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

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paulwheeler
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Re: Wrong ship stats

Post by paulwheeler »

ntnsvc wrote:My problem is that basically ship stats for XRM v1.28 given do not match what I see in game. Weapons seam ok so far but I checked very fiew.

Eg:
Teladi, Vulture, 25Mx6, 2 guns, 6000 max cargo

What I see in game:
Teladi, Vulture, 25Mx2, 1 guns, 4500 max cargo

As another example I am currently flying a Kestrel with max speed of 605.5 m/s. Manual lists 3 Kestrel variants which are ~100+ m/s faster.

Another odd thing is that I see very large number of Pirate and (?!?!?) Kha'ak Mammoths in Teladi space. Blue Profit system is filled with Kha'ak ones which sort of float there and mostly do nothing at all.

I am currently running XRM 1.29 with MARS enabled. I have both TC and AP variants of XRM installed.

The only thing I can think of is that I have originally made a mistake by installing mars drone packages but since removed them.
Yes mars is the problem, but you need to start a new game - the universe was not initialised properly as the game could not see the xrm tships as the mars drones mod was blocking it. Starting a new game after removing the drones mod should fix it.
paulwheeler
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Post by paulwheeler »

azile0 wrote:Another question- when it comes to binding special keys like Jumpdrive Deployment Kits and the Bounty System, where do I bind those keys? I can't see them in the game's controls menu.
They should be in the interface section of the controls page. If they are not there then you have not correctly installed the xrm scripts and you'll need to restart your game once you have fixed it.
paulwheeler
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Post by paulwheeler »

kinetique wrote:Is it possible to reset all the available start scenarios? I just went from playing tc to ap and modded ap to xrm, and I kind of want to unlock all the start plots myself.

Any help would be really appreciated :)

edit: As far as I can tell I didn't install the all plots complete mod.
The xrm unlocks all starts. There is no easy way to stop it.
kinetique
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Post by kinetique »

Ah, thanks anyway
Sirrobert
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Post by Sirrobert »

Sirrobert wrote:I love this mod, but I have one complaint (not sure if it's caused by the mod though, but I asume it is)

I love the addition of actual pirate attacks, independant of of fight rank. Seeing a pirate friggate slug it out with the Argon home defence while I just started my game really makes me feel like the universe is alive, rather than waiting for me to get stronger.

This also brings a problem though: For some reason, the pirates always have me, or any of my ships, right at the top of the priority list. Even if I'm in a TS and there is an M7 pounding at them, they will head straight for me.

I have jumped into sectors, see fighting at the other side of the sector, and suddenly hear 5 'warning, missle incoming' alerts.
They see me jump in, drop whatever it is they are doing (including fighting whatever is pounding them into dust), and start chasing me.

This makes it a little... dificult to set up my traders

Is there a way around this? I just had my exploring Discoverer blown up by pirates in the middle of a core section.
It's like every pirate in existance has decided that my death is more important than theyr own life
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InFlamesForEver
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Post by InFlamesForEver »

Sirrobert wrote:Is there a way around this? I just had my exploring Discoverer blown up by pirates in the middle of a core section.
It's like every pirate in existance has decided that my death is more important than theyr own life
Yes there is a way around it, get your reputation with the pirates up to the point where you're friends with them.
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Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video
azile0
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Post by azile0 »

Marines are taking ages to train. I put in one group of five marines to Advanced Train All Skills two days ago (several hours real-time, even with SETA) and they're still only at 60%. How long, on average, does it take to train up marines?
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InFlamesForEver
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Post by InFlamesForEver »

azile0 wrote:Marines are taking ages to train. I put in one group of five marines to Advanced Train All Skills two days ago (several hours real-time, even with SETA) and they're still only at 60%. How long, on average, does it take to train up marines?
Is a LONG time a good answer? I recommend using the already trained marines script that is on here, can't remember the name at the moment though.
In Flames We Trust
Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video
d_ka
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Post by d_ka »

@azile0:
You can use marines training scripts, of course, there are couple out there, but you also can use Dr.Bullwinkle´s Marine Repair & Training script, which will allow to train your marines very quickly, while they are repairing your damaged ships ( it´s under the recommended scripts on the first page ).

@paul:
1. I have minor issues with de(a)csellarating ( sp? ) my frighters ( particullary my Caiman Sentinel ) after engaging the Turbo Booster. If i enable TB for even a couple of seconds, the ship reaches it´s max. speed, and keeps flying with >300 m/s for a very long time, since it needs very long time to drop the speed ( it also could be seen as an exploit, i guess, since you don´t need to utilize all of the TB power, just a small margine of it ). Sorry for bothering you, if it´s "normal", or the way TB works in general.

