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Great patch, a real present for me for sure - good new craft, HQ and other improvements - but still with a few problems still not fixed..
1. The "floating shoreline" effect (planet shader mistake causing the watery layer to move out of sync with the land one, can be best seen in Emperor Mines for example, but actually in nearly every sector - especially with 10x SETA) is still there..
2. The khaakpits lod bug + missing engine pod on Khaak fighters still persists..
3. No missile flares, but it's my moaning in fact
4. New mission once too easy - need more enemy craft for sure!
5. Capship explosions - that's just ridiculous (waiting for better explos + debris to remain, like with stations..)
6. Xenon stations and pirate bases still leave no wrecks, unlike other installations..
1. The "floating shoreline" effect (planet shader mistake causing the watery layer to move out of sync with the land one, can be best seen in Emperor Mines for example, but actually in nearly every sector - especially with 10x SETA) is still there..
2. The khaakpits lod bug + missing engine pod on Khaak fighters still persists..
3. No missile flares, but it's my moaning in fact
4. New mission once too easy - need more enemy craft for sure!
5. Capship explosions - that's just ridiculous (waiting for better explos + debris to remain, like with stations..)
6. Xenon stations and pirate bases still leave no wrecks, unlike other installations..
Attach the nails and electrodes!
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These are not bugs:TheBypasser wrote:1. The "floating shoreline" effect (planet shader mistake causing the watery layer to move out of sync with the land one, can be best seen in Emperor Mines for example, but actually in nearly every sector - especially with 10x SETA) is still there..
2. The khaakpits lod bug + missing engine pod on Khaak fighters still persists..
3. No missile flares, but it's my moaning in fact
4. New mission once too easy - need more enemy craft for sure!
5. Capship explosions - that's just ridiculous (waiting for better explos + debris to remain, like with stations..)
6. Xenon stations and pirate bases still leave no wrecks, unlike other installations..
1) Stop staring at the planets unless you enter the atmosphere
2) There is NOTHING wrong with the Kha'ak LoD. What you're missing is those 'pods' that you think are for engines, are actually WEAPON pods. They show mounted weapons.
3) Missiles can have trails. Having 'flares' would become annoying very quickly
4) Which mission are you talking about. Try it in a Disco
5) If you want better explosions, you can mod them yourself. Ships won't leave debris because they blow themselves apart
6) Pirate Bases are technically a TL cap ships, see above. Xenon Stations are instantly recycled for construction of the next station upon their destruction.
Also, X3 has reached EoL (End of Life). I wouldn't expect any more fixes.
Last edited by Jakesnake5 on Mon, 27. Nov 06, 09:52, edited 1 time in total.
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Technically, there weren't supposed to be any fixes in Bala Gi. But since there were, now everybody expects their pet peeves to be handled.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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I have finally found that M7 Yacht. I'm not sure if it's always the same, but in my game it was pretty far from the north gate, all way down to south and little bit to east. I used 3 advanced satellites to find it.
One more thing, when you are using tractor beam and cross the gate, just go for a while and the Yacht will come behind you. Don't be confused by your speed
Oh, if you don't want to be surprised by pirates after finding that M7 Yacht target all other ships around. Those with full shields and pilots sitting in them are pirates that are waiting for you. They start to act as soon you use your tractor beam. So it's better to kill them before they have a chance to attack.
One more thing, when you are using tractor beam and cross the gate, just go for a while and the Yacht will come behind you. Don't be confused by your speed
Oh, if you don't want to be surprised by pirates after finding that M7 Yacht target all other ships around. Those with full shields and pilots sitting in them are pirates that are waiting for you. They start to act as soon you use your tractor beam. So it's better to kill them before they have a chance to attack.
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lolJakesnake5 wrote:1) Stop staring at the planets unless you enter the atmosphere
Then why can't I see the cockpit on them unless they get far enough for getting another lod value (or on the target monitor where they have a lower detail so the cockpits are displayed)?Jakesnake5 wrote:2) There is NOTHING wrong with the Kha'ak LoD.
that's apart from lod lol - actually they are both engines and guns, but the problem is that the M3 class with that problem lacks one kyon, also with no cockpit it looks a bit fubar..Jakesnake5 wrote:What you're missing is those 'pods' that you think are for engines, are actually WEAPON pods. They show mounted weapons.
I'd prefer small glares so a missile would be easyer to be sighted.. But that's just a random thought (it was 6am here lol - and I was just goin' to bed.. ) - actually I don't care much and smoke is enough imo!Jakesnake5 wrote:3) Missiles can have trails. Having 'flares' would become annoying very quickly
The BGResesarch one of course - and I'll never do it in a Disco as it lacks tractor beams and can't carry nividium As for fights, they are easy enough to be done in an m5..Jakesnake5 wrote:4) Which mission are you talking about. Try it in a Disco
Well yeah, I agree - ship debris is for posers - it would be just a lag generator if you fight off a large fleet, but M2 explosion with a size of an M5 explo is just stupidJakesnake5 wrote:5) If you want better explosions, you can mod them yourself. Ships won't leave debris because they blow themselves apart
ok, I believe you (but I guess the Xenon stations just turn into a cloud of fusion plasma cus of the reactors they are filled with) Let it remain this way then..Jakesnake5 wrote:6) Pirate Bases are technically a TL cap ships, see above. Xenon Stations are instantly recycled for construction of the next station upon their destruction.
so, X4 is coming next month, am I correct?Jakesnake5 wrote:Also, X3 has reached EoL (End of Life). I wouldn't expect any more fixes.
