bigger.

"some manual labour required" rather then just hoarding junk and making em. Thx for the tip on finding the elusive XL dealer. For those who dont know, XRM has "XL" weapons dealer selling terran and xenon guns. Jumps around unknown sectors or so but even my vast army of evil minions cant find it...

Question: can droprates be modded?
Chull
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Post by Chull »

Jumee wrote:I also have a script that allows to get blueprints of a ware for a price (1 unit of the ware consumed and credit cost is - ware price x 10) and than produce it like a ship (resources and credits consumed) - the problem is that producing a ware takes 0 seconds a bit too fast isn't it :P?

also, Khaak weapons are not s important anyway since you can only re-verse engineer a fighter, and it only needs 3 guns
I don't have that script and wouldn't use it, due to being a bit too easy. I WANT it to cost money, resources and time, so I only use the script that lets people offer all ship blueprints, as the cost scales with the blueprints offered, and you still have to build and equip said ship.

Khaak weapons are very important, especially when you have already got lucky and bought the
Spoiler
Show
Advanced Fighter blueprints
and have seen the
Spoiler
Show
advanced carrier blueprints (it was too much for me to afford, 190+million)
for sale. You still need the resources,cash and time to build them. But this way is fair I feel. So a way to also produce the weapons would be nice, other than drops, but it must be hard/difficult/expensive.

Using the CLS to find the illeagal weapon dealer was just me using my head with the stuff in the game, which is exactly how I enjoy my games most, effort/good idea = benefit. Shame the idea about taking unfocussed jump sectors as home sectors using jump beacons didn't work so well........ :(
Last edited by Chull on Tue, 27. Mar 12, 15:19, edited 1 time in total.
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Jumee
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Post by Jumee »

Chull wrote:I don't have that script and wouldn't use it, due to being a bit too easy. I WANT it to cost money, resources and time, so I only use the script that lets people offer all ship blueprints, as the cost scales with the blueprints offered, and you still have to build and equip said ship.
well it does cost money and resources, but I have at the moment only used it for testing and have reloaded each time afterwards as building in 0 seconds just makes it way too easy

btw care to throw me a link or a name of that blue-print selling script? sounds like the least cheaty way of getting Khaak ones (but as far as I remember Paul said he might add a way to get them and co-ordinates of Khaak sectors in the future)
LordGaara
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Post by LordGaara »

Chull wrote:No it's included in the XRM mod.

Have you found any of the racial research shipyards yet? the ones that sell "enhanced" and "prototype" versions of ships?

Well, the weapons dealer is like those, in that the stations move (the buggers!), not often, but they do.

I think its called "Strong Arms Weapon Dealer XL Alpha" someone else maybe able to correct that, and it is only ever in Unkown sectors.

You can find it as I described above if you haven't seen it already.

On a side note my GF thought I was making up the sighting of a prototype ship factory after I went to show her, and it wasn't in Averice anymore, neither was it in the Encyclopaedia anymore (Damn you Paul for causing relational disharmoney!)
Thanks Chull, now that you mentioned it, I think I have read something about it before. Will Strong Arms XL find, just Strong Legs Software need!

@Jumee:
I think you are talking about this, its an Addon for PM ver. 7.2:
http://forum.egosoft.com/viewtopic.php?t=295091&start=0
Last edited by LordGaara on Tue, 27. Mar 12, 15:17, edited 1 time in total.
Chull
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Post by Chull »

@LordGaara

No it's not that one, it was one that got it's own topic after someone asked for such a script, made in last week or 2. I'll see if I can find it. brb


@Jumee

Found it : Enhanced Blueprint Missions.

http://forum.egosoft.com/viewtopic.php?t=319762

As mentioned, you only need to copy the one file, the one with a number in it, I quote:

"I have had a look at XRM, and it does have a modified SRST.xml, if you unzip the enhanced blueprints and just move the 2.161 Buy Blueprints.xml into your director folder it should work, you probably won't get any of the vanilla Enhanced/Prototype/Special ships, but it will pick up alll the XRM ships that got added to the SRST file."

