[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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Apollo11
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XRM Help.

Post by Apollo11 » Wed, 8. Jan 14, 22:54

Hi, just now installed the XRM mod to my vanilla X3 TC game as per the instructions and you-tube video. I downloaded the addon packs, backgrounds and docking computer ware size change, copied and pasted those into the addon folder and re-numbered them. Do I need to have plugin manager installed to make these extra additions work with XRM. With XRM installed is there any need to have any additional scripts installed. I have not downloaded plugin manager at this stage. Any advice greatly appreciated.


Edit: merged with XRM thread, as per S&M forum rules. X2-Illuminatus

Etyneo
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Post by Etyneo » Wed, 8. Jan 14, 23:01

@toomuch: I believe you need to delete that file from the mov folder entirely. Might also want to check the various XRM parts to see if there is a replacement for it. If so, you know where to put it. If not, it should be in one of the cat/dat pairs and should be dealt with automatically if the cat/dat pairs were named correctly.

@FischAP: I found the Headquarters at the Argon Prime Shipyard. Might be at other major shipyards as well.
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paulwheeler
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Re: XRM Help.

Post by paulwheeler » Thu, 9. Jan 14, 00:43

Apollo11 wrote:Hi, just now installed the XRM mod to my vanilla X3 TC game as per the instructions and you-tube video. I downloaded the addon packs, backgrounds and docking computer ware size change, copied and pasted those into the addon folder and re-numbered them. Do I need to have plugin manager installed to make these extra additions work with XRM. With XRM installed is there any need to have any additional scripts installed. I have not downloaded plugin manager at this stage. Any advice greatly appreciated.


Edit: merged with XRM thread, as per S&M forum rules. X2-Illuminatus
The plugin manager is not required. There is no need for any additional scripts.

paulwheeler
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Re: XRM installed - Betty has lost her voice

Post by paulwheeler » Thu, 9. Jan 14, 00:45

toomutch wrote:Hi All,
Been playing X3AP vanilla since release without problems. Decided to install XRM script which seemed to go ok, but Betty has lost her voice!

When starting a new game, I get the message that XRM is running and I have music, I have effects, just the voice is missing. I have checked the volume is turned up to 100% and I am getting the subtitles.
The instructions for installing XRM said to remove / rename the file 00044.pck in the /mov folder, but didn't say anything about replacing it with anything - is this correct?
Fairly new to the modding side of the game, but been playing vanilla since X-BTF so know how the basics should work.

Many thanks,
Toomutch


Edit: merged with XRM thread, as per S&M posting rules. X2-Illuminatus
You have not installed the XRM cat/dats correctly (the replacement 00044 file is inside the XRM cat/dats). Please re-read the installation instructions and check that your cat/dats are numbered correctly. You will need to restart your game once you have fixed the problem.

nap_rz
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Post by nap_rz » Thu, 9. Jan 14, 01:42

gastovski wrote:
nap_rz wrote:
gastovski wrote:What is your favorite M7 class ship (not m7m or m7c). I just loved Agamemnon due its great shield and weapon diversity. My second choice is Hayabusa because it has solid speed and powerful main guns.
IMO, Paranid and Teladi have the overall better frigates

and heavy assault frigates are also useless as light destroyers completely destroy them stats wise while not being that much higher to equip/buy/produce/maintenance
Light destroyers, you mean mk1 versions right?. If so i'm not going to build an armada(Raven and Ares class). That would be waste of resources for sector defense i think.
heavy assault frigates : cyclops, kvasir etc
light destroyers : boreas, poisedon etc

light destroyers have better hulls, twice the shield and weapon capacity + generator while being like 95% as agile and fast and not costing much higher than heavy assault frigates.

Etyneo
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Post by Etyneo » Thu, 9. Jan 14, 10:17

I typically prefer to redefine capital ship classes to something like this:
  • M1: Fleet Carrier.
  • M2: Battleship.
  • M7: Cruiser.
  • M7C: Light Carrier.
  • M7M: Guided Missile Cruiser.
  • M6: Frigate/Corvette (undecided between which).
I'm using something loosely based on WW2 warship classifications. The big carriers of the time were about the same size and tonnage as battleships, and there is no real difference between M1s and M2s as far as size goes, the M7s fall closer to cruisers in terms of size and role. I've not really decided yet what slot the M6s fit into. They are too small to really be considered equivalent in terms of size comparisons to a Destroyer, though they do seem to fill the role (which Frigates and Corvettes are also capable of).
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gastovski
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Post by gastovski » Thu, 9. Jan 14, 10:23

Damn it, i've made a mistake buying a Kvasir class then. I just checked x3t file manager(using lowhullpack) and they have same shielding and much better other stuff you mentioned. Since i have bad reputation with Paranid i will buy Oceanus or Boreas next time :).

