[TC] [Walkthrough/Guide] A Slice of X ---- Terran, Fury, Hub, Goner, HQ, Aldrin Complete.

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

Moderator: Moderators for English X Forum

Painman
Posts: 1694
Joined: Fri, 6. Apr 07, 07:12
x3tc

Post by Painman » Sun, 12. Apr 09, 18:27

On a couple occasions, the target base for me has been a Mixed Food base rather than an SPP.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Sun, 14. Jun 09, 08:48

Aldrin Plot.

You get a message from Craig Armston of the Terran Resource Evaluation Commission asking you to dock at the Orbital Patrol Base in Asteroid Belt.

Mission 1.

Use the unfocussed jump drive to scout for valuable or abundant minerals. Pays 20k + resource worth. No time limit. You will need a Mineral Scanner before you start.

Scan 8 asteroids. Khaak nearby, including a lot of corvettes. Run around the asteroids as they are targetted by the mission arrows, and scan each one when you come in range. Target roid, click I, then when ‘scan’ lights up, click ‘scan’. Done. Move on.

A slow ship needs to be able to fight M6's. A fast ship may not need to fight at all.

Once all are scanned, you are asked to mine and deliver 100 Nvidium.

When you have mined your Nvidium, engage jump drive and it will automatically take you back to the Asteroid Belt. Dock to complete the mission. The Nvidium is taken off the ship automatically.

Mission 2.

Fly to the Earth Torus to meet Gen. Don Hammond of the ATF. You will need a jumpdrive as the mission will take you to Aldrin.

Follow the yellow arrows.

When you get to the Torus, remember, DON’T use the autopilot !

Deliver a data storage device to Lt. Jake Griffith at Aldrin Energy production Base XL epsilon. 30K.

Undock and jump to Aldrin.

The destination is 283 km away (or thereabouts), highlighted by the yellow arrows, so click your mouse on it to target it, then fly to it.

Mission 3.

Take Griffith to the USC Orbital Supply Base in sector Aldrin 2 in orbit of the planet Armstrong. Pays 20k.

If your using a larger ship that could not dock with the station you just left, make sure you remember which ship you leave Griffith in !

Fly to the trans-orbital accelerator for Aldrin 2.

Dock the ship carrying Griffith at the Supply Base.

Mission 4.

Fly to the Gate, following the guidance arrows. It’s a normal gate, but as yet not connected to anywhere.

Cutscene.

Patrol Aldrin 2. Pays 750,221 plus. Xenon targets.

When all Xenon are chip dust, you will be told to fly to Terran Unknown Sector 1, through the gate.

This is a Xenon sector with capital ships and jumping J’s. What you get will depend on your ranks, but go in here in something that can take on a lot of enemies.

The actual mission is to scan 8 asteroids, following the arrows. But there is good credits in taking out the Xenon first. I was paid an extra 4.5 Million.

Once you have scanned all the asteroids, it’s a good place to save.

Next, escort the highlighted ship, Terran Science Ship Katana, to an unknown object.

When the object has been picked up, there is a cutscene.

Now fly to Terran Unknown Sector 2.

After transition, there are 2 quick cutscenes, then your ordered to fly to the Terran Tyr, back through the gate. Before I could do so, a Khaak fleet jumped in. Your choice if you take them on, or get out. You don’t get paid extra though.

At about 7km from the Tyr, you get orders to wait for new orders. Don’t go anywhere, it wont be long to wait.

Mission 5.

Recon of Perpetual Sin, for evidence of super weapon use or a destroyed Khaak stronghold.

Jump to Perpetual Sin south gate. Mission is to find evidence of the Khaak. There is ship debris in the distance. Looks like an old Titan. And another. Your looking not for ship debris, but an unknown object. When you get within a few km of one of them, you get told to scan it. Go up to about 500 meters, and you will hear “scanning........scan complete”. You then get a new message.

Mission 6.

Deliver a Nemesis to the Teladi Trading Station in Spaceweed Grove. Buy one from a Paranid Shipyard and get it to the Trading Station. You get the value of it back when its delivered. If your not flying it yourself, dock ahead of it first, so you are on the station when it docks.

When the Nemesis, you get a message and are asked to turn over the Nemesis. Click on “Your Nemesis” to deliver it.

You then get 2 messages, one from the Paranid, and the other from Griffin.

Tasks complete for now. Just wait for the next message.

Mission 7.

Time to shoot some Paranid ! The mission is to run interference while some Terran captives of the Paranid are rescued. 20k pay.

Fly to Unknown Sector by Unholy Descent. On entering the sector, everything Paranid is red. Take out all Paranid objects.

