[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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That's what I thought. There was a pair of those in Gaian Star at the start of my game; I'll try to find them and see what they're up to right now.paulwheeler wrote:Oh - there are a few pirate battle groups led by Brigantine and Galleons, but they are not named "battle group".
(I don't want to use "reveal all sectors" or Scorp's map because I'm not done exploring the new XRM map).
P.S. Are "Border Patrol" ships from XRM? I'm running IR and I've disabled everything I can except true relations and ship construction, but I'm afraid the border patrol ships might be coming from there. I haven't seen any Guardian or other IR ships around...
Last edited by A5PECT on Tue, 31. Jan 12, 17:28, edited 5 times in total.
Admitting you have a problem is the first step in figuring out how to make it worse.
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They are there. Both. Exactly where they spawned.paulwheeler wrote:
There are two Yaki Battle groups.
They are named "Yaki Battle Group -shipname-" with lots of escorts
One spawns in Ocracoke's Storm and the other in Redemption.
They then move into the adjacent non-Yaki sectors (in TC it was a bit hit and miss, but in AP they aggressively do this - just like the Xenon do).
They have been there since the beginning of the XRM so if you're not seeing them, something is wrong with your installation - likely a jobs conflict.
They move around in the sector but they dont go out, ever.
I now recopied the files and nuked them all... let's see what happens.
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No, they're all Mistrals. I've equipped all of them with jump drives by hand and they function properly, jumping around the universe on their merry way.
Weird. Although I do have installed [SCR] [X3:TC/AP] [V1.2] [31.01.2012] MK3 Optimization Reloaded and I swear it makes UTs.. twitchy. Nothing I can put my thumb on they operate more smoothly almost all the time but they've had odd problems before.
I'll try reinstalling it and seeing if that puts things back to normal but they're definitely not buying jump drives on their own. I let my 3 UTs, all without jump drives, run before I made that post and by level 16 none of them had purchased one despite my account having enough money and their level being sufficient.
I'll hit things with a wrench until they work, thanks for letting me know that it's not XRM.
Weird. Although I do have installed [SCR] [X3:TC/AP] [V1.2] [31.01.2012] MK3 Optimization Reloaded and I swear it makes UTs.. twitchy. Nothing I can put my thumb on they operate more smoothly almost all the time but they've had odd problems before.
I'll try reinstalling it and seeing if that puts things back to normal but they're definitely not buying jump drives on their own. I let my 3 UTs, all without jump drives, run before I made that post and by level 16 none of them had purchased one despite my account having enough money and their level being sufficient.
I'll hit things with a wrench until they work, thanks for letting me know that it's not XRM.
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regarding jump beacon question:
you can pick them up (paulwheeler said he didnt change them and in vanilla AP you can pick them up)
also assigning an M7m to do missile defense for you destroys next to 100 % of all incoming missiles as it uses all of its tubes at once to launch mosquitoes which means that Cobra can launch 16 at a time thus intercepting most of incoming fire
the only problem with M7m M8 missile screening is that NPC's only have a handful of mosquitoes so they can not hold their "shield" for too long also terran ships are rarely spawned with any (even though they can use them) so they dont run missile defense screen
you can pick them up (paulwheeler said he didnt change them and in vanilla AP you can pick them up)
also assigning an M7m to do missile defense for you destroys next to 100 % of all incoming missiles as it uses all of its tubes at once to launch mosquitoes which means that Cobra can launch 16 at a time thus intercepting most of incoming fire
the only problem with M7m M8 missile screening is that NPC's only have a handful of mosquitoes so they can not hold their "shield" for too long also terran ships are rarely spawned with any (even though they can use them) so they dont run missile defense screen
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Excuse me?Mizuchi wrote:And can they dance?Sorkvild wrote:These jump beacons will be single or multi use ? If you drop it's pemanent or you can pick up your beacon at any time ? What about it's ware size Xl or XXL ?
Can anyone give me proper answer to my question ?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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it is right above youSorkvild wrote:Excuse me?Mizuchi wrote:And can they dance?Sorkvild wrote:These jump beacons will be single or multi use ? If you drop it's pemanent or you can pick up your beacon at any time ? What about it's ware size Xl or XXL ?
Can anyone give me proper answer to my question ?

EDIT except for the ware size thing in vanilla it is just like a nav sat so I guess in AP it is M aswell? or was it S?
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paulwheeler wrote:I have not altered the behaviour of UTs at all. I don't know if the jumpdrive ware size change would affect it - I wouldn't have thought so.Probe1 wrote:Uh so guys am I the only one that has the manually purchase jump drives for his universal traders or is that standard for XRM?






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I've thought of this aswell, I even mentioned it in one of the threads, but my whole post was completely ignoreddougeye wrote:Mizuchi this next statment is for you
Hey paul wouldnt it be cool if m2+ / M0 class ships like the valhalla could act as a jump beacon for the player fleet!Is it possible through a script?

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First off, I'd like to say what an amazing piece of work this mod is; I find that I can't go back to vanilla AP after playing it.
I do have a question - why was the PSG nerfed, especially with the new missiles. I always used PSG for anti-missile defense & wiping out fighters; now I pretty much find it useless for anything other than against capital ships. How do I change it back to the original version? I already tried copying the tlasers & tbullets settings from an unmodded game, but it didn't change. What am I missing?
I do have a question - why was the PSG nerfed, especially with the new missiles. I always used PSG for anti-missile defense & wiping out fighters; now I pretty much find it useless for anything other than against capital ships. How do I change it back to the original version? I already tried copying the tlasers & tbullets settings from an unmodded game, but it didn't change. What am I missing?
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Ive found a new level of respect for the guys who make these mods. especially for their stat balancing. i was bored so i decided to try and edit tships extensivly with the idea that i would make all ships faster and make seta a xxl ware that costs £50 million like a high tech warp drive thingy. my aim was to edit things to the point were travelling sector to sector with out a jump drive even in a ts wassatisfying to me, a bit like the advanced universe mod removed jumping.
Anyway's i may have been having a bad day yesterday but for those of you who have played with tships before i got down to the bottom of the boron section and something just clicked with me and i nearly went into a fit of rage and deleted x3 from my pc completly lol ((definetly a bad day)) lol I also came to the realisation that paul would be adding new ships etc very soon and i would have to edit the new version again when it came out lol I did test my theories on a few ships before the main editing began and i think i reached a reasonable balance of speed between the ship classes. M5's were a bit intense though! lol Valkyrie explorers with a max speed of 1800m/ps are not recommended in asteroid feilds
Anyway's i may have been having a bad day yesterday but for those of you who have played with tships before i got down to the bottom of the boron section and something just clicked with me and i nearly went into a fit of rage and deleted x3 from my pc completly lol ((definetly a bad day)) lol I also came to the realisation that paul would be adding new ships etc very soon and i would have to edit the new version again when it came out lol I did test my theories on a few ships before the main editing began and i think i reached a reasonable balance of speed between the ship classes. M5's were a bit intense though! lol Valkyrie explorers with a max speed of 1800m/ps are not recommended in asteroid feilds

I used to list PC parts here, but "the best" will suffice!