X3: Bug List & Patch 1.3 Suggestions (Spoilers)

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

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rustamk
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Post by rustamk » Sun, 27. Nov 05, 19:51

http://forum.egosoft.com/viewtopic.php?t=105740

Please adress this. Through a Poll I have determined that most people agree with me that M2s should have docking spaces for a few fighters.

Rustam

KarlHemmings
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Post by KarlHemmings » Sun, 27. Nov 05, 19:58

[quote="will likely be frozen.[/quote]

Hmm - alt control delete - I know that combination

DemaeRamen
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Post by DemaeRamen » Sun, 27. Nov 05, 20:05

I think the Fab complexes could do with something to manage them better.

Like being able to switch which goods are for sale.

Also some after touch placing the hub would be nice. Or make it a bit more automated so it's harder to screw up the placement and stop traffic.
Always welcome! Cheap and filling!

sgtslap
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Post by sgtslap » Sun, 27. Nov 05, 21:44

A suggestion to bring back rotating asteroids. Not a single roid in X3 rotates. X2 had them all over so why not in X3. :? Simple rotating asteroids brings a HUGE improvement for immersive factor, for a simple fix..! I would love to see this implimented for path 1.3 as it was mentioned in a thread I started about this, that is was possible to have a "spin me" script for the asteroids in the sector your currently in. :wink:

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Winter Dragon
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Sorry if they've been mentioned before:

Post by Winter Dragon » Mon, 28. Nov 05, 02:24

Updated 29-11-05

If Egosoft is aware of these already or they've already been solved I apologise. I'm having the following problems with the 1.2.1 patch but these were happening before as well.



1. Missing Art for cockpits and turrets.
2. Missing Art for ship and object items (when buying goods you mostly get a '?'
3. Ship's shield, lasers and hull should have figures when you press 'i'. You shouldn't have to use numeric enter and press 'i' to see this. There's room next to the bars so why not add the numbers?
4. Ship verbose computer option under audio options doesn't appear to do anything.
5. Tunnel Connections between stations appear impervious to mass driver damage. Not sure if any weapon can destroy them.
6. If the selling price of a factory's resource differs to another factory of the same type, the selling price is 0cr if they are joined together. If you try to adjust the price to maximum using PGDN you get a weird value like "--98972cr." If you attempt to adjust the price using left/right cursor keys, the price remains at 0cr. If you exit the parameters and come back in the price is 0cr.
7. Player owned ships randomly disappear with no log entry or verbal message indicating they've been destroyed. I've lost two TS ships so far for no apparant reason. Some ships don't respond to orders and fly off the map (but reloading seems to re-set this behaviour)


I'd like to see the following added and if these are already in the game, tell me!


1. When trading at a station, show not only your ship and resources but all player owned ships and resources on the one screen. (sort of like how a complex factory works.)
2. Ability for hubs to sell ALL products within the hub, not just some 'end' product. If I have a Crystal Fab, Cattle Ranch, Cahoona Bakery, SPP and a Silicon Mine, I should be able to sell Energy Cells, Argnu Beef, Meatsteak Cahoonas, Crystals AND Silicon Wafters. At the moment I can only sell Silicon Wafers.
3. Ability to view cycle times for player owned factorys when docked at the respective station in SETA mode.
4. Increase transparancy when placing stations. It's hard to see the 'footprint' of the station when you move it around because the sector map is so bright.
5. Ability to install or remove shields like lasers when flying your ship.
6. Give us an option to turn off the damned verbal station announcements. "Egosoft would like to thank you for buying their product." and "We'd like to remind you where the casino is" are rather annoying.
Last edited by Winter Dragon on Mon, 28. Nov 05, 22:14, edited 4 times in total.

DemaeRamen
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Post by DemaeRamen » Mon, 28. Nov 05, 02:44

Some of your second list is already there:

2: Go to Personal (I think) and then Property tehn it's as usual.

3: Isn't that under Details in the Station menu?

(4: Definitely, the current placement sucks.)

5: Pressing 'o' turns off shields as well as opening your cargo bay.
Always welcome! Cheap and filling!

ant228
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Post by ant228 » Mon, 28. Nov 05, 05:27

Hi folks,
I think the suggestions in this thread are, for the most part, right on the money! I love this game, it looks amazing...but the sound I must say is terrible. I have a Creatvive SB Audigy 2 ZS Platinum and I would like this game to be able to scale its sound quality and really use this card!

