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

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Ender_Xenocide
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Post by Ender_Xenocide »

I've never been attacked by an (unprovoked) privateer at all. :?

Are you sure you didn't either hit him first or have a bounty on your head from a commonwealth race? :P
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
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Technojerk36
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Post by Technojerk36 »

No bounty but I am in negative standing with the Boron if that has anything to do with it.
My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
Xenon_Slayer wrote:maybe we'll have extreme weather pingpong at some point
d_ka
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Post by d_ka »

@Technojerk36:

The bounty hunters show up only if your standings with a certain race hits -4, iirc. They appear out of nowhere, hit your assets, attack you, but they are regular members of that race, which means shooting them down in a any core/border sector of a race friendly to them can annoy the local police.
Some bounty hunters are pirates, though. Even when you scan them, they somehow don´t get revealed, and shooting them in pirate space will annoy the pirates.
Spoiler
Show
What i´ve noticed though is that you can let them be killed by one of your ships, and while some of the local race forces might get annoyed, they do not chase you ( i do so with my codea fighters ). I´ve even boarded Paranid Hyperion BH in Great Exchange, luring it far away from any Teladi ship/station, and in both cases i didn´t loose my police licences from Split, or Teladi ( but that was during some fighting against Xenon remnants going on in that sectors, so i can´t tell for sure how they´d react otherwise ).
Look in Dukes Bucc. HQ sector - there is a Privateer in a Split Dragon, that is hostile to you, no matter what, till your sector relationship is positive with all stations.
It would be quite interesting to have dedicated ( not standard races spawned ) BH hunting you, the player, methodically down, with decent strike force able to take down the ship you are flying, using M7C, incl. fighters, and escorts, it´s just that a JD makes an escape quite easy, so they´d need to act similar to the police when you´ve stolen a ship that was ment to be returned to it´s owner, traking your signature, and jumping in where ever you retreat over a couple of sectors. But that´s a hell of a work to wright such a script, i guess.
"Only fools seek power, and only the greatest fools seek it through force".
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Technojerk36
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Post by Technojerk36 »

Ahhh thanks, that explains a lot. Now to see how I'm going to get rid of this Boron who is after me... :twisted:
My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
Xenon_Slayer wrote:maybe we'll have extreme weather pingpong at some point
Ender_Xenocide
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Post by Ender_Xenocide »

If you have a much bigger ship than his - say an M6 if he's in an M3, or a capital ship if he's in an M6 - my suggestion would be to ram him. It should only take one hit, which means they will probably think it's an accident. :lol: Plus you get to keep any wares he drops. 8)
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
J4yrad
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Post by J4yrad »

I figured it out I installed Complex Cleaner improperly and after a reinstall the issue is fixed thanks.
Roknar
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Post by Roknar »

is this mod probably altering/using the "Race 1" race? i want to start a game with XRM together with "Litcube's Phanon Corporation V1.21" (http://forum.egosoft.com/viewtopic.php? ... 68#3290168) if possible but dont know if this is compatible.

thanks in advance for any help in this matter. i am pretty new to X3 TC modding.
paulwheeler
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Post by paulwheeler »

Roknar wrote:is this mod probably altering/using the "Race 1" race? i want to start a game with XRM together with "Litcube's Phanon Corporation V1.21" (http://forum.egosoft.com/viewtopic.php? ... 68#3290168) if possible but dont know if this is compatible.

thanks in advance for any help in this matter. i am pretty new to X3 TC modding.
No - the XRM uses Race 2.
Roknar
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Post by Roknar »

awesome!...thank you very much for your quick response :)
Inzann
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Post by Inzann »

Anyone have tips on best ways to make money with this mod? Most missions I see give like 20-30k which is nothing now that the majority of ships cost 2-3m~ and thats without any jump drive fitted to it. Or didn't they scale money earning with the ship prices at all?

Also since I'm knew to AP (only played TC previously) I want to know if anyone got tips on how to make money on the stock market? :)
Ender_Xenocide
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Post by Ender_Xenocide »

Well I play the XRM on TC, not AP, but as far as I know, the following applies to both: The higher you combat rank gets, the harder your combat missions will get (e.g. assassination targets will start spawning in in better ships and with more escorts, including M7s later on) but the good news is that the rewards increase exponentially too. I earn between one and six million per assassination at my current level. 8)

Anyway, once you've got some decent cash doing things like that, you'll want a stable passive income. For that you need UTs and/or production 'plexes. Good luck! :wink:
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
d_ka
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Post by d_ka »

@Inzann

I have no hints for you how to use the stock exchange since i´ve never done it myself, whether in vanilla, nor in xrm. But here is a reply from xrm dedicated forums i´ve posted recently, maybe it will help you:
http://www.strikingsoftware.com/forum/i ... pic=2912.0
"Only fools seek power, and only the greatest fools seek it through force".
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

The XRM bounty system pays quite well and the Life Scripts (see signature), offer few things like rewards for rescuing bailed pilots.
Inzann
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Post by Inzann »

Thank you all for the replies, I got another question though.. What is the "Ware Teleporter"?

