[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

NOValdemar
Posts: 238
Joined: Mon, 20. Dec 10, 22:39
xr

Post by NOValdemar »

Just to be clear on point 3. Im not saying rebalance, or improve terran ships since I think they are fine. What I meant is just make the few unique unbuyable modles I advocate not direct copies of their buyable variants. If the old nagoya is fatter than its newer version you could make it slower, or give it slightly more docking spaces for ships or something.

I just like the idea of unbuyable ships out there for pirates to target. (Even if you would add it to the advanced research bases I wouldn't mind since I don't use them anyways.)
Maskelyne
Posts: 78
Joined: Wed, 9. Dec 09, 18:04
x3tc

Post by Maskelyne »

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.
I'm aware of that. The question remains, however. Do Ion Disruptors still destroy equipment without damaging the hull?
"Science without religion is lame, religion without science is blind." - Albert Einstein
User avatar
mr.WHO
Posts: 9153
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

3) Yeah, all of the other races have old mk1 destroyers and carriers, there's no reason why the terrans shouldn't.
Actually that's a good idea. Make Cadius Nagoya a "failed" prototype that competed with Expnobody M2+ but failed to go into mass production. Kinda like F-22 won over YF-23 and F-35 won over the Boeing (?) prototype.
expnobody
Posts: 698
Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

dougeye wrote: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 have not put any turret slot on that ship yet so i did not sent it to paul, he only have v1 and v2
summer time..
A5PECT
Posts: 6191
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

NOValdemar wrote:
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.
You could just, you know, use better marines.
Admitting you have a problem is the first step in figuring out how to make it worse.
expnobody
Posts: 698
Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

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?
it's not the giant version, it's the second one?, anyway, the smaller one
summer time..
expnobody
Posts: 698
Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

Akrilloth wrote:
deca.death wrote: BTW is it just me or dark expnobody's Terran ships look better then white versions? Can this color be achieved via PHQ spayshop?
Well, it looks good but, don't you agree that the ship lost its humanity in the process? I thought the white ship design in X3 was kinda cool since it looked like something we earthlings could build. But thinking again, i guess it would be cool if the black Terran ships were a pirate faction or something. Black Sol terrorists if you want.
it is designed to look xenonized or some kind..
summer time..
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

Teladidrone wrote:
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.

What's a Vallala Hauler :lol:

Anyway the Valhalla is a one off ship, its the Flagship of the ATF and the Sol system and thats official X game lore, its only mission is to defend the earth, the Terrans would NEVER send into battle unless it was some final ultimate defence of Sol System and earth.

The only reason you see it in Vanilla AP in large numbers is that its Egosoft cocking it up again as usual and not thinking stuff through, christ for the 1st few weeks they left it so it could not even go through a jump gate without exploding - even now its has to warp to a sector.....duuh

Its classified in the Vanilla AP as a M2, so it just gets spawned the same say as a Tyr.......in XRM its got its proper M0 tag so it will never get spawned in an invasion force!

And what are these things that haunted us in TC that are back?

Vanilla AP is a half baked half finished mod, and never that or Vanilla TC shines a torch to XRM, no offence but i think you need to get your information correct before you start educating Paul on how he is merging the XRM with AP.
Sn4kemaster
Posts: 1014
Joined: Wed, 17. Jun 09, 18:29
x4

Post by Sn4kemaster »

expnobody wrote:
dougeye wrote: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 have not put any turret slot on that ship yet so i did not sent it to paul, he only have v1 and v2
I'm hoping its this version he has used.....it's bang on the money, the best USC ship you did!

http://bbs.deeptimes.org/data/attachmen ... 66pd0c.jpg
Drockt1
Posts: 235
Joined: Fri, 27. May 11, 03:47
x4

Post by Drockt1 »

joelR wrote:
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.
Where did you see this? I assume if its true it only applies to NPCs? Cause player ships most definitely can still loss equipment when damaged.
User avatar
manole
Posts: 49
Joined: Sat, 14. Jan 12, 17:05

Post by manole »

Can someone tell me what happened to HEPT in XRM. I've only seen them mounted in turrets so far. It's not a criticism, just unusual and odd. The HEPT was a standard loadout for most ships like the PAC and IRE.
deca.death
Posts: 2939
Joined: Mon, 28. Feb 11, 19:50
x3tc

Post by deca.death »

NOValdemar wrote: 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.
Being able to barrage pods would certainly be useful but I don't think that you can remove barrage for some missiles and leave it to others. Barrage is dead and burred, extensive changes have been made on missiles, on ship launching techniques /missile tubes, and missile ship AI - although some of those have not been ported to XRM.AP yet. I don't think we'll see barrage again.
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.
They could be a problem to many players, same as multiple G's when IS. I once mentioned that would be good idea nerfing shields and hulls of all missile platforms (M7M and M8) in game and making them appear more rarely. That could nullify their serious pwnage of everything else they have on battlefield. I'm not again challenge nor powerful AI ships, but artillery should be glass canons. They should dominate on distance but when you succeed to come close they should quickly go "Poof!" :) Also limiting -minimal range- of missiles on missile platforms could be good idea too. For example - if below 6 km, cannot launch.
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.
I agree. Let some corporation use them, or pirates, or on certain planet, why not? Or "prototype" ships, made for testing and info gathering.




