
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Silkworm and Cyclone are probably my two favourites.Shadow_Wolf33 wrote:What would be the best 'all around' missile that can be produced in a fab for commonwealth/terran ships? I figured a swarm would be tops as those tend to have a higher chance of at least landing one hit on a target. Oh and I don't mean missiles that go on an M7M, I'm already quite familiar with the M7Ms and I'd rather get up into the fray and mix it up than sit 40km away and launch a massive that I can barely even see land on targets.
I know I saw someone recommend a missile type earlier in the thread, but I'll be damned if I can remember what page it was on and yeah....530+ pages....![]()
In the meantime I think I'll grab the excel files and do a bit of poking around at the numbers.
Anti Small Crap
Silkworm does something like 19k damage and though not swarm makes nice big holes in enemy m5 and m4. With a price tag of 2500ish they are pretty cheap too which is just even more awesome when you find out it takes up just 2 units cargo. I prefer them to wasp as wasps as wasps tend not to kill anything when ever I use them. The other traditional anti M5 missile is the Firefly (used by nuclear slug act.) however it does only 7k damage so with XRMs different values I think the silkworm is just better. Fire a Silkworm and you don't have to worry about it hitting since it has 2x the Fireflys range.
Lastly you have the Firelance as an alternative. Its basically a stronger Wasp but costing 3 units and 1.9k credits. With 2.5 per warhead and 30+ km range its a beast. The thing is swarm isn't really a great thing for m5s and m4s as there is nothing shooting the incoming warheads down normally. If i was to use the Firelance it would be against m5s, and then I would have to have yet another missile to cycle through in my list. Better to go over board and shoot a silkworm.
Anti M3
Cyclones is a good anti M3 hM4 swarm missile which does 8 k per warhead. Since M3s have turrets I don't like firing single missiles at them. They are also good at taking out enemy m8s which can be a pain! (particularly those over powered Kha'ak M8s! seriously their warheads need to be taken down a notch, especially since god loves the spawn them I'm patrol sector missions) Also It costs about 8k so its pretty cheap and takes up 5 unites so pretty good value all together.
Sometimes I keep Typhoons as well for enemy M6s but they take up so much space I hardly think its worth it. Much better to have more cyclone missiles and a more heavy laser load out.
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I don't know what alternate universe you're from but I've already taken Albion (and everything between Circle of Labour through to Farpoint and all the way to the Belt of Aguilar).Erenar wrote:Then the Terrans must die!!!!!!!!!!!!!!!!!!!!!
Oh, Argon Prime is next. Go the Terrans!

(I'm just messing around - couldn't resist).
The Tau Missile is the capital killer of choice in the Terran Fleet. Salvos of them are absolutely brutal.NOValdemar wrote:Anti Capitals are Typhoons in large numbers. I don't like any of the others (maybe I'm wrong). M8s and M7M heavy missiles are the only other things that can really give an m2 problems so far as I can tell...
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Re: HUB sector altered by XRM
Hi Paul, that's for the reply..I am using TC without AP. I did a fresh install yesterday..cleaned out all the directories, wiped everything, and installed TC through steam. I installed the plugin manager, changed it to a "modified game", and installed the cycrow cheat scripts. Started it up with a new game, terran defender start and the hub looks like it should.paulwheeler wrote:Are you playing AP or TC?mkrco wrote:Paul,
I did a little bit more digging into the hub gates problem. I wiped all traces of X3 from my machine and did a new clean install of just X3TC..
With only cycrow's cheat scripts installed (and nothing else) on a new game start warping (by cheat) to the hub sector shows that the sector has thick red fog..The gates are visible, but they're not selectable as targets. They're also all inactive.
Then installing XRM (without advanced universe or anything else) and doing the same thing, the gates are still all there and inactive. But the red fog is completely gone, and all the gates ARE selectable as targets (they're marked by Xs).
So I think it's safe to say it's XRM that's affecting the HUB sector somehow which is preventing the activation of the gates later when one actually does the plot.
If TC:
Have a look back through this thread - there are plenty of people who have said they have completed the Hub plot while having XRM installed. The Hub sector is exactly the same in the XRM map as it is in the TC map.
In fact, I've used the hub myself in an XRM game - albeit after running the All Plots Complete script - but that does exactly what the plot does to the hub.
The XRM does not alter fog unless you install the backgrounds pack - and even then it only reduces it.
My guess is you are unwittingly adding something else into the mix which is altering the universe file, and since it is removing fog, possibly IE?
If AP:
The Hub sector is exactly as it is in the TC map - that might possibly be a reason, but as fat as I'm aware, AP doesn't give any access to the hub anyway.
Exited, downloaded the two zips for XRM and placed the .dat and .cat files into positions 14 and 15. Copied over the directories director, scripts, and t from the xrm1.15B_part_2 file. Start new game, terran defender start, and the hub is different (no fog even without the backgrounds add_on), and the gates are now marked by Xs and non-functional. Over-night I actually played that game without any additional mods or scripts up to the point where I could start the hub plot (without cheating)..The gates are still inoperational.
What am I doing wrong?
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Cyclone (Zeta for Terrans, same stats, almost) - no contest there. Fabulous thing, swarms, retargets. Like big mean polter from vanilla. When you see group of enemy vessels, like yaki station extortion team, fire 2-3 cyclones on -smallest- enemy. They will kill first and then proceed to nearest and because smaller targets are most distant ahead, they will clean all M5 and M4 fighters in vicinity, annoying rabble.Shadow_Wolf33 wrote: What would be the best 'all around' missile that can be produced in a fab for commonwealth/terran ships?
