[TC] Balance of Power Plot Walkthrough

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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lokpique
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Post by lokpique » Tue, 30. Nov 10, 01:19

dillpickle wrote:
Sam97531 wrote:How do I know what blue-prints I have? And where can I check that? Am I Le-screwed since I've now finished BoP before getting a PHQ?

Sam W.
Blueprints are listed at the PHQ.

If you've finished BoP, but not yet got the PHQ, the blueprints (assuming you successfully captured one or both the ATF fighters containing blueprints) will get added to the PHQ when you build it.
Half true, you get it when you dock those two ships AT the PHQ, not just when you build it. So keep them, and dock them at your PHQ whenever you get it.

Sam97531
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Post by Sam97531 » Tue, 30. Nov 10, 01:28

Spychotic wrote:What he said. And thanks for your reference; it pretty much confirms that it's Aldrin that is required as a prereq.

I'll look up how long it takes to cooldown after a gate change at the HUB.

Spike
Thanks for the answers guys.

And spike, for the exact timeline:

1) Re-aligned hub to connect Unknown Terran Sectors 1 and Unknown Terran Sectors 2.
2) Did the whole check out the zone to make sure everything is ok. Mission End.

3) Went back to asteroid belt and ran SETA.

Wondered and waited on why I haven't gotten my BoP msg yet. Started getting fidgety because I want my Fenrir. Started touching stuff.. look at Xenon gate.. wondered, I really should align it back to Cho's to get my crystal complex trade route flowing again... well, at least this Hub thing only has 3 seconds left to re-align.

3, 2 on-

Ping. Message received.

So, obviously slightly less than the hub-realignment time, but very close.

Snickly
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Post by Snickly » Mon, 6. Dec 10, 10:38

hi Dillpickle,
thanks for your help, I found the 2 ships waiting in Gaian Star as you said and i did manage to get the fenrir out but the other ship got destroyed,never mind i got the mission finished now. thanks again :lol:
Snickly -signing off

foszae
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Post by foszae » Mon, 6. Dec 10, 23:56

i found this one out by accident, but there is a much, much easier way to evade the four Tyrs. fly through the nearest gate at your disposal. turn around/backup and fly through the gate back into the same sector. by 'jumping' twice, you'll have lost the Tyrs, even though you end up in the same sector you started in, and probably in the same sector where they still are.

i only found this out because of the quirk of hitting the turbo-boost while at a gate, which for whatever reason, sends you in reverse through the gate you just exited from

Jeremy Harbottle
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Post by Jeremy Harbottle » Thu, 6. Jan 11, 14:37

So let me get this right:
Spoiler
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The only ships you get the blue prints for are the Valykyrie, Mjolnir, Thor and Fenrir?
If so, I don't know whether I can be bothered with it all!
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Don't you get any of the capital ships?

Alan Phipps
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Post by Alan Phipps » Thu, 6. Jan 11, 16:07

You don't get or need ATF Capital ship BPs from any plot because you can already board them and RE if necessary.

APG Lucky 13
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Post by APG Lucky 13 » Tue, 18. Jan 11, 07:33

I was about ready to shelve this game, when I decided to run through BoP. It's been a challenge, but not for fullfilling plot requirments.

Not to long ago, I decided to destroy everything I could target. I did so, twice over. Then I decided to win back my rep with everyone, which I did. However, the Terran rep rebuild was the slowest of all since I just was not interested in them.

Well, enter BoP and I have a Terran rep of TERRORIST. Okay, I begin the rep-rebuild which was in fact rather quick. But as you may or may not know, I need to land on some non-plot terran stations...this is where it's taking time.

I grab all the missions I can, and buy all the hacks I can find. But darn it, there is one hack I just have not got yet. I'll get it, but this is just going to take time...

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Post by APG Lucky 13 » Sat, 29. Jan 11, 21:22

I got the Hack I needed, on to the next mission...

pr0nflakes
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Post by pr0nflakes » Sun, 27. Feb 11, 21:43

Did anyone figure out how to keep the 4 Tyr's if you board them?
I capped all 4 and they follow me around whenever i jump.
I can finnish the mission with the UFJD method but all four Tyr's vanish when i get the mission complete message.
If i try the UFJD method while im piloting one of the tyr's 3 vanish and one continues to follow me till i UFJ again.
If i have one of them in HQ repairing as a UFJ it comes with me as a greyed out Tyr on the sector map, them dissapears along with the other three when i jump back.
Fresh out of idea's so any suggestions would be apreciated.

//Edit
Just for the record i didnt find a way to keep the ships however i did manage to recycle one, RE another one and i sold the last 2.
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APG Lucky 13
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Post by APG Lucky 13 » Fri, 11. Mar 11, 07:10

APG Lucky 13 wrote:I got the Hack I needed, on to the next mission...
Well, after fininshig the mission after the above post, I needed another station hack (by product of my BEZERKER rampage earlier in the game). However, the next mission is on standby as I've been on a building spree--more SS Space Fuel dispensaries.

"Take Off with Space Fuel!"

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nponoBegHuk
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Post by nponoBegHuk » Wed, 13. Apr 11, 17:51

Just wanted to share my statistics on one of the later part of the mission:
Spoiler
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Where you have to capture two fighters:
Ship Used: Paranid Hyperion Vanguard
Combat rank: Vindicator 93%
Game version: 3.1 + latest bonus pack, unmodified game.

