
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 2259
- Joined: Fri, 6. Feb 09, 20:52
Alpha Kyons behave exactly as they should IS - enough to make the Scout a valid threat against other M5s' four guns, but not so much that they can do crazy things like ten of them taking out an M3+ and two M4+ while under fire from 18 fighters and 2 frigates. 

Allergic to work.
If at first you don't succeed, delegate the job to a minion.
If at first you don't succeed, delegate the job to a minion.
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
-
- Posts: 2259
- Joined: Fri, 6. Feb 09, 20:52

Allergic to work.
If at first you don't succeed, delegate the job to a minion.
If at first you don't succeed, delegate the job to a minion.
-
- Posts: 6190
- Joined: Sun, 3. Sep 06, 02:31
The inefficacy of MDM has been an issue for awhile, as well as the general inaccuracy of missiles (particularly swarm missiles).
I've been pitching the idea of bumping up the sizes missiles' collision boxes for a long time, but apparently it hasn't taken.
I've been pitching the idea of bumping up the sizes missiles' collision boxes for a long time, but apparently it hasn't taken.
Admitting you have a problem is the first step in figuring out how to make it worse.
-
- Posts: 2259
- Joined: Fri, 6. Feb 09, 20:52
-
- Posts: 624
- Joined: Sun, 11. Nov 07, 05:28
-
- Posts: 741
- Joined: Tue, 4. Jan 11, 22:03
I've been noticing that the Tomahawks, and/or Hammers can take quite a beating before being destroyed. It's almost like their health was increased by several times over. Fighter drone's IRE's can't seem to stop them.
@DrwHem: It's a TL that can dock 6 M6's I believe. Other than that, it's really just 'fluff'.
@DrwHem: It's a TL that can dock 6 M6's I believe. Other than that, it's really just 'fluff'.
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
-
- Posts: 603
- Joined: Tue, 15. May 07, 20:43
I'm still on honeymoon, with no tools available to actually check anything, but my understanding is that Paul also increased AKE damage IS, then took a set percentage of that as their OOS damage.greypanther wrote:< steps out of corner. >
Honestly I cannot see how it could have been just the AKE in my scenario and with my, I admit, limited understanding of such things. As my ships were armed with the AKE too and had much better shielding and outnumbered the scouts; how did the scouts win?![]()
In sector they behave as I would have expected, maybe with a little more firepower, fairly hard to judge as I have been recently bounty hunting in my Atlas.![]()
I will test some more if you like?
*edit* or shall we just blame Gazz and call it a day?
Paul is right, maneuverability really shouldn't be affecting things, at least insofar as the new AP dodge mechanics are concerned.
What I _imagine_ is happening (again, because I can't check myself atm) is that he's raised the damage to the point that whoever gets the first shot, wins. Turn timing _may_ be influenced by maneuverability, making it more likely for the standard scouts to win.
I have to run, like right now...bottom line, drop OOS damage percentages until the raw OOS damage is in line with my original values (or lower, since there was some concern about gammas due to ship design) regardless of IS damage. FIghter damage can only be pushed so high before the winner becomes an utter coin flip, due to the fact that you never miss OOS.
Sorry I cant be more help.
Good luck!
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
-
- Posts: 1744
- Joined: Sun, 10. Aug 08, 18:05
LIKEpaulwheeler wrote:Yeah im aware of that. Cadius hasnt provided wreck models. I was thinking about just dropping in the "no wrecks" mod blank model for all of them.vukica wrote:new terran spp has old spp wreckage... destroys ships when they get cought inside the model.
also... i've just noticed the new osaka. looks more natural like this.

Split say NEED MORE FIREPOWER!!
-
- Posts: 728
- Joined: Sat, 8. Nov 08, 02:51
-
- Posts: 741
- Joined: Tue, 4. Jan 11, 22:03
1. Ok, but where? I'm trying to learn too.paulwheeler wrote:All missiles have hull points in AP.

