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[转帖] [MOD] X3 Rebalance Mod (XRM) - Total conversion - v1.00 (15.07.11)

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发表于 2011-7-16 11:51:17 | 显示全部楼层 |阅读模式
本帖最后由 0809000 于 2011-7-16 11:52 编辑

某新货~~
纯转帖~~原帖地址:http://forum.egosoft.com/viewtopic.php?t=304158

X3 Rebalance Mod
v1.00 (15.07.11)

The X3 Rebalance Mod (XRM) is a total conversion mod of X3 Terran Conflict. It rebalances nearly all aspects of the game including ships, weapons, graphics, sounds and the universe itself. It has been designed with performance and playability in mind and has many exclusive features not available in other mods or scripts.

NOTE - XRM REQUIRES A GAME RESTART


SCREENSHOTS




- FEATURES

UNIVERSE IMPROVEMENTS – The X-Universe has been completely overhauled and many improvements have been made, including a fully functional Terran ecomony.

NEW SECTORS – Over 50 new sectors, all named, board computer voiced, and featuring full descriptions, have been added. They are all of a standard comparable to the original game itself and they fit seamlessly into the expanded universe. Also new links have been made in the universe to help with the flow of AI trading.

SHIP REBALANCING - The XRM rebalances nearly every single ship in the game with a view to making every ship unique and useful. We have tried to ensure there are no "I Win" ships and that all ships within a class are balanced across the races. Speeds of fighters have been increased, corvettes are much faster, more manoeuvrable with extended cargo bays, heavy corvettes have more weapons and turrets, there are new classes of frigates such as Heavy Assault frigates, light frigates and more light carriers, weapon loudouts have been made more racial, and many other aspects have been tweaked to improve balancing consistancy. Established race lore from the X Universe has been fully embraced and applied. All ship stats are taken into account from speed and acceleration to cargo and price.

NEW SHIPS - As an added bonus the XRM also adds many (well over 160!) new ships into the game taken from some of the excellent ship mods available, including Cadius' Xtra Mod and Killerog's X2 ships, as well as some SRM exclusive ships. It features PAR ships, which are pre-outfitted ships ready for deployment when you purchase them, M3 Bombers, M5 Explorers with built in capital class scanners and Explorer software, prototype M6s for each race and much, much more.

RACIALISED WEAPONS – The military of each race has decided to clamp down on letting other races use their technology. All weapon loadouts have been racialised. There are no longer any generic, “one size fits all” weapons and each race gets their own, unique set of weapons.

NEW WEAPONS – No less than ten new weapons have been added, with brand new effects and sounds, including a full array of Xenon weapons and a new lasertower weapon which makes lasertowers something to be feared again. Factories have also been added for the new weapons so you can build your own.

WEAPON REBALANCING – All weapons in the game have been overhauled and rebalanced. Many have new effects with performance in mind. Ammo based weapons have been converted into standard energy weapons and rebalanced to compensate. In addition the Ion Disruptor and Phased Shockwave Generator have been converted into standard bullet types to remove their frame rate killing effects. Missiles have been extensively sped up to counter turret scripts (see recommended scripts below). All missiles are now for sale in the universe.

CUSTOM JOBS – A custom made jobs file has been built from the ground up, featuring all the XRM added ships, new universe “event” jobs and improvements to military and civilian jobs.

BUILT-IN WEAPON PRIORITISING – CWP has been fully integrated, ensuring that all spawned ships have a decent loadout of weapons, shields and tunings.

REALLOCATION OF SHIPYARD WARES – All civilian ships and factories have been removed from military shipyards. These are now for sale at Corporation Showrooms across the galaxy. All Shipyards and Showrooms now have an accompanying Equipment Dock or Military Outpost to help with outfitting of new ships.

DOCKING ENHANCEMENTS - Alkeena's BSD Mod is fully merged with the XRM providing enhanced external docking for all ships, including M5 docking for M6s, TS and M6 docking for carriers and M8 docking for Destroyers.

ADDON PACKS - The XRM also adds optional cockpit packs, and three hull multiplication packs to increase hull sizes to make battles last longer.

