Current Bugs and Issues List

Ask here if you experience technical problems with X³: Reunion, X²: The Threat, X-Tension or X-Beyond The Frontier

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esd
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Post by esd » Fri, 14. Apr 06, 13:29

What have a I missed ?
Posting it in Tech Support? A proper buglist could be useful to some people.

Over it goes :)
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Bishop149
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Re: Current Bugs and Issues List

Post by Bishop149 » Fri, 14. Apr 06, 13:42

apricotslice wrote: 1. Auto-pilot crashes player ship into asteroids.
The AP avoids far too radically far too late. Avoidance should be recognised 5km earlier at least, and be a maximum of 20% turn. It should also slow the speed dramatically if needed. And the turn should not be towards another solid object. Half the collisions are because the AP turned into another roid and couldnt avoid that one.
2. Auto-Pilot crashes AI controlled ships. Same problem. But with Capital ships, the need for STOP-TURN-MOVE while going through sectors is essential. The auto-pilot should also head a ship out of the asteroid plane first, then plot a course to the target.
Seconded - Auto-pillok is still in place. Only yesterday after ordering the ship I was in to follow another one of my ships, I was then to be treated by smacking straight into said ship!
apricotslice wrote: 5. Ships destroyed because they are docked at a station being destroyed by the God Engine.
That seems fair enough to me, annoying but fair.
apricotslice wrote: 10. BBS missions do not show your rank and the rank required for the mission. (Being insulted all the time is NOT acceptable).
Seconded absolutley and totally!
X2 1.4 had this (after it was requested to be in the patch), How X3 can take such a step backwards, after customer requests saw it put into X2 is totally beyond me!
apricotslice wrote: 16. TL and M1 MUST be able to dock freighters. If not internally, then externally. M2 should also be able to dock a freighter for e-cell resupply. I consider this a bug, not an issue.
I'd say just M1's, would give them more of a role. I'd like the M5 on the M6 back too.



22. Khaak or Xenon bail outs do not have an eva pilot afterwards. We do wish to enslave or shoot them !

Nowt wrong with that, Xenon are computer programmes and as for the Kh'aak. . . bit of mytery prehaps, that and they don't bail anyway.
apricotslice wrote: 1. Allow seta while docked or allow freight transfer oos.

2. Limitations on where a UT is allowed to go, to avoid unsafe sectors.

4. Player HQ. EVERYONE STILL WANTS ONE.

5. Defense Platforms to replace the inadequate Lasertowers and the need for hundreds of them in a sector. Preferably a station that can be linked to a complex as a fixed complex defense, using the missiles and guns produced by the complex (if any).

7. ADD STATION TO COMPLEX command. AI places station automatically in the best possible place, with the minimum of tubing. Player complexes should look like AI complexes, not spagetti with meatballs, regardless of how many stations are linked. 10. All wares should be buyable in bulk. The fact that they are fitted to a ship is not relevant. This is especially true of Jumpdrive and transporter device, but also includes ALL software. Only the cargo bay, speed and rudder enhancements should require an individual ship to visit a station. Everything else should be buyable in bulk and fitted from your EQ dock or TL or in a complex hub from ship to ship transfer.

12. Fleet management is totally inadequate when you get above a single screen of ships in the property menu.

14. Claiming ships is SALVAGE, not piracy, so system override software should be legal and bought from the Teladi. Piracy is forcing a pilot to bail out by shooting at him, which is illegal and should get an immediate police response according to race relations. Pirates/xenon/khaak - none/thankyou from anyone saved. Boron in Argon space, immediate police attack on you if witnessed in scanner range of one police ship. Paranid in Argon space, warning that its not acceptable behaviour (but officially ignored). etc.

17. Update the station announcements and bbs messages. The old X2 stuff has worn extremely thin.

18. More bbs missions available. All ranks below you available, not just your rank and higher. Less irrelevant bbs postings.
Agree with all of those

If I may add some.

The property screen is far too clunky. The option to turn certain classes of ship on an off, whilst a definate improvement over X2 1.3 and before is still not adequate.
What I'd like is to order my ship either by Class or Alphabetically by Name. I think you could set it to alphbetical in X2 1.4.

