
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Nick for UT's i would go with which ever option has the strongest sheilding as it gives it more time to jump out of sector if attacked. yes the smaller freighters have speed but its irrelivent against most fighters and even M6's in XRM as they are faster. so i would go for the super freighter XL of your choice as it has heavier sheilding and flak anti fighter weaponry! 

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i guess you're right, and since it carries XXL it can trade weapons an stuff of that size too. and i spose speed maybe irrelevant as it'll jump where it needs to godougeye wrote:Nick for UT's i would go with which ever option has the strongest sheilding as it gives it more time to jump out of sector if attacked. yes the smaller freighters have speed but its irrelivent against most fighters and even M6's in XRM as they are faster. so i would go for the super freighter XL of your choice as it has heavier sheilding and flak anti fighter weaponry!
ok you got me on that but is the Mistrel still the best for Superfreighter?
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mistral is the fastest TS, but small cargo hold at 3500.. to the person that said speed is irrelevant cause they are jumping is incorrect tho.. speed still maters, and helps them beat CPU traders to sell there goods.. a fast trader will pretty much never get stuck holding a bag of goods asking you for help, where a Super freighter it can happen quite a bit.
If you want some super awesome UT/ST traders tho(more expensive), get truelight seekers;) 330 speed, 3500 cargo hold... same as a mistral yet 3 times the speed, and 6 times the shields. If you want to stick to the normal trader route tho, i do suggest going the Super freighters in XTC just because they are much better shielded. In the normal game i go fast, but with jump drive being 2mil, and mk3 trade being 3(?) mil, you can't afford to loss a Ut trader... it takes quite a few ingame hours to even make a return on investment now with UT's , so losing even one is a big hit, which is why i suggest ONLY using truelight seekers for UTs, and you can use normal freighters for safe ST's.
EDIT Im not saying no other ship can do the job of course. I do have 1 mistral super freighter doing well as a UT and hasn't died yet, but there much better shielded then there normal freighter counterparts.
If you want some super awesome UT/ST traders tho(more expensive), get truelight seekers;) 330 speed, 3500 cargo hold... same as a mistral yet 3 times the speed, and 6 times the shields. If you want to stick to the normal trader route tho, i do suggest going the Super freighters in XTC just because they are much better shielded. In the normal game i go fast, but with jump drive being 2mil, and mk3 trade being 3(?) mil, you can't afford to loss a Ut trader... it takes quite a few ingame hours to even make a return on investment now with UT's , so losing even one is a big hit, which is why i suggest ONLY using truelight seekers for UTs, and you can use normal freighters for safe ST's.
EDIT Im not saying no other ship can do the job of course. I do have 1 mistral super freighter doing well as a UT and hasn't died yet, but there much better shielded then there normal freighter counterparts.
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Baldric Miners are a good alternative. Same speed, Slightly less cargo (6,500 vs. 7,375) and only XL cargo instead of the Caiman's SF's XXL, but they do get 50% more shielding (3x200Mj) and three times the shield regeneration (3000 vs. 1090).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 MJ
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Hi Paul,
Two quick idea's...
1. Remember how a few months back there was that little discussion about some kind of evil Xenon mothership, and you thought about putting in a #decca or something in some remote Xenon core sector as one of the original Evil Terrafomer ships acting as THE xenon core ship, well by chance i just cheated in a #Effa using cycrows cheat script....
What a bloody great evil ship that would be as the Xenon mothership, 30GJ shieding, 4 turrets each can fit 8 Dark matter Beam cannons and a 50 ship hanger bay
......so any chance you can put 1 in just for atmosphere.
2. Can you give the Taipan 1 extra downward turret as 4 seems a little light for a Split heavy destroyer which should be gun heavy, 6 would match its up and back which are both 6 too......anyway just an idea.
Two quick idea's...
1. Remember how a few months back there was that little discussion about some kind of evil Xenon mothership, and you thought about putting in a #decca or something in some remote Xenon core sector as one of the original Evil Terrafomer ships acting as THE xenon core ship, well by chance i just cheated in a #Effa using cycrows cheat script....
What a bloody great evil ship that would be as the Xenon mothership, 30GJ shieding, 4 turrets each can fit 8 Dark matter Beam cannons and a 50 ship hanger bay

2. Can you give the Taipan 1 extra downward turret as 4 seems a little light for a Split heavy destroyer which should be gun heavy, 6 would match its up and back which are both 6 too......anyway just an idea.
