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

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deca.death
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Post by deca.death »

swatti wrote: - Centaur Sentinel(looks awasome btw) has its view a bit low. The nose blocks quite much of it.
Yo probably won't fly that rig for too long. Sentinel versions are AA platforms mostly and they breathe heavily when encounter real hunter corvette, and this game is full of those. Have you look at stats of Khaak ships ;) ?.

I recommend H.Hydra. Unlike vanilla, here it rules.
- Engine-trails(very nice addition btw) flicker in front of you when using 10x SETA
Reduce SETA to 600%. If more, game skips important subroutines /dependent on comp actually but you will minimize mentioned (unfortunately unavoidable) problem.
- Super destroyers are meant to be nasty. Use the same idea from the Centaur Sentinel and add a second set of turrets, but these only mount anti-fighter weapons. True multitasking.
Fighters are not problem for those guys. Lack of steer combined with size makes them, imho, less then desirable anti capital platform. Taipan excluded.
- Turrets should still be MUCH bigger and noticable in some ships, makes it look even more awasome, or hide em in "gunports" with boron for example
They have been remodeled for many ships already and look quite serious, unlike vanilla.
- Return home makes em "kamikazi" into into SHIPS to return into their cargo-bay.
Would "bounce" help?



NeverSnake wrote: I've just managed to cap the Xenon Z using my brigantine, with a little help from my Gannet to launch the first invasion wave.
Nice catch! Congratulations!

:D :thumb_up:



dougeye wrote:
provided xeditor 2 is pointed at the correct location whether it be tc or AP and provided you have opened the correct version of the tfile and saved it back in the same place overwriting the old file then i dont see why values would "revert back".
It happen to me so he isn't crazy :)

Looks like there are two Twares, one in 16.CAT file, that was linked somehow with my default Xeditor 2 path and other in mentioned Types folder. I'm guessing he wasn't present there before latest patch, cause why would my default Xeditor path lead to CAT file Twares?





nap_rz wrote:oh yeah I forgot to ask this
all these capital ships, can we know what kind of ships that can dock onto them?
Check this, it's not 100% precise but it's close enough:
Bomber and Shuttle Docking v1.1, XRM


morikaane wrote: Trixx has some screenies in his Gold UI thread.
I tried it. It's quite nice, well done and beautiful. Pure X is still better ;) Nothing comes close imho.
Pure X HUD UI
deca.death
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Post by deca.death »

NeverSnake wrote:Even without the marine repair script, XRM's repair options are very efficient, the spacesuit repair laser is boosted over Vanilla and the OTAS maintenance pods repair very fast indeed while using little ammo, they're certainly many times the speed of mass drivers.
Maintenance pods FTW. I'm keeping one docket to my cobra ;) Steal ship and repair it on spot.



Nemesis_87 wrote:Just out of curiosity, what mods r ppl now running with XRM-AP?
Pure X HUD
Automated Satellite Network-V2.00
IE Immersive environments 1.0
MilitaryBaseResponseRevamp-V2.14
missile_safety
missile_defence_MMD-mk2
Smart_turrets 2_0
NoStationWrecks-V1.0
numeric race ranks_tc +Ranking pirate-yaki
XRM_ALL_PLOTS_COMPLETE_1.5
XRM_HULL_LOW /hull multiplication
XTended Galactic New System V105
extended comunication
Auto jump, terran jump
Litcube's Bounce V1.643



JFTR: most of those are recommended /linked on page one of this thread
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Sorkvild
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Post by Sorkvild »

deca.death wrote:
swatti wrote: - Centaur Sentinel(looks awasome btw) has its view a bit low. The nose blocks quite much of it.
Yo probably won't fly that rig for too long. Sentinel versions are AA platforms mostly and they breathe heavily when encounter real hunter corvette, and this game is full of those. Have you look at stats of Khaak ships ;) ?.

I recommend H.Hydra. Unlike vanilla, here it rules.
Why not? Centaur Sentinel became my favorite ship. Fast, well shielded with many weapon ports (No1 when it comes to the amount of guns carried). Frontal battery can mount 4x CIGs and with help of some heavier missiles you can handle any M6 and a bunch of fighters.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
dougeye
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Post by dougeye »

deca i think because xeditor will look for the t file that loads highest. like the game looks for the tships in the highest numbered fake patch.


