[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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paulwheeler
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Post by paulwheeler »

mib666007 wrote:I think the only thing weapon dealers need is a higher base price on everything..balanced and satisfying. I love the need for them but they just need a balance
The prices cannot be altered, without altering them everywhere. Also this affects production rates and resource requirements, even in player fabs.

Again, we are limited by the game's engine.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote:
The Valhalla is on patrol in The Moon.
they are not leading invasion or RRF anymore? why? :? you already changed their shape right?

It never did lead invasions or be part of RRF. It doesn't spawn at all in vanilla.

The Valhalla is a unique, one-of-a-kind ship and it defends ATF HQ in The Moon.
NeverSnake
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Post by NeverSnake »

nap_rz wrote:I have this itch to do some high paid VIP limo services throughout the universe :devil: what's the best, armed to the teeth, TP ship available?
It depends on whether you're playing AP or TC. In TC the only one with significant weapons regeneration is the Terran Setanta.
"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
nap_rz
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Post by nap_rz »

NeverSnake wrote:
nap_rz wrote:I have this itch to do some high paid VIP limo services throughout the universe :devil: what's the best, armed to the teeth, TP ship available?
It depends on whether you're playing AP or TC. In TC the only one with significant weapons regeneration is the Terran Setanta.
playing AP and I'm already bought a Phantom now :mrgreen: it's certainly looks better than some of fighters and corvettes :lol: remind me of maybach accelero :lol:
dougeye
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Post by dougeye »

Great news on the new M2+ paul but what i want to know is did you use a nagoya size version or the huge version expo was playing with?? :) + havnt seen the M1 ill cruise over to his thread and take a peak! :)

edit - is this the model you are using to replace nagoya......

http://bbs.deeptimes.org/data/attachmen ... eilfnn.jpg

OMG i ******* HOPE SO!!!! lol
I used to list PC parts here, but "the best" will suffice!
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mr.WHO
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Post by mr.WHO »

nap_rz wrote:
paulwheeler wrote: BTW - Just dropped Expnobody's new USC M2+ in to replace Cadius' Nagoya and it looks superb!

The question is now, do I replace the Solaris/Saitama with Expnobosy's M1+?
:o :o :o I really want that new USC M2+! as for the M1+, is that the long one? I think that's should replace kyoto as the USC Valhalla! speaking of which I don't see NPC Valhalla anywhere?
Cadius Saitama Solaris perfectly fit the new M2+ so there is no reason to replace it.

As for Expnobody M1+ - you mean the Kyoto replacement or the "Command ship" with capship dock?
Coz Kyoto replacement would be better as Kyoto replacement, while "Command Ship" would be perfect as USC M0 class Aran-like ship (who said M0 have to be a battleship? M0 Support ship fit USC very well, especially in AP where they need such ship for deep raids into CW space).
dougeye
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Post by dougeye »

or

vanilla kyoto M1+

Cadius solaris m2+

and expo's new space hulk M0 Aran style?
I used to list PC parts here, but "the best" will suffice!
Drockt1
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Post by Drockt1 »

paulwheeler wrote:
swatti wrote:Hmm... Continuation of my missile-idea:

The infamous Flail Barrage Missile seems to be a death sentence to just about anything below M6... How come it can hit, but my 10 of my wasps cant hit most M6s?

Perhaps a temporary walkaround for the broken prox-flag or so, "enlargen" the size( or the nono-visible hitbox) of the missiles so that they can actually hit something. Not the visible model ofc.
Torpedoes tho should look a lot bigger and visible, something one can see coming.

Is the area-explosion size bugged too or can that be changed? Cause sadly it seems due to egosofts mess, most missiles are useless but some seem to be somewhat functional.

Also: gief wildfire and cyclone fabs for player to build ^^

The main reason the missiles are so small is that in TC they were one-shot-and-your-dead. The only option was make them tiny or they never got through MARS or MDMk2.

With AP that has all changed. We can now give missiles hull points which means I can put their size up again so they won't miss so easily... although I do think they should be dodgable.