Captured Xenon K weapons bug. When in sector attepmting to kit out a K with new weapons I have noticed that as soon as you remove a weapon installed in a slot (often the one it was captured with) it seems to automatically get put back again.
Much like when you first add weapons to the cargo bay of a ship they are automatically installed. . . except the K seems to do this continuosly, making it nearly impossible to change the weapons. The only way round this is too leave the sector and do it from there.
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Post by Cr4Fty » Fri, 14. Apr 06, 15:48

Armegeddon wrote:
Cr4Fty wrote:How 'bout the:

Every time I leave my ship the race response resets global settings.

After every cap I have to reset Boron and Paranid to FOE.

Everytime I dock at my TL and launch again.
Youre TL probably has it's individual ones set for Boron and Paranid to Foe, or you're personal ship has them set that way, or you have a Boron/Paranid in that sector that you've annoyed. I had that happen once when I accidently pissed off a Race Response ship. I apologized to the specific ship, but some more jumped in just as I was leaving and they remained angry. After I left they then jumped to several different sectors, so I had to spend quite awhile looking for ships that were Red and go apologize to them individually.
NO.

Every time I physically leave my ship my settings (for THAT ship) are reset to the Global settings. Whether I dock at a TL or leave my ship for a cap. I set Boron and Paranid to FOE on PURPOSE and have to reset it 10 times an hour when I'm capping Boron and Paranid shipping.

Maybe this just happens to me, or maybe other folks don't play like I do. Who knows. I've tested this thing out after posting this a couple times. It happens every time. It didn't happen until I went from 1.3 to 1.4.

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Post by mad_axeman » Fri, 14. Apr 06, 16:28

:evil:

I don't get annoyed very often, but this really annoys me (is annoying me at the moment) and I consider this to be an issue...

I'm trying to place the entrance to my complex accurately in Argon Prime. But there is a large amout of traffic and the entrance won't place very easily. Now instead of making life easy and turning the square around the proposed site red and making it impossible to drop, the bl**dy thing keeps jumping around between 5 or 6 randomly chosen locations so fast that I can't actually do the placement (in fact, I can't actually see where it is going to go.

Please make this easier!!

:evil:

edit: and now it won't put it where I want. I select where to put it and it ignores me and puts it somewhere else..!!!!
Last edited by mad_axeman on Fri, 14. Apr 06, 19:01, edited 1 time in total.

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Post by snyderm » Fri, 14. Apr 06, 17:51

I wholeheartedly agree with the OP on almost everything. My only exceptions are:

1. Automatic ware collection command. I use it alot and I have never seen any problems with it. Doesnt mean it always works, I just wasnt even aware there was a problem with it.

2. Docked SETA: We shouldnt allow people to just leave the game on seta overnight and get 1000000000 credits. It just shouldnt be done.


I would Vigorously suggest the following gameplay changes:

1. Have the developers put a little bit of thought into the M3 balance. Why are boron M3s ridiculously underpowered? Why are the Novas designed as THE BEST FIGHTER, period? Balance them to make a decent reason to own each of them. The current balance just doesnt make much sense. The Argon and split fighters are nice, the teladi and boron fighters are toothless. This wouldnt be difficult to fix.

2. Can I please target something from the sector map? Am I missing something? If I want to pick up the unknown object into my cargo bay, cant I just target it somehow? You cant always see everything from your ship. Double clicking on it from the sector map usually selects the wrong object. Make it so you can click on the description to the right and then target it, instead of bringing up that USELESS Item description.

3. Friendly fire fixes. I dont want to have my computer controled turrets shooting friendly stations, and then suffering rep loss because of it. Because pirates/Khaak attack stations, it is often necessary to fight near friendly stations. Because of my own computer controled turrets shooting friendly stations, I am not able to personally fly any ships that have turrets. Shutting the turrets off just made me a sitting duck. I dont know how anyone is supposed to play this game in its current state.


If anyone has solutions to 2 and 3, I would love to hear them.