Ship captured: ATF Fenrir
Morale: 20
Number of Reloads: 8
Hull damage which got him to bail: ~80% - 58%
Weapon used: Mix of CIG and ISR

Ship captured: ATF Mjollnir
Morale: 20
Number of reloads: 28
Hull damage which got him to bail: ~50% - 17%
Weapon used: single CIG
Ah, and there's more, don't know if it was already told but:
Spoiler
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if you board one of theATF Tyrs that chase you in the last part of the plot it will disappear along with your marines after you escape from the chase so don't waste your time (unless you manage to dock it at your HQ and add it to reverse engineering queue, which I did)
Fast sector selection on the Universe Map | Rock locations for Mobile/OOS mining | Botting for max speed Hyperion | Complete list of ship sources | Capturing smaller ships

My current ship collection:
11 out of 11 *retired* ships found
17 out of 17 *unique* ships found
9 out of 9 *limited* ships found
16 out of 16 *rare* ships found

jc-desk1
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Post by jc-desk1 » Fri, 29. Apr 11, 23:57

Chull wrote:So the reward for this new mission, "new" technology, is some fighters.

That's it?

I'd be surprised if anyone even flies these things personally.

What happened to the new tech reward? beam weapon blue prints? a Khaak M2? a totally new ship? New ship equipment?(blue print scanner etc)

No, you get some crap fighters that are slightly less crap than other fighters. Oooowww! I'm completely disappointed. :evil:

Only came in this thread to see if the rewards were worth starting the mission. They're not.

You get a Griffon for FF, a decent reward, but this was advertised as unveiling new tech, not some crap barely anyone will even bother flying.

RE them, then make a fleet of ATF M3/M4/M5's? yeah sounds like AWESOME fun....................

hmm.. I suppose that does come up on the slightly short side.. personaly I heard that there is a better one for the 'lost brothers ' mission - a SY with terrian stations. So you can at long last make use of the terrian tech's and stuff... I already have RE'ed the springblossom - which I use as a blockade runner... How nice would it be if I could use it as an M6 though? And hopefully there is some aldrain stations for sale as well... you cant sub the EPMC's for the PMC's on terrain stuff..
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Post by tranenturm » Thu, 19. May 11, 07:48

I was able to defeat the 4 Tyr at the end of the plot line by using Xenon sectors. The Ka'ak are too spread out, but the Xenon aren't.

Step 1: fly to Xenon Sector 472
Step 2: get the Xenons attention and then fly past the 4 Tyr. I got the Xenon to take out one and reduce the shields on the other three.
Step 3: head to Xenon sector 101 and immediately fly north. The xenon start pretty close to the gate in this sector and will be immediately on top of you and the Tyr.
Step 4: head to Legends Home and hide behind the OTAS Boreas which should be strong enough to eliminate any remainders.

The Terran ships appear to attack any vessels so you can choose any sector with a big fleet. I like to do 472 first and then 101 so as to not give time for too much shield recharging while getting ships to close with one another.

I used my HV but anything fast and heavily shielded should do the trick.

claygalvin
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Post by claygalvin » Sat, 25. Jun 11, 14:56

Excellent Walkthrough Spike. Just one thing....

ALWAYS use Commonwealth ships for the Caps. Tried more times than I care to count in Terran ships and the required ships WILL NOT Bail. First time I tried in a non-Terran vessel they couldn't bail fast enough.
Strike hard, fast and from the Dark.
If at first you don't succeed... excessive force may be necessary

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NavyAICS
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Post by NavyAICS » Sun, 10. Jul 11, 00:56

i just can't get the mjonir to bail. i've lost count of how many reloads i've done. i've tried different ships, different weapon loudouts, different tactics, and for some reason, he just won't bail. is there any other way to get him to bail?! this is so fustrating...
-NavyAICS.
TRAMPLE THE WEAK, HURDLE THE DEAD!

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Spychotic
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Post by Spychotic » Sun, 10. Jul 11, 12:08

Keep trying.

My preferred method is to use a bank of HEPTs. Begin with an opening volley which deals slightly more than full shield damage to bring his hull integrity down a bit. Then loose off another very short burst to deal around 25% hull damage. And then repeat until the target bails or dies. Repeat in the latter case.

Spike
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Post by Nagittchi » Thu, 21. Jul 11, 12:25

I'm going to try reposting this issue on this topic since its related:

After successfully infiltrating the base with my 10 1 star marines and blockading the gate with my 2 Boreas and Panther, I get a "Escort: object.name@L2M016.PlayerTP to the Dark Space Station".

Now I've read about that thing in the threads before... that means the object doesn't appear in the map... and it didn't. Waiting in SETA, the Scabbard never arrived.

I'm wondering if anyone else had this bug in this part of the mission happen to them before. The only "modification" I have installed is the bonus pack.. so that shouldn't really be an issue...

Am I supposed to be actually right next to the station for this mission to work? Or did you guys go next to the gateway as well and it was fine?

The only old save I have is gathering marines and sending them to the dark space base... hopefully that's far enough for this stupid error to be gone. That and I'm going to train my marines further just in case having one star marines only infiltrating is the issue.

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Spychotic
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Post by Spychotic » Fri, 22. Jul 11, 00:43

That save ought to be far enough back.

If you've never had any mods installed, I'd be tempted to file an official bug report and upload the save. But since TC has no more updates planned, it might be a moot point.

Spike
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Nagittchi
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Post by Nagittchi » Mon, 25. Jul 11, 11:35

I hope the person who decided the reward for this stupid fakdflasjksfajk plot isnt working on Rebirth.

Still trying to cap the two ships.

Egosoft sure loves kicking us where it hurts.

Nagittchi
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Post by Nagittchi » Mon, 25. Jul 11, 12:43

5 hours of this and counting does not equal your so called "game balance".


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