nap_rz
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Post by nap_rz » Thu, 9. Jan 14, 10:51

gastovski wrote:Damn it, i've made a mistake buying a Kvasir class then. I just checked x3t file manager(using lowhullpack) and they have same shielding and much better other stuff you mentioned. Since i have bad reputation with Paranid i will buy Oceanus or Boreas next time :).
same shielding but destroyers have twice the shield generators and weapons generators... you bought a Kvasir? I made the same mistake too, I found it lack combat stamina lol, a couple of minutes and it ran out weapon energy to fire those heavy guns, a boreas wipe the floor against it.

d_ka
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Post by d_ka » Thu, 9. Jan 14, 11:06

@Etyneo:

Well, the Heavy M6 could be classified as "Destroyer Escorts", as opposed to later ones which grew in size with time. But in X3 the Corvettes were ment to fill the role of anti fighter ships, and with the latest XRM adjustments they are much better doing it then their lame vanilla counterparts.
Also, in X3 there are M1 and M1+, there are M2 and M2+. Though quite different through racial layouts, the M2 can hardly be classified as Battleships, but perhaps as Battle Cruisers, like the German "Poket Battleships", while M1+ are very different from fleet Carriers of the WW2 timeframe; they have massive capital ships weapons the historian Carriers never had, and even M1´s are way too strong in this task. X3 ( and XRM ) weapons lack kind of those "dual purpose" anti air - anti surface cannons, which came to usage in the later stages of the WW2, since those medium Corvett/Frigate guns can´t really hit fighters, and the fighter weapons are way too weak, and short ranged, to inflict any serious damage on small/medium ships ( you´d not want to install those in the turrets of a big ship instead of larger cannons wasting the firepower, unless you are using MARS or similar systems ).
"Only fools seek power, and only the greatest fools seek it through force".

Huillam
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Post by Huillam » Thu, 9. Jan 14, 18:02

d_ka wrote:Statweise Pirate Brigantine is also a rather Light Destroyer, but it´s more powerfull, actually.
I had not piloted one until I read your message. Tried it yesterday and fall in love: small, quick and accurate with its gauss cannons.

Etyneo
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Post by Etyneo » Thu, 9. Jan 14, 21:19

@ d_ka:

The M1s and +s are much closer to the Soviet carriers that were essentially half cruiser, half carrier. Even modern carriers do not have anti-ship armaments of their own, excepting the Soviet carrier classes I refer to. There may also be other classes I'm not familiar with as well...

I class the M2s as battleships for the most part, but sub-categorize them as well. To my mind, the so-called, 'Light Destroyers" (Boreas, etc) are essentially the, 'Pocket Battleships' you mentioned, while the M2+ are closer to the massive battleships planned nearer the end of the war (Montana, etc.)

I could see an argument being made to class the 'Light Destroyers' as cruisers, and bump the M7s down to Destroyers. Of course, this may force a reclassification of the M6s...

As to M6s being capable anti-fighter ships...perhaps in player hands... With AI, I've found the Heavy Centaur Prototype and other Centaur variants with the side turrets mounted near the front to be essentially incapable of hitting anything with those turrets while they are maneuvering, I'm presently using Vidar Sentinels for my M6s, and they tend to do better. Most of my testing is done IS as I'm working toward building a fleet to conquer parts of the universe, so I need to know they can fight well IS. I will eventually be looking for good OOS patrol ships as well (for actually holding sectors that I capture...)
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Huillam
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Post by Huillam » Fri, 10. Jan 14, 00:49

Are Xenon ships supposed to launch dozen and dozen of missiles at the same time? I'm currently trying to fight a J and his escort (a G and a wing of R):
First try with anti-fighter turrets set as missile defense: Destroyed (most hits missed their target and even when they did not a single hit was not enough to destroy a tomahawk).
Second try with 1000 mosquito missiles: Destroyed (the mosquito missiles flew in circles and didn't not destroy any single missile)
Third try with mars and Mk2 drones: some missiles were stopped: instead of an instant death I lost something like 5Gj of shield after the first wave (and died before the second).


Is this the normal XRM behavior or is there some kind of conflict with one of my mods?

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imperium3
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Post by imperium3 » Fri, 10. Jan 14, 01:40

Etyneo wrote:I typically prefer to redefine capital ship classes to something like this:
  • M1: Fleet Carrier.
  • M2: Battleship.
  • M7: Cruiser.
  • M7C: Light Carrier.
  • M7M: Guided Missile Cruiser.
  • M6: Frigate/Corvette (undecided between which).
.
I would call the M6s corvettes. The class of frigate/destroyers fits only some of the lighter M7s and perhaps very heavy M6s like the Yokohama, Hyperion and Vali - but generally ships of such a classification don't seem to exist in X3. The role of a destroyer is a bit difficult to define when there are no submarines, though. I suppose "escorts to protect larger ships from asymmetric threats" is a good starting point.
Don't forget in WW2 there were also torpedo boats, which would fit quite nicely to M8s - or M6s with a looser interpretation on things.