2. Bought and tested the Spit "Wolf" - it´s a killer machine! ( mainly, because it is very good at what it is ment to do ). Sill, i got a minor sound issue with it, when engaging enemies at a very close distance the PALC sounds very "scratchy", or "stuttering" perhaps? ( don´t know how to describe it properly, sorry ).

One more thing: I´ve already mentioned the performance of some "older" ships (like Terran "Yokohama" ), but i wonder what their purpose is, like Split "Tiger" ( which is also entiteled as a "brand new design" and build for "waging of war", when they can´t even mess with a standard Xenon patrol ( 1xP + L´s ). I quite understand the nerfing of Panther, but the Tiger is utterly useless for any general purpose, and also for a particullar role ( at a cost of 40 millions? ). The Split ISR is a good anti-fighter weapon for Split Corvettes, and it works kinda on Tiger ( though, it´s turrets sustain only x3 of them vs. x4 for some Corvettes ); the range of ISR is even lower then that of a PALC, too. And then, the Tiger has no proper main guns, while abel to mount 8xISR in the front. I would suggest giving the tiger proper main guns ( reduced to 6 perhaps ), or even better, give it a front turret, and let the existing ISR do their job. The all-flak "Wolf" frigate has the ability to mount all-PALC on it, but it has no main guns + far better stearing = more hits. The Tiger can´t keep up with the fighters/Corvettes surrounding it, so it´s main guns ( with very short range = no advantage on the initial engagement ) stay quite useless.
One could give those "older" ships some abilities which their pendants in the same class don´t have, such as carrying 2xM8 - the Tigers disign in particular looks very "inviting" to dock two of those somewhere in the middle. Generaly, just like some older freighters were modified to serve as a small carrieres during the WW2, iirc.

Haven´t played the game for a while, but XRM, with your constant upgrades and features, along with quick + competent response in technical issues, makes me come back every time.
Thants for all your efforts! :)
paulwheeler
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Post by paulwheeler »

d_ka wrote:
@paul:
1. I have minor issues with de(a)csellarating ( sp? ) my frighters ( particullary my Caiman Sentinel ) after engaging the Turbo Booster. If i enable TB for even a couple of seconds, the ship reaches it´s max. speed, and keeps flying with >300 m/s for a very long time, since it needs very long time to drop the speed ( it also could be seen as an exploit, i guess, since you don´t need to utilize all of the TB power, just a small margine of it ). Sorry for bothering you, if it´s "normal", or the way TB works in general.

2. Bought and tested the Spit "Wolf" - it´s a killer machine! ( mainly, because it is very good at what it is ment to do ). Sill, i got a minor sound issue with it, when engaging enemies at a very close distance the PALC sounds very "scratchy", or "stuttering" perhaps? ( don´t know how to describe it properly, sorry ).

One more thing: I´ve already mentioned the performance of some "older" ships (like Terran "Yokohama" ), but i wonder what their purpose is, like Split "Tiger" ( which is also entiteled as a "brand new design" and build for "waging of war", when they can´t even mess with a standard Xenon patrol ( 1xP + L´s ). I quite understand the nerfing of Panther, but the Tiger is utterly useless for any general purpose, and also for a particullar role ( at a cost of 40 millions? ). The Split ISR is a good anti-fighter weapon for Split Corvettes, and it works kinda on Tiger ( though, it´s turrets sustain only x3 of them vs. x4 for some Corvettes ); the range of ISR is even lower then that of a PALC, too. And then, the Tiger has no proper main guns, while abel to mount 8xISR in the front. I would suggest giving the tiger proper main guns ( reduced to 6 perhaps ), or even better, give it a front turret, and let the existing ISR do their job. The all-flak "Wolf" frigate has the ability to mount all-PALC on it, but it has no main guns + far better stearing = more hits. The Tiger can´t keep up with the fighters/Corvettes surrounding it, so it´s main guns ( with very short range = no advantage on the initial engagement ) stay quite useless.
One could give those "older" ships some abilities which their pendants in the same class don´t have, such as carrying 2xM8 - the Tigers disign in particular looks very "inviting" to dock two of those somewhere in the middle. Generaly, just like some older freighters were modified to serve as a small carrieres during the WW2, iirc.

Haven´t played the game for a while, but XRM, with your constant upgrades and features, along with quick + competent response in technical issues, makes me come back every time.
Thants for all your efforts! :)
1 - Thats just the way it works.

2 - Probably the sound dropping out. The X3 engine can only play a limited number of sounds at any one time, so in a big battle you tend to hear sounds getting cut off in the middle - there's no fix.

