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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Teladidrone
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Post by Teladidrone »

Wut happened to the AP highly armored TS class vessels?
Like the Split Drake or the Terran Hayabusa.
paulwheeler
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Post by paulwheeler »

DaMuncha wrote:I've been using PSCO1 1.32 but thats a bit dated. I want a better looking cockpit mod that uses more ships/cockpits and works with XRM.
Only the packs in the main XRM post are compatible. If you try and install a full cockpit mod it will break the XRM. I will be updating PSCO1s to the latest version soon.
paulwheeler
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Post by paulwheeler »

Teladidrone wrote:Wut happened to the AP highly armored TS class vessels?
Like the Split Drake or the Terran Hayabusa.
They are renamed Caiman Sentinel and Baldric Sentinel.

I'd already used the names Drake and Hayabusa for other ships.
morikaane
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Post by morikaane »

paulwheeler wrote:They are renamed Caiman Sentinel and Baldric Sentinel. I'd already used the names Drake and Hayabusa for other ships.
Hate to be a pain, but could these be done up a little more. Like more speed and XXL ware size? They're kind of... well... not that good, despite the extra shielding, maybe -1 shield, more speed, xxl ware and more costly instead?

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
nap_rz
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Post by nap_rz »

Erenar wrote:Has anyone worked out a fine medium for using NPC Bailing in XRM:AP? So many skirmishes=way too many bails and i've already reduced the settings o.0

Gotta say... AP is nuts, real sense of danger when running around in a disco explorer with no weapons :D Just to get to Thyn's Excavation has taken me almost 12 hours of reloads and omg moments... nice when paranid, pirates, terrans and ofc xenon and khaak all hate you :D

Good job on the mod, X is finally the dangerous place it's supposed to be!
I've reduced it that I was able to claim 2 M7 that bailed :lol: a Logich and a Coencalath, I use the Logic and sold Coencalath for 32M.... :P

I'm hoping for an Atlas or Bragi bailed though :lol: :o :lol: :o :lol:
morikaane
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Post by morikaane »

nap_rz wrote:I've reduced it that I was able to claim 2 M7 that bailed :lol: a Logich and a Coencalath, I use the Logic and sold Coencalath for 32M.... :P I'm hoping for an Atlas or Bragi bailed though
You sound like you need to reduce the NPC bailing chance... and capture them 'old skool style' like the rest of us... :P

(just the former, the latter isn't that important, though I'd recommend you using marines to board abandoned ships too - makes it slightly more meaningful than just marching up to it and choosing 'claim ship...').

M.
Last edited by morikaane on Tue, 24. Jan 12, 16:54, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Scoob
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Post by Scoob »

Hi Paul,

Ok, I re-did the install and all is ok this time. It was down to Steam and the folder issue.

Basically, I modded my "d:\Games\X3AP - v1.1 - XRM v1.16\AddOns" folder and pointed to the X3AP.exe one level up for my desktop shortcut. However, Steam took the content from my "e:\STEAM\steamapps\common\X3 Terran Conflict\addon" folder. Basically there's some hard-coded path data in the Steam wrapper it seems.

Skyrim works differently so I made an incorrect assumption there. Plus I always used the copy & rename approach for my DRM-free TC games.

A bit of a pain but I just have to always keep my proper Steam folder as the "live" version and copy other builds into this folder for things to work. No big deal now I know exactly what's going on :)

Cheers,

Scoob.
Scoob
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Post by Scoob »

morikaane wrote:
nap_rz wrote:I've reduced it that I was able to claim 2 M7 that bailed :lol: a Logich and a Coencalath, I use the Logic and sold Coencalath for 32M.... :P I'm hoping for an Atlas or Bragi bailed though
You both sound like you need to reduce the NPC bailing chance... and capture them 'old skool style' like the rest of us... :P

M.
I set everything to "1" in TC, however this yeilded zero NPC bails in my first play through AP. I've got it set on "1" for my current game, I'll up it if nothing happen. Still, I like NPC bails to be very very rare & very badly damaged so I can play salvage & tow ships to a safe zone...

Scoob.

P.S. I'm not intentionally double-posting all the time, honest!
nap_rz
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Post by nap_rz »

morikaane wrote:
nap_rz wrote:I've reduced it that I was able to claim 2 M7 that bailed :lol: a Logich and a Coencalath, I use the Logic and sold Coencalath for 32M.... :P I'm hoping for an Atlas or Bragi bailed though
You both sound like you need to reduce the NPC bailing chance... and capture them 'old skool style' like the rest of us... :P

M.
:lol: you mean boarding? never tried it other than the one tutorial in TC :lol: too confused, and doesn't make sense to me, I doubt one can board an USS Nimitz even with 500 highly trained soldiers, it has thousands of sailors on board, now a spaceship? should be even more impossible :lol:

dunno just not my style lol... besides the bailing rate is low enough IMO, why should all of them fight to death? :P
morikaane
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Post by morikaane »

Scoob wrote: Still, I like NPC bails to be very very rare & very badly damaged so I can play salvage & tow ships to a safe zone...
Amen to that. Good times.

