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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soleseacher
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Post by soleseacher » Thu, 24. Nov 05, 20:59

Gus man B wrote:
I would like a fix in the 1.3 patch to Stop the random Freezes I keep getting.
The game freezes and about 5 seconds of the music loops and I can't get out to the desktop. this is very bad because I have to turn my PC off at the power
button on the CPU it self which is bad for the hardware. I have had about 4 random freezes so fare now and I have the 1.2.01 patch installed.
I am getting much smother frame rates and the game is much easier to
play in fights but I was never getting this freezes before the 1.2.01 patch.

I am running Win XP Media Center

with this specs:


you mean the power off on the front panel button i hope and not switching it off via the power switch on your power supply?

The power off should be set as such in your bios and as such recognised as a viable off setting and not bothering the windows programme itself, but if you are switching it off at mains/power button on the psu then you are sending power spikes through the whole computer risking fryins many of the components, again set the bios to power switch press to off (should be the setting) its safer and its not spike causing and xp uses the bios information to remember this so it doesnt corrupt hard drive info, though it might not remember some of the settings if you changed any
Yer I think he means the computer reset.
Well I am not the only one then I seem to get exactly the same problem.
But now and again I can ctrl/alt/del and close the program down.
have also found when x3 go's into this endless loop will run the cpu up to 100% so preventing other processes from running.Hence manual Reset.

jlehtone
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Post by jlehtone » Thu, 24. Nov 05, 21:01

I got tired of seeing spoiler threads, so came up with an idea.

This will take some effort and is of no great value for playability.

The 'hidden containers' or 'free ships' seem to be in fixed locations, written somewhere in the galaxy description. They must have been placed into suitable locations. Now my suggestion is to look up more suitable locations and make a list of goodies[/i] too. Then, during the start of a new game, the galaxy would be specialized by a random placement.

For example, have a list of 15 'goodies' and a list of 20 'locations'. On init, randomly choose 10 'goodies' and put them in 10 'locations'. As a result, not every game will have same freebies, and not always in the same place. That would greatly add to the exploration aspect of the game.

If only this could be introduced in some patch to make a few spoiler threads useless MoM documentation :roll:
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stevecs
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Post by stevecs » Fri, 25. Nov 05, 16:39

Argh, took me a while to find this thread, but anyway, two suggestions to add to the ever growing list if you can:

- Audible notification when you are running low on ammunition (say <10 left or something like that). We have this for energy but not for MD ammo, or likewise for missles. I don't use missles that often but with MD ammo this has caused a LOT of hairy moments when you just suddenly run out and you're in the middle of a pack of pirates or in the xenon sectors. Some warning would be _MUCH_ appreciated.

- Get sector traders to communicate/coordinate with each other IF there is more than one ST in the same sector! Numerous times when you have 2+ sector traders in the same sector they will buy the same wares for the same destination and then get stuck as now the 2nd sector trader to arrive will not be able to sell all his wares. UT's talk coordinate this should be the same for ST's in the same sector.

Mikes78
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Post by Mikes78 » Sat, 26. Nov 05, 03:49

another addition to the bug thread (didn't see it listed yet)

the "UP" and "DOWN" turrets in M1/M2 capital ships seem to be all stuck in the same position and do not track the target. (Observed on Paranid/Split and Argon Ships, but i guess the others have it too).

The Turrets can fire normally but it looks really wierd cause the turret graphic does not move at all and is stuck at a really wierd angle.

NPC ships are affected by this bug also , just check out the Argon 1 and Titan in Argon Prime to see this bug for yourself ;)

The_Abyss
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Post by The_Abyss » Sat, 26. Nov 05, 03:51

Moved now to Tech Support.

If the thread is not kept updated it will not serve the purpose for which it was created and will likely be frozen.
Strung out on Britain's high, hitting an all time low

stevecs
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Post by stevecs » Sat, 26. Nov 05, 04:19

Another Sector Trader issue should be added to the 'fix list'. ;) Sector traders don't understand complexes. The sector trader only carries one ware at a time (not multiple) even if the trader can hold multple wares AND going to the same destination.