Mass driver - to be honest a few mass drivers on a fighter are no problem. its only when the wings of 6 centaur sentinels loaded fully with mass drivers swarm your terran m6 you have a problem! lol :D
I used to list PC parts here, but "the best" will suffice!
Dr. Moe Lester
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Post by Dr. Moe Lester »

Hey Paul, first off great job on the mod! Truly first class :). However I've been having a problem with SETA in the AP version of XRM. It seems my processor can't handle it as well as it could in TC! Running it at 10x I would normally get between 20-30 fps in TC but I'm only getting around 5-15 in AP. Does XRM use more scripts in AP or is something going wrong here? Either way do you or anyone else know how I should go about trying to improve this situation if I can?
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mr.WHO
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Post by mr.WHO »

NeverSnake wrote:Even without the marine repair script, XRM's repair options are very efficient, the spacesuit repair laser is boosted over Vanilla and the OTAS maintenance pods repair very fast indeed while using little ammo, they're certainly many times the speed of mass drivers.
I think that XRM should incude modified marine repair script, something like this:

All fighters, TS and TP can be repaired to 100% by marines.
But all other ship like TM, M6 and bigger can be only repaired to 50% by marines, anything further need to be repaired in HQ or by shipyard.

This way marines can be:
a) carrier mechanic crew that can repair carrier fighters.
b) emergency repair crew that can patch capship with ducktape till they make it to the shipyard.
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InFlamesForEver
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Post by InFlamesForEver »

paulwheeler wrote:For capital ship docking, check out the BSD mod thread (I think 3rd post). The majority of external docking quotas are stated there. Otherwise, for new ships, check the descriptions.
Paul may I ask what form of font you used for the lettering in your sig?
I also mean the colour, is there any way to get it or is it custom because I really want to use a metallic text like that but I can't find one and making one will take ages.
Thanks.
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XRM Trailer - XRM Installation Guide Video
deca.death
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Post by deca.death »

Sorkvild wrote: Why not? Centaur Sentinel became my favorite ship. Fast, well shielded with many weapon ports (No1 when it comes to the amount of guns carried). Frontal battery can mount 4x CIGs
I loved my dragon sentinel too, but for me sentinel versions feel somehow ...inadequate, after split H. centaur and 12 ISRs in spinal /+ forward facin turret, 4 CIGs looks like attack with an toothpick ;) 10 IPGs of H.Hydra have same shield strip power as 10 PPCs.

But I guess it depends of what you do with a ship.
deca.death
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Post by deca.death »

.

Alrighty now, looks like I have the problem with resurrection of values in: game root/types/TwareT file, on wares whose size I try to change. I change it, it seems OK when I enter game, but after game restart - whoosh, all is back to normal XRM values.

Values in "types/" folder in 16.DAT compressed file stay as they should but game uses one from "normal" types folder, in game root. Should I delete it?
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joelR
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Post by joelR »

deca.death wrote:.

Alrighty now, looks like I have the problem with resurrection of values in: game root/types/TwareT file, on wares whose size I try to change. I change it, it seems OK when I enter game, but after game restart - whoosh, all is back to normal XRM values.

Values in "types/" folder in 16.DAT compressed file stay as they should but game uses one from "normal" types folder, in game root. Should I delete it?
It looks like its an issue is with the PM. Check the stickied thread on this page. Someone explained the solution to me.

Here is the quote
PRiME2007 wrote:Run XRM as xsp/plugin format (fake patch but within PM), I had the same issue.

Essentially PM cannot detect mods inside AP unless there added through the PM itself, otherwise it assumes default AP and will generate/edit the type files accordingly, once you have XRM installed through PM it typically uses XRM types files as base instead of default AP.
deca.death
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Post by deca.death »

joelR wrote:
Here is the quote
I've found that already, but I don't want to do PM install of XRM. I somehow feel comfortable with old and archaic method of fake patch :) Oh well. All my important corvettes have the docking computer already and I'll live without adv scanner on new M5s. PM is updating fast and I believe it will be solved in next patch, hopefully.
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joelR
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Post by joelR »

deca.death wrote:
joelR wrote:
Here is the quote
I've found that already, but I don't want to do PM install of XRM. I somehow feel comfortable with old and archaic method of fake patch :) Oh well. All my important corvettes have the docking computer already and I'll live without adv scanner on new M5s. PM is updating fast and I believe it will be solved in next patch, hopefully.
I dont either. But unless you want to wait for a fix thats your solution.
Drockt1
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Post by Drockt1 »

Sorkvild wrote:
deca.death wrote:
swatti wrote: - Centaur Sentinel(looks awasome btw) has its view a bit low. The nose blocks quite much of it.
Yo probably won't fly that rig for too long. Sentinel versions are AA platforms mostly and they breathe heavily when encounter real hunter corvette, and this game is full of those. Have you look at stats of Khaak ships ;) ?.

