X3: Albion Prelude 1.1 has landed, and it's brought X3: Terran Conflict 3.2 with it!
Moderator: Moderators for English X Forum
mr.WHO wrote:Still no HQ? Does it mean that there will be more pathes later?
CBJ wrote:The second update to X3AP, version 2.0, will come a few weeks later and will introduce some new content.
Admitting you have a problem is the first step in figuring out how to make it worse.
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thank you for the patch
I was starting to get bored waiting for it, now I can do more than trade entertainment chips, game is now smooth, just some occasional stutter when seta but i can live with that! Thank you!
p.s. If I lose my job because I couldnt go to sleep playing the game, thus couldnt wake up, it will be all your fault!
p.s. If I lose my job because I couldnt go to sleep playing the game, thus couldnt wake up, it will be all your fault!
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Sorry to hear that.icer wrote:it shouldnt break save games but it did break mineMorkonan wrote:I assume that this patch will not break saved games? (ie: Does not require a restart.)
I would never install a patch until the developer makes a definitive statement regarding saved games. The patch is an exe and I don't know if there is documentation inside it, as if it is just an automated extractor like other patches, or if it is an automated installer. There's no patch-installation instructions that clearly say, either way. "Run and follow instructions" isn't very informative. Patch release and installation notes are commonly displayed somewhere outside of the executables, on the web or in an inclusion, for a reason.
(Hint, Hint - I love you, Egosoft. Thank you for providing this backwards compatible patch! But, come on guys, polish things up a bit, k? You want to be in the Big League, right? I want you to be.)
Yes, the patch is savegame compatible. Indeed, you can safely assume that all our patches are savegame compatible, and that we would make a very prominent statement if this were not the case some time.Morkonan wrote:I would never install a patch until the developer makes a definitive statement regarding saved games.
As you now know, the person you quoted was using a game that had been modified in some unspecified way. We can test for many things, but this isn't one of them.Morkonan wrote:(Hint, Hint - I love you, Egosoft. Thank you for providing this backwards compatible patch! But, come on guys, polish things up a bit, k? You want to be in the Big League, right? I want you to be.)
I'm curious as to the changes on the Stock Market - could you please elaborate as to the exact changes that have occurred in regards to this feature?
Is it to do with the local stocks fluctuating during the early game, or some other component that hasn't been mentioned?
(Basically, how will it affect those of us using the local and company stock markets to aid us in making the money we need to start up our businesses?)
Is it to do with the local stocks fluctuating during the early game, or some other component that hasn't been mentioned?
(Basically, how will it affect those of us using the local and company stock markets to aid us in making the money we need to start up our businesses?)
SHA Vice Admiral
Catching up with some answers here.
- Don't purge marines too quickly.
- Fixed marines in player docks.
Fleets:
- Corrected energy resupply amount (changed from jump distance to ware amount).
- Adjusted fleet ship ordering when jumping to hostile sector.
- Fixed additional supplier ships.
- Corrected ships joining the fleet when ordered.
RRF
- Removed bad RRF signal.
- Added clean up for RRF ships captured by the player.
- Fixed dropped cargo crate exploit.
- Fixed transfer wares from station to player owned ship exploit.
- Fixed Natural wares being too profitable.
- Fixed reporting menus not being scrollable if longer than 1 page.
- Fixed exploit involving player stations with production turned off.
- Fixed problems with loading a savegame made in one language with a game running another language.
- Fixed incorrect data displaying on some reports.
- Fixed a freeze associated with the Stock Exchange.
Edit: Typo.
You may struggle as it's completely Valahalla-specific behaviour.Arkblade wrote:hmm... Interesting...- Valhalla's jumpdrive will no longer jump to gates (because it's too big!)
Is this how it works?
can I adapt this to Big/Huge Ship MOD?
Not at the moment. We will be reviewing the Megalodon as part of the next patch.salking wrote:Isn't the megalodon supposed to have some docking ability as well?
Ships running the Trade Command Mk3 were reported as straying into blacklisted sectors. This was what was fixed, hopefully!Dakota- wrote:What does this mean? In other words, can you explain what you thought was broken and what you fixed?
No. As we said they would be from the start, the X3TC changes were just bug-fixes and performance improvements. The OOS changes in X3AP were more significant, especially with the latest iteration in 1.1, and cannot be back-ported so easily.strude wrote:No changes to TC OOS code then?
Marines:jadesword89 wrote:Any chance we can get these details?CBJ wrote: - Fixed various minor issues with marines, fleets and RRF
- Don't purge marines too quickly.
- Fixed marines in player docks.
Fleets:
- Corrected energy resupply amount (changed from jump distance to ware amount).
- Adjusted fleet ship ordering when jumping to hostile sector.
- Fixed additional supplier ships.
- Corrected ships joining the fleet when ordered.
RRF
- Removed bad RRF signal.
- Added clean up for RRF ships captured by the player.
- Fixed multiple selling of same share when hitting enter quickly while selling shares.mcjomar wrote:I'm curious as to the changes on the Stock Market - could you please elaborate as to the exact changes that have occurred in regards to this feature?
- Fixed dropped cargo crate exploit.
- Fixed transfer wares from station to player owned ship exploit.
- Fixed Natural wares being too profitable.
- Fixed reporting menus not being scrollable if longer than 1 page.
- Fixed exploit involving player stations with production turned off.
- Fixed problems with loading a savegame made in one language with a game running another language.
- Fixed incorrect data displaying on some reports.
- Fixed a freeze associated with the Stock Exchange.
Edit: Typo.
Last edited by CBJ on Wed, 18. Jan 12, 11:12, edited 1 time in total.
I know that now. But, I didn't know that when I posted. It was not the current issue that entirely motivated me to post that, either.CBJ wrote:Yes, the patch is savegame compatible. Indeed, you can safely assume that all our patches are savegame compatible, and that we would make a very prominent statement if this were not the case some time.Morkonan wrote:I would never install a patch until the developer makes a definitive statement regarding saved games.
As you now know, the person you quoted was using a game that had been modified in some unspecified way. We can test for many things, but this isn't one of them.Morkonan wrote:(Hint, Hint - I love you, Egosoft. Thank you for providing this backwards compatible patch! But, come on guys, polish things up a bit, k? You want to be in the Big League, right? I want you to be.)
But, thank you very much for your responses and the clarification that saved game compatibility should always be "understood." Considering the amount of time someone can spend with their X game, you can surely understand the hesitancy of a new X player, not intimately familiar with Egosoft patch history, and how tenderly such a player treats their saved game files.
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