WEAPONS DEALERS – The SRM Weapons Dealers are a permanent fixture in the XRM and now stock all the new weapons.

CORPORATION HQs – Several new Corporations have been added, complete with their own systems, HQs and defence forces.

RESEARCH STATIONS – The XRM features Corporate Research Stations have been fully integrated, selling all the unique and specialist ships unavailable elsewhere. Their locations are random and occasionally they will relocate to another sector.

MORE PIRATES – The X-Universe pirates have been on a scavenging spree. They are no longer limited to just Argon and Teladi ships, and all their new ships are sporting custom paintjobs to make even more fearsome. They now feature distinct and indentifiable racial clans that they tend to group with, and Pirate Core Sectors have been fully reinforced and now have their own micro-economies and shipyards.

SHIP SYSTEMS REBALANCE – Certain ship system wares have been rebalanced to make them less accessible. For example, the jumpdrive has been made an XL ware so it can no longer be used with the majority of fighters and its price has been increased to 2 million credits. Several other wares have had price rises and ware changes.

GRAPHICAL AND SOUND IMPROVEMENTS – Many effects have been updated and enhanced. All ships have engine and trail effects. There are many new sounds and sound priorities have been reworked to reduce drop outs. Many ships have been retextured to add greater variety into the game. All Yaki ships now have a unique livery and many Paranid ships have been retextured to give the Yaki more variety. Ships ported from X2 have had a texture upgrade to bring them up to X3 standards - Including all Kha'ak ships.

BUG FIXING - Many bugs that exist in X3TC have been fixed in the XRM, including cockpit positions, turret and camera issues, model problems, etc.



- DOWNLOADS

NOTE - BOTH PARTS ARE REQUIRED



MANUAL INSTALL VERSION (Recommended)

XRM PART 1

XRM PART 2





PLUGIN MANAGER VERSION (SPK)

XRM PART 1

XRM PART 2





- ADDON PACKS


Hull Multiplication Packs

Hull Multiplying Pack - LOW --- SPK Version
Hull Multiplying Pack - MEDIUM --- SPK Version
Hull Multiplying Pack - HIGH --- SPK Version

These packs multiply the basic hull levels by various amounts. They also increase the difference between the ship classes. So M2s get a bigger increase than M6s etc.

The low pack multiplies fighters by around x1.5 and capitals by around x2.5, the medium pack multiplies M3s by x2.4 and M2s by x5, the high pack multiplies M3s by x3.5 and M2s by 12!

A script is also included which will reload the hulls of every ship currently in existence. This script must be run manually from the script editor.

Thanks to JMan77 for the idea and scripting.

NOTE - It is essential to update your hull packs with each XRM release.



Cockpit Packs

Cockpit Mod v1.30 with glass tints and reflections by PSCO1 --- SPK Version
Cockpit Mod v1.30 with no glass tints by PSCO1 --- SPK Version
Cockpit Mod v1.30 with HUD Info put back and no tints by PSCO1 --- SPK Version
Cockpit Mod v1.30 with a cut down, lite version of the HUD by PSCO1 --- SPK Version
Cockpit Mod v1.30 with tints, HUD info and Gravidar put back by PSCO1 --- SPK Version

There are five versions of the cockpit mod - the original, one with no glass tints or reflections, one with no tints and the HUD info bar put back in, PSCO1's new version with a lite, cut down HUD, and one with the Gravidar and HUD info in.

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 楼主| 发表于 2011-7-16 11:53:12 | 显示全部楼层
- INSTALLATION INSTRUCTIONS

XRM requires that you start a new game. However, it is recommended that you install the XRM on a fresh installation of X3TC - especially if migrating from the SRM or Combat Mod 4.

If you have previously used the SRM or CMOD4 and do not make a clean install of X3TC, it is ESSENTIAL that all SRM and CMOD4 scripts and the SRM jobs are removed before installation of the XRM.





-The "fake patch" method works best for the XRM. I do not recommend using the Plugin Manager to install the XRM as it's extremely difficult to control the order the mods are installed in which can lead to problems.

