Gameplay Bugs and Issues List Tech Support Summission Discussion.

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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pmenso57
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Post by pmenso57 » Sat, 26. Aug 06, 13:01

Gameplay:

Given the lack of decent fleet control, we should at least be able to use the simpler controls that we have for small ships like "follow" or "protect" for capital ships. As it is, it is *extremely* unsafe to have one capital ship follow another and have the leader jump to a sector (IS). Collision at the target gate is nearly guaranteed. If the player is the lead ship, you can avoid it only with a massive vertically strafing nose dive with boost extensioned full throttle.

Capital ships following capital ships need to, at least, wait for the lead ship to clear the gate. Without this, just *moving* a fleet from one place to another is an arduous and unnecessary micro-management task.

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apricotslice
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Post by apricotslice » Sat, 26. Aug 06, 14:51

MeGrand wrote:note also one of the side turrets fails for orcas, not just the rear
Noted.
Also i suspect your on a hideing to nothing on the pathfinding issues, its been a bugbear for as long as thier have been computer games,
Possibly. X2 1.4 AP was significantly better than the current X3 one. Thats the basis of my gripe, going backwards. What I'm doing now is trying to isolate the actual serious issues and why they occur, so the devs can look at each part of it, and decide if a fix is possible or not. We just ahve to hope they can fix it. But up until now, the actual problems with the AP have never been properly analysed and documented, just winged about.
where'd shortcut X go for exchange freight?
Quite a few were changed. Can this not be reassigned in the gameplay options ?

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apricotslice
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Post by apricotslice » Sat, 26. Aug 06, 14:55

pmenso57 wrote:Gameplay:

Given the lack of decent fleet control, we should at least be able to use the simpler controls that we have for small ships like "follow" or "protect" for capital ships. As it is, it is *extremely* unsafe to have one capital ship follow another and have the leader jump to a sector (IS). Collision at the target gate is nearly guaranteed. If the player is the lead ship, you can avoid it only with a massive vertically strafing nose dive with boost extensioned full throttle.

Capital ships following capital ships need to, at least, wait for the lead ship to clear the gate. Without this, just *moving* a fleet from one place to another is an arduous and unnecessary micro-management task.
I dont disagree with you. But this is a gameplay issue rather than a bug, and is extreemely unlikely to be addressed since it needs a substantial amount of work to rewrite.

The way around is to use all the gates of the sector, and jump your ships in alternately and rendevous somewhere. Not ideal I know.

I just havent bothered getting M1 or M2 in X3. The problems with using them like you could in X2 are too much to be bothered. I went straight for an M0 that I dont move around much. That will be replaced by the player HQ when it makes it into the game.

Jon Tetrino
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Post by Jon Tetrino » Sat, 26. Aug 06, 14:59

Apricotslice, may i suggest you start listing the bugs by name in order in the OP.

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apricotslice
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Post by apricotslice » Sat, 26. Aug 06, 15:06

Lost Ark wrote:Apricotslice, may i suggest you start listing the bugs by name in order in the OP.
Ok, will do a list. But I am actually assembling a proper submission to the devs using an html page and have promised CBJ first look at this before publishing it, in order that anything already deemed not a bug or an issue thats not going to be addressed for some reason, be removed before presenting to the devs.

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apricotslice
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Post by apricotslice » Sat, 26. Aug 06, 15:14

I've said the following about Lasertowers oos :

OOS Lasertower performance is pitiful. I have seen 50 LT's take 20 minutes OOS to kill 2 ships out of 6, with 2 casualties. Jump in and IS, the same LT's take 20 seconds to destroy the other 4 ships without casualties themselves.
I have modded the LT's to take 1gb sheilds, and yet, OOS, you still lose LT's at the same rate as 25mj shields.
This appears to be hardcoding issue in the way LT's fight OOS, where the specs of the gun are ignored, so any scripting/modding changes are ignored.
Any hardcoding of OOS LT combat, must access the spec files for sheilds and gun values.

regarding Suzie, I've said all X2 stations announcements should be replaced.

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moggy2
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Post by moggy2 » Sat, 26. Aug 06, 16:37

apricotslice wrote:I've said the following about Lasertowers oos :

OOS Lasertower performance is pitiful. I have seen 50 LT's take 20 minutes OOS to kill 2 ships out of 6, with 2 casualties. Jump in and IS, the same LT's take 20 seconds to destroy the other 4 ships without casualties themselves.
I have modded the LT's to take 1gb sheilds, and yet, OOS, you still lose LT's at the same rate as 25mj shields.
This appears to be hardcoding issue in the way LT's fight OOS, where the specs of the gun are ignored, so any scripting/modding changes are ignored.
Any hardcoding of OOS LT combat, must access the spec files for sheilds and gun values.
This goes for all OOS combat
5 pirate busters vs 1 pirate falcon. In sector, piece of cake for the busters. Out of sector the falcon owned them, barely a scratch on the shields.


