[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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nap_rz
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Post by nap_rz »

Probe1 wrote:I qualify to answer that. I have most of MBRR disabled though as the OP of XRM suggests. I still see wicked fights all over the place, often times between 3 enemies at once (Argon, Xenon, Pirate). It looks badass. I caught an Argon and Boron M2 both beating down a pirate M2 while I was drifting through Ol Treaty.

But as far as the war goes.. I really can't say I've noticed that big of battles. I think it's because I have invasion forces turned off and all that.
what did you disabled and why did you do that? by this I mean did you just afraid of something broken or you have some thoughts that agree with the recommendation?
do you use yaki armada and pirate guild too?

because I never used MBRR before, I used IR which I feel based on the thread, more customizable than MBRR... anyway I'm sure eventually I'll find the answer myself once I tried it...
dougeye
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Post by dougeye »

Nap-z

just try the damn MMBR mod already! lol

use the spk version you can always remove it!

just remember you need the extras like ecs for it to function properly.

Basicly ....

MMBR has three major factors all of these settings can be toggled on and off without effecting saves.

1)MMBR used existing military ships to counter hostile incursions. so the terran fleet rolls into circle of labour, it wont just be the argons in circle of labour defending it , mmbr will send ships from the military bases in black hole sun, farpoint relay, and possibly m148 to help defend against the terran fleet, this is mmbr's main purpose. This also works against pirate raids etc so you st that got destryed may have a better chance if the terran orbital defence station in that sector is activly sending forces to engage hostile pirates in the surrounding sectors.

2)sector invasions / takeovers - do you want the main races to send fleets to invade their enemies? if yes do you want them to claim the sector they invade when they have cleared it. For example Pauls fleet will quite happily clear a sector i.e circle of labout but will not claim it. With mmbr pauls fleet could clear circle of labour but then mmbr will send a terran general to claim the sector. the terrans will then start to build their own stations etc. The argons will however try and take back the sector.

3)rearguard - rearguard are bascily extra defence forces that spawn when that races assets are under attack, for example again pauls fleet may enter omicron lyrae and there may be a single colossus defending it, mmbr rearguard will jump in to defend aswell but "unlike" the standard mmbr defence forces which are already spawned by jobs or god the rearguard are extra ships spawned by MMBR. there is a token setting in the MMBR config menu. this can be set up and down and this is the limit to how many rearguard ships can spawn. so for example the rearguard token is 500, a m2 or m1 costs 50 tokens so MMBR could spawn 10 M2/m1's to help defend neighbouring sectors. This can be simply disabled completly if you prefere, the reason it is not recommended is A all those extra ships may slow the game down for you and B the defending forces will be too strong for the attackers and the terran fleet simply won make any headway.

Now go and make a save game before you install it, install it have a play around and if you dont like it unistall it and reload the save you made!
I used to list PC parts here, but "the best" will suffice!
deca.death
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Post by deca.death »

Sn4kemaster wrote:Oh and don't get me started on the boost extension ( I really hate that thing again AI does not use it and i never have for years as it makes all those carfully balanced ships accelartion speed just turn to b*llocks ) or the that stupid turbo booster....oh my life!
Turbo booster gives competent player tremendous advantage. You are really one man army with it. Here I exterminated whole paranid task force in basically oversized fighter, xenon P:P vs Paranid. And again, that thing is very useful when traversing large sectors or other non combat uses. It's certainly handy to have: here is what they should do - make it use shield energy. Meaning: no enemies around - fine to use. You can run away from battle but cannot get beck to it. If you've been seriously pounded already: cannot use it. Perfect solution. Now it's way OPed but hard to resist, I use it alot in non combat situations /as in combat, really.


Probe1 wrote:I qualify to answer that. I have most of MBRR disabled though as the OP of XRM suggests. ... because I have invasion forces turned off and all that.
Where does OP quote that? All I remember is some vague advice of turning xenon bases OFF. I believe most of things you mention are turned on by default, invasions, takeovers ....

nap_rz wrote:to all who's discussing the war, but especially those who also install MBRR, Pirate Guild and Yaki armada

how are things in your game? do these additional scripts really enhanced the war, or or actually over done and messing things that make the universe weird?

it is said that we are recommended to turn off the rearguard in MBRR, but why exactly? it is expected that core sectors are hard to be invaded...
I have The Guild and Yaki Armada (MBRR from beginning) installed just for few days. Not only that pirate gain more ships, bases and more active "personality" but also pirates faction haves far more "depth", It's really great for player that want's to be almost pure pirate, which was impossible in vanilla, better in XRM but here it's really nice. Pirate bases have plenty new wares, upgrades, shipyards, you can bribe/give money to their bases, give ships as presents, request and pay for pirate raid on some base or ship, ask fellow pirates for news, for good prey nearby, .... It's neat.