I stated on the release of the AP version that I would be revisiting missile balance. But I am waiting for Litcube's new missile boat script as I do not want to have to rebalance them twice.

I don't think the current state of affairs with missiles is a million miles away though. They just need a few tweaks.
I dunno ive now come up against a xenen G in a patrol mission in my centaur sentinel.. and its the furthest thing from what i would call balanced.. i can NOT shoot the missiles down at all, can't even get my ship to hit them a single time, let alone multiple times they need to destroy the missiles. The centuar sentinel has a ton of turrets as im sure you know, and all mine have PRGs in them. I have cigs in the main front bank.. the missiles are inc from my front and i fire away using CNTL bore site autoaim and it can't hit them, so i dodge before the hit me, then my turrets go wild shooting at them like mad, and i target the missiles to see there hull STR.. by the time the stupid fast missiles 500+speed get back to me, they have yet to even take one hit from my 1600speed PRG guns... then its either keep dodging for my life till the missiles sell destruct(because my guns can NOT hit the missiles).

So the only thing i can do at this point is either jump out, or plan to do this for a hour flying in circles hoping he runs out of ammo? Something is wrong with those missiles.

EDIT Im not saying all missiles are broken.. i actually have no problem hitting lots of missiles.. like i can hit hammerheads and whatnot... but shadow missiles can NOT be hit by my turrets, making them a 100% death sentence.
Benticus
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Post by Benticus »

Now I keep seeing people texting about jobs, are the jobs missions from stations? Or are there actual jobs or something with a salary within the game? If that sounds mad stupid, my bad.... Just kind of confused here.
Teladidrone
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Post by Teladidrone »

paulwheeler wrote: It never did lead invasions or be part of RRF. It doesn't spawn at all in vanilla.

The Valhalla is a unique, one-of-a-kind ship and it defends ATF HQ in The Moon.
Actually it does.
Valhalla Hauler may lead attacks in one of the WAR sectors in vanilla AP - I've seen it and blown her back to oblivion several times myself already. :D

Correct me if I am wrong - but from your own posts here you apparently did not play AP yourself a lot (yet?) and are sometimes not very consistently merging AP with older TC stuff.
Unfortunately XRM has to keep carrying the whole huge TC legacy backbag for compatibility and stuff. I know and (try to) understand this... ;)

But for someone who comes from vanilla AP its strange and sometimes a little disappointing that suddenly there is stuff back which bothered and haunted us in TC for long times and that already did get fixed or even improved in AP. And then such annoyances are suddenly back in XRM:AP with a vengeance.

But dont get me wrong. Nothing is meant to discredit your work. We all appreciate it. Ty a lot for that.
nap_rz
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Post by nap_rz »

mr.WHO wrote: Cadius Saitama Solaris perfectly fit the new M2+ so there is no reason to replace it.

As for Expnobody M1+ - you mean the Kyoto replacement or the "Command ship" with capship dock?
Coz Kyoto replacement would be better as Kyoto replacement, while "Command Ship" would be perfect as USC M0 class Aran-like ship (who said M0 have to be a battleship? M0 Support ship fit USC very well, especially in AP where they need such ship for deep raids into CW space).
Cadius Saitama is an M1, why should it be M2+? :?
actually I think current XRM Nagoya (which already existed since SRM also the same name with Cadius ship) is the one who should gone and replaced with expnobody ship, why, because it's a clone from Nexus Jupiter Incident; same with XRM/SRM's Tobosaku Variant A or B (Cadius Sendai A/B), and Logich (Cadius Aomori) they are all pretty much copy & pasted from Nexus... with some shape modification I noticed... but still I guess you can get my point...

if you/anyone okay with Nexus ships being in XRM, then might as well include other sci-fi ships... bring on USS Enterprise, Star Destroyer, Andromeda etc... :P

btw, tell me again how to access the universe news about war/invasions?
Valenzio
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Post by Valenzio »

nap_rz wrote::o :o :o :o :o just saw a major khaak invasion on neptune, an advanced destroyer escorted by 2 frigates! the terrans only sent frigates and got wiped in their ass :o :o :o :o where are the tyrs and bragis????? at this rate neptune will be emptied!

