[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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To anyone who is running Pirate guild with XRM:AP
What difficult setting do you have your pirates on?
I had it running for a while now with default (medium) and frankly the guild sucks at this.
Hardly makes any money, there is only one lousy Mob boss in the whole universe while in vanilla:AP almost every pirate sector with a base had one after couple of days.
I dont want to push the guild too far with all the "normal" XRM pirates roaming around here, too... but medium guild too weak for XRM?
What difficult setting do you have your pirates on?
I had it running for a while now with default (medium) and frankly the guild sucks at this.
Hardly makes any money, there is only one lousy Mob boss in the whole universe while in vanilla:AP almost every pirate sector with a base had one after couple of days.
I dont want to push the guild too far with all the "normal" XRM pirates roaming around here, too... but medium guild too weak for XRM?
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I apologize for being unclear, yes I meant a new thread that then gets linked. You don´t have to do anything after that, I´ll do the updating. Since there is interest, I´ll get the necessary things done and release it when ready. Also: PMd you.Paul Wheeler wrote:However, it would be better to keep it in its own thread and make sure you state what version of the XRM and IE it is compatible with.
Thank you

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i set mine to strong with mmbr enabled aswell. i thought any less and pirates would be overwelmed. i need to do more testing though to give you an informed responce.Teladidrone wrote:To anyone who is running Pirate guild with XRM:AP
What difficult setting do you have your pirates on?
I had it running for a while now with default (medium) and frankly the guild sucks at this.
Hardly makes any money, there is only one lousy Mob boss in the whole universe while in vanilla:AP almost every pirate sector with a base had one after couple of days.
I dont want to push the guild too far with all the "normal" XRM pirates roaming around here, too... but medium guild too weak for XRM?
I used to list PC parts here, but "the best" will suffice!
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I agree with increasing it. I have been playing with it at medium and have not seen as much activity as I remember in TC.dougeye wrote:i set mine to strong with mmbr enabled aswell. i thought any less and pirates would be overwelmed. i need to do more testing though to give you an informed responce.Teladidrone wrote:To anyone who is running Pirate guild with XRM:AP
What difficult setting do you have your pirates on?
I had it running for a while now with default (medium) and frankly the guild sucks at this.
Hardly makes any money, there is only one lousy Mob boss in the whole universe while in vanilla:AP almost every pirate sector with a base had one after couple of days.
I dont want to push the guild too far with all the "normal" XRM pirates roaming around here, too... but medium guild too weak for XRM?
EDIT: I would also recommend the following script for pirate fans. It is low impact in terms of performance and adds so much life to the universe around Brennans Triumph.
Brennans Triumph Tortuga
Last edited by joelR on Wed, 1. Feb 12, 18:14, edited 1 time in total.
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Double check that Part 2 is definitely installed correctly (as this is the cat/dat where the replacement 00044 file is found), then try restarting your game.Lord_Dakier wrote:Theres no instance of 00044 in either the addon/mov or addon/t folders.dougeye wrote:if its AP then you have to delete the one in the Addon/t folderLord_Dakier wrote:Its been deleted but I still cant hear betty
If it still doesn't work, then its possible you have deleted the actual sound file from the mov folder.
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Have you started a new game? It is essential that you start a new game with XRM.Meklood wrote:Hello!
I uninstalled the X3TC (v3.1.1), and reinstalled with the v3.2 patch, the XRM and every script what was before it to me. Now on my sabre is 4 concussion impulse generator (not compatible with the ship, but i can shoot with that) and EMPC forges producing this weapon. This is a bug, or i installed something wrong? Important to install the scripts in that order as was before it? Before the reinstall everything worked well.
Sorry if my english is bad.
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Aah, I will remove it then, thanks for that! Can't wait for your next release.paulwheeler wrote:Its a file containing indexes for all Betty phrases in the main sound file - for some annoying reason, Egosoft put it in a local folder rather than inside a cat/dat.
If you don't remove the vanilla one, you won't hear Betty for much of the XRM added content.
A.
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Fighter battles seem a bit too fast. My guess that despite the high ship speeds, the high turn rates and projectile speeds are making weapons much more accurate OOS than they would be IS. Fights between M4 and M3 class ships seem to be doing too much damage to each other per turn OOS.paulwheeler wrote: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?
I think putting the damage on fighter weapons to 3/4 or 2/3 of their current values would work (maybe even 1/2).
I can't really comment on capital ships OOS.
Last edited by A5PECT on Wed, 1. Feb 12, 19:01, edited 3 times in total.
Admitting you have a problem is the first step in figuring out how to make it worse.
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NOValdemar wrote:OK got a really nitt-picky BUG to report... In the Typhoon Missile description the text says "Holding more accuracy than the Tornado" but Betty says "more than the Firefly".



Mr Wheeler when did you say we can expecting an update?
im being a bit lazy and not checking back through the pages lol
I used to list PC parts here, but "the best" will suffice!
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Hey what explicitly do I need to kill to win the war for Argon? I know from the message which sectors but I'm not sure if there's a certain building or if I should level them all. I'm planning my invasion and I need to know.. one building in each place is easy enough, leveling a sector is problematic.
Last edited by Probe1 on Wed, 1. Feb 12, 19:12, edited 1 time in total.
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I must start always a new game after reinstalling, and i can't continue the previous game? Because i started a new game and work fine in it, but in previous save game not.paulwheeler wrote:Have you started a new game? It is essential that you start a new game with XRM.Meklood wrote:Hello!
I uninstalled the X3TC (v3.1.1), and reinstalled with the v3.2 patch, the XRM and every script what was before it to me. Now on my sabre is 4 concussion impulse generator (not compatible with the ship, but i can shoot with that) and EMPC forges producing this weapon. This is a bug, or i installed something wrong? Important to install the scripts in that order as was before it? Before the reinstall everything worked well.
Sorry if my english is bad.
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Just to rephrase what paul said in a different way:Meklood wrote:I must start always a new game after reinstalling, and i can't continue the previous game? Because i started a new game and work fine in it, but in previous save game not.
You must start a new game when playing XRM. Old saves from AP will not work with XRM:AP due to all the changes made by the mod.
Is that what you mean?
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No. Old saves from XRM:TC not work for me with reinstalled XRM:TC. Sorry, i did not write, that i used the XRM before the uninstall. And the old version of game was v3.1.1 and now is 3.2.joelR wrote:Just to rephrase what paul said in a different way:Meklood wrote:I must start always a new game after reinstalling, and i can't continue the previous game? Because i started a new game and work fine in it, but in previous save game not.
You must start a new game when playing XRM. Old saves from AP will not work with XRM:AP due to all the changes made by the mod.
Is that what you mean?