3 - The Tiger is a standard M7. It is balanced against the other race's basic M7. It may not have the range, but it is very fast enabling you to get up close and personal, just how Split pilots like it. Plus for an M7 its very cheap (the Ocelot is the Split heavy M7 - its much slower and more expensive, but has capital class weapons). Perhaps you should look at other race's ships if you want to fight from a distance?
d_ka
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Post by d_ka »

@paul:

Most of my "complaints" are not about "me unhappy with a particular ships performance while using/flying" it. I´ve just observed Tigers fighting against couple of enemies, of wich that "Xenon Patrol" was only one example. I´d have rammed that damn P, and showed the L´s my Tigers butt ( with the PALC built in :P ).

Smth. completly different:
I docked at Tracker Mine Factory in one of the Rhy´s systems, just to find out that it was runed by Argons :o
I double checked it, and docked at the Tomahawk Missile Factory in the same system, which also was under Argon supervision:

[ external image ]

[ external image ]

Another thing: The Elefant seems to have lost it´s additional/upgradable cargo? Or are all the TL are concerned?

You also seem to have changed the ammount of hackerchips needed for hacking different ship classes? Just saying, because i haven´t found it in the changelogs.
Aesran
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Post by Aesran »

Hi,

thank's for this awesome mod, i really like what i ave see already.

But want to ask, how interact with ship have a gold $ in their name ? I have search in FAQ an read all of thread. But dont see anything about.

Thank for answer =D
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Yacek
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Post by Yacek »

Aesran wrote: But want to ask, how interact with ship have a gold $ in their name ? I have search in FAQ an read all of thread. But dont see anything about.
http://forum.egosoft.com/viewtopic.php? ... 15#3636815
read more THE XRM BOUNTY SYSTEM
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
Aesran
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Post by Aesran »

Thank for this quick answer :x In fact, i've don't read all of thread .. Sorry for that.
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hargn
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Post by hargn »

Hello,

I've created a thread about what I thought it was an issue about M7M and there missiles : http://forum.egosoft.com/viewtopic.php?t=342614

So what's the best way to board ships in XRM?
Do you use M7M and pods or the hacking software?
d_ka
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Post by d_ka »

@hargn:
I use the Boarding Transporter Extension device ( look for Dr.Bullwinkle´s hacked version ) to board regular ships. Combined with his Marine Repair and Training scripts it deliveres the best results, imo.
The SOS in XRM is quite good, too, but it has it´s own aspects ( try hacking from higher tier ship then your prey, and don´t start hacking till you lower the hull of the target ship beneeth 50%, to name the 2 most important ).
I used to hack ships alot, but after installing the perviously ment extension i only hack ships which can´t be boarded ( like Kaakh ), or where the chances for success are too low ( like Xenon ) without save/reload all the time.
I´ve never mastered the boarding pods, so can´t say anything about them, but in XRM the flak coverage of capital ships is quite good, and the weapon reactors never really run out of power, so your skill and tactics should be adequate, i guess.

Hope this helps.
mansta
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Post by mansta »

Hello first let me say this is an awesome mod thanks for taking the time to craft it.

I just want to make sure I have it installed correctly. Two things jump out at me, first I never seem to see anything but missiles drop from ships and second is SETA set to 6x tanks the framerate while 5x runs smoothly.
d_ka
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Post by d_ka »

@paul:
It´s me again, now with the question about the docking abilities of "Komodo".
It appears, this ship can´t dock TP or TS ( haven´t tested M6 yet, though in the description it states it can´t ).
Also, are the other descriptions of Split capitals correct? I´m playing a Split character right now, so i bought the Komodo ( tested it a bit in a fight - it´s front guns make short work of enemies, and i even haven´t installed the PBP into the left and right turrets, and had only 16 weapons in the front slots alltogether :o ).

Thanks in advance.
paulwheeler
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Post by paulwheeler »

mansta wrote:Hello first let me say this is an awesome mod thanks for taking the time to craft it.

I just want to make sure I have it installed correctly. Two things jump out at me, first I never seem to see anything but missiles drop from ships and second is SETA set to 6x tanks the framerate while 5x runs smoothly.
Thats probably correct. There is a random chance of droppng cargo from the cargo bay. Because xrm ships are filled with missiles rather than redundant weapons, you tend to see missiles dropped more often than not. You will get the odd other ware dropped - especially from pirates and traders. See the performance notes linked from the first page of this thread regarding the frame rate issue.
paulwheeler
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Post by paulwheeler »

d_ka wrote:@paul:
It´s me again, now with the question about the docking abilities of "Komodo".
It appears, this ship can´t dock TP or TS ( haven´t tested M6 yet, though in the description it states it can´t ).
Also, are the other descriptions of Split capitals correct? I´m playing a Split character right now, so i bought the Komodo ( tested it a bit in a fight - it´s front guns make short work of enemies, and i even haven´t installed the PBP into the left and right turrets, and had only 16 weapons in the front slots alltogether :o ).

Thanks in advance.
Ill check the komodo docking when i get a chance - probably next week as this week is very hectic. Remind me.

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