Ie. I have a complex that produces 2nd level food stuffs (oil, cahoona, bofu, soja, et al). And a crystal fab complex that uses _ALL_ of those. If a sector trader notices that the crystal fab needs 120 bufu that's what he'll take leaving 10,000+ of his hold empty even though the SAME crystal fab also needs 15,000 oil. The sector trader should _ALWAYS_ try to fill up his ship with product even when there is ZERO credits to be made when both the source location has the goods and the destination needs the goods. (ie, never travel empty). You won't make any more money but this solves problems when using the ST in your own sectors/own fabs as well as in AI sectors as you'll still gain reputation with the transport.

cactus
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Post by cactus » Sat, 26. Nov 05, 04:23

stevecs wrote:- Audible notification when you are running low on ammunition (say <10 left or something like that). We have this for energy but not for MD ammo, or likewise for missles. I don't use missles that often but with MD ammo this has caused a LOT of hairy moments when you just suddenly run out and you're in the middle of a pack of pirates or in the xenon sectors. Some warning would be _MUCH_ appreciated.
In addtion, we need a visual count of missles/ammo next to the weapon icon on the HUD!

moondog777
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how about

Post by moondog777 » Sat, 26. Nov 05, 09:20

how about giving us a recon probe that you can send into a sector to check it out? And I think it should be able to go into any sector where you have already been, so that means jump capable.
I am Dead, it's easier being Dead

soleseacher
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Post by soleseacher » Sat, 26. Nov 05, 09:26

how about giving us a recon probe that you can send into a sector to check it out? And I think it should be able to go into any sector where you have already been, so that means jump capable
In a way u can.
Tell 1 of your ships to goto the sector u wish to check out with a few Adv-sats onboard.
and Bingo theses your prob :D

stevecs
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Post by stevecs » Sat, 26. Nov 05, 14:41

soleseacher wrote: In a way u can.
Tell 1 of your ships to goto the sector u wish to check out with a few Adv-sats onboard.
and Bingo theses your prob :D
Yeah, but this is damn expensive if the sector happens to be a xenon or khaak one. ;) If you read the books they had small probes that could be launched to accomplish this something similar would be nice.


On a tangent though another suggestion for the list: If you have an Adv. Sat in a sector allow the player to communicate/hire TL carriers just as if he was in the sector. And likewise allow him to place the stations remotely if there is an adv. sat. in the sector. I mean you can communicate and direct the TL's remotely once they're hired so what's the point in burning all those frequent flyer miles when you may be involved in other 'disputes' with the xenon/khack.

soleseacher
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Post by soleseacher » Sat, 26. Nov 05, 14:48

Yeah, but this is damn expensive if the sector happens to be a xenon or khaak one
Nar not really,just go and cap another one :lol:

dabrett
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Post by dabrett » Sat, 26. Nov 05, 16:09

I've noticed two targetting bugs, one minor and one serious. If you are monitoring a turret or another ship, the target distance is that for the target selected in the main window.
Secondly, I've noticed that when I'm monitoring my rear turret and the turret's target is destroyed, the main window loses its target lock and reacquires a target. This is extremely frustrating in the middle of battle, particularly when a different target to the one you were attacking is chosen.

On the suggestion front, can we please have the M6s unnerfed? You've given them formidable forward weaponry, and relocated/removed turrets, thus making them more dependent on their main guns. However. they don't have the manoevrability to effectively bring the main guns to bear in a firefight. If the steering could be returned to values similar to that used in X2 (a little better would be nice ;)) that would do a lot to make M6s usable as a personal ship.

Grammarye
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Post by Grammarye » Sun, 27. Nov 05, 13:49

Some oddities/bugs in the final mission at least as of 1.2.01 - I'd be grateful if others could confirm these to be true or if I'm simply not getting something:
Spoiler
Show
Upon reaching the crystal splitter factory:

Strange things:
1. The Paranid that Ban Danna later refers to are nowhere to be seen. Instead we seem to have two groups of pirates.

2. The first group are friendly, but busy themselves attacking the crystal splitter station, which in theory I'm trying to dock with, and I'd appreciate it if they didn't blow it up. This lot at least make sense being present and friendly as they'll have come with Don Marani.

3. They also seem to do very little in the way of helping me with the second group of pirates, which are hostile and should probably be Paranid. Since at that point I'm flying some random ship with few weapons or upgrades, help would really be appreciated.

Once the plot is complete:

4. Once the mission is complete, movies roll etc. and eventually I find myself back in my M3 that I'd abandoned docked in some station. Oddly, the ship has almost no hull or shielding, despite not having been in combat at all.