- Extract the dat/cat files and look at the other dat/cat files you have in the main TC installation folder. Rename the XRM files to a bigger number than the last ones, i.e. if the last ones are 13.dat and 13.cat rename the XRM files to 14.dat/14.cat and 15.dat/15.cat.

- It does not matter which order the two XRM "parts" are installed in, however, please note which one is which as updates may only be on one file or the other. Addon packs must be installed to higher cat/dat numbers than the base XRM.

- Copy the contents of the "director" folder to the director folder in your main X3TC directory. If a director folder does not exist then create one.

- Copy the contents of the "t" folder to the t folder in your main X3TC directory. If a t folder does not exist then create one.

- Copy the contents of the "scripts" folder to the scripts folder in your main X3TC directory. If a scripts folder does not exist then create one.

- You will need to navigate to the \mov folder in your TC directory. you will need to locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom names said by "betty".

- Before running X3TC you must open and close the Plugin Manager (if installed), regardless of which version you are running. This is so the Plugin Manager can integrate the XRM ware size changes.

- Run the game. You should get a message saying the XRM has been installed when you start a new game.

- There will be a pause for several seconds at the start of a new game. This is the scripts allocating weapons to all the initially created jobs. This pause only happens at the very start of a new game.

-To install the hull packs and cockpit packs simply extract the contents to the X3TC directory and rename the hull pack or cockpit pack cat/dat to a higher number than the main SRM mod. To reload the hulls for all ships, run X3TC, enter the script editor, highlight the script "temp.srm.hull.reload.xml" and hit "r".

- If using the XRM in conjunction with other mods, installation order may be essential. Please see the compatibility notes below for any special cases.

- To install the SPK versions use the latest release of the Plugin Manager Lite. Be careful when updating packages as the Plugin Manager may well change the order of cat/dats if some are not updated. I suggest you disable all mods and then reenable them in the correct order after updating.

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 楼主| 发表于 2011-7-16 11:53:33 | 显示全部楼层
- ESSENTIAL SCRIPTS

Gazz's Missile Defence Mk2 script is essential to temper the much faster missiles in XRM.

Gazz's Missile Safety script is also highly recommended.

Gazz'z AI ammo cheat is recommended even though ammo weapons have been removed from the game. It still helps with missile loadouts.





- COMPATIBILITY NOTES


Do not separately install the EMP mod. The EMP ware entries are fully merged with the SRM.



XRM is NOT compatible with the following mods:

Cadius's Xtra Ships Pack: Mostly integrated into the XRM.

CMOD III/IV: Now a core part of the XRM.

eldyranx3's ATF Shipyard (TRP): Incompatible due to the XRM having similar integrated shipyards.

eldyranx3's Project Sleipnir (TRP): Incompatible due to the XRM Universe Map having similar features.

eldyranx3's USC Merchant Marines (TRP): Incompatible due to Tships conflict.

Ketraar's Marking Unknown Sectors: Incompatible due to the XRM Universe Map already having the same features.

LitCube's Revelations Mod: Incompatible due to overlapping sectors.

Ship Rebalance Mod: Continued: Now a core part of the XRM.

Sunblade's Lost Numbers: Incompatible due to the XRM Universe Map already having the same features.

Graxter's Player HQ hack

X3 Unleashed: Conflicts with the XRM Jobs File.

Enhanced Equipment Spawner - its sister mod CWP is integrated into the XRM.

Any cockpit mod - please use the provided addon pack.

Any trail or engine effect mod - These are integrated into the XRM.

Any mod that alters the base universe.




This mod is 100% compatible with MARS, Complex Cleaner, FDN, MPM, SSDN, Enhanced Equipment Docks and the KOG mod.

ENHANCED EQUIPMENT DOCKS: THIS WILL ONLY WORK WITH THE LATEST EED RELEASE V2.7-2.2. Install base EED mod to the lowest cat/dat number then XRM. You must install the scripts from EED, but DO NOT install the text file for the "t" folder. I have included an edited text file for EED in the main SRM mod.


