[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.

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Emre Yigit
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Post by Emre Yigit » Tue, 10. Feb 09, 23:18

Just wanted to say, thank you for these guides. They made my life much easier.
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Njubi!
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Post by Njubi! » Fri, 13. Feb 09, 16:01

HI ALL
I have a problem with a mission goner 6,after i have built the teladium factory they simply wont give me a new mission. maybe i erased the mission guidance,how to activate it again?

and next problem is hq1,in sector ocean of fantasy there is no ship (boron ray) what to do?

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apricotslice
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Post by apricotslice » Sat, 14. Feb 09, 04:17

Are you sure you built the factory in the correct place, right on top of the beacon ?

Njubi!
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Post by Njubi! » Sat, 14. Feb 09, 21:14

Yes i am sure because they have sent me a massage and thanked me, and they told me to get in contact with seeker avenes (something like that) where can i find it?

WhiteStar1
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Post by WhiteStar1 » Sun, 15. Feb 09, 20:32

Great one! I relied on your guide in x3:R and it was great. TC guide is just as great
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apricotslice
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Post by apricotslice » Mon, 16. Feb 09, 00:22

Njubi! wrote:Yes i am sure because they have sent me a massage and thanked me, and they told me to get in contact with seeker avenes (something like that) where can i find it?
Avenes is a person, so you will find him on a ship or a station. The yellow guidance arrows should highlight where he is.

Njubi!
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Post by Njubi! » Mon, 16. Feb 09, 15:40

Then perhaps I have a problem, I took the mission xenon invasion in elisium of light, and they destroyed the 3 stations (not teladium) is perhaps Şeker avenes died and I can not continue goner mission? :o

Now I have a very large fleet of ships, and dont want start again from beginig (I have 2 500 000 000 credits, 80 stations, 90 TS and 5 boreas 1 titanium and 5 skirion) :( :(

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apricotslice
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Post by apricotslice » Tue, 17. Feb 09, 00:11

Then you probably have to wait for the stations to be respawned.

Doing that kind of destructive mission in a plot sector isnt the wisest thing to do when your in mid plot ! Especially if you cant take them out without losing the stations.

Seriously, you probably should be reloading before you took the XI.

Servile
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Erin Jovis doesnt tell me anything, and the missions never starts

Post by Servile » Sun, 8. Mar 09, 11:00

Hi, I think I've found a bug. I am using your mod. After escorting the terrans to heretics end, I dock up and tell Erin Jovis I want to work for her. I then just get the "mission completed" message immediately, she does not tell me anynthing, and there is no mission showing up for me. I am in a mule and flying as argon patriot.

Anyone had this bug. (I am on windows7 64 bit, playing the game on Steam) I hope that doesnt matter)

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Servile
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Re: Erin Jovis doesnt tell me anything, and the missions never starts

Post by Servile » Sun, 8. Mar 09, 11:19

Servile wrote:Hi, I think I've found a bug. I am using your mod. After escorting the terrans to heretics end, I dock up and tell Erin Jovis I want to work for her. I then just get the "mission completed" message immediately, she does not tell me anynthing, and there is no mission showing up for me. I am in a mule and flying as argon patriot.

Anyone had this bug. (I am on windows7 64 bit, playing the game on Steam) I hope that doesnt matter)

I just did a new game from scratch and got the same error. Seems to me that instead of giving me the "mission completed message" when the scabbard docks, the game does that part when I talk to Erin Jovis instead. Thus it never moves on to actually giving me the next mission.

Servile
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Post by Servile » Sun, 8. Mar 09, 11:23

Ignore me. My mistake. I just undocked and planned on moving to Uranus and try to trigger the mission there. Turns out that Splinter contacted me after abit anyways. So all is good :)

Tha_reaper
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Post by Tha_reaper » Fri, 13. Mar 09, 00:05

Servile wrote:Ignore me. My mistake. I just undocked and planned on moving to Uranus and try to trigger the mission there. Turns out that Splinter contacted me after abit anyways. So all is good :)
oh, im glad to read that... i thought my plot was broken too... reloaded 4 times already and was about to start all over

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apricotslice
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Post by apricotslice » Fri, 13. Mar 09, 00:20

From memory, contacting Erin only begins the real plot, by telling the mission director your ready to start. The actual mission begins a little later.

There are a couple of places where talking to a character does not immediately give you a mission.

the ultimate warrior
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Post by the ultimate warrior » Sun, 12. Apr 09, 17:21

I got a problem,when i'm in aldrin sector and i need to transport that people to Earth Torus, i know that this sector dosen't have any jump gates but my Cutlas have a jumpdrive,unfortunently my jumpdrive dosen't have enough energy cells to activate it and the worse thing is that in this aldrin sector i don't see any station with energy cells,so please help me!!!
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pjknibbs
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Post by pjknibbs » Sun, 12. Apr 09, 17:51

Wasn't the station you had to pick the dignitaries up from a solar power plant? Anyway, Aldrin definitely has some, so you'll either have to find one or else jump in one of your other ships with some e-cells to transfer aboard.

Painman
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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.

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apricotslice
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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
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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
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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.

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apricotslice
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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 :)

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