X Rebirth

X Rebirth

Marine Rebalance
186 Comments
SuperNiceGuy 7 Dec, 2022 @ 4:24pm 
Work fine in 4.3
Sketchy 22 Dec, 2018 @ 2:24pm 
Is there any way you could somehow reduce the chances of elite marines being the ones that get killed in boarding combat? I have a hard time keeping the elites as it decides that they're the ones who died in a boarding operation rather than the veterans and recruits.

This is with a boarding strength of about 58 attacking a resistance between 15 and 50. I seem to always lose 4 or 5 marines in that situation and it feels like a relatively high chance that at least one of those will be an elite.
Walker Evans  [author] 17 Mar, 2018 @ 9:56am 
let's see how it turns out. that's my attitude with all games, though.
DeDFear 17 Mar, 2018 @ 8:11am 
you xcited about x4?
Walker Evans  [author] 17 Mar, 2018 @ 8:10am 
not boarding resistance, no.
DeDFear 17 Mar, 2018 @ 8:02am 
oh wait this doesnt alter boarding resistences, right? n/m then
Walker Evans  [author] 16 Mar, 2018 @ 2:31pm 
why not?
DeDFear 16 Mar, 2018 @ 12:43pm 
no point in having this on very hard difficulty
Walker Evans  [author] 17 Feb, 2018 @ 5:41am 
17.February 2018 - Marine Rebalance updated to v0.57

Fixed getting very powerful veteran and elite marines in Hard and Very Hard difficulty.

Thank you very much to lyonheart for reporting the issue.

Only the version available on Steam was affected.
bioscmos303 8 Dec, 2017 @ 7:08pm 
tnx for update !!!
Walker Evans  [author] 8 Dec, 2017 @ 10:04am 
8.December 2017 - Marine Rebalance updated to v0.56

Compatibility update with XR 4.3

Thank you very much to alexalsp for reporting the new error.
Walker Evans  [author] 29 Jul, 2017 @ 3:15am 
updated to be compatible with XR 4.10. only incompatibilty was a fix for something that was broken in 4.0 and fixed in 4.10, so prior mod version turned out to be harmless.
VIVANCO 26 Apr, 2017 @ 8:52am 
Would be nice if you can update the mod on 4.10 :)
Walker Evans  [author] 30 Mar, 2017 @ 1:32pm 
Are you playing with X Rebirth 4.10? This isn't compatible with that yet.
ThisIsOli 30 Mar, 2017 @ 10:57am 
Sorry, should clarify, only one doing a boarding mission!
ThisIsOli 30 Mar, 2017 @ 10:56am 
My game is getting kind of laggy during boarding since I installed this, close to unplayable sometimes!
Invisihole 23 Jan, 2017 @ 9:02am 
Yes, sorry, tested it with normal boarding with BO and it works fine. Just what I needed. Thank you and sorry for not updating sooner. Also again thanks for the numbers summary. It would be wise for you to publish those numbers in the description.
Walker Evans  [author] 23 Jan, 2017 @ 12:08am 
I'm not going to overwrite another mod. If you're at the stage with this mod where you don't get support missions anymore, and you're confident that you could keep it that way, then you could select normal boarding from Boarding Options.
Invisihole 21 Jan, 2017 @ 11:50am 
Well that is not compatible with Boarding options, which have me hacking at each stage if I pick hacking only. It should overwrite boarding options in this regard.
Walker Evans  [author] 21 Jan, 2017 @ 10:30am 
Yeah, but when they blitz, each round only lasts 0.2 seconds with no support missions coming from Yisha.
Invisihole 21 Jan, 2017 @ 7:08am 
"Marines blitz when target is severely outmatched."
-Not working.

Tested on Titurels (~700 BP or ~180 vanilla BP vs ~100 BR), no deaths, with scan- result is 4 rounds (just because of scan)
Tested on Rahanas without scan- ~700BP vs 40-50BR - no scan, 10 rounds. Absolutely no effect from relative marine power.

Vanilla 5 rounds, scan not working, takes about the same time to board, considering with BO mod you can hack-only and camp just 1 hack spot, which makes it faster than scan + hack different spots only to lose 1 round. In other words - boarding speed is not affected, only a boost of power as you progress.