When the last is gone, you get asked to escort a Terran Yokohama which is going to board a prison transport. Follow it until its boarding is complete. They leave the Paranid crew floating in space, so its up to you what you want to do with them.

Mission 8.

Fly to Terran Unknown Sector 3. I didnt get any guidance, so I jumped to Terran Unknown Sector 1, and the guidance then showed up with a new East Gate. Fly through that.

Search the sector. You will find a Boron Angel TP, piloted by BalaGi somewhere there. Fly close and you get a message to escort the Angel to Aldrin 2. A Xenon J and K jumped in almost on top of us, in TUS1. Then a second group of J, P’s and fighters. This will vary of course according to your combat rank. A speed of more than 94 is needed to keep up, and decent firepower to protect the Angel.

When the Angel jumps into Aldrin 2, the mission is complete. No further mission is offered immediately.

Mission 9.

Repel Xenon in TUS3. Jump into TUS3. Go to the aid of the mining base ship. Take out the Xenon patrol.

Tow the Mining Base ship to Aldrin 2. You will need a ship that can mount a Tractor beam in the rear turrent, and of course, a tractor beam. There was a Khaak Battle group by the west gate in TUS1, so you will need to deal with whatever enemy you find there before you get the tow anywhere near there.

Once you get it inside the gate in Aldrin 2, tow it towards the Base. After a couple of km, you will get a message from Griffin. The Mining ship is now yours.

Mission 10.

Dock at the Orbital Patrol Base in Asteroid Belt for new orders.

Transport a Glowing Crystal to the Gate Production Complex in Neptune. A fast ships helps here.

Fly to within 5km of the Gate complex, and you will get a new message.

Now jump to Kingdom End to talk to BalaGi on the Royal Boron Trading Station. When in range, com. Next, dock at the Trading Station to pick up BalaGi.

Transport BalaGi to your Hub in the Unknown Sector.

Connect the hub to Terran Unknown Sector 1 and Terran Unknown Sector 2. Before you do, I recommend you ensure you do not strand your own ships using the hub in other sectors, thus endangering them when they try to fly home the long way.

Fly into TUS2. Find an inactive Gate. Its about 60km away. Should be visible to your naked eye, if you look around a bit. Fly up close to the gate. You get a new message and then a cutscene.

The gate is connected to Neptune automatically and the Plot is complete.

delstars
Posts: 342
Joined: Wed, 2. Sep 09, 03:11
x3tc

Post by delstars » Wed, 14. Oct 09, 06:04

Just a comment on the 75000 microchip thing, it would take you something like a month of playing time with 10 chip plants, or on seta to get that mant chips. With one factory it would take around the time period of a year. This is actual playing time remember. Is there any way to speed up this insane part of the mission? :evil:

Targ Collective
Posts: 2708
Joined: Wed, 4. Feb 09, 21:42
x4

Post by Targ Collective » Wed, 14. Oct 09, 06:16

Remember, NPC power plants aren't silicon-dependent - if you buy in silicon and power just linking them up to food fabs, the X-Universe can support a large amount of chip plants. Or you could cut out the middle man and arrange possession of a silicon-rich sector, supporting the plants silicon-wise with a view to destroying the chip plants and linking the silicon up to power loops later.

If one would take a year, three hundred and sixty five chip plants would take a day. So, build three thousand six hundred and fifty and do it in 2.4 hours. :p

Alternatively look into Apricotslice's Very Easy Hub Plot to drastically reduce the requirements. If you're not into complex building much, this is the only other way you're going to get your paws on a HQ.
Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Wed, 14. Oct 09, 06:22

1. Change the plot to have to deliver less. Medium and Easy hub plots do that, but you have to install them before you get to the chips for it have any effect.

2. More chip plants. 200 might speed it up a lot, but the resource requirements are fearsome. Just the cahoona needs are frightening. To get those, you need the same amount of cattle, plus the ecells to drive them all. Its huge industry, and that will still only generate 800 chips every 24 minutes.

3. Modding : Open the TWareT.txt file from whichever is the latest cat/dat its in (I cant recall off hand) in X3Editor program, and change "Production RelVal (player)" down to 9. This produces 32 chips every 4 minutes 48 seconds. But the cycle wont start until you get rid of those, so you need to monitoring closely to ensure the chips are removed from the complex as fast as possible. Even then, it will still take ages with only 10 or 20 factories. Also, this only works on stations dropped after the file is changed.

The fastest solution is drop in the easy plot and then reload to the point before the chips become active. Which is what I did in this guide :)

Targ Collective
Posts: 2708
Joined: Wed, 4. Feb 09, 21:42
x4

Post by Targ Collective » Wed, 14. Oct 09, 07:24

It's not impossible by any means - this complex, while outsize in terms of the number of chip plants needed, if properly supplied will complete the plot in around fifty hours realtime - just two days and two hours! Add in SETA and you could be looking at five hours. There's nothing keeping you from building even bigger either.