NeverSnake wrote: 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.
I confirm that. Mk2 was far more consistent in killing pods. If you get two pods shot down, on next reload is 99,99% certain that two pods will be shot down again, no matter what you did. -Smart- shoots pods quite happily too, but small change of tactic, way you approach or attack could mean that with a little luck, all of your pods will pass /and last time all were shot - this NEVER happened with MD mk2. It was brutally consistent.

I also increased speed of pods for 33% - it gives tiny push up and it's not game breaking in any sense. Now with a little practice and distraction, I can get pods get thru in just 2,3 to 5,6 reloads. Tested on several ships in last few days. So it's tremendous step forward. Now boarding is challenging, pods do get shot on regular basis (in 5 of 4 situations maybe, even with all possible distractions) but at least it's possible with a little luck and skill, and again great fun, not frustration.



manole wrote:Can someone tell me what happened to HEPT in XRM. I've only seen them mounted in turrets so far. It's not a criticism, just unusual and odd. The HEPT was a standard loadout for most ships like the PAC and IRE.
Weapon got racialized. Hept is paranid exclusive weapon now. Now every race sticks to their own weapons, mostly.
User avatar
manole
Posts: 49
Joined: Sat, 14. Jan 12, 17:05

Post by manole »

Someone probably already reported this, but there is a Free Argon Trading Station right on top of the Argon Stock Exchange in Aladna hill and while it's not game breaking, they make the station-colision noise all the time. I used the cheat script to delete the trading station, and now the stock exchange is the way it should be.
User avatar
Nick 031287
Posts: 1175
Joined: Wed, 26. Jan 05, 21:30
x3tc

Post by Nick 031287 »

im going to get the Xperimental Shuttle for my Fighter squadren, but i dunno what weapons i should use on it

its either

Impulse Ray emmitter
Energy Bolt chain gun
Electro magnetic repeater
Electro magnetic plasma cannon
Partical accelirator cannon
Mass driver
Ion Disruptor

can anyone give me what would be Best for Anti fighter weaponry on it?

sensible answers from players that knows what these weapons are please.
User avatar
manole
Posts: 49
Joined: Sat, 14. Jan 12, 17:05

Post by manole »

Ok this is rather odd. Is there a weapons changes log somewhere. I just equipped my kea with EBC but I haven't bought any ammo yet... looks like it doesn't need ammo anymore?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

manole wrote:Someone probably already reported this, but there is a Free Argon Trading Station right on top of the Argon Stock Exchange in Aladna hill and while it's not game breaking, they make the station-colision noise all the time. I used the cheat script to delete the trading station, and now the stock exchange is the way it should be.
It's in light of heart and also lucky planets. I've fixed it for 1.17.

In the mean time, if it bothers you, use the cheat scripts to destroy the trading station.
Its because ego put the Exchanges in exactly the same spot as a trading station was in tc and i over looked these two trading stations when putting in the Exchanges.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

manole wrote:Ok this is rather odd. Is there a weapons changes log somewhere. I just equipped my kea with EBC but I haven't bought any ammo yet... looks like it doesn't need ammo anymore?
Read the main post. Its all explained there.
Nemesis_87
Posts: 732
Joined: Sat, 19. Mar 11, 16:26
x3tc

Post by Nemesis_87 »

all ammo is gone now due to a bug or something
dougeye
Posts: 2409
Joined: Sat, 7. Mar 09, 18:29
x3tc

Post by dougeye »

getting rid of ammo for ammo based weapons was practically the first thing paul got rid of when he started making XRM and it is right near the top of the features list in the OP so its definetly not a recent change!!

This isnt a dig at anyone in particular and im not trying to insult anyones intelligence but please everyone when you look at installing a mod this size look at the damn features list first so you dont need to ask! lol Do this and this thread would only be about 300 pages long!! :P lol
I used to list PC parts here, but "the best" will suffice!
expnobody
Posts: 698
Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

Sn4kemaster wrote:
expnobody wrote:
dougeye wrote: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 have not put any turret slot on that ship yet so i did not sent it to paul, he only have v1 and v2
I'm hoping its this version he has used.....it's bang on the money, the best USC ship you did!

http://bbs.deeptimes.org/data/attachmen ... 66pd0c.jpg
imo, v2 and v3 has different style..it gives me different feeling, but both version is still missing something, but i dont know what it is or why do i get that feeling, i still dont get the feeling of "THIS IS IT" kind of feeling..there is always something there that's not right dammit..
summer time..

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”