Problem is... getting a Tractor Beam for my Terran ships... not sure where to get one just yet (and don't ruin it anyone! *eyes everyone*) without making friends with the Paranid or Argon. :lol:


M.
Last edited by morikaane on Tue, 24. Jan 12, 17:01, edited 2 times in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Nick 031287
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Post by Nick 031287 »

hey, is the this complex calculator still accurate for this mod?

http://www.altanetworks.com/x3/x3tcocc.html

im gonna start building stations soon an i need to know
nap_rz
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Post by nap_rz »

Scoob wrote:
morikaane wrote:
nap_rz wrote:I've reduced it that I was able to claim 2 M7 that bailed :lol: a Logich and a Coencalath, I use the Logic and sold Coencalath for 32M.... :P I'm hoping for an Atlas or Bragi bailed though
You both sound like you need to reduce the NPC bailing chance... and capture them 'old skool style' like the rest of us... :P

M.
I set everything to "1" in TC, however this yeilded zero NPC bails in my first play through AP. I've got it set on "1" for my current game, I'll up it if nothing happen. Still, I like NPC bails to be very very rare & very badly damaged so I can play salvage & tow ships to a safe zone...

Scoob.

P.S. I'm not intentionally double-posting all the time, honest!
I already make big and huge ship bail rate to 3 and 1 AFAIK... so far no M2 bailed... so IMO 1 = almost nothing bail, and contra productive to the reason why u would even use NPC bail addon... :?
morikaane
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Post by morikaane »

nap_rz wrote:I doubt one can board an USS Nimitz even with 500 highly trained soldiers, it has thousands of sailors on board, now a spaceship? should be even more impossible :lol:
Ever heard of Life Support Control? *grins wryly*
nap_rz wrote:I already make big and huge ship bail rate to 3 and 1 AFAIK... so far no M2 bailed... so IMO 1 = almost nothing bail, and contra productive to the reason why u would even use NPC bail addon...
Well... I haven't got big ships bailing at the moment... just fighters. I'll put Big / Huge Ship bails on later maybe, and set it to about 2 or 1. It doesn't bother me having to board a ship. Granted it takes a little time, but that time and effort is what makes it more rewarding than just finding or disabling one frequently.

Each to their own though, but I do recommend that you try a 'live fire' boarding op (until you capture the ship) just so you know what its like (and that it's somewhat of an accomplishment in XRM :P).

M.
Last edited by morikaane on Tue, 24. Jan 12, 17:08, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Scoob
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Post by Scoob »

morikaane wrote:
nap_rz wrote:I doubt one can board an USS Nimitz even with 500 highly trained soldiers, it has thousands of sailors on board, now a spaceship? should be even more impossible :lol:
Ever heard of Life Support Control? *grins wryly*
nap_rz wrote:I already make big and huge ship bail rate to 3 and 1 AFAIK... so far no M2 bailed... so IMO 1 = almost nothing bail, and contra productive to the reason why u would even use NPC bail addon...
Well... I haven't got big ships bailing at the moment... just fighters. I'll put Big / Huge Ship bails on later maybe, and set it to about 2 or 1. It doesn't bother me having to board a ship. Granted it takes a little time, but that time and effort is what makes it more rewarding than just finding or disabling one frequently.

Each to their own though :)

M.
Also, if the Nimitz was only crewed by the Captain who ran everything removely it might prove a little easier for those Marines... :)

Scoob.
NeverSnake
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Post by NeverSnake »

Nick 031287 wrote:hey, is the this complex calculator still accurate for this mod?

http://www.altanetworks.com/x3/x3tcocc.html

im gonna start building stations soon an i need to know
More or less, some end product production rates will be wrong but I've not come across any consumption rates yet that differ from vanilla.
"There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup
morikaane
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Post by morikaane »

Scoob wrote:Also, if the Nimitz was only crewed by the Captain who ran everything removely it might prove a little easier for those Marines... :)
That'd be a sight to behold.

On a side note, as a personal rule in this playthrough, all of my capital ships need at least 10 marines before I am 'allowed' to use them :P

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
paulwheeler
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Post by paulwheeler »

morikaane wrote:
paulwheeler wrote:They are renamed Caiman Sentinel and Baldric Sentinel. I'd already used the names Drake and Hayabusa for other ships.
Hate to be a pain, but could these be done up a little more. Like more speed and XXL ware size? They're kind of... well... not that good, despite the extra shielding, maybe -1 shield, more speed, xxl ware and more costly instead?

M.
I don't want to make superfreighters obsolete. They have quite a few turrets and good shielding already.
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Nick 031287
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Post by Nick 031287 »

hey, how do i get the AP plot to activate? or is it disabled in the mod?
paulwheeler
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Post by paulwheeler »

Nick 031287 wrote:hey, how do i get the AP plot to activate? or is it disabled in the mod?
It is disabled as it doesn't work without the AP vanilla "war" being active.
morikaane
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Post by morikaane »

paulwheeler wrote:I don't want to make superfreighters obsolete. They have quite a few turrets and good shielding already.
You could always make them carry less (like 5,000 less) than a super freighter XL and make them only capable of near 100m/s.

Could that work?

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson

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