I recommend H.Hydra. Unlike vanilla, here it rules.
Why not? Centaur Sentinel became my favorite ship. Fast, well shielded with many weapon ports (No1 when it comes to the amount of guns carried). Frontal battery can mount 4x CIGs and with help of some heavier missiles you can handle any M6 and a bunch of fighters.
Im liking my centaur sentinel alot also.. not sure why people wouldn't like it.. sure its short 4 big guns in the front, but more then makes up for that in mass turrets, good speed, good shields, good hull points(for a none Terran m6), and is pretty affordable at 12mil. Another thing to note is when you do move on, these sentinel versions make some of the best AI controlled ships you can have, cause the ai is so much better with turrets then main guns, so its a safe buy either way, good ship for you to use vs lots of stuff, or great escort ship to help you vs mass fighters.
swatti
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Post by swatti »

Thx for the answers folk. Personaly i love fighter-swatting... Nothing beats flying in the middle of a swarm of small fighters and annihilating them. Looking for an all-out-beams-only-setup for fighter-genocide.

As for Mass Drivers: There IS a place for an in-accurate cleaner-gun. There are tons of small fighters and drones to kill and the one thing missing is a "classic minigun", and it would fit pirate-loadouts straight as they now carry MD's.
Fixing your hull is not the problem really, its just a mood-killer having to do that after small shootout.
MD being a ammo-weapon, it would leave plenty of options open for more power-hungy guns.

I brought up Centaur Sentinel's view-point because i believe it would be an easy fix. I cannot say anything about other vessels atm but if the view-point were higher it would be "perfect"

EDIT: sorry but i must quote myself:
swatti wrote:QUESTION: is combat-behaviour "moddable" in AP / X-games? Does XRM modify the combat-behaviour in any way?

Vanilla AP has some very odd combat and corvettes for example are simply stupid as they seem to try to fly like they are fighters(and not even using the full turning-rate of the ship). If the way they fly can be changed depending on ship-class, there are TONS of improvements to be made. Depending how the combat is scripted i'd be happy to help out with some.
This i'd like answered if anyone knows... X-games have rep for having quite poor combat-ai. Sadly they are true.
Last edited by swatti on Wed, 25. Jan 12, 23:56, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

InFlamesForEver wrote:
paulwheeler wrote:For capital ship docking, check out the BSD mod thread (I think 3rd post). The majority of external docking quotas are stated there. Otherwise, for new ships, check the descriptions.
Paul may I ask what form of font you used for the lettering in your sig?
I also mean the colour, is there any way to get it or is it custom because I really want to use a metallic text like that but I can't find one and making one will take ages.
Thanks.

Well the "X" is kind of "borrowed" from the X:Rebirth main title.

The rest is just Eras with a gradient shading from light grey to dark grey and back to light grey, at an angle, with a bit of a bevel done in Photoshop.
A5PECT
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Post by A5PECT »

Re: Centaur Sentinel

In XRM TC I kept two Centaur Sentinels docked in my Pirate Pteranodon. They each got two Solanos as escorts, and when I got harassed by fighter mobs I'd deploy both wings and they'd quickly sort everything out for me.

If things got really hairy then I'd call in a Pirate Cerberus and a fighter wing of its own. That thing is a giant, rapid-fire flyswatter. :p
Last edited by A5PECT on Wed, 25. Jan 12, 23:58, edited 1 time in total.
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paulwheeler
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Post by paulwheeler »

Dr. Moe Lester wrote:Hey Paul, first off great job on the mod! Truly first class :). However I've been having a problem with SETA in the AP version of XRM. It seems my processor can't handle it as well as it could in TC! Running it at 10x I would normally get between 20-30 fps in TC but I'm only getting around 5-15 in AP. Does XRM use more scripts in AP or is something going wrong here? Either way do you or anyone else know how I should go about trying to improve this situation if I can?
Well XRM certainly has more jobs running that vanilla TC. Also AP itself has more complex scripts running, like RRF for example.

But the general recommendation even with vanilla TC is not to run SETA above 6x as the game simply cannot keep up. Any higher and scripts are liable to skip commands as they try to keep up which can cause lag problems and crashes.
Valenzio
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Post by Valenzio »

KloHunt3r wrote:Re: Centaur Sentinel

In XRM TC I kept two Centaur Sentinels docked in my Pirate Pteranodon. They each got two Solanos as escorts, and when I got harassed by fighter mobs I'd deploy both wings and they'd quickly sort everything out for me.

If things got really hairy then I'd call in a Pirate Cerberus and a fighter wing of its own. That thing is a giant, rapid-fire flyswatter. :p
Ya no kidding... Got myself a Teladi Tern fully loaded with Cluster Flak Artillery and basically making fighters useless! Anytime a TS is attacked I jump it in and clean up.


QUESTION...

I got a Medium Weapons Platform but it doesn't seem to want to fire on any enemy ships! The fighters are red on my map and it does not attack. Is their something I'm suppose to do? cause I don't see what it is when I look into its command panel and what not.
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Nick 031287
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Post by Nick 031287 »

The Fusion Beam cannon doesnt seem to pack much punch, there any chance to increase its Damage? i thought it was spose to be a super anti cap weapon
Akrilloth
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Post by Akrilloth »

Hey, have you fixed the positions of the Cerberus turrets yet?

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