5. The Argon and Earth ships are still floating around in Heretic's End; Argon One makes no attempt to return to Argon Prime and Tempestine is still there, getting shot at by the Argon ships.

6. Just before jumping to Duke's Domain, and just after escaping from Argon Prime space, a bunch of hostile Argon Busters and Novas are busy chasing you. They even turn up in Farnham's Legend. However, once the plot is done, they are still hostile and pursue you to the ends of the galaxy. It's annoying to have to wreck my hard-earned reputation in killing them off, and they should've turned back friendly once I was exonerated at the end of the plot.

7. There appears to still be a hostile Paranid Perseus in Duke's Domain, just hanging there. I've not gone near it since killing it would really damage my not-so-good rep with the Paranid.

8. An Argon Buster shows up in the Allies section in Argon Prime, for no obvious reason.

9. An Argon Mammoth shows in up in the Allies section in Paranid Prime, and is just sitting there.

10. The Terracorp Nividium convoy that I had to protect way back earlier in the plot are still in the Allies list and hanging like bricks don't in Ore Belt generally getting in the way of things.

Suggestions:
1. A slightly better-armed ship to complete the final plot mission of the game would be nice.

2. A small whine I know, but why would one bother spending lots of credits building M2s or M6s if one can't then deploy them when most needed e.g. a Khaak invasion? During the entire final set of missions, I can't access or control any ships at all. Ok, I've been labelled a renegade by the Argon and Paranid, but suddenly all my ships in all sectors are out of my control?

3. The Ore Mine I get given as part of the plot ceases production (Ore 0 in other words), if it ever had any, once the plot is done. Could it not at least be of some use, or get reappropriated by the Paranid, or something? I'm just going to have to leave it there or blow it up otherwise.
I'm on Normal difficulty if that helps. All the above complaints said, I really enjoyed the plot and the game seems perfectly playable afterwards; nothing appears permanently broken that I've found yet, beyond perhaps the status of Argon One.
Looking at 3D graphics is fun. Programming 3D graphics is ok. Testing 3D graphics is frustration defined.

Grammarye
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Post by Grammarye » Sun, 27. Nov 05, 13:59

dabrett wrote:On the suggestion front, can we please have the M6s unnerfed? You've given them formidable forward weaponry, and relocated/removed turrets, thus making them more dependent on their main guns. However. they don't have the manoevrability to effectively bring the main guns to bear in a firefight. If the steering could be returned to values similar to that used in X2 (a little better would be nice ;)) that would do a lot to make M6s usable as a personal ship.
I'd agree totally with the issue; personally my ideal solution would be to improve the number of turrets on the M6s so that they actually act like the corvettes they're supposed to be (except the Dragon, that one makes sense given the Split history - lots of forward firepower). Given that adding turrets would not require much change in the models (the X2 turrets were just small depressions in the model after all) I'd say this would be better than improving the manoeuvrability - I don't want a huge fighter, I have the M3 for that; the M6 is supposed to be an escort vessel. The Dragon could nicely remain that for those that want a huge fighter; that could have its manoeuverability improved.

It's also worth pointing out that through the remainder of X3, all the M3-M5 ships got a major overhaul in terms of firepower - why did the M6s suddenly get turrets tuned down in favour of forward guns you can't bring to bear on anything? The equivalent would be an M2 with 16 forward firing PPCs and two rear turrets, which would be utterly useless except for station demolition (but probably quite fun for a ten second laugh).
Looking at 3D graphics is fun. Programming 3D graphics is ok. Testing 3D graphics is frustration defined.

Grammarye
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Post by Grammarye » Sun, 27. Nov 05, 14:13

One other item whilst I'm in a complaining/suggesting mood :wink:

In the simulator and in the manual the MARS or Motion Analysis Relay System upgrade is mentioned. I've yet to find anywhere in the X3 universe that actually sells this. If I just haven't looked hard enough, then fair enough, but it seems odd to spend sufficient time to have the upgrade in the software (the Centaur in one of the simulation battles is equipped and I'm presuming it does something) but not allow it sold anywhere.
The_Abyss wrote:Moved now to Tech Support.

If the thread is not kept updated it will not serve the purpose for which it was created and will likely be frozen.
Makes sense - I trust that the hard-working people at Egosoft will still read it even if updating the first post has ceased, or should we be posting elsewhere?
Looking at 3D graphics is fun. Programming 3D graphics is ok. Testing 3D graphics is frustration defined.

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.

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