Will this be fixed?
Invisihole 21 Jan, 2017 @ 3:05am 
Ah, valuable information in the numbers there. I've read the description, but the uncertainty in not giving out numbers there kept me away. Nobody prefers losing elite marines by chance.
Walker Evans  [author] 20 Jan, 2017 @ 8:13am 
details here:

http://forum.egosoft.com/viewtopic.php?t=375052

under the heading "Mod Details"
Walker Evans  [author] 20 Jan, 2017 @ 8:12am 
Oh, and Yisha stops barking orders at 11+
Walker Evans  [author] 20 Jan, 2017 @ 8:10am 
a bit complicated since a few more variables come into play. assuming normal boarding (didn't do PreScan with a Beholder ROV, you do all of Yisha's support missions), the attrition thresholds are:

(numbers are your attack strength - target's boarding resistance)

101 stomps over opposition (no losses and your marines defeat opposition fairly quickly,
-11 heavy losses

in between -11 and 100 you get a chance to lose some marines to attrition with a chance that they retreat so it's important to keep an eye how the battle is going, and it pays to start the boardng operation with high boarding strength relative to your target's resistance and keep it that way as the battle progresses.

attrition is heavier if you fail any of Yisha's support missions. doing PreScan lowers the number of times that casualties and progression has to be calculated so there's less chance of losing marines.
Invisihole 20 Jan, 2017 @ 5:41am 
I'm interested in what is the condition to not lose marines at boarding? It is clear in-game that it needs to be 10+ above boarding resistance, but here it's not clear and judging by a comment further down is not proportionate to the resistance. What must the difference be in order to board without losing elite marines to space flies?

Playing normal difficulty, mainly interested in the faster cap of weaker ships. Also what is the relative boarding strength requirement for faster boarding and how does it change with a bigger gap?
Walker Evans  [author] 15 Jul, 2016 @ 1:22pm 
dude! Marvin describes it in english 3 posts below the OP in that thread. anyway, FSB isn't my mod, so you'll have to take it up with him.
Walker Evans  [author] 15 Jul, 2016 @ 9:20am 
Fleet-supported boarding? Just download the link at the top of Marvin's thread. Here:

http://forum.egosoft.com/viewtopic.php?t=383486
wildsoft 14 Jul, 2016 @ 8:46pm 
Thanks guys for this on steam. Much needed for the folks who dont parse the egosoft board all that much. Trying to get Fleet boarding to work with this. I have the code for the modified 0.53 i belive, but i had manualy updated the files...no choice... others seem to have it working in the forum..im perplexed/lazy to ferret it all out in xml. Your free to contact me if you get any ideas.
Walker Evans  [author] 2 Apr, 2016 @ 1:44am 
2.April 2016 - Marine Rebalance updated to v0.54

Compatibility fix with Boarding Options to enable attempt to launch boarding pods anyway even if the target ship is moving too fast.

Many thanks to FunkDooBiesT for pointing out that this does not work with Marine Rebalance installed.
Walker Evans  [author] 19 Mar, 2016 @ 7:06am 
Just read the mod description again (after not having read it for a very long time), and it turns out i added more detailed descriptions of those bullet points in the last two pages of the comments here in the Workshop. Just read through them, and I think they're still accurate.
Walker Evans  [author] 19 Mar, 2016 @ 7:01am 
The mod started as a rebalancing project, mostly because there was a huge uptick in boarding difficulty in XR 3.0 Beta 7. In the early days of the mod, it was an attempt at making boarding easier while finding a better balance point which is still fun. The project has grown quite a lot since then, and boarding at Hard difficulty even uses the vanilla numbers so doesn't even have the rebalance part of the mod, strictly speaking; but the name kinda stuck.

I wouldn't quite call this an overhaul of boarding since the process is still largely the same, but it has become something more than just rebalancing.