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Why do that? It just makes the Taipan more cookie-cutter for one, and overpowered for the other. If it has a certain face that has weaker point defences than the others, it's something to be considered in your tactics for fighting it, and conversely while fighting using it. The XRM's more unusual turret layouts are very refreshing after vanilla's 8 gun main and 4 gun secondary arrays.Sn4kemaster wrote:2. Can you give the Taipan 1 extra downward turret as 4 seems a little light for a Split heavy destroyer which should be gun heavy, 6 would match its up and back which are both 6 too......
I'm all for a Xenon mothership, though.



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Several thing to consider: Traders are much more expensive to equip in XRM. Large freighters often travel half full /unused. Speed is not just for enemy evasion, it helps reaching good sale points faster and doing more jobs. STs are often much safer, live longer and can earn almost as much as UTs. XRM universe is often much more secure then vanilla, but that depends on used addons like MBRR and their settings too.Nick 031287 wrote: what would i benefit more with on a Uni trader with jump drives
Ship I recommended is somewhat of a sweetspot (Caiman SF) between large and smaller ships, decent speed and still bigger, not smaller freighter, so I would go with that. (In fact I would rather go with factories then with UTs but each to his own I guess :)
Read upper answer for few tips. UTs are pretty costly business. They can use JD btw, only small ships like fighters are handicapped. Get yourself decent M6 ASAP :) Complexes work more or less as in vanilla so they are good choice always. Safer too but you need TL and good rep with race. Read link under my sig for profitable complex suggestions. One thing to consider, ships are much easier to repair in XRM. You have good suite repair laser and even better OTAS maintenance pod which are awesome thingies, so buying used ships from race, repairing (best deals are always damaged ships) and selling can net you fine money in start.Phier wrote: 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?
As I was saying, speed is more for better trading then enemy evasion. XRM has efficient race military and in general much safer space then vanilla. You can easily add all xenon neighboring sectors to blacklist of your UT or even better, use ST.dougeye wrote:Nick for UT's i would go with which ever option has the strongest sheilding as it gives it more time to jump out of sector if attacked. yes the smaller freighters have speed but its irrelivent against most fighters and even M6's in XRM as they are faster. so i would go for the super freighter XL of your choice as it has heavier sheilding and flak anti fighter weaponry! :)
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Better not. I would probably board damn thing ;)Master of the Blade wrote: I'm all for a Xenon mothership, though.
It's not overkill. it's what bombers are for. Would you buy or use a bomber that cannot kill capital ship? BTW don't you guys remember that they were even worse in vanilla? Oh sure, AI couldn't use them back then so it was different ;)Nick 031287 wrote:ok its not normal for a single bomber to kill a Capital ship in 10 seconds....
it fires like 6 or 8 heavy missiles at a time its way over kill
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Master of the Blade wrote:Do it because it's the weakest shielded and has the weakest armor of all the heavy destroyer in the game by far, so I don't think it should have light defences below, it all very good to say it adds character but its just just to weak underneath, by giving it 6 guns below it's still less than most of the other heavy destroyers but at least it's not too behind them, and 6/6/6 up down back would also be a 1st for the XRM...Sn4kemaster wrote:
Why do that? It just makes the Taipan more cookie-cutter for one, and overpowered for the other. If it has a certain face that has weaker point defences than the others, it's something to be considered in your tactics for fighting it, and conversely while fighting using it. The XRM's more unusual turret layouts are very refreshing after vanilla's 8 gun main and 4 gun secondary arrays.
Anyway it's no biggy, but it just does not feel right
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1 - Do you guys actually read my changelogs... The #effa appeared in the universe a couple of versions ago. It wonders around the edge of xenon space waiting for the day it becomes sentient...Sn4kemaster wrote:Hi Paul,
Two quick idea's...
1. Remember how a few months back there was that little discussion about some kind of evil Xenon mothership, and you thought about putting in a #decca or something in some remote Xenon core sector as one of the original Evil Terrafomer ships acting as THE xenon core ship, well by chance i just cheated in a #Effa using cycrows cheat script....
What a bloody great evil ship that would be as the Xenon mothership, 30GJ shieding, 4 turrets each can fit 8 Dark matter Beam cannons and a 50 ship hanger bay......so any chance you can put 1 in just for atmosphere.