Doing the vanilla plot will have undoubtedly put you into a position where you have a vast amount of silicon lying around as part of your power loops - and what else will that power have been used for I ask than producing equipment such as shields, weapons and missiles? Now all this needs ore, which you will have in bulk to support all this. And if you need to produce a vast amount of ore or silicon for some reason, why, just let the hoppers fill with crystals and other wares and production will increase!

Boosting production in a second complex is a trivial matter when your first is in place.

Let's say you have five complexes in place in various sectors, each huge, one producing fighter equipment, another corvette/frigate goods, another servicing destroyers, another providing for bombers and M7Ms, another producing missiles for fighter wings...

Let's say you theme things and try for a whole sector devoted to Ion weapons, number six...

A sector devoted to Split weapons, number seven...

A sector for the eventual PHQ providing shipbuilding materials, number eight...

It all adds up, and what it adds up to is a ton of crystals, silicon, ore and coincidentally a lot of armanent.

That silicon piling up in all those hoppers can supply the chip plant right off the bat. Get your freighters trading to keep it topped up, engage SETA...

What I'm trying to say is, it can be done and it can be done FAST. You need to think big however to pull it off.
Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun.

delstars
Posts: 342
Joined: Wed, 2. Sep 09, 03:11
x3tc

Post by delstars » Thu, 15. Oct 09, 01:40

apricotslice wrote:1. Change the plot to have to deliver less. Medium and Easy hub plots do that, but you have to install them before you get to the chips for it have any effect.

2. More chip plants. 200 might speed it up a lot, but the resource requirements are fearsome. Just the cahoona needs are frightening. To get those, you need the same amount of cattle, plus the ecells to drive them all. Its huge industry, and that will still only generate 800 chips every 24 minutes.

3. Modding : Open the TWareT.txt file from whichever is the latest cat/dat its in (I cant recall off hand) in X3Editor program, and change "Production RelVal (player)" down to 9. This produces 32 chips every 4 minutes 48 seconds. But the cycle wont start until you get rid of those, so you need to monitoring closely to ensure the chips are removed from the complex as fast as possible. Even then, it will still take ages with only 10 or 20 factories. Also, this only works on stations dropped after the file is changed.

The fastest solution is drop in the easy plot and then reload to the point before the chips become active. Which is what I did in this guide :)
Some of this stuff sounds good but, I have no idea how to do it, I don't even understand all of it. I would like to know exactly how to make it an easy plot. But being relitively new to the game, I have no idea how to do this stuff. And just in case this is necisary, I've already started the plot and am on the 500 chip part of the plot. And as for the guides, I can't load the site. Hope you can help.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Thu, 15. Oct 09, 01:49

http://forum.egosoft.com/viewtopic.php?t=226623

There is some general hint about using scripts and mods guides in the scripting and modding forum, off the documentation sticky thread. The url above links to my scripts announcement thread, which links to my download site. Instructions are pretty simple usually.

Using the easy hub plot, will not change the mission your on, but will change everything after it. 500 chips is collectable, albiet a pain to find.

What url are you trying to load for guides ?

delstars
Posts: 342
Joined: Wed, 2. Sep 09, 03:11
x3tc

Post by delstars » Wed, 21. Oct 09, 01:52

What does it mean by Unzip into the X3TC directory, and wat does that mean, just copy it into scripts, if not, how do you do it?

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Wed, 21. Oct 09, 01:57

The zip contains everything thats needed, including the sub-folders.

So use winzip or another zip program to unzip the zip file into your Terran Conflict folder. Everything will then be placed where it needs to be with nothing you need to move.

You will need to brouse your hard disk to find the Terran Conflict folder. Its location is different if you steam installed, than from the box.

sleepy_head
Posts: 828
Joined: Tue, 2. Mar 04, 07:09
x3tc

Post by sleepy_head » Thu, 20. May 10, 16:33

I have used this guide for the past 2 months and finally I'm done. Thanks for writing it and pointing out all the potential problems and issues to avoid. Saved me a lot of headaches.

Soriugen
Posts: 4
Joined: Sun, 22. Aug 10, 01:43

Post by Soriugen » Sun, 22. Aug 10, 19:16

I would like to point out that Crystal Fabs come in L size as well, check Argon Prime or Omicron SY's for them, bottom of station selling list, i overlooked this once before and now i have a silly looking complex with 2 Ls and an M :/

Starlight_Corporation
Posts: 1262
Joined: Thu, 17. Feb 05, 16:51
x4

Post by Starlight_Corporation » Sun, 22. Aug 10, 21:34

The L size Crystal fabs were not always in the game. They got added at a later date (Sleepyhead ressurected this near year old threat)

Mateus090985
Posts: 140
Joined: Mon, 16. Aug 10, 17:37
x3tc

Post by Mateus090985 » Wed, 10. Nov 10, 15:13

Cant find the Unknow Object in the Mission 5 of the Aldrin Plot... The one in Perpetual Sin.