So here are my suggestions:

-Use EAX please...I believe this will mean giving the sound effects a major overhaul. If I fly by a Collossus I wanna hear that baby! (more "positional" effects).
-Better environmental effects in general would be killer. :twisted:
-Fix those sound balance issues...Alfa HEPT's are so quiet, but Mass Drivers piss of my neighbors :lol:
-I demand more control of all voices in this game. I HATE the voice when cycling targets but I appreciate being told when there is a missile or my Demeter is under attack.
-This one is a question: Since this might be alot to ask, is there a way to use the script editor to redo sound effects?

Thanks for listening :)

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Sandalpocalypse
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Post by Sandalpocalypse » Mon, 28. Nov 05, 06:01

Ant: You could try blanking the relevant voice files, but that would be quite a job.

ant228
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Post by ant228 » Mon, 28. Nov 05, 10:00

Sandalpocalypse sayeth:
Ant: You could try blanking the relevant voice files, but that would be quite a job.
Hey, Sand' I thank you for your help (once agian) :wink: If this is possible, as you say, I will check the X2 mod forums for clues as to how to do this myself. I am praying that this will be a matter of tedium rather than complexity :lol:

peace

ant228
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Post by ant228 » Mon, 28. Nov 05, 10:19

Well, Mr. Sandalpocalypse, check this out: http://forum.egosoft.com/viewtopic.php?t=106264

Seems that I needn't rant about the sfx since they are totally moddable as you (and OML) state! :idea:

LOOie
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Re-anable FOV to support muli-monitor or widescreen monitors.

Post by LOOie » Mon, 28. Nov 05, 12:07

Suggestion:

Please re-enable Field Of View(FOV) Setting for people with widescreen monitors or people using multi-monitor setups.


This is really annoying for me, I have a widescreen monitor with aspect 16:10. The paper manual has this setting in the graphics options, "Field of View" but it seems to have been disabled or removed AFTER the printing of the manual. Why does X3 have native resolution support for these modes yet stretches everything at 4:3?????.....


My tech support request here..
http://forum2.egosoft.com/viewtopic.php?t=106497

Emaze
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Suggestion/Bug

Post by Emaze » Mon, 28. Nov 05, 12:28

This problem/bug has probably been mentioned quite a few time (havent checked all of the 45 pages ;) But please do something about the city mission in mission 2 of the plot! I have lowered and disabled everything in hte graphics section. I have attempted this mission over 15 times and have stopped playing it since.

My specs; 2800+, 1GB RAM, Creative Audigy 2 ZS, Geforce FX5900XT with all the latest pathces and all (inc. X3). I know my graphics card could be the main source of the problem, but if there is some way i could skip this mission to the next one, id be very gratefull. I am wondering though if this problem can reoccur in any of the missions ahead. If so, i guess i would need a new graphics card.

Maybe rejecting the mission of the Goners at first, but getting a msg later with a plea for help and answering to that could work (so that id go straight after the pirate) That would make the mission a little less linear id say. I dont know if thats basicly overhauling the game, if it is, then ignore that last suggestion.

All in all, X3 is an amazing game!

Stingads_Gsöchts
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Post by Stingads_Gsöchts » Mon, 28. Nov 05, 15:22

Bugs: After approx. one hour of playing the game starts stuttering (not the sound, I'm talking of microfreezes). The only way to solve this is to reboot and that's annoying. Besides that the game likes to crash when switching through targets.
I have all the latest drivers, audio/video codecs etc. and Patch 1.02.1 installed.

Not a bug but a wish: I want cockpits :( :cry:

System: see sig.
Cockpits!

zerogman
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would be nice...

Post by zerogman » Mon, 28. Nov 05, 17:53

I apologize if this has already been mentioned, but I don't have the time to read through 45 pages of posts!

No matter how many pirates I kill, the stations will still let me land, no complaints, just odd...

Also, after I kill a lot of pirates, they stop coming after me... I'd like to not have to chase them down and/or jump ahead of them.

I've also noticed that after the second mission, Pirate Activity is nill... I'd love to hunt more pirates aside from the ever present Harriers in Brennan's Triumph...

I never seem to run into Khaak, unlike in X2 where they would spawn randomely in some stations.

I am probably not alone when I say that repair costs for ships should be dramatically reduced, at least for fighters... When you start off in your M4, you can't afford to repair your ship if it gets damaged. It costs a little over 50% of the original ship value to repair it from around 45%... And when I capture a ship below 25% hull, it's actually cheaper to sell that one and go buy a new one rather then repair that one...

More BBS Missions! On the rare occasion I see one, it's either for an M5 courier, TS tour, and sometimes "taxi service". I've only seen one TP mission. X2 had plenty of missions!
- Zerogman

"Energy Cells?!? We don't need no stinkin' Energy Cells!!!.... Oh, we do... doh...."