will the dark space stations rebuild? :?
yeah! I've seen few of those. 1 in Argon Prime and they wiped argon one like it was nothing!
A5PECT
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Post by A5PECT »

nap_rz wrote:btw, tell me again how to access the universe news about war/invasions?
There's a hotkey you can configure in the controls menu. It should be at the bottom of the "Interface" section.
Admitting you have a problem is the first step in figuring out how to make it worse.
Valenzio
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Post by Valenzio »

paulwheeler wrote:
nap_rz wrote:
paulwheeler wrote:

The Valhalla is a unique, one-of-a-kind ship and it defends ATF HQ in The Moon.
in vanilla I have seen it in Circle of Light attacking. I know for sure cause I checked out its stats and I was like " F this I'm jumpdriving out" ;)
Maskelyne
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Post by Maskelyne »

Have the equipment-eating effects of the Ion Disruptor been removed? I've been trying to strip the Hull Polarization off of a Hercules for a good half hour with no luck.
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A5PECT
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Post by A5PECT »

Every weapon is capable of destroying equipment. Ion Disruptors were just more popular to use in vanilla because it let you destroy equipment without damage the hull.
Admitting you have a problem is the first step in figuring out how to make it worse.
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joelR
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Post by joelR »

KloHunt3r wrote:Every weapon is capable of destroying equipment. Ion Disruptors were just more popular to use in vanilla because it let you destroy equipment without damage the hull.
Actually equipment damage has been removed in AP.
NOValdemar
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Post by NOValdemar »

There were a few things I mentioned in the past few days that either got lost in the forums (#foreveralone) or were ignored for being stupid ideas. I thought I would restate them for discussion since they relate to the work being done in missiles for AP.

1) Boarding Pod Launches work badly in XRMTC ever since multiple missile launches was removed. Hopefully this will be sorted out in AP (?) I still advocate being able to do boarding pod missile barrages because its a nice element of luck not knowing if your pods filled with men will get through... I was wondering how others experience it currently.

2) Kha'ak M8s - Is there a good way of dealing with them? I have to remote missile strike them from a distance but since NCPs don't identify threats like we do they seem to dominate everything. I like that they have swarm missiles but I think the damage rate could be reduced.

3) Lastly, XRM is great because it extends game time. Now we have all these good models out there that are being replaced. The reason appears to be that right now quite frankly there isn't room for them in the balanced system set up. This makes a lot of sense, but unless it is too much work, can't some of them be left in the game as unique and un-buyable variants of a particular class of ship.

The old Nagoya model could be replaced to only be found in Mars as the Nagoya Prototype or Heavy variant and only be obtained by boarding. The description for the ship could be the same just with an extra line. It could have a marginally better stats than its normal variant (idk like 5ms more speed or something).

I get a line needs to be drawn somewhere but I personally think this will add to the experience and give people more long term goals to strive for. (after all hitting up terran space for a carrier is particularly hard!)
NOValdemar
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Post by NOValdemar »

joelR wrote: Actually equipment damage has been removed in AP.
Wow, that is in my opinion a really bad development. Boarding stratages must be completely rethought as you can no longer fry away internal lasers or hull protection.

Maybe the rate at which ships spawn with these improvement items should be looked at if you can't/won't reimpliment item distraction.
NeverSnake
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Post by NeverSnake »

1) I found the problem was largely down to missile defense mk2 that makes that a very high priority, try using smart turrets with the Smart NPC plug-in turned on as that's much less infallible when it comes to shooting down boarding pods specifically.

2) Yeah, the combination of massive shielding and enough poke to blow up an M6 does make them a nightmare on things like convoy missions, you just have to ensure that they target you before the NPCs.

3) Yeah, all of the other races have old mk1 destroyers and carriers, there's no reason why the terrans shouldn't.

Personally I think the terran capitals and perfectly reasonable and don't need much tinkering with and it's the khaak advanced ships that are most in need of replacement.
Last edited by NeverSnake on Fri, 27. Jan 12, 22:22, edited 1 time in total.
"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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