And I wonder if CAG works with AP and this mod? I'm not sure if this mod fixes traders and stuff like saving enough energy for jumps and such things.
Last edited by Inzann on Sat, 5. Jul 14, 23:42, edited 1 time in total.
Crapgame
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Post by Crapgame »

I am trying to install (all for AP):
Terran Conflict plots 2.2a for Albion Prelude 3.1

Rebalance Mod v1.30d (02.12.13)

MutantDwarf’s compatabilty patch for the the above.

Immersive Environments/IEX

I think my install order should be
01-04 CAT -> Egosoft
05 Immersive Environments
06 IEX
07 XRM1
08 XRM2
09 XRMi
10 TC Plots 2.2 for Albion Prelude 3.1 IEX
11 TC_2.2_AP_3.1_IEX_Maps_Only

Does that sound right?
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I think the default for XRM is "XRM before any other scripts/mods". I'm not familiar with some of the other things you've mentioned so they could be exceptions. If you are not sure then starting by adding XRM to AP might be a good idea.
Crapgame
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Post by Crapgame »

From the IEX thread, I got this:
Moonrat wrote: INSTALLATION INSTRUCTIONS

XRM (1.30.5a)
  • A small 'fake' patch is required to experience IEX with the latest version of XRM (1.30d), this is called XRMi and can be found here.

    Unpack the zip file and then order the cat/dat files as follows:

    For XRM (TC) in the main TC folder...
    • 01-13 EGOSOFT stuff
      14 IE
      15 IEX
      16 XRM (1)
      17 XRM (2)
      18 XRMi
    For XRM (AP) in the 'addon' folder...
    • 01-04 EGOSOFT stuff
      05 IE
      06 IEX
      07 XRM (1)
      08 XRM (2)
      09 XRMi
    NOTES : Any optional XRM packs but NOT the Backgrounds pack should come afterwards, these may however cause issues with IEX depending on their content.
    A new gamestart is recommended.
Terran Conflict Plots for Albion Prelude (TCAP)
  • A compatibility patch is required to use IEX with "Terran Conflict plots for Albion Prelude" ... This is currently TCAPiex 1.5a and can be found here.
    Most of the content was created by dillpickle and so accordingly great credit should go to him for this. Please report any bugs
    to either him or me via whichever thread seems most appropriate, thanks.

    This small fake patch needs to be placed immediately after the TCAP cat/dat files from dillpickle.
I don't "think" there is a conflict between these based upon what I've read but I'm trying to confirm the order. Thanks!
d_ka
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Post by d_ka »

Inzann wrote:Thank you all for the replies, I got another question though.. What is the "Ware Teleporter"?

And I wonder if CAG works with AP and this mod? I'm not sure if this mod fixes traders and stuff like saving enough energy for jumps and such things.
I should have been more precise - it´s called the "Space Loot Transporter", and can be found here: http://forum.egosoft.com/viewtopic.php?t=217169

XRM fixes a lot of things, but mostly AI behavior, economy stuff for NPC, etc.; the traders are "fixed" by other player made scripts like "MK3 reloaded", or "OK Traders", CAG by Lucike, obviously. They all should perfectly work with this mod.
"Only fools seek power, and only the greatest fools seek it through force".
Inzann
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Post by Inzann »

d_ka wrote:
Inzann wrote:Thank you all for the replies, I got another question though.. What is the "Ware Teleporter"?

And I wonder if CAG works with AP and this mod? I'm not sure if this mod fixes traders and stuff like saving enough energy for jumps and such things.
I should have been more precise - it´s called the "Space Loot Transporter", and can be found here: http://forum.egosoft.com/viewtopic.php?t=217169

XRM fixes a lot of things, but mostly AI behavior, economy stuff for NPC, etc.; the traders are "fixed" by other player made scripts like "MK3 reloaded", or "OK Traders", CAG by Lucike, obviously. They all should perfectly work with this mod.
Thank you for being so helpful! So I wonder, right now I have XRM, Salvage Commands and NPCs and NPC bailing addon.

As I understand it the space loot transporter will let you take items to your freight bay without actually flying over them? Does this work when breaking asteroids and collecting the ores as well?

Also I noticed CAG is in the X³AP All In One Bonus Package (v5.1.0). Is this compatible with XRM?
d_ka
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Post by d_ka »

@Inzann:

You are wellcome :)

No, that teleporter works just for wares, but as you can read in the thread it can destinguish between legal or illegal wares, and it also gives the ability to collect the wares to larger ships which normaly have no such commands at all.
For mining see Lucikes "Prospector", Dr.Bullwinkles "Mobile Mining", or Zenzal´s "Drone miner" script.
Bonus Pack works fine with XRM ( but it´s scripts are quite outdated, so you might want to install Lucikes newer version, if such are available ).
"Only fools seek power, and only the greatest fools seek it through force".

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