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.dillpickle wrote:Blueprints are listed at the PHQ.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.
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.
[TC] Balance of Power Plot Walkthrough
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Thanks for the answers guys.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
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.
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
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
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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...
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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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.
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.
AMD Ryzen 2700X
Gigabyte Aorus X470 Gaming
Powercolor RX56 Vega Red Dragon 8GB
16GB Corsair Vengance DDR4 @3200MHZ
Windows 10 X64
https://www.3dmark.com/spy/5058817
Gigabyte Aorus X470 Gaming
Powercolor RX56 Vega Red Dragon 8GB
16GB Corsair Vengance DDR4 @3200MHZ
Windows 10 X64
https://www.3dmark.com/spy/5058817
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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.APG Lucky 13 wrote:I got the Hack I needed, on to the next mission...
"Take Off with Space Fuel!"
- nponoBegHuk
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Just wanted to share my statistics on one of the later part of the mission:
Ah, and there's more, don't know if it was already told but:
Spoiler
Show
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
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
Spoiler
Show
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
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
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.
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..
jt-desk loves X3!
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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.
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.
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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.
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
If at first you don't succeed... excessive force may be necessary
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.
-NavyAICS.
TRAMPLE THE WEAK, HURDLE THE DEAD!
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
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
Check out the X3 Wiki!
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
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.
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.
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
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
Check out the X3 Wiki!
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
Struggling with a plotline? Spike's Walkthroughs are your answer!
Whether you're building your first factory or a trading empire, this station management guide was made just for you.
5 hours of this and counting does not equal your so called "game balance".
http://i.imgur.com/dPOB7.jpg
http://i.imgur.com/dPOB7.jpg