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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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