As for war I can't say because I still play TC.XRM but others have reported fine results, pirate activities are universe wide and you can dosage their strength /influence, while war is pretty localized.


Black147 wrote: I´m currently testing the map and setup, changes show up and no issues so far. Would you be interested in offering this as an optional compatibility download with XRM? I´d be glad to share it.
That actually sounds great, I suppose you've contacted authors of original mods and secure their approval?


Drockt1 wrote: Everyone has different ways to play.. but come on, if you are trying to compare fairness to what the AI can do.. don't ever strafe.. period..
Maybe you can strafe and have some other advantages, but le's not forget AI has unlimited resources and creates whole task forces out of thin air. I'll say it's fair enough :)
Probe1
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Post by Probe1 »

My settings match the suggested settings here
For a serious game, I would however suggest turning the Invasion, Sector Takeover, and Rearguard settings OFF and merely allowing MBRR to do what it does best with the ships that are available to it.
[ external image ]

Wtf it was from Ianamus Zura to Eighteen Billion. I have been working for the last 2 hours to make 22 million from nothing and this happens when I'm 1.5 million away.
paulwheeler
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Post by paulwheeler »

If you're going to try MBRR with AP I suggest turning off rearguard, as the built in RRF ships do this function anyway.

Remember MBRR affects the main races only. Races like the Kha'ak, Pirates and Yaki aren't touched. So with rearguard on, these races really won't stand a chance.

Also, I found the last few MBRR releases to be quite buggy - a few CTDs, and the race invasion switches do not work.
paulwheeler
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Post by paulwheeler »

NOValdemar wrote:Can anyone playing AP give me a heads up how OSS works? Is it in any way improved over vanilla.

Im don't really know if I should upgrade since a) the war seems like its a bit of an annoyance and over powered (?) and b) I really like MBRR and Im waiting for an update of the script for AP (I know it works..)

Is it worth the effort upgrading?


OOS is much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much better in AP than in TC.

Fire rates, bullet speeds, ship speeds and a whole host of other variables are now actually taken into account.

Plus, I have complete control over balancing OOS damage values.





OOS balance is a WIP for the XRM at the moment - I really need some feedback from you guys on what is going on.

Are battles still too fast?

Its clear the Terrans are too strong OOS - what about the other races?

Comments are welcome.
nap_rz
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Post by nap_rz »

dougeye wrote:Nap-z

just try the damn MMBR mod already! lol

use the spk version you can always remove it!

just remember you need the extras like ecs for it to function properly.

Basicly ....

MMBR has three major factors all of these settings can be toggled on and off without effecting saves.

1)MMBR used existing military ships to counter hostile incursions. so the terran fleet rolls into circle of labour, it wont just be the argons in circle of labour defending it , mmbr will send ships from the military bases in black hole sun, farpoint relay, and possibly m148 to help defend against the terran fleet, this is mmbr's main purpose. This also works against pirate raids etc so you st that got destryed may have a better chance if the terran orbital defence station in that sector is activly sending forces to engage hostile pirates in the surrounding sectors.

2)sector invasions / takeovers - do you want the main races to send fleets to invade their enemies? if yes do you want them to claim the sector they invade when they have cleared it. For example Pauls fleet will quite happily clear a sector i.e circle of labout but will not claim it. With mmbr pauls fleet could clear circle of labour but then mmbr will send a terran general to claim the sector. the terrans will then start to build their own stations etc. The argons will however try and take back the sector.

3)rearguard - rearguard are bascily extra defence forces that spawn when that races assets are under attack, for example again pauls fleet may enter omicron lyrae and there may be a single colossus defending it, mmbr rearguard will jump in to defend aswell but "unlike" the standard mmbr defence forces which are already spawned by jobs or god the rearguard are extra ships spawned by MMBR. there is a token setting in the MMBR config menu. this can be set up and down and this is the limit to how many rearguard ships can spawn. so for example the rearguard token is 500, a m2 or m1 costs 50 tokens so MMBR could spawn 10 M2/m1's to help defend neighbouring sectors. This can be simply disabled completly if you prefere, the reason it is not recommended is A all those extra ships may slow the game down for you and B the defending forces will be too strong for the attackers and the terran fleet simply won make any headway.

