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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mad_axeman
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Post by mad_axeman » Fri, 14. Apr 06, 09:15

I'd like the ability to sell ship upgrades. Not the cargo, speed and rudder upgrades, but the othe things like scanner and software that you buy at equipment docks.

I have lost count of the number of times that I have had one ship, very little money and accidentally bought a piece of software that means that I then only have enough for a couple of ecells to start trading again.

I moaned about this in X2 and suprise suprise, you still can't sell them in X3.

Also, as a minor issue, I'd like to see a fix to the bug that means ships can be captured carrying more cargo than they have cargo space, which then means you can get unlimited cash from stations. I have not had this personally as I have not tried capping freighters in X3, but have seen a screen shot of this, I reported this bug in X2; it's still there (and yes, I agree that it is only minor).

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Post by jlehtone » Fri, 14. Apr 06, 09:44

Armegeddon wrote:"Issues"
1. Allow seta while docked or allow freight transfer oos.
See [SCRIPT] (RTD) Remote Transporter Device command by Xai Corporation
Definitely. That script should obtain signed status ASAP.

SETA would be a workaround, but IMO a bad one. Freight transfer in stations may be difficult to implement. Freight transfer in space is the logical option. Freight transfer between any two ships. That implies external docking, or transporter device. Thus, there could be two modes of remote freight transfer: vulnerable external docking, and quicker transporter-dependent method. I can accept the lack of external docking if RTD becomes available.

Yes, the script already exists. I'm in favor of signed scripts because they hopefully have been checked for side-effects and balance.
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Post by jlehtone » Fri, 14. Apr 06, 09:54

Armegeddon wrote:JumpDrives and Transporter Devices can just be transfered from another ship.
Not true now. There is no way that those could be transferred from anything to a TS,TP,M2,M6 remotely. Player has to be there. That is absurd.
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Incubi
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Post by Incubi » Fri, 14. Apr 06, 09:55

aside from what teh op has mentioned.
* Impreove ai controled Pirate Falcon battle performance.
* Include more commands for the management of stations.
*Add the ability to make control groups and select fleet formation for entire fleeet not just the leader.
*Fight command mark 3. the fighters version of the 3rd trade command.
*custom paint jobs at eq docks and when first hired.

Existing bugs not mentioned in op
*The L and the Manta and I beleive Dolphins incorrectly dock with stations, these are clipping issues not the ability to dock itself. Other ships may be affected.
*SPP, Teladi and Argon trade centers still have high casualty auto pilot crashes. Ships try to fly through them and not around if they start on the opposit side of the stations docking bay.
*Although the UT and ST are smarter about dealing with cargo they cannot sell, now they end up cluttering their cargo without notifying the player untill they have no cargo left to clutter. I think this could be solved if they check for profit in there own cargo before buying new stuff ( except ship owned stuff naturaly )

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Paajtor
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Post by Paajtor » Fri, 14. Apr 06, 10:03

Has this been mentioned?: please make a command for all my fighter-drones to dock back into my cargo-bay again...cargo-bay should open for them automatically, with a voice warning for this as it is right now.

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Incubi
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Post by Incubi » Fri, 14. Apr 06, 10:04

Paajtor wrote:Has this been mentioned?: please make a command for all my fighter-drones to dock back into my cargo-bay again...cargo-bay should open for them automatically, with a voice warning for this as it is right now.
good Idea

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Post by Graaf » Fri, 14. Apr 06, 11:18

ISSUES

3. 1gj shielding for Lasertowers. Even 125mj shields are inadequate in X3. Allow for shield upgrading. Allow for LT factories to use different sheilds up to 1gb.
At least you got 125MJ shields. I found out my lasertowers have only 25MJ shields and you cannot beam in the 125MJ ones, just myself.

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mad_axeman
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Post by mad_axeman » Fri, 14. Apr 06, 11:32

Another one from X2 that's still in X3.... How about making the "Surrender" com option actually make a pilot surrender sometimes so it isn't completely useless!

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apricotslice
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Post by apricotslice » Fri, 14. Apr 06, 11:41

Graaf wrote: At least you got 125MJ shields. I found out my lasertowers have only 25MJ shields and you cannot beam in the 125MJ ones, just myself.
You beamed yourself into a LT ? :)

Do those things even have life support ?

The 125mj shield upgrade is a script, and it charges you the difference in price for the shields.

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Post by holo_doctor » Fri, 14. Apr 06, 11:45

Tehrs quite a few things I strongly agree with here

1: TLs must be aloud to dock frighters in some way, A HEAVY transport that cant be loaded or unloaded is just rediculess. The TL has be reduced to a raw station transporter. Mobile miing operations that it use to excell at (and still can house the drilling system for) is now usless

2: the colission avoidance system needs a TOTAL rewrite, Its just unacceptable to loose ships ramming into objects that a player could avoide by adjusting cource 5KM back. Tip here is change it to a waypointing system insted of a collision avoidance system. On the fly waypoint generating to avoid all obsticals

3: Remove Debrie astorieds from the Trade lanes any dim witted goverment would have done.

4: Improved Fixed defence systems, the Lasertower is a joke!

Id think of more but I think these are the major ones most of us would agree on wake up ego u better be reading this
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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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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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mad_axeman
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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.

snyderm
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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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