[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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Hi Paul,
I play with a handful of additional mods so apologies if this isn't one of your bits!
The Automatic Repair Stations dotted around the universe (Queens Space being one location) are great, but they repair awfully quickly considering they're free.
I role play a bit of a scavenger, using NPC Bailing (all at lowest chance values) and use Marine Repairs along with a carrier ship to slowly repair stuff. It's far from free as I have to invest training in Marines Mechanical and Engineering skills to ensure they are effective. In theory a fully trained marine can repair 200 hull per "tick" so with M2's having 9 million hull (hull high) it takes quite a while.
Is there any way the repair rate of the ARS (lol) can be configured? Currently they appear to repair ~1% per "tick" so, given the 9 million hull example, that's 90,000 hull per "tick".
I'd be happy to tweak to reconfigure this just for myself, but though others might be interested in changes to this too, considering NPC Bailing is fairly popular.
Cheers,
Scoob.
I play with a handful of additional mods so apologies if this isn't one of your bits!
The Automatic Repair Stations dotted around the universe (Queens Space being one location) are great, but they repair awfully quickly considering they're free.
I role play a bit of a scavenger, using NPC Bailing (all at lowest chance values) and use Marine Repairs along with a carrier ship to slowly repair stuff. It's far from free as I have to invest training in Marines Mechanical and Engineering skills to ensure they are effective. In theory a fully trained marine can repair 200 hull per "tick" so with M2's having 9 million hull (hull high) it takes quite a while.
Is there any way the repair rate of the ARS (lol) can be configured? Currently they appear to repair ~1% per "tick" so, given the 9 million hull example, that's 90,000 hull per "tick".
I'd be happy to tweak to reconfigure this just for myself, but though others might be interested in changes to this too, considering NPC Bailing is fairly popular.
Cheers,
Scoob.
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QUESTION
Did XRM change the amount of "boarding-defences" ? Seriously, EVERY pirate M6 has Firewall, sentry laser, hull-thingy and 5-8 marines with badass stats. Both mission ships and random losers roaming around, even TM's are stocked up on marines.
Is this tied to my combat rank? Did XRM change it to this? Cause it is totaly impossible to board just about anything.
Small improvement idea: Since it takes about a month in 10x seta to train marines, PLEASE let them upgrade more then fighting when boarding. My last save had about 50 marines with 100 in fighting skill and rest around 30-40. Considor lowering the training time too, right now, since nearly all ships can be bought, boarding is just pain and misery, not a "fun part" anymore.
Did XRM change the amount of "boarding-defences" ? Seriously, EVERY pirate M6 has Firewall, sentry laser, hull-thingy and 5-8 marines with badass stats. Both mission ships and random losers roaming around, even TM's are stocked up on marines.
Is this tied to my combat rank? Did XRM change it to this? Cause it is totaly impossible to board just about anything.
Small improvement idea: Since it takes about a month in 10x seta to train marines, PLEASE let them upgrade more then fighting when boarding. My last save had about 50 marines with 100 in fighting skill and rest around 30-40. Considor lowering the training time too, right now, since nearly all ships can be bought, boarding is just pain and misery, not a "fun part" anymore.
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scoob auto matic repair stations are not an XRM feature. the only repair feature included in XRM is the otas repair drones which you need to buy. Also i use marine repairs aswell and its not a feature of that either as far as i know unless there is a new verison ive missed.
I used to list PC parts here, but "the best" will suffice!
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OK I managed to get the last of the ship names,races and classes in the Google spreadsheet. I won't be able to work on getting the data filled in until this evening because I have class all day. Someone mentioned that the spreadsheet should be locked down once it is complete..Feel free to make a copy and lock that one down, but I may go through later and add additional data to the original (such as weapon loadouts). Ill let you guys know so that the locked down version can be updated.