MARS: MARS will need a patch before it will pick up all the new weapons. This will hopefully be available soon.


Compatibility with Complex Cleaner, FDN v7, MPM v7, SSDN v7: install the base cat/dat from these mods/scripts to the lowest cat/dat number, then the XRM base mod and addon packs as higher numbers.



Compatibility with the KOG mod: install the XRM base mod and addon packs and then install the "SRM Compatible" version of the KOG mod to a higher cat/dat number.



Compatibility with Immersive Environments: Install the IE base mod to a lower cat/dat than the XRM. You will lose the universe changes IE makes, but you will still see the new backgrounds.




Compatibility with Ketraar's Random Sector Management Mod: Incompatible due to overlapping sectors.
However we have a compatibility file which should make it work:
RSM COMPATIBILITY PATCH


The XRM is NOT compatible with full cockpit mods, engine trail mods, any mod that adds ships, or any mod that alters TWareT (Except the EMP which is merged). Please use the compatible versions provided above in the addon packs.

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 楼主| 发表于 2011-7-16 11:53:52 | 显示全部楼层
- CREDITS


MERGED MODS:

Bug-player fix by draffut. (thread)
BSD, Bomber and Shuttle Docking mod by Alkeena. (thread)
Repair Drones Mod you find in Gazz's MARS script.
X2 Ships Callback Mod v1.07 by Killerog (thread)
Xtra Ship/Station Pack v1.93 by Cadius (thread)
Boron Lucsa and Paranid Thanatos v1.5 by Axeface (thread)
Ship Expansion v1.7c (part) by Killjaeden (thread)
Schiffs Expansion v1.01 (part) by Armankessilols (thread)
Artellia v1.0 by Puffneki (thread)
SRM Exclusive Trails Pack with Capital Ships Effects v1.0i by Killerog and Paul Wheeler
Enhanced Equipment Docks by Saetan (Models only)

...and of course, the SRM and CMOD4!

The EMP Mod is fully merged into the SRM and should be removed if installed separately.





Special thanks to Mizuchi for his tireless work on the XRM. His contribution continues to be huge and invaluable.

Thanks to Saetan, Litcube, Cadius, Armankessilols, Killerog, Axeface, PSCO1, Draffut, Alkeena, Algoran, Killjaeden, vkerinav, JMan77 and Gazz for their kind permission to use their mods and scripts.

Special thanks to the X Universe team for their kind hosting of the XRM.

Thanks to SomeoneElse for the original SRM mod, without which none of this would have happened.
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 楼主| 发表于 2011-7-16 11:58:28 | 显示全部楼层




















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发表于 2011-7-16 12:04:01 | 显示全部楼层

这是X3TC的还是XTC的???
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 楼主| 发表于 2011-7-16 12:06:31 | 显示全部楼层
firehawk3268 发表于 2011-7-16 12:04
这是X3TC的还是XTC的???

再怎么也不可能是XTC的吧~~

点评

我糊涂了,不好意思  发表于 2011-7-16 12:16
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发表于 2011-7-17 14:16:37 | 显示全部楼层
里面说这个MOD已经整合了XSP和CMOD,

就是不知它的座舱MOD怎么样,没有座舱图贴出来。
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 楼主| 发表于 2011-7-17 14:36:23 | 显示全部楼层
U552 发表于 2011-7-17 14:16
里面说这个MOD已经整合了XSP和CMOD,

就是不知它的座舱MOD怎么样,没有座舱图贴出来。 ...

我进去试了~除了导弹特别快之外,
没发现啥和SRM+CMOD有区别的武器及飞船数据

座舱另外附加的~估计和SRM也没有任何区别
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发表于 2011-7-17 14:44:51 | 显示全部楼层
0809000 发表于 2011-7-17 14:36
我进去试了~除了导弹特别快之外,
没发现啥和SRM+CMOD有区别的武器及飞船数据

那就太寒碜了,

我先装上试试看,

我现在基本没在玩这游戏,都在试验各种MOD,

还是最喜欢XTC,期待2.0

TOTT也不错,主要是可以接主线任务。
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