Attach the nails and electrodes!
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The new patch is totally wonderful, but I have a complaint (tounge firmly in cheek). I really resent all those new users who are playing an X game for the first time who can experience X3 as a complete realization of the new king of Space empire building, without all the mis-steps and baby steps of the past year. So I'm just going to have to erase my memory and start my fourth X3 game with a fresh perspective...
Wondering if anyone else has experanced this
Playing as a non-plot trader game ,no mods I have the M7 and HQ. I have mapped at least 95% of the Uni. Have been taking out everything thats red. I'm friends with all the races and have a police lience for each of them. I have cleaned out all the pirates around Brennan's Trumph, Have removed all the bases around all these areas 2 or 3 times over now sence they keep respawning which is no worries. This is where it gets weard. In versions before 2.0.0.2 if you took out a pirate base or 2 all Pirate bases would turn red and never let you be friends.
I have blown up at least 20 Pirate bases by now. My fight rank is Assassin 22% Trading rank is Super-Magnate of 23% But all the Pirate bases are still friends with me and only turn red when I fire on them. Pirates themselfs that are running around in there will fire on me on sight
Granted I do have my setting for pirates as friends but the bases just won't turn against me and go red no matter what my settings are.
Thanks
Playing as a non-plot trader game ,no mods I have the M7 and HQ. I have mapped at least 95% of the Uni. Have been taking out everything thats red. I'm friends with all the races and have a police lience for each of them. I have cleaned out all the pirates around Brennan's Trumph, Have removed all the bases around all these areas 2 or 3 times over now sence they keep respawning which is no worries. This is where it gets weard. In versions before 2.0.0.2 if you took out a pirate base or 2 all Pirate bases would turn red and never let you be friends.
I have blown up at least 20 Pirate bases by now. My fight rank is Assassin 22% Trading rank is Super-Magnate of 23% But all the Pirate bases are still friends with me and only turn red when I fire on them. Pirates themselfs that are running around in there will fire on me on sight
Granted I do have my setting for pirates as friends but the bases just won't turn against me and go red no matter what my settings are.
Thanks
Virtual is reality...
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Y B Nor M/L
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VBnorml wrote;
What I have seen, is when one of my patrols take out a few pirates in a sector with a pirate base, i.e New Income, it will go red but later changes back to friendly. It has always been like this though, pre and post 2.0.2.
Are you sure? This hasn't happened to me tbh. If i fire on a pirate base it becomes red sure enough but the others remain friendly. The new version hasn't changed anything, in that way, that I have noticed.In versions before 2.0.0.2 if you took out a pirate base or 2 all Pirate bases would turn red and never let you be friends.
What I have seen, is when one of my patrols take out a few pirates in a sector with a pirate base, i.e New Income, it will go red but later changes back to friendly. It has always been like this though, pre and post 2.0.2.
Weard because in my games they all turned red on me. Not that I'm complaing it's nice to be able to keep going to the pirate bases. In this game I never had the bases turn red while fighting pirates in the same sector. The one in New income has always been blue and trust me I have taken out alot of pirates in that sector.
Oh well no worries still having a blast in there!
Oh well no worries still having a blast in there!
Virtual is reality...
Y B Nor M/L
Y B Nor M/L
Actually what probably happened is either you engaged the pirates too close to a base (which'll make them declare you hostile), or your freind/foe settings marked the pirate bases hostile even though they weren't.This is where it gets weard. In versions before 2.0.0.2 if you took out a pirate base or 2 all Pirate bases would turn red and never let you be friends.
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If you tell the playership (the one your in) to attack all enemies, and some of them happen to be pirates, it will set the Pirate FoF to Foe. Standard proceedure.
Same if you tell it to attack any specific race ship.
Same if you tell it to attack any specific race ship.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
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Thank you all for your thoughts on this. I agree that yes this could have been the case thinking back to those games.Jakesnake5 wrote:If you tell the playership (the one your in) to attack all enemies, and some of them happen to be pirates, it will set the Pirate FoF to Foe. Standard proceedure.
Same if you tell it to attack any specific race ship.
Ugg 46% more and I will be able to buy my first capital ships can't wait! I have 2 Xenon M2's hanging out in Family Whi that just won't leave the trade lanes alone.
Virtual is reality...
Y B Nor M/L
Y B Nor M/L
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