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X3 TC 2.0 (Not Steam; old-school)
Mods (Manual Install)
- XRM v1.15 Pt 1 & v1.16 Pt 2
- Hull Multiplication HIGH
- Cockpit Mod v1.30b tints, HUD info, & Gravidar
- Advanced Universe Pack
- Gazz's Turrets Mk2
CTD ("X3 has stopped working") whenever I try anything that engages the universe map. Universe map, Jump Drive, or accepting a job that shows another sector.
Uninstalled Advanced Universe Pack. Same problem.
Uninstalled and reinstalled entire game. Same problem. And with the reinstall I now have major FPS issues.
Ran fine without the mods.
I am open to suggestions. I'm hoping I forgot to install something, somewhere.
Mods (Manual Install)
- XRM v1.15 Pt 1 & v1.16 Pt 2
- Hull Multiplication HIGH
- Cockpit Mod v1.30b tints, HUD info, & Gravidar
- Advanced Universe Pack
- Gazz's Turrets Mk2
CTD ("X3 has stopped working") whenever I try anything that engages the universe map. Universe map, Jump Drive, or accepting a job that shows another sector.
Uninstalled Advanced Universe Pack. Same problem.
Uninstalled and reinstalled entire game. Same problem. And with the reinstall I now have major FPS issues.
Ran fine without the mods.
I am open to suggestions. I'm hoping I forgot to install something, somewhere.
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- Joined: Sun, 3. Sep 06, 02:31
I won't be able to help until late tonight.freelancer91 wrote:OK I managed to get the last of the ship names,races and classes in the Google spreadsheet. I won't be able to work on getting the data filled in until this evening because I have class all day. Someone mentioned that the spreadsheet should be locked down once it is complete..Feel free to make a copy and lock that one down, but I may go through later and add additional data to the original (such as weapon loadouts). Ill let you guys know so that the locked down version can be updated.
After the ship stats are done I'll start a sheet for weapons.
P.S. Paul can you give us some approximate measurements for projectile/rapid box size? Small, medium, large, etc. will do; I want to include them as they're a pretty important aspect of weapons in XRM.
P.P.S. Maybe you can add projectile sizes to the bottom of weapon descriptions for in-game reference, like the hangar specifications for new ships being listed in their descriptions?
Admitting you have a problem is the first step in figuring out how to make it worse.
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Did you restart your game after installing/uninstalling the advanced universe pack?Pierce Rossi wrote:X3 TC 2.0 (Not Steam; old-school)
Mods (Manual Install)
- XRM v1.15 Pt 1 & v1.16 Pt 2
- Hull Multiplication HIGH
- Cockpit Mod v1.30b tints, HUD info, & Gravidar
- Advanced Universe Pack
- Gazz's Turrets Mk2
CTD ("X3 has stopped working") whenever I try anything that engages the universe map. Universe map, Jump Drive, or accepting a job that shows another sector.
Uninstalled Advanced Universe Pack. Same problem.
Uninstalled and reinstalled entire game. Same problem. And with the reinstall I now have major FPS issues.
Ran fine without the mods.
I am open to suggestions. I'm hoping I forgot to install something, somewhere.
Are you running any other scripts? It sounds like a script issue to me.
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- Posts: 2409
- Joined: Sat, 7. Mar 09, 18:29
would it be prudent to have the latest TC patch v3.2 aswell? as i think some of the egosoft files changed between v2.0 and v3.2 and it will cause compatability issues with some of the xrm changes + tships may be looking for vanilla ships models which are not included in v2.0 of tc. like the griffon which was added in a patch?paulwheeler wrote:Did you restart your game after installing/uninstalling the advanced universe pack?Pierce Rossi wrote:X3 TC 2.0 (Not Steam; old-school)
Mods (Manual Install)
- XRM v1.15 Pt 1 & v1.16 Pt 2
- Hull Multiplication HIGH
- Cockpit Mod v1.30b tints, HUD info, & Gravidar
- Advanced Universe Pack
- Gazz's Turrets Mk2
CTD ("X3 has stopped working") whenever I try anything that engages the universe map. Universe map, Jump Drive, or accepting a job that shows another sector.
Uninstalled Advanced Universe Pack. Same problem.