2. How do I get Betty to stop saying that long explanation about the Headquarters? I'm trying to check up on some production, but she just won't shut up.
3. I'm trying to figure out the Fighter Drones loadouts, but I cant find the warelist for them. In each TShips entry is say's Warelist 89, but that's just Fight software.
EDIT: OK, so for #1 it's in Globals. Strange place to put it. An entry could have just been added in TMissiles so each one can be customized. Not sure on how some of the Terran missiles are being categorized though. The subtype doesn't match in Globals with that in Tmissiles for some of them.
-
- Posts: 1211
- Joined: Tue, 8. Apr 08, 10:45
-
- Posts: 7307
- Joined: Wed, 24. Nov 10, 20:54
I have noticed that a lot of Wraith missiles seem to get through too.
@ Alkeena: I think you have a very understanding other half.
In sector all the Kyon emitters seem good and its only the Alpha that seems out in OOS. ( in, out shake it all about!
) Assuming that is the only issue. You might be right though. I have just seen a Cluster destroy a Hydra in seconds, OOS, but then get hammered themselves by half a dozen fighter drones! Go figure.
@ Alkeena: I think you have a very understanding other half.


In sector all the Kyon emitters seem good and its only the Alpha that seems out in OOS. ( in, out shake it all about!

-
- Posts: 2259
- Joined: Fri, 6. Feb 09, 20:52
Got a little bug here with the #EFAA. I don't know how much control you have over its jobs, but I'm assuming you wrote special ones for it here. It just docked at a Xenon station, clipping through the model but landing safely. Undocking, I had to script-destroy the Xenon station before the collision damage destroyed my bounty. 
I'd say the easiest way to stop that happening would be to tell #EFAA to stay the hell away from that station?

I'd say the easiest way to stop that happening would be to tell #EFAA to stay the hell away from that station?
Allergic to work.
If at first you don't succeed, delegate the job to a minion.
If at first you don't succeed, delegate the job to a minion.
-
- Posts: 741
- Joined: Tue, 4. Jan 11, 22:03
I can't believe it was that simple! I thought it would mute Betty completely. A thousand "Thank You".OOZ662 wrote:In-game audio settings in the Esc menu, set Verbose Ship Computer to Off. That will remove all of Betty's long descriptions.Osiris454 wrote:2. How do I get Betty to stop saying that long explanation about the Headquarters? I'm trying to check up on some production, but she just won't shut up.

One more question:
Is there anything that the barter menu will not sell you? I'm looking for Repair Lasers but I'm not having any luck. Also, is it possible to do a 'Remote Barter'? Something like sending one of your TS's to a trading station and getting the barter menu from there. A 'Remote Bartering Extension' if you will.
-
- Posts: 8
- Joined: Thu, 23. Oct 08, 14:28
A quick question about the availability of the so called "laser tower beam cannons", mounted by the all-mighty unknown object prototype.
I tried save/loading, capping and re-capping the unknown object a considerable amount of times but have not been able to get any laser tower beam cannons. (and I'm quite sure they are not sold anywhere else, unless it comes out in bartering)
Are these actually obtainable without cheats?
I tried save/loading, capping and re-capping the unknown object a considerable amount of times but have not been able to get any laser tower beam cannons. (and I'm quite sure they are not sold anywhere else, unless it comes out in bartering)
Are these actually obtainable without cheats?
-
- Posts: 253
- Joined: Fri, 25. May 12, 00:21
Have you actually checked to ensure that the contents of the zip weren't corrupted (i.e. does it work as intended)?Tiek wrote:Ok guys,
Since I'm the only one able to open the file (using the program ZipGenius) I have recreated the archive in rar format and uploaded it to the site x1tp; here's the link:
http://www.x1tp.co.cc/root/index.php?op ... 3&catid=47
Enjoy
Also, I seem to have something ECS related that came as part of the Anarkis Defense System. Uncertain if it's the full ECS though.
-
- Posts: 60
- Joined: Sun, 6. Sep 09, 19:10
I am reading the advice about setting up a separate AP/XRM install in the XRM 1.24 notes to avoid problems with Steam updates (and leave the Steam install as vanilla). Can anyone give some detailed instructions on how this is done? I also use the Mod Manager for several addons. Furthermore, what happens when Egosoft/Steam updates TC/AP, what do you need to do to the separate install? Thank you knowledgeable ones.
-
- Posts: 287
- Joined: Sat, 24. Dec 11, 11:14
Its quite easy really. You just make a copy of your entire x3 folder from steamapps to another folder, and then copy the non steam AP exe into your copied x3 folder, and you start the game from that.simballine wrote:I am reading the advice about setting up a separate AP/XRM install in the XRM 1.24 notes to avoid problems with Steam updates (and leave the Steam install as vanilla). Can anyone give some detailed instructions on how this is done? I also use the Mod Manager for several addons. Furthermore, what happens when Egosoft/Steam updates TC/AP, what do you need to do to the separate install? Thank you knowledgeable ones.