From bigger missiles, I use hornets to clean out khaak clusters, good range and damage /but killed easily otherwise. Every missile is easy target in XRM. Typhoons are vanilla top dogs, but they were nerfed accordingly here /they take ton of space. I use wasps/polters for swarming AA defenses on boarding.
Tau ... aren't those something like big tornados from vanilla, unguided ie. partially guided, small range and huge damage?
Well I like faster ships, I use split freighters almost as a tradition. Caiman SF (not XL) seems like best mid range freighter, 100 m/s, 7400 cargo, 2x200 MJNick 031287 wrote:anyone have any idea what one of the best Freighters i can use? for Sector/universal trading and personal use?
Otherwise just cheapest caimans.
There is big difference between small and huge traders, huge take XXL cargo, they have heavy shielding (up to 5x200MJ) and FLAKS, much more serious vessels.
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If you can afford them then you can't beat Truelight seekers: Fast, well shielded and with a decent enough cargo bay.Nick 031287 wrote:anyone have any idea what one of the best Freighters i can use? for Sector/universal trading and personal use?
"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
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Re: HUB sector altered by XRM
mkrco wrote:..The gates are still inoperational.
What am I doing wrong?
I already told you, and you haven't listened. Maybe you will this time. Gates suppose to be inoperational, only after first several small missions, you will be able to operate first gate. If you want to test your game you install "all plots complete" mod and use it. Use cheat pack if necessary to reveal map. I'll bet everything will show up well then.
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i thought mistrels were fastest TS?deca.death wrote:Well I like faster ships, I use split freighters almost as a tradition. Caiman SF (not XL) seems like best mid range freighter, 100 m/s, 7400 cargo, 2x200 MJNick 031287 wrote:anyone have any idea what one of the best Freighters i can use? for Sector/universal trading and personal use?
Otherwise just cheapest caimans.
There is big difference between small and huge traders, huge take XXL cargo, they have heavy shielding (up to 5x200MJ) and FLAKS, much more serious vessels.
but would you recomend super freghters for the XXL cargo then?
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The Kha'ak, Xenon, Yaki and Pirates are just as active in XRM:AP as they are in the TC version. There's several Kha'ak invasion events, lots of clusters, corvette and attacks, Xenon patrols consisting of everything from Ks and Is down to Ps and Ls, and two Yaki Battle Groups, in addition to the usual pirates.morikaane wrote:Hmm, not really. Just an Adv Destroyer, Adv Carrier and a bunch of fighters. I have seen a few Adv Destroyers around the place blowing things up. But, haven't seen much of the Xenon though. Sure, seen a few Ps with a massive number of fighters escorting it, but that's about it.nap_rz wrote:7. has anyone seen khaak major invasion/khaak main fleet/big ships invading?
Maybe I need to advance my fight rank more or something... *shrug*
M.
In fact, respawn times have been significantly reduced to take into account there there is now race response. There's plenty going on in my game. It is spread out quite a bit more than in TC though as the invasions will try to travel several sectors before they start rampaging.
Connect to the race Military Intelligence Network and it will tell you where all the current invasions are found.
Its possible that the race response is a little too strong at the moment, so I may pull that back a bit.
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Hmm... I didn't spot any issues like this in testing... Is it just the player autopilot? Is the AI flying through OK?Maskelyne wrote:This may have been mentioned already, but the new gates in the Advanced Universe seem to have oversized collision boxes. Autopilot gets erratic anywhere within several kilometers of them and SETA shuts down several kilometers out as well.
The new gates are just TOAs with the vanilla gate model merged with the TOA model, so they should behave exactly like a vanilla TOA.
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I haven't played TC in ages and am late coming onto the XRM bandwagon so bear with me for my noobishness.
One thing I wasn't expecting, just because of my playstyle in all X games was the jump drive to be XL. I agree it makes the most sense, but for someone used to flitting around the galaxy its a big of a system shock.
Since my usual way to make money was to start as good number of UT's that would flit around the galaxy, is that still viable without the JD's? Whats the main/standard way of making starter money for factories/cap ships if not?
One thing I wasn't expecting, just because of my playstyle in all X games was the jump drive to be XL. I agree it makes the most sense, but for someone used to flitting around the galaxy its a big of a system shock.
Since my usual way to make money was to start as good number of UT's that would flit around the galaxy, is that still viable without the JD's? Whats the main/standard way of making starter money for factories/cap ships if not?
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I assume you use TS's for UT's, just kit them out as normal. every ts in the game has atleast XL cargo apart from mabye some of the tanker varients which are L. just bare in mind though that both the JD and Trade Command MK3 are considerably more expensive in XRM.Phier wrote:I haven't played TC in ages and am late coming onto the XRM bandwagon so bear with me for my noobishness.
One thing I wasn't expecting, just because of my playstyle in all X games was the jump drive to be XL. I agree it makes the most sense, but for someone used to flitting around the galaxy its a big of a system shock.
Since my usual way to make money was to start as good number of UT's that would flit around the galaxy, is that still viable without the JD's? Whats the main/standard way of making starter money for factories/cap ships if not?

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