2. Can you give the Taipan 1 extra downward turret as 4 seems a little light for a Split heavy destroyer which should be gun heavy, 6 would match its up and back which are both 6 too......anyway just an idea.
2 - why would the split waste valuable weapons energy on a pointless defensive down turret...?
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I will when I get a chance. It might make the next release.Akrilloth wrote:Heh, no CTDs yet, but there is still the problem with the cerebrus turrets. They kind of float in the air, as they are not really attached to the cerebrus itself, i did mention this earlier, but do you have any idea when you can fix this?
Regards, Akrilloth
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Paul, I'd suggest that you should remove those "civilian ships" in the next release. I mean, they don't add anything useful (beside boarding the civilian TL) and takes lots of resources to run scripts.
Also, I've noticed some weird Mammoth floating in Asteroid Belt sector. They don't move, has "unknown object" as pilot, can't be boarded, and if you use cheat to take it over, you can't open its cargo menu, and can't be sold in ship yards. And their name is just "Mammoth" like it's some kind of claimable ship.
For the record, beside the XRM+hull pack+your new backgroud, I only have the cheat package, ducking lockup fix, bounce, marine repair, and all the AP bonus pack installed.
edit: almost forgot. Does XRM work with that "porting TC plot to AP" mod?
Also, I've noticed some weird Mammoth floating in Asteroid Belt sector. They don't move, has "unknown object" as pilot, can't be boarded, and if you use cheat to take it over, you can't open its cargo menu, and can't be sold in ship yards. And their name is just "Mammoth" like it's some kind of claimable ship.
For the record, beside the XRM+hull pack+your new backgroud, I only have the cheat package, ducking lockup fix, bounce, marine repair, and all the AP bonus pack installed.
edit: almost forgot. Does XRM work with that "porting TC plot to AP" mod?
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deca.death wrote:Better not. I would probably board damn thingMaster of the Blade wrote: I'm all for a Xenon mothership, though.
It's not overkill. it's what bombers are for. Would you buy or use a bomber that cannot kill capital ship? BTW don't you guys remember that they were even worse in vanilla? Oh sure, AI couldn't use them back then so it was differentNick 031287 wrote:ok its not normal for a single bomber to kill a Capital ship in 10 seconds....
it fires like 6 or 8 heavy missiles at a time its way over kill
no, a single bomber shouldent be able to wipe out a capital ship in 10 seconds.... bombers should do alot of damage but not THAT much damage, a Squadren of bombers should be able to take care of a capital ship sure. but not a single bomber! totally unbalances the game, same as the Tau missile unbalance the game, i use them and they kill M2s veeeeery quickly and they are very cheap, like 2k credits i just buy them in 100s for a tiny price, an they dont use too much space, thats must be some fault with rebalancing.
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They fire 8 265Mj missiles at once, if all hit they can cripple the most weakly shielded M7s but assuming you're using one of the recommended improved turret scripts then you should be able to take out enough to let you get away safely and come back with something more suited to taking out bombers (they're specialised anti-capital platforms, and almost defenceless against missiles and smaller ships)Nick 031287 wrote:ok its not normal for a single bomber to kill a Capital ship in 10 seconds....
it fires like 6 or 8 heavy missiles at a time its way over kill
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On the subject of Villains and Bombers, it'd be nice to see the pirates/independents specialised a bit in ship choice and shipyard stock as they currently seem to have almost identical tastes, so the pirates in Vestibule of creation would have reclaimed boron ships for sale, the ones in Gaian Star would re-purpose transiting teladi ships, Scionfire would sell their plunder from raids into nearby argon and split territory and the pirates of Loomanckstrat's Legacy would specialise in constructing the unique pirate ships in the dark of their sector (and flogging them next door in Moo-kye's revenge). Duke's of course would flog the stuff that fell of the back of the Paranid Government's lorry.
"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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M6 is capital too. And M8 usually cannot kill well defended destroyer or M7 in so little time. I killed these guys when I was on lowish fight rank, in my M3. Now if you complained about G's or other M7M's, I would show more compassion ;)Nick 031287 wrote: no, a single bomber shouldent be able to wipe out a capital ship in 10 seconds....
hah, unbalances this, unbalances that, this game s seemingly unbalanced on all sides, and still is bloody awesome. Hoe can that be, I wander? ;)bombers should do alot of damage but not THAT much damage, a Squadren of bombers should be able to take care of a capital ship sure. but not a single bomber! totally unbalances the game, same as the Tau missile unbalance the game...