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I far prefer the SCS script. For whatever imbalance you introduce; you can always find a way to counter balance. [Look at the switch options to understand how]
In my case I prefer not to have to worry about repairing ships [just the hassle of sending them to a shipyard] So I set SCS to allow my Aran to repair ships at a minor cost then if I find I am allowing myself too much I simply hand a few ships over to various factions. I hire the Salvagers to collect all the derelcit ships adn deliver them to a chosen safe sector for me to repair and sell on at my leisure. Again, if I find there are too many ships to keep a reasonable balance I repair them and convert them to another race.
Oh... and once I do see my game has lost balance I tweak my settings in the script to get better balance back. :)
Vanilla X3 keeps good balance between the fighting and trade. Once you alter it too much the balance is lost and it spoils the game. However, for those who only really want the fight then a mod like XRM is fine. So I don't condemn it - just it isn't for me.
On a even note, if I have to do mods, I would have to reload everything everytime something gets corrupted...an its just not worth the hassle of redoing it.
So I prefer the Vanilla and not the flavors that comes with it.
I just keep the things what I like in XRM, and try to change what you don’t like about it.
But I think it is a great mod.
I am playing 3 X3 total conversions mods at the moment.
The first is XRM, second, the new Litcube Universe mod, and third the Battlestar Galatica mod.
But even when I play total conversion mods or even a vanilla game I try, if possible, to install the following mods:
Life,
Codea,
Salvage command suite (SCS)
Mars
MK3 Improvement Reloaded
Trade overview
IE
IEX
These mods are a must for me, because it makes the game much more interesting as vanilla.
Also I recommend you try the new Litcube Universe mod. A lot of improvements, and it at two evil corporations, what keeps the game even interesting later in the game. I am still playing it, but as far as I can say, you can progress a little faster, but that does not mean it is easier.
The Battlestar Galactica mod, has 2 new start options, one who you must find the Galactica fleet.
But it is nice to see how alive this game still is. The new Litcube universe mod, and even the guys what did make the galactica mod, are still updating, and working on a total new galactica mod.
For the most part, you can't mount split weapons on anything other than split ships (and a certain OTAS prototype) and the same goes for other races. This allows them to synergize with a specific playstyle/design in mind. You'll notice that the split weapons tend to fire faster, move faster, and do less damage; just like their ships move faster, turn faster, and have weaker shields & hulls. Statistically, those projectiles are only a little bit faster and a little bit weaker than the ones used by argon or boron fighters, but they feel completely different when used with their ships.
One of the main goals of XRM seems to be making each ship feel unique in its purpose, and I feel they succeed greatly there. Not only are there more than the tradtional M1-M8 classes, but there are also sub-classes and sub-sub classes of ships. There are fighter bombers, M3s tailored to fighting M3s, M3s tailored to fighting M4s, all sorts of minor diffirences that completely define the role of the ship. In vanilla you can get yourself a Split Tiger or an OTAS Boreas or something, and it can do almost anything you need it to. In XRM, your ship will only be able to fill one or two roles at best (with a few hidden jack-of-all-trades-master-of-none options). Because of these role-specific ships, the scale also tends to be bigger. Bigger battles, bigger patrols, bigger everything. It also means battles can be more chaotic, as a ship specialized at killing your M6 might get taken out early in the fighting, or it might survive and completely demolish your ship. You very much have to rely on backup for most situations, and you need to know when to retreat. For instance, as an average fighter you should never even think about coming within 5km of a capital ship unless you want to be shredded by point defences, nor should a capital ship try to engage an M7M since a barrage of slow heavy torpedoes will have no trouble hitting your slow ship.
XRM definitely has its flaws, but many of them become more acceptable when you fully understand the reasoning behind them. It also sucks that the main Argon plot is disabled for X3AP, since I really want to experience it but I can't live without XRM now.
I've never really messed with UTs much since I'm more of a station-empire kind of player, but stations seem about as profitable as ever. Maybe a little less so than vanilla (it's incredibly hard to judge as even different vanilla saves will have different economical situations) but overall I can still fund my modest fleet from a pair of factory complexes.
Basically, it's a nice conversion mod with some cool features, but anything but balanced.
Edit: And really, pretty much all the stuff OP mentions.
Essential scripts dont work with this mod either, and its dead for years now.
LITCUBE on the other hand i found to be horrible in corvette type ships u get roasted by trash and missiles in no time while your turrets just bugger around hitting nothing or even only firing every 5 seconds or not at all, making money though is stupidly easy because there are so many ships to claim that u never have to really use traders to make you first 50 million creds.
I used the fake patch method and it worked. It should give you a ton of new starts if you installed XRM correctly.
For TC on fresh install* (main folder):
XRM1.30_Part_1 renamed to 14.cat & 14dat
XRM1.30d_Part_2 renamed to 15.cat & 15.dat
XRM1.29_Part_3 renamed to 16.cat & 16.dat
For AP on fresh install* (addon folder):
XRM1.30_Part_1 renamed to 05.cat & 05.dat
XRM1.30d_Part_2 renamed to 06.cat & 06.dat
XRM1.30d_Part_3** renamed to 07.cat & 07.dat
* - Other compatible mods may need to be renamed and numbered before the XRM files, IEX for example.
** - Part 3 is no different than the 1.29_Part_3 version.