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Post by jlehtone » Fri, 14. Apr 06, 18:15

snyderm wrote:2. Can I please target something from the sector map? Am I missing something? If I want to pick up the unknown object into my cargo bay, cant I just target it somehow? You cant always see everything from your ship. Double clicking on it from the sector map usually selects the wrong object. Make it so you can click on the description to the right and then target it, instead of bringing up that USELESS Item description.
1. Scroll to description and hit 't' for target.

2. Use Keypad 1,2,3,4,6,7,8,9 to get the cursor close to object in map, and then hit Keypad 5. The description will be highlighted for 't' pressing. Short range snap-to-object.
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Humph

Post by DesertEagle » Fri, 14. Apr 06, 18:22

<deleted>
Last edited by DesertEagle on Fri, 14. Apr 06, 19:28, edited 1 time in total.

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Post by snyderm » Fri, 14. Apr 06, 18:40

Thanks Jlehtone, Ill try that.

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Re: Humph

Post by CBJ » Fri, 14. Apr 06, 18:42

DesertEagle wrote:I honestly don't like your attitude, Armegeddon.

{snip}

Yeah, maybe you're not annoyed, but your response is bloody annoying.
How about people stick to discussing the issues, not picking apart each other's posts and discussing attitude? This is a Tech Support forum, and if this continues then the thread will simply be locked.

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Post by ragamer » Fri, 14. Apr 06, 18:47

To the ppl having problems with autopilot... Stop increasing the speed of your ships over their default limit. This has 2 bad effects:

* Autopilot IGNORES actual speed, it calculates maneuvers based on the DEFAULT speed so this ships will always react late to obstacles.

* The higher your speed the higher the damage you suffer on collissions. If your bulk freighters are too fast for their shields, in dense debris fields (where small collisions are unavoidable), they will be destroyed in no time.

I have spent hours and hours developing automining scripts with 3 freighters maneuvering on dense roid fields and I haven't suffered any hull damage... They collide once in a while, but as they are slow and WELL shielded they survive all the time... So be smart selecting the right ship for the job you want.

* If you want to clean space routes... Why not cleaning them yourself?, It's preatty easy... Specially with the AOE destruction the mobile drilling is capable of. Try to shoot it on small debris and you will see how fast you can wipe ENTIRE lanes.


I wish to add some of the gameplay bugs/annoyances that IMO, should be solved:

- I could confirm the "infinite scooping loop". It has happened to me on different ummodified ships but ONLY on SETA x 10 so some failsafes need to be added to the AP to prevent this while collecting flying wares. But this behaviour is a minor nuissance if you compare it with the "collect rocks" default behaviour on dense rock fields... Going back and forward a lot of times before managing to get the intended fragment because the "collision prevention" part of the AP kicks in forcing the ship to flee from the fragments next to the targeted one.

- The homebase cleanup of the craft controlled by the player. An oldie from X2... I'm still waiting to hear a decent reason behind this "intended" behaviour.

- "Deadly formations". With the exception of the X-Delta, the other formations are dead sentences for fast M4- (the ideal escorts for M3). The distances are too short and are not changed dinamically. If the AP is not good enough to "link" ships in formations... At least increase the formation distances based on ship speed/sizes (the faster/bigger ships should yield more spread formations)

- Formation convergence. Try to get your M3- wingmen into formation while on SETA... Simply hilarious. While on SETA, the final approach to each formation spot, when out of combat, should be done by a simple short range innertialess movement to avoid triggering the permanent oscillation that ends on deadly collisions on 4+ ship formations.

- The Lasertowers... Well they are a new world of problems. It's true that you can't increase the complexity of the AP forever... But as now they are beam weapons... How about a simple LOS check before shooting to prevent friendly fire against static structures?. I'm not expecting fancy algorithms to prevent shooting moving targets... Just a small region lock logic that gets updated ONLY when new static structures are added/removed (other LT, new stations and satellites)... That way EACH turret would have certain angle ranges where they should not open fire at all. That means that when firing, the turret AP would only need to do the additional check if it's firing on "forbidden space"... Not too overloading IMO, just a couple of "IF"... no complex collision detections and things like that.