I cannot recommend this script highly enough to make the whole build Fleet/PHQ/shipyard/supply chain part of the game even more interesting with XRM. Seems like a balanced way to get unusual blueprints, it's random, and the juicy ones cost a fortune. As a bonus (I think so anyway) it doesn't offer the rare proto/enhanced versions, so those research shipyards are still a nice find when you see one.
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nap_rz
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Post by nap_rz »

aha... this is why I was confused about nvidium mining, there's no mobile drilling weapon (and ore collector or something) in terran space! please add them in 1.20...

btw do I need ore collector to collect nvidium?
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Sorkvild
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Post by Sorkvild »

I relaunched the Final Fury mission in TC where you're responsible for convoy safety in sector Eta Psi. Along the way you can expect 5-10 large clusters and +-6 Sentinels Bombers. My combat rank: Militiant.

There wasn't much trouble with clusters, usually one silkworm to break the cluster and one windstalker to blow up the entire cloud of khaak fighters that formed from the cluster.

Problem was with the Sentinels. A few updates ago, there was a tweak for m8 launch script or thorn missiles? What was exactly the point of that tweak? Tweak didn't ease the mission at all!

IIn the blink of eye, one Khaak Sentinel launches five volleys of swarming missiles (+-50 missiles). After three seconds - it repeats.
Three Sentinels deploy 150 missiles - that's crazy and don't even think surviving such storm in ship that has 3x1Gj's! Convoy wont survive either. You can't stop such spam with a turret set to missile defense & missile defense mosquito.

Forget about doing this mission in M6 accompanied by few fighter wings! During the weekend it played it on many ways. Best result was with three well shielded M7's should do the job but it requires from player real aggressiveness. Thing is they always appear 8-10 kilometers before the convoy. When you're lucky you can whack them before they start their spamming.

You can complete this mission in vanilla without having anything larger than M6. Why does XRM arm the Khaak Sentinel in such powerful missile launchers? This ship was mainly done for plot purposes and that's all. Normally you wont see Sentinels spawned by jobs file. Thus you can't say XRM is plot safe. It affects the plot in non-direct way, by dramatically raising the difficulty bar needed to pass the escort mission. Player that plays DiD game or pilots small ships m3-m6 - simply won't succeed here.
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vvex
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Post by vvex »

A question concerning XRM + MBRR:

I have MBRR installed, invasions/takeover/rearguard all set to 'OFF' as recommended.

What I noticed is the "Fix respawn in conquered sectors" option pretty much insta-gibbed any Xenon spawns during Terran plot missions. It would then follow that it's probably best to turn it off, in order not to interfere with normal universe operation?

Just asking to be sure, obv. have no idea/experience how the XRM/MBRR interacton works.

cheers.
paulwheeler
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Post by paulwheeler »

RE: Xenon weapons, Kha'ak weapons, ship blueprints, kha'ak sector coordinates, pirate weapons, pirate software etc.


Its coming - a totally legit way of purchasing all these things. It will not be cheap or too easy and you'll have to hunt around and go to dangerous locations to get the good stuff.

That's all I'm going to say for now. Its coming in 1.20 - I'm about half way through the scripting now.
Last edited by paulwheeler on Tue, 27. Mar 12, 17:07, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

vvex wrote: What I noticed is the "Fix respawn in conquered sectors" option pretty much insta-gibbed any Xenon spawns during Terran plot missions. It would then follow that it's probably best to turn it off, in order not to interfere with normal universe operation?
Yes - turn it off. Even if playing vanilla.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:aha... this is why I was confused about nvidium mining, there's no mobile drilling weapon (and ore collector or something) in terran space! please add them in 1.20...

btw do I need ore collector to collect nvidium?
I'll look into it.
feygan
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Post by feygan »

Jack08 wrote:
Its the "Production Modules" part of Litcubes scripts. Look for the FDN thread (Freight Distribution Network) and there should be links to the PM thread.
Im sure you mean Logain Abler Scripts. :P
That's the one, I knew it began with L

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