[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Could I ask where the manifest for this mod’s cockpit interiors is? Something that has been bugging me for a while now is that around half the M7’s will have a full bridge like you would see on an M2, while the other half have a 2-man cockpit.
The latter is hardly appropriate for ships of this size: especially the M7C’s, which would (if we are using video game logic) have a large number of people working to coordinate the fighters.
Basically, I just want to give all of the frigates in the game a full bridge.
Edit: the one exception would be the Aquila, which I would use the Split Scorpion’s internal cockpit for since I have always seen that ship as sort of a lone wolf.
The latter is hardly appropriate for ships of this size: especially the M7C’s, which would (if we are using video game logic) have a large number of people working to coordinate the fighters.
Basically, I just want to give all of the frigates in the game a full bridge.
Edit: the one exception would be the Aquila, which I would use the Split Scorpion’s internal cockpit for since I have always seen that ship as sort of a lone wolf.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
[quote=BlackArchon post_id=4765914 time=1543859701 user_id=60462]
If you want this completely overpowered weapon back, than you could restore the corresponding entries in TLaser.txt and TBullets.txt. This should do the trick. Maybe you also have to edit Effects.txt, but I'm not sure about this one.
[/quote]
What directories would those be in? Those file names are not coming up when I do a directory search of my X3 folder.
If you want this completely overpowered weapon back, than you could restore the corresponding entries in TLaser.txt and TBullets.txt. This should do the trick. Maybe you also have to edit Effects.txt, but I'm not sure about this one.
[/quote]
What directories would those be in? Those file names are not coming up when I do a directory search of my X3 folder.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
You will have to use X3 Editor 2 to extract these files from XRM's cat/dat files.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Is there a newer link for the part 3 download? I got parts 1 and 2 but 3 doesn't download from Onedrive.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Working now, must have been an issue with Onedrive.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Having the same issue, can't download the files from onedrive.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
You can find the three installation parts also on my page: http://blubb.najut.org/x3/
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
@BlackArchon, wow, thank you very much!
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
How do you manage to trade well in this mod? With all of the pirate swarms and khaak/xenon I don't really get how anything that can't outrun or kill them is supposed to survive. By the time you can afford to invest in an escort fleet big enough to protect a TS trading is kind of small potatoes too. Is it intended as more of a pure combat mod?
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
I use this enhancement for my MK3 traders in XRM: viewtopic.php?t=314455
Now MK3 traders have a way better chance of survival against unfriendly ships. They still get destroyed from time to time, but they will earn you enough so that they are worth it.
However, bounties from combat are a faster way to earn credits in XRM.
Now MK3 traders have a way better chance of survival against unfriendly ships. They still get destroyed from time to time, but they will earn you enough so that they are worth it.
However, bounties from combat are a faster way to earn credits in XRM.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
So, what am I supposed to do if a random Privateer attacks me out of nowhere in a Core Sector?
If I shoot back suddenly the lokal law enforcement turns against me. Talking to the NPC is not possible too...
I have no problem with a whole faction being an enemy, but random NPCs attacking out of the blue with no option to defend myself or talk myself out of it seems like a major oversight.
If I shoot back suddenly the lokal law enforcement turns against me. Talking to the NPC is not possible too...
I have no problem with a whole faction being an enemy, but random NPCs attacking out of the blue with no option to defend myself or talk myself out of it seems like a major oversight.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Yeah, that is a bit of a problem. While these Privateers are quite rare (should be about one privateer per race), you can't destroy them without problems if the sector owner isn't at war with the privateer's race. My way of dealing with them is mostly to ignore these ships when they are in a sector where I can't blow them up easily. Since the privateers regularly fly to other sectors, you will have your chance sooner or later.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
They are indeed very immersion breaking, exposing flaws in the faction logic. The easiest solution is just to mod them out of XRM. Second might be to flip them over the pirate factions.
They aren't at all rare in my experience. Up to 126 of them can be flying around, minus any destroyed and on respawn timers.BlackArchon wrote: ↑Wed, 2. Jan 19, 20:08 these Privateers are quite rare (should be about one privateer per race),
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Oh boy, what now?BlackArchon wrote: ↑Wed, 2. Jan 19, 20:08 Yeah, that is a bit of a problem. While these Privateers are quite rare (should be about one privateer per race), you can't destroy them without problems if the sector owner isn't at war with the privateer's race. My way of dealing with them is mostly to ignore these ships when they are in a sector where I can't blow them up easily. Since the privateers regularly fly to other sectors, you will have your chance sooner or later.
Not only random Privateers, random Freighters too! In the middle of a 100% friendly to me Sector where I also have a Police licence they turn their backturret against me and try to kill me on sight. Security "Can't help me right now" and when I dare to shoot back, I am suddenly the Enemy of the Galaxy (what a joy for every ship with turrets).
Thanks to the trading between all factions everywhere I have now officially no where to go.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Oh this seems to be the issue I am talking about (I just posted in the CODEA page) where privateers (and rescue ships) are playing havoc with my newly set up CODEA ships.
In fact it has brought my gameplay to a halt atm, I cant go more than a few minutes without my CODEA TM's causing massive military escalations against me because some random ship called privateer or rescue took a pot shot at me.
maybe a mod could move my post, it was obviously in the wrong place. my bad.
These ships are not rare, they are everywhere.
So how does one go about minimising the trouble these ships are causing me. I have wasted hours thinking I had messed up my friend/foe settings somehow
In fact it has brought my gameplay to a halt atm, I cant go more than a few minutes without my CODEA TM's causing massive military escalations against me because some random ship called privateer or rescue took a pot shot at me.
maybe a mod could move my post, it was obviously in the wrong place. my bad.
These ships are not rare, they are everywhere.
So how does one go about minimising the trouble these ships are causing me. I have wasted hours thinking I had messed up my friend/foe settings somehow

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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Are you sure that another mod you are using isn't influencing the privateer jobs from XRM? In all of my XRM games the privateers were so few that they didn't annoy me at all.
As a last resort, you could also disable all of the privateer jobs in types\Jobs.txt.
As a last resort, you could also disable all of the privateer jobs in types\Jobs.txt.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
I am playing a lot XRM in the last 3 weeks and I NEVER EVER run into this "Feature".
Think I have to be happy?!

Think I have to be happy?!
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
I made a new vanilla installation.BlackArchon wrote: ↑Thu, 3. Jan 19, 10:59 Are you sure that another mod you are using isn't influencing the privateer jobs from XRM? In all of my XRM games the privateers were so few that they didn't annoy me at all.
As a last resort, you could also disable all of the privateer jobs in types\Jobs.txt.
XRM is the only mod I use there.
It seems I have a bad relationship with Terran and Argon - even when I never actually was in their Sectors until now.
So maybe it's all the Terran/ Argon Factions and Privateer that attack me.
That would be ok in my opinion... What is not ok is that I am not allowed to defend myself while they attack me in a Sector of a faction friendly to me and even hostile to the Terrans/ Argons.
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Privateers are main race ships that attack anyone on bad relations with their race, wandering the galaxy to do so. If you are friendly with the main races, they are largely background flavor. It is when you want to roleplay with a bad reputation or two (or more) that they become a problem.Taylor2008 wrote: ↑Thu, 3. Jan 19, 11:02 I am playing a lot XRM in the last 3 weeks and I NEVER EVER run into this "Feature".![]()
Think I have to be happy?!