another thing on In Sector Combat. Small ships, M5's and M4's, don't shoot at the very large ships. M3's fire very occasionally. They make attack runs but break off, avoiding target, before they fire.

pmenso57
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Post by pmenso57 » Sat, 26. Aug 06, 22:36

apricotslice wrote:
pmenso57 wrote:Gameplay:

Given the lack of decent fleet control, we should at least be able to use the simpler controls that we have for small ships like "follow" or "protect" for capital ships. As it is, it is *extremely* unsafe to have one capital ship follow another and have the leader jump to a sector (IS). Collision at the target gate is nearly guaranteed. If the player is the lead ship, you can avoid it only with a massive vertically strafing nose dive with boost extensioned full throttle.

Capital ships following capital ships need to, at least, wait for the lead ship to clear the gate. Without this, just *moving* a fleet from one place to another is an arduous and unnecessary micro-management task.
I dont disagree with you. But this is a gameplay issue rather than a bug, and is extreemely unlikely to be addressed since it needs a substantial amount of work to rewrite.
It shouldn't take that much work to make a following capital ship wait enough time for the ship its following to clear the gate before jumping. I'm not really referring to the pathfinding or collision avoidance in general, as I know that would be a massive amount of work. I'm just talking about the much more limited scenario of capital ship X follows Y which follows Z. When Z jumps to a sector, Y waits until Z has had enough time to clear the gate before jumping. Then, when it jumps, X waits until Y has had enough time to clear the gate before jumping. This is actually pretty basic.

smashmouth
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Post by smashmouth » Sat, 26. Aug 06, 23:59

Issue:the station announcer keeps saying "all departing pirates please be careful,pirates have been spotted in thre sector"she mixes it up a bit with the suzie announcement(as i write i cn hear her on my other computer askin for suzies parents).

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apricotslice
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Post by apricotslice » Sun, 27. Aug 06, 01:14

Bug : Auto-pilot after collision

If a ship survives an actual collision, it continues to have full speed ahead and attempts to change course to avoid what its already hitting.

If the object it hit is a station connector within a complex, the ship is unable to veer away from the connector, and continues to "Head Butt" the connector until it dies.

Once a ship has collided, speed should be cut to zero, it should back away from the object (the same as backing away from docking), find a vector that it will not collide on, turn while stopped, and then slowly add speed on that vector.

pjknibbs
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Post by pjknibbs » Sun, 27. Aug 06, 07:56

apricotslice wrote:
where'd shortcut X go for exchange freight?
Quite a few were changed. Can this not be reassigned in the gameplay options ?
By default X is increase throttle--it presumably had to be moved to there because A is now Strafe Left.

teladianium
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Post by teladianium » Sun, 27. Aug 06, 08:42

@slicemeister

Here are a couple of fairly obscure (and mainly cosmetic) problems I noticed in my current game:

1. Boring Boron start. The player ship is an Octopus spawned in Kingdoms End. When you push the throttle forward using X key a small bar of light slides forward along the centre axis of the ship and stops just in front of the nose of the ship. Decreasing the throttle moves it back towards the ship. It is always there at full throttle. After a while you stop noticing it though - it is not too intrusive.

2. Boring Boron start. Don't know if this is general - when going into a trade station barter menu, if there are M or Larger goods (the Octopus is an M5 that can only carry S type goods) the quantity column shows M or XL e.g. instead of 0. I think this is just for goods bigger than S type, as the S tyep show a qty of 0. I'll confirm that later and edit the post. I've seen this at several trading stations and have screen shots that I can post if required.

brett

Dungeoncrawler
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Post by Dungeoncrawler » Sun, 27. Aug 06, 08:54

Something I have noticed, although I would consider this minor as there are obvious workarounds. When auto-docking to a station with Autosave 'On', it occasionally takes an exceptionally long time before the game will actually Autosave.

CDc

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apricotslice
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Post by apricotslice » Sun, 27. Aug 06, 09:07

Dungeoncrawler wrote:Something I have noticed, although I would consider this minor as there are obvious workarounds. When auto-docking to a station with Autosave 'On', it occasionally takes an exceptionally long time before the game will actually Autosave.
I've noticed that.

The time to save using insurance in space, is substantially and noticably less than the autosave when docking. Never known why though, they should be doing the same thing.

Dungeoncrawler
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Post by Dungeoncrawler » Sun, 27. Aug 06, 09:26

...that's a fact. I'm usually doing something else after instructing my ship to autodock (read egosoft forums), I look up and notice that my screen shows that I've docked and I start making keystokes, but nothing happens. Then I realize I've still not 'officially docked'. I've never had it CTD or anything. It's more of a 'oops' than anything else I think. Other more important things to fix I think :)

CDc

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