Uninstalled and reinstalled entire game. Same problem. And with the reinstall I now have major FPS issues.
Ran fine without the mods.
I am open to suggestions. I'm hoping I forgot to install something, somewhere.
Are you running any other scripts? It sounds like a script issue to me.
I used to list PC parts here, but "the best" will suffice!
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- Posts: 4
- Joined: Thu, 2. Feb 12, 18:18
Wow. The man, himself. It's an honor to meet you.
Cycrow's Plugin Manager shows
- Ware Manager
- Hotkey Manager
- Community Plugin Configuration
. . . but shows nothing enabled. I had Cycrow's cheat script installed the first time but not now.
I did a full reinstall of X3 TC 2.0 and then manually installed
- XRM v1.15 Pt 1 & v1.16 Pt 2
- Hull Multiplication HIGH
- Cockpit Mod v1.30b tints, HUD info, & Gravidar
- Advanced Universe Pack
- Gazz's Turrets Mk2
. . . before I started the game. The crash is reproducible 100% of the time. It seems linked to anything involving the universe map.
Cycrow's Plugin Manager shows
- Ware Manager
- Hotkey Manager
- Community Plugin Configuration
. . . but shows nothing enabled. I had Cycrow's cheat script installed the first time but not now.
I did a full reinstall of X3 TC 2.0 and then manually installed
- XRM v1.15 Pt 1 & v1.16 Pt 2
- Hull Multiplication HIGH
- Cockpit Mod v1.30b tints, HUD info, & Gravidar
- Advanced Universe Pack
- Gazz's Turrets Mk2
. . . before I started the game. The crash is reproducible 100% of the time. It seems linked to anything involving the universe map.
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- Joined: Sun, 7. Dec 03, 12:03
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- Posts: 11189
- Joined: Thu, 27. Feb 03, 22:28
Ooo, wonder what added those then...they've been around for so long that I assumed it was an XRM feature. Hmm, possibly TECSG's Salvage Claim Software...I'll need to check. I play so rarely recently that I forget what's what...dougeye wrote:scoob auto matic repair stations are not an XRM feature. the only repair feature included in XRM is the otas repair drones which you need to buy. Also i use marine repairs aswell and its not a feature of that either as far as i know unless there is a new verison ive missed.
Cheers,
Scoob.
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- Posts: 1383
- Joined: Sun, 25. Dec 05, 10:42
repair drones, do you mean that OTAS maintenance pods? if in current version there's only them, I'd suggest adding more ways to repair, something not argon...dougeye wrote:scoob auto matic repair stations are not an XRM feature. the only repair feature included in XRM is the otas repair drones which you need to buy. Also i use marine repairs aswell and its not a feature of that either as far as i know unless there is a new verison ive missed.
and about boarding.... something just occurred to me, sorry, since I never done boarding since that TC tutorial, is it possible to recall your boarding party in the middle of a boarding operation? if it not, then is it possible to mod that in?


woot, update is soon!
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- Joined: Mon, 20. Dec 10, 22:39
swatti wrote:QUESTION
Did XRM change the amount of "boarding-defences" ? Seriously, EVERY pirate M6 has Firewall, sentry laser, hull-thingy and 5-8 marines with badass stats. Both mission ships and random losers roaming around, even TM's are stocked up on marines.
Small improvement idea: Since it takes about a month in 10x seta to train marines, PLEASE let them upgrade more then fighting when boarding. My last save had about 50 marines with 100 in fighting skill and rest around 30-40. Considor lowering the training time too, right now, since nearly all ships can be bought, boarding is just pain and misery, not a "fun part" anymore.
XRM does improve all the systems on ships. I agree with you the training is messed up from a gaming perspective (for realism its a bit short mind you). The way i fix this is I got a script that allows the training of marines onboard ships. It both speeds up training times and allows a pirate to operate a fleet on the move and without allies. You can even train fighting rank but I personally think that any extensive use of this is rather stupid.
Also you don't need to train any more than 3* in all stats unless you marine is at level 100 when you could give mechanics and definitely hacking a final boost.