- Make your mind about M6 performance when OOS compared to IS. I know that there is a mod around that tries to balance this (I haven't tested if it's successfull or not)... But, pls, make M6 better shielded (both in ammount and regen) in general. Actually their AI performance when IS has nothing to do with the OOS... Compare the results letting the AP fight 4 Pirate M4-5 armed with AHEPT when OOS... Now get a laugh seeing the same M6 trying to kill those M4-5 IS. The M6 offers a much much bigger impact surface than an M3... Something that while OOS is ignored, IS matters a lot... And they do not carry enough shielding to compensate the size advantage of a M3. Another possible solution is allowing the AP to use strafing while piloting M6 to minimize the impacts taken while fighting IS.

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Post by Armegeddon » Fri, 14. Apr 06, 19:49

DesertEagle wrote:I honestly don't like your attitude, Armegeddon. Apricotslice's post is constructive, detailed, and thorough without resorting to whining. If anything, the "whines" you identify are just Apricotslice's sense of humor IMO. I've put my own comments on some of your response below.
Most of my posts in threads asking for changes to the game are meant to show alternate methods of achieving the desired changes. If a script or mod exists that adds certain features that are not already in the game, then there is very little reason to add that feature to the game, if the script/mod performs adaquately. That is why we have the ability to create script and mods. From apricotslice's previous comments, he (appears) to think that the reason for scripts and mods is to fix broken parts of the game, which I do not agree with. If that was the case, EgoSoft would have saved themselves alot of complaints by simply not giving us the ability to create script or mods.
I do not want people to think that the sole reason for my posts is to try to "pick apart" other people's posts, but to try to make sure that only those ideas that actually are bugs make it to the developers. Perhaps I should let the devs and moderators handle that, but unless they tell me otherwise I will continue to offer my perspective.
apricotslice and I already went through the mess of letting our emotions cloud another thread about potential problems with the game and it would probably have degenerated into a flame war in that thread had it continued.
I can accept that what I think is a bug and what someone else thinks is a bug may differ, but that is completely due to different opinions. I just want to make sure that any alternate ideas are full thought out and not just posted haphazardly. IMHO a well thought out complaint makes the devs job easier and they can implement fixes faster.
What some people have to remember is that some of the changes they want simply wont work with the current incarnation of the game engine. In order to make them work the way the player wants, such as complexes, would require a large rewrite of the game engine most likely. Things like that are better left for expansions or future incarnations of the game, X4 anyone? :)

The rest of the comments I think I handled in other posts and do not want to start another argument with another person over opinions on what is wrong.

CJB wrote: How about people stick to discussing the issues, not picking apart each other's posts and discussing attitude? This is a Tech Support forum, and if this continues then the thread will simply be locked.
My apologies if some of my posts push the line. apricotslice has a good idea on trying to compile a list of bugs in the game. I just want to try to make sure that what gets mentioned really are bugs and not some peoples individual complaints with the game. I will stop replying if the devs/moderators conclude that I'm becoming a hinderence instead of helping.
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Armegeddon's X3 scripts and mods

DesertEagle
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Sorry to clutter forum

Post by DesertEagle » Fri, 14. Apr 06, 20:06

My apologies for cluttering this forum; I have deleted my earlier post. Armegeddon, I understand your point of view, and respect it, as I do ApricotSlice's. Have a good weekend All.

Thanks Egosoft for listening to our rather demanding user community :)

DesertEagle

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Post by apricotslice » Sat, 15. Apr 06, 12:40

esd wrote:Posting it in Tech Support? A proper buglist could be useful to some people.Over it goes :)
A thread killer if ever I saw one.

Ah well, I think we got practically everything.

I just hope its useful.

But I fear it will just vanish into the bowels of the tech support forum and not be heard from again.

*Huge Sigh*

:oops: :cry:

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Post by reelbf » Sat, 15. Apr 06, 14:22

Well I was going to say: "theres the fact that mobile mining is useless, `collect rocks` command doesnt seem to do much." but I think you already got that.

I have another bug or potential bug shall I leve that one until his thread goes down abit?

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Post by apricotslice » Sat, 15. Apr 06, 14:33

reelbf wrote:I have another bug or potential bug shall I leve that one until his thread goes down abit?
If you ahve one, just mention it.

I saw what looks like a brand new 1.4.02 bug mentioned in another thread, but I'll wait to see if anyone else picks up on it before adding it.

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