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    Thread: Thoughts on Mod :)

    1. #1
      TXU New Member NZ-Wanderer's Avatar
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      Default Thoughts on Mod :)

      Well I been giving the mod a real good go, but am a little disappointed in the number of enemies that are now in the universe..
      I have had Khaak M6's and M2's wipe out half my ships and some of my stations within a 2 hour period - (Not a pretty sight)
      Pirate sectors which I had taken over now have Pirate Capital ships etc roaming through them taking out my fleets etc (I use the sector takeover script)

      I think this is a great mod, but the shear number of enemies now are making me ponder wether to keep it on or not, as I have spent since the day X3 came out establishing myself, and now am getting wiped off the face of the universe with no way of stopping the enemy even if I did join my 3 remaining battlegroups together..

      Been trying to do the treasure hunt, but am stuck near the beginning trying to find the ship called Gladiator, spent 3 hours wandering through sectors trying to find it and while I was doing that my ships and stations were getting clobbered because by the time I realise whats happening and break off my search to go try to help my empire sectors my poor ships/stations are gone, then I have resumed my search only to have to break it off again a few minutes later.. (I now given up on the search for the ship)

      Anyway, personally, I think that if I haven't got any modified ships etc then the enemy shouldn't have them either, to me the whole thing has become VERY unbalanced because of all these NEW ships etc roaming around killing everything I ever owned..

      Anyway, that's my 5c worth


    2. #2
      Mox Points for Infraction Points (Given)
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      We are aware of this in that indeed -especially under starters to medium circumstances- there seems to be a tad too much action going about in .6B
      for users to get themselves into the game comfortably.
      The upcoming .6C patch will adjust this by removing some nmi's as well as increasing the nr of race military patrols.


    3. #3
      TXU New Member NZ-Wanderer's Avatar
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      Well I just went back in for another hour or so playing, and promptly got clobbered by Xenon Battleships in a supposdly "safe" sector (my poor little M6 didn't stand a chance)

      Thanks for the reply Mox, I will put the mod on the backburner until you release .6c for me to have a play with - In the meantime I have got a LOT of rebuilding to try to do..


    4. #4
      TXU Full Member Methraton's Avatar
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      The Universe is just fine for me... but it tooks months to become my little mercenary/pirate fleet (1xPython, 1xColossus, 4xM7, 2x M8, ~10M6, + rest).
      I must admit that it should be hard for beginners. Maybe it could be a good idea to implement an difficulty setting as Al plugin?

      I use Race response fleet. I think it helps againts invading xenon and pirates, and recommend it to people who wants safety for their factories in the heart of race core sectors (do not venture in borderland at the beginning, I saw yesterday 2xQ+3xP+~15L roaming in border split sectors, it was fun to kill with my Python and its Cerberus escort).


    5. #5
      Mox Points for Infraction Points (Given)
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      If there was an easy possibility for a difficulty setting via AL-Plugin format, trust me when I say it would be right on top of the others ;-)


    6. #6
      TXU New Member richardthesane's Avatar
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      I look at this from another angle - I am finding it hard to actually gain rep because the race military are eliminating any pirate/xenon/khaak threat before I get a chance.

      But on the other side I've not lost a UT in ages because of the military.

      SO I understand how difficult a balance it is to strike, but currently my view is the military presence does not need increasing...


    7. #7
      TXU Sr. Member Rogueagle's Avatar
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      Quote Originally Posted by richardthesane
      I look at this from another angle - I am finding it hard to actually gain rep because the race military are eliminating any pirate/xenon/khaak threat before I get a chance.

      But on the other side I've not lost a UT in ages because of the military.

      SO I understand how difficult a balance it is to strike, but currently my view is the military presence does not need increasing...
      Yeah, hearing a concern about not losing a UT is something thats going to take some getting used to


    8. #8
      TXU New Member Viperidae's Avatar
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      I'm playing a Kha'ak invader game and those military patrols are the bane of my existence. They make things really interesting, really fast. Gaining rep is very hard.

      They behave a bit strangely though. As soon as I show up in sector they will start chasing me. If there is a Kha'ak or Xenon fleet demolishing stations in the sector, however, they will only fire on it if they happen to get within range (usually because i lead them there).


    9. #9
      TXU New Member NZ-Wanderer's Avatar
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      Default

      Well I had another play this morning, and because of what happened I have now reinstalled X3 without the mod until the next update Mox was talking about..

      Why??

      Because my favourite M6 Nemmie got wiped out by 2 Pirate M3's , now you can't tell me that's normal, IMHO 2 M3's shouldn't stand a chance up against an M6...

      And now I have lost my very first Nemmie that took me forever to get..


    10. #10
      The X Universe Founder Mokonzi's Avatar
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      NZ-W, if you are referring to the Nemesis in the normal X3, then there is nothing the next version of the mod will change. We've not tampered with the Pirate M3s, or the stock M6s.

      Mokonzi

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