Retiredman
Posts: 795
Joined: Fri, 4. Sep 09, 02:35
x3ap

Post by Retiredman » Wed, 10. Nov 10, 15:32

Keep flying around the middle area and there will be some unknowns..

If not, blame the Paranid Sector cleanup crew .... :P

owenmarget
Posts: 1
Joined: Fri, 7. Jan 11, 08:35

Post by owenmarget » Fri, 7. Jan 11, 08:45

Did you find already the unknown object?

Wonderbugg
Posts: 72
Joined: Thu, 8. Apr 10, 02:58
x4

Post by Wonderbugg » Fri, 21. Jan 11, 04:43

Can anyone give me the bare minimums for these plots? This guide uses scripts and I'm in Vanilla and not running any scripts. I'm at the part where I'm supposed to jump to Kha'ak sector 931 and drop a Adv Sattelite. I have a very fast ship (Adv Discoverer) that can push almost 500m/s but it doesn't have the cargospace for enough E-cells to make the 2 jumps. I have a Adv Eclipse M3 (126 m/s) that can carry enough E-cells, but it gets shredded before it can reach the Kha'ak station.
What ship should I get for this mission? My 'best' is the Adv Eclipse and I've got about 15M credits and 2 Mistral SF's running around as sector traders.

Also...according to the guide...I'm supposed to try to reach the station in front of any enemies, but there are already a couple of M3/M4 and M5's already between my ship and the station when I jump in, so there is no avoiding them...unless I can get a really fast ship with enough cargo space for 120 E-cells and 'kite' them to a distant corner..then dash for the station while they are all trying to catch up.

Wonderbugg
Posts: 72
Joined: Thu, 8. Apr 10, 02:58
x4

Post by Wonderbugg » Fri, 21. Jan 11, 05:27

OK..I went on a 'suicide' mission (knowing my M3 would get tore up and found that there is a container of E-cells off to one side. Going to try to take my Rapier that I got in the Terran missions out there. It should be fast enough to outrun anything in the sector and possibly even get enough E-cells for the jump back. It at least has enough cargobay to hold the minimum 60 needed for the jump. Maybe play 'cat and mouse' long enough to lure them away from the staion once I have enough E-cells to make it back too. Here goes nothing.

User avatar
Spectre01
Posts: 453
Joined: Tue, 23. Dec 08, 10:15
xr

Post by Spectre01 » Fri, 21. Jan 11, 06:00

All the plot requirements are listed here: http://www.egosoft.com/support/faq/faq_ ... 03f58abbdf

Wonderbugg
Posts: 72
Joined: Thu, 8. Apr 10, 02:58
x4

Post by Wonderbugg » Fri, 21. Jan 11, 06:13

I was implying...wha ship do I have to have? I couldn't use the Rapier because it didn't have 'M class" container capability. then I tried my Adv Discoverer, but I had to strip the shields and guns off of it to get the E-cells, and it got ripped apart by some ship that 'teleports' to you and beams you to death. So I'm beginning to think that anything short of a M2/M1 isn't going to cut it. It's obvious you can't go for speed with those ships warping right to you. If you turn to fight them, the others catch up. If you wait too long to turn and fight..you're dead anyways. Speed means no cargo space...it takes 60 E-cells to jump to Kha'ak sector 931, so the Discoverer is out (unless you kept your Adv one) because the cargo hold is only 50 at max. The Adv one gives you 67, but you need to carry the Sattelite as well. The Rapier is super fast but only hold 'S' class containers and the Sat is a "M". So basically..any M5 is cannon fodder.
M4/M3's aren't fast enough to even try and don't have the shielding/firepower to hold out against 40+ Kha'ak M5/M4/M3's on them, so they are out.
M8 is mostly missles and pretty useless against fighters, so they're out. M7 can probably do it, but it'll cost a ton in repairs when you're done, and thats assuming you can still outrun the Kha'ak Capital ships once you toasted the fighters/Corvettes.
That leaves the M2/M1 classes. I don't think a M2 Osaka would have too much of a problem. It would just kill everything in the sector. Then we have the M1 'Carrier'. Some hold up to 60 fighters. If a M1 with 60 M3 class fighters popped in and let loose its wings...it would most likely survive as well.
Any other ideas?

Post Reply

Return to “X Trilogy Universe”