Ship Computer:"Cargo Bay open, shields are down."
Me:"#$!%@*, I meant to hit 'I'!!!"
The End

www.myspace.com/zerogman

Grammarye
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Re: Sorry if they've been mentioned before:

Post by Grammarye » Mon, 28. Nov 05, 19:18

Good points, a few random comments:
Winter Dragon wrote:1. Missing Art for cockpits and turrets.
Having participated and read a few threads about this, it would appear this is just not going to happen; indeed it was never intended to be in. Bit of a shame, particularly if you liked them, but there it is.
Winter Dragon wrote:5. Tunnel Connections between stations appear impervious to mass driver damage. Not sure if any weapon can destroy them.
I'd agree; I've shot just about every weapon an M3 can mount at them with no obvious effect. The manual talks about them being fragile no less! My guess would be that they all go if one blows up the central complex hangar, but I've not put this to the test.
Winter Dragon wrote:5. Ability to install or remove shields like lasers when flying your ship.
Just out of curiousity, why is this useful? I'd imagine you'd want the best shields possible at all times?
zerogman wrote:I've also noticed that after the second mission, Pirate Activity is nill... I'd love to hunt more pirates aside from the ever present Harriers in Brennan's Triumph...

I never seem to run into Khaak, unlike in X2 where they would spawn randomely in some stations.
As far as I've been able to see as of 1.2.01, pirates will make an appearance just about anywhere if you wait long enough, but they like to hang out in Teladi sectors. I've had over twenty pirates wandering around Scale Plate Green for example. I think the inner sectors don't see much because full wings of Pirate Novas or Falcons are actually quite dangerous to shipping, and starting players would get fried.

I too have not seen much in the way of Khaak, probably for the same reasons, but there are certain out of the way sectors where they turn up an awful lot (Wastelands comes to mind).
Looking at 3D graphics is fun. Programming 3D graphics is ok. Testing 3D graphics is frustration defined.

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Winter Dragon
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Post by Winter Dragon » Mon, 28. Nov 05, 22:18

I've updated my post on page 45 and removed the requests that are already working in the game.

re: shield changing.

When you buy a ship you may not always be able to get the best shields for it at the time. On many occasions I've bought a small Argon TS that only comes with 1mj shields, because the argon suck at making 25mj shields right.

So I had 5x 1mj shields for a while filling all shield slots. As luck would have it, I came across a few dropped freight containers from a destroyed ship, one of which had 2 25mj shields in it. I picked these up, but they go to my cargo bay.

How do I install the 25mj shields in my ship? There are only two ways I know:

1) Drop two 1mj shields and two 25mj shields, and then collect the 25mj shields again. This installs them in your shield slots.
2) Go to an equipment dock, sell 2 1mj shields, and 2 25mj shields and then buy the 25mj shields back.

Wouldn't it be easier just to make shields changable like weapons in an example like this?

jlehtone
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Post by jlehtone » Wed, 30. Nov 05, 07:54

Ships/Graphics
- I switched to external view in Argon Mercury. The engine glow/propulsion flames seems to be four transparent rectangles, two for each engine. Changes as throttle is adjusted and looks ok form side.

The glitch is that in default view from behind the rear edge of the rectangle(s) is drawn as bright (vertical) line. Could be my 6600GT + NVidia 77.72
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Scoob
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Post by Scoob » Wed, 30. Nov 05, 15:40

Winter Dragon:

Press 'f' to bring up your cargo, highlight the 25mj shield & tap right or left arrow key until 'install' is highlighted then press enter :-)

Works for shields & weapons.

Scoob.

Stingads_Gsöchts
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Post by Stingads_Gsöchts » Wed, 30. Nov 05, 18:16

Thanks to Specktrompete from the german Forums I found out that the microfreezes and the permanent crashes can be stopped (at least on some dual core AMD systems) by assigning the X3 prozess to only one CPU. This can be done in the task manager.

Sorry if this already has been mentioned.
Cockpits!

Puddin
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Post by Puddin » Wed, 30. Nov 05, 22:11

Suggestion for a tool i had Forgotten about and recently found EXTREAMLY Usefull again here.

Eliptic Projector. I would liek if possibly the ability to proteck on all 3 Axis so that the Y axis Shows up as well so its not just flat. Also the Abikli9ty to Expansd how big it is, as it is stuck on the Smalest Sector settingso when u enter a big sector u don;t see it till the middle then lose it again.

In X3, with each sector almost completly different from another this tool has become almost esscential when i explore, also finding gates without having to look at the sector map every time would be nice with this.

If possible its a small fix, that will probly cause alota headaches and not to many people will notice, but i know i will :)

Thanks.

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