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Spectre01
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Post by Spectre01 » Fri, 10. Jan 14, 01:45

@Huillam:

I think it's just how AP hardcoded npcs to actually use missiles since most people was complaining about how npc controlled M7M/M8 didn't even fire 1 single missiles. So now they make EVERYONE firing missiles, all the time...

@Etyneo:

There's actually a term to describe ship like that, it's called The Battlestar. WARNING! TV Tropes ahead!

Cedric_FP
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Post by Cedric_FP » Fri, 10. Jan 14, 04:13

The reason why a Hayabusa M7 might be more suitable as a player ship instead of a Diet M2 is because it has actual front weapons, rather than just front turrets, which makes it more fun to fly / fight against other like-sized threats.

Looking at the t-file viewer, it seems out of M1 and M2s, only the Hive Queen M1, #deca M1, #EFAA M1, Terraformer CPU M1, Advanced Destroyer M2, Destroyer M2, have actual front guns and not just front turrets. And, IIRC, none of these ships are actually available to the player.

d_ka
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Post by d_ka » Fri, 10. Jan 14, 06:41

@Huillam

As it is right now, you are toast if you try to fight a capital ship escorted by a M7M at a close distance ( in my case, high hulls, even an M2 won´t survive an encounter with a J alone, or at least take severe damage to the hull, and equipment ). Either you keep the distance and let the G empty it´s missile reserve, or you will have to use a horrendous amount of heavy, preferably swarm, missiles like Typhoons, to finish it asap after you´ve dropped it´s shields from a distance ( you are flying that Brigantine, i suppose, so use the range of it´s Gaus Cannons to drop G´s shields, ignore the J ). Gaus cannons also have a great potential in destroying heavy missiles if your turrets are set to missile defence ( if playing AP you can create a custom turret command; mine is Gamma: shoot missiles, shoot capitals, protect, end ), and pointing towards the incoming salvos. And, when ever you see the barrage closing you should manouver a bit to bring your flak turrets in best angle, mostly showing them your rear, and going a bit "under" or "over" the trajectory so that your top/bottom turrets can shoot them too ( a great advantage of the Brig, and Galleon, too, is their superb flak defence ).
Also, Moskito missiles work best when you directly face the incoming barage. And there are also couple of heavier missiles ( with large blast radius ) which can be used to take out the entire barrage of Hammers etc. - Hurricanes, Tornados, Auroras; or you can use Wildfire/Rapier missile to target each of incoming heavies manualy, too.
Some tactics advise:
If you´re flying your Brigantine then you have a clear advantage over the J in speed ( 95 vs 81 iirc ), while your GC have a range of 10km. That means you can lure them around while keeping a save distance to J´s QSQ ( which do not exceed the range of 8.5km ), and soften it enough to later close in and finish it ( you´ll probably have to manouver around to avoid it´s QSQ in case you´ll get around 9km range close to them, but that shouldn´t be a real problem ).

Hope this helps, and good luck :)
"Only fools seek power, and only the greatest fools seek it through force".

astrix1402
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Post by astrix1402 » Fri, 10. Jan 14, 11:56

Can someone give me information how to add equipment to my Equipment Docks and Military Outposts?

paulwheeler
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Post by paulwheeler » Fri, 10. Jan 14, 12:20

astrix1402 wrote:Can someone give me information how to add equipment to my Equipment Docks and Military Outposts?
If you mean general wares, then just move them as you would with any station. If you mean ship upgrades, such as tunings or software, then I recommend the Player Workshops script (see the library).

Huillam
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Post by Huillam » Fri, 10. Jan 14, 17:38

d_ka wrote:@Huillam

(...)
Yep I tried various strategies last night: Having my gauss cannons set to missile defense was enough to keep me alive. Not the perfect solution but better than dying I imagine. ;)
The only other solution that came to my mind was using high fire rate/long range beam weapons. Sadly getting a Z and enough dark matter beam cannon to fit it won't be easy at all.

Apollo11
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No in game sound aswell

Post by Apollo11 » Fri, 10. Jan 14, 17:54

Hi, I have same issue with no in game sounds, I deleted that file from MOV folder as instructed to buy the youtube guide. And I have numbered my files correctly if its just a case of counting 1 to whatever. not sure whether there is another file to put in place the youtube guy mentions a modded file will replace that one you delete. So im abit lost at mo.

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