About what the mod actually does, it's all in the mod description under the header "Information about this variant". The stuff in bullet points is described in more (possibly too much) detail in the Egosoft forum thread linked to in the mod description.
Twisted 19 Mar, 2016 @ 6:31am 
What does the rebalancing do? Rebalance how, what are the effects of the mod?
Walker Evans  [author] 2 Mar, 2016 @ 9:36pm 
That's intended. You lose a few marines until your marine crew is much more powerful than the boarding resistance of the ship they're boarding.
Stagnetti 2 Mar, 2016 @ 8:17pm 
There's something funky going on with the defense/boarding strength. I'm still losing ten marines boarding a 15 defense ship with a maxed marine officer and 67 boarding offense. Basically losing two elites and getting one in return. Really makes getting elite marines to get my strength up for taking larger ships impossible atm.
Walker Evans  [author] 29 Feb, 2016 @ 1:15pm 
29.Feb.2016 - Marine Rebalance updated to v0.53

- Fixed attrition. Many thanks to pref for spotting the waldo!
Geeves 28 Feb, 2016 @ 10:42am 
Yeah I am running Reapers ship pack and Terratechs ship pack (which I thought I turned off, but looking at my extensions they are still on)
Walker Evans  [author] 28 Feb, 2016 @ 8:24am 
Possibly a mod that's modifying libraries\targetpoints.xml. Haven't encountered anything that does though. Maybe a ship pack?
Geeves 28 Feb, 2016 @ 8:18am 
Nope, manually clicking scan just gives "scan failed". I'm thinking it has to be a conflict somewhere. Playing on normal, and scanning works everywhere else (station info points).
Walker Evans  [author] 28 Feb, 2016 @ 7:10am 
Just did a quick test, and PreScan looks like it's working properly.

http://i.imgur.com/jHqZhKu.jpg
Walker Evans  [author] 28 Feb, 2016 @ 6:54am 
Oh, and which difficulty level are you playing in?
Walker Evans  [author] 28 Feb, 2016 @ 6:54am 
Thanks. I'll check to see if anything changed in RML_Scan_TargetPoints. Just to rule out scanning in general not working vanilla: does manually clicking "scan" while in a Beholder ROV activate scan mode and generate target points?
Geeves 28 Feb, 2016 @ 6:00am 
It happens on every ship that I try to board, From Sul carriers to Titurel raiders to Fedhelm miners.
Walker Evans  [author] 28 Feb, 2016 @ 1:16am 
I'll look into it. Which ship type are you trying to board?
Geeves 27 Feb, 2016 @ 6:18pm 
Having what I can only assume is a bug with this mod:
I initiate boarding, and choose pre-scan.
No scan points ever pop up, and when I enter my Beholder ROV, the only thing I can do is double-click the ship to pop up the "scan with drone", but selecting that just gives me "scan failed" every time.
Am I missing something?
Walker Evans  [author] 13 Feb, 2016 @ 2:14pm 
13.Feb.2016 - Marine Rebalance updated to v0.52

- Suppresses notifications added in X:R 4.0 Beta 5.
- Removed sound of boarding notifications.

Marine Rebalance is now fully compatible with X Rebirth 4.0

Happy 13th, everyone!
Walker Evans  [author] 13 Feb, 2016 @ 2:14pm 
Whoops! Thanks for pointing that out. Still haven't gotten used to the year changing, it seems.
Cian 13 Feb, 2016 @ 1:16pm 
Just FYI: You put 2015 instead of 2016. At first I thought mod hadn't been updated in a year when it actually just got updated.
Walker Evans  [author] 12 Feb, 2016 @ 11:36pm 
@reaperxvii, sorry I completely missed your posts! Didn't get the notifications in Steam for some reason.

Do you mean to increase the boarding resistance of NPC ships to scale with yours? Or to have NPC ships be board-capable?

On the first, no. And not planning on adding that either. I really don't like games where challenges scale with your ability. I think that if game developers have to resort to that, that the way the challenge might have been met should have been better balanced in the first place. Then again, some games do it well.

On the second, Marvin Martian has an awesome mod called Fleet-supported Boarding:

http://forum.egosoft.com/viewtopic.php?t=383486

At the moment, it allows all ships to have marines. I think the plan is to go in the direction of NPC ships spontaneously board each other, and your ships of course.
Reaperxvii 20 Jan, 2016 @ 10:59pm 
34 veterans and 16 elite marins, thats no save editing either which is impressive for me :P