Now go and make a save game before you install it, install it have a play around and if you dont like it unistall it and reload the save you made!
:lol: because I'm the kind of guy who want to know everything about it before trying lol not to mention that this game is slow... if something game breaking happened after 50 hours I'd be pissed :evil: :lol:

thanks very much for the explanation... somehow the MBRR thread does not provide enough information... now if only you could offer the same insight on pirate guild and yaki armada... :lol: :P
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Black147
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Post by Black147 »

deca.death wrote:That actually sounds great, I suppose you've contacted authors of original mods and secure their approval?
Not yet. I won´t be wasting people´s time if there is no interest in a release. Hence my post asking if there is :P
Last edited by Black147 on Wed, 1. Feb 12, 09:48, edited 1 time in total.
nap_rz
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Post by nap_rz »

paulwheeler wrote:If you're going to try MBRR with AP I suggest turning off rearguard, as the built in RRF ships do this function anyway.

Remember MBRR affects the main races only. Races like the Kha'ak, Pirates and Yaki aren't touched. So with rearguard on, these races really won't stand a chance.

Also, I found the last few MBRR releases to be quite buggy - a few CTDs, and the race invasion switches do not work.
nah, that's why I'm also want to know, if Yaki and Pirate scripts will mess with MBRR and XRM lol :lol: :? :? :?

why oh why IR is discontinued... :evil: :lol: it worked well with CMOD SRM :P
nap_rz
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Post by nap_rz »

Probe1 wrote:
Wtf it was from Ianamus Zura to Eighteen Billion. I have been working for the last 2 hours to make 22 million from nothing and this happens when I'm 1.5 million away.
at what rank are you on? but that kind of mission later in the game is way worse than stock exchange lol
Mizuchi
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Post by Mizuchi »

paulwheeler wrote:OOS is much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much better in AP than in TC.
(Which is a lot!)
i64man
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Post by i64man »

Probe1,

so far all the Argon ships on Circle of Labor turned Red. The factories are all destroyed since the Terrans were there. I have been trying to apologize to the ships captains but is not working.
NOValdemar
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Post by NOValdemar »

Mizuchi wrote:
paulwheeler wrote:OOS is much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much better in AP than in TC.
(Which is a lot!)
thanks guys! I guess I got some downloading before the next update. Hopefully the age of seeing my M7 being blown to pieces by a couple of pirate m3s is over...
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Thrawn-a-be
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Post by Thrawn-a-be »

After several re-installs of XRM 1.15/1.16 on fresh installs of X3 TC/XTC. I'm still having the game hang at the beginning of a new game. I'm down to the bare minimum of mods that I play with ( which are:cycrows cheat script, slipstream drive, turbo booster, advanced navigation+it's menu override, and advanced jump drive+ it's menu override. I did read the compatibility list and decided to remove the turbo booster and slipstream drive and I still had the same hang on the start of a new game.
I have the dat/cat files for part 1 and 2 of the XRM1.15/1.16 download listed at the highest numbers (18 and 19) of my cat/dat files and I still can't get XRM to work. The director, script, and t folders from 1.16 have all been installed and the 0044pck file from the mov folder has been removed as instructed. Can anybody tell me if I've missed anything?
I am running a STEAM copy from the super box ( no AP installed because I wanted XTC to work) could STEAM be the issue? :? :? :? :?
deca.death
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Post by deca.death »

Captain Proton wrote:...and I still had the same hang on the start of a new game.
What hang on?
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Thrawn-a-be
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Post by Thrawn-a-be »

Sorry I meant the game " freezes" . as in, " the game hangs on the loading screen"
Sn4kemaster
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Post by Sn4kemaster »

I know I shouldn't really but I've got the day off work.....so fingers crossed!

When is the next update penciled in for?
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Erenar
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Post by Erenar »

How long are you waiting Photon? There is a script initialisation at the start of a new game that alters the universe and it can freeze your game for a little while, depending on your CPU speed. Try leaving it for 5 mins and get a coffee and see if it unfreezes then :)
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Thrawn-a-be
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Post by Thrawn-a-be »

I've tried that each time. (roughly 6 times now I think). Twice it did load, once I could move my ship for about 30 seconds then it froze. The one other time I got to the cockpit view and then it just plain froze. would the job that I picked make a difference? i picked the OTAS operative 4 times and it froze each time. The other 2 times it loaded I had picked the anonymous Argon and the humble merchant.
Probe1
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Post by Probe1 »

nap_rz wrote:
Probe1 wrote:
Wtf it was from Ianamus Zura to Eighteen Billion. I have been working for the last 2 hours to make 22 million from nothing and this happens when I'm 1.5 million away.
at what rank are you on? but that kind of mission later in the game is way worse than stock exchange lol
OH lol didn't realize I was already up to Mogul. I thought I was like 10 ranks lower on account of my lack of trading [normally I trade muuch heavier before I do anything else.]

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