X3TC / X3AP Patch 2015

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

Moderator: Moderators for English X Forum

h0nti_dat_b00n
Posts: 2
Joined: Tue, 19. Jan 16, 13:56
x4

Post by h0nti_dat_b00n »

Hallo X-Community :-),

I play AP now for 816 ingamedays and today I would like to say:

Fix the undocking "Megalodon" and other big ships by the Player HQ (If I'm in Sector), please. :-)
=> Everytime by undocking one of my Megalodons from my HQ, I can reload my last save if I forget to jump out of the Sector.
=> The whole HQ explodes immediately after push undocking or what ever to my Megalodon.

Thanks for your time & reading my post :-)

Now I want to say a few points these I really like to see in the next patch :-), and a few things that I don't want to see.
Geek wrote:One thing that is actually useful and could be done easily is visible reputation for pirates & yakis.
+1 for visible this ranks!
Aranov wrote: A generic Pirate shipyard, not just one owned by the Yaki.
+1 for this idea!
Aranov wrote: Steam Workshop support for TC and AP?
+1 But how is it then with **modified**, this should be stay by the modpack for User they don't want a **modified**.
Aranov wrote: Easier and quicker marine training
-1 NO, that is a bad idea => The Game is a longtime Game, so please not.

=> But give us a Trainingstation for our marines, we can buy the Marinegunstation, the food for the marines but can't built a Marinestation for train them(I speak from vanilla).

-> It's your choice to give us a Marinestation to only train them or we can train slave's to Marines and train them.

But this point is not unimportant!
Aranov wrote: Allow the player HQ to RE and install ship equipment, such as Jumpdrives. Also allow it to RE and build stations.
+1 for this idea!

Gold Dragon wrote: Add repair lasers as a ware, albeit rare.
+1
Solomon Short wrote: I like the idea of a Jump Beacon fab, though it should probably use resources sufficient that minimum value exceeds the maximum sale value of the Beacon (maybe a huge quantity of Nividium + various high-tech wares)
+1 I think this is a good compromise
hourheroyes wrote: Ability to disable the station-building cutscene--so annoying when building a big complex.

Performance improvements would be a big one.
=> A Performance patch for a middle or big complex. Many player's have a good PC but the complex performance should be better :-(, please.




This are my favorites wishes, the rest of the community write enough more :-)


Thanks for your Time Dev's and Community :-)

Greetz

h0nti
User avatar
X2-Illuminatus
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 25130
Joined: Sun, 2. Apr 06, 16:38
x4

Post by X2-Illuminatus »

h0nti_dat_b00n wrote:
Aranov wrote: Steam Workshop support for TC and AP?
+1 But how is it then with **modified**, this should be stay by the modpack for User they don't want a **modified**.
Whether or not your savegame becomes *modified*, when you install a script/mod, doesn't depend on the installation method, but on the files it modifies / adds. Therefore every script/mod marking your saves *modified* now, would also do so when being installed through the Workshop (provided that will be supported someday).
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
User avatar
Korventh
Posts: 24
Joined: Mon, 16. Mar 15, 07:44
x3ap

Post by Korventh »

If there won't be a patch, can you guys make a small hotfix to fix corvette's docking/undocking issues?
-XeNoN-
Posts: 373
Joined: Tue, 6. Mar 12, 12:04
x4

Post by -XeNoN- »

Korventh wrote:If there won't be a patch, can you guys make a small hotfix to fix corvette's docking/undocking issues?
If youre talking about Khaak Corvette you can replace the model but if youre playing vanilla it will be *modified*


EDIT: About this "patch 2015" correct me if im wrong but its 2016 now and there's no sign of this patch...so anyways i came to conclusion that this is not going anywhere... :(
JDCollie
Posts: 218
Joined: Sun, 18. Dec 11, 12:34
x3tc

Post by JDCollie »

A vanilla version of Litcube's glorious Saturn Complex Hubs.
Someone please make a transaction history mod. Please. (I'm begging you.)
CBJ
EGOSOFT
EGOSOFT
Posts: 54300
Joined: Tue, 29. Apr 03, 00:56
x4

Post by CBJ »

While the thread title may no longer be accurate, the possibility of some work in this area does still exist.

We did already go through and review the suggestions made up until mid-December to determine out which ones were most popular and which were most likely to be viable, but don't let that stop you posting more.
-XeNoN-
Posts: 373
Joined: Tue, 6. Mar 12, 12:04
x4

Post by -XeNoN- »

CBJ wrote:While the thread title may no longer be accurate, the possibility of some work in this area does still exist.

We did already go through and review the suggestions made up until mid-December to determine out which ones were most popular and which were most likely to be viable, but don't let that stop you posting more.
Oh then i apologize mate, didnt see previous page :S.

Anyways i do hope if you can add support for multi core processing, i know that the whole game must be recoded for that but is there some other way to do it?

Anyways glad X3 isnt dead yet and i look forward for the update.
CBJ
EGOSOFT
EGOSOFT
Posts: 54300
Joined: Tue, 29. Apr 03, 00:56
x4

Post by CBJ »

NighTragE wrote:Anyways i do hope if you can add support for multi core processing, i know that the whole game must be recoded for that but is there some other way to do it?
Simple answer: no.
Norm49
Posts: 19
Joined: Wed, 23. Jul 14, 22:27
x4

Post by Norm49 »

MK3 and bank account history log. To be able to see clearly what is happening with our money.
UnknownObject
Posts: 407
Joined: Fri, 15. Jan 10, 12:05
x4

Post by UnknownObject »

Korventh wrote:If there won't be a patch, can you guys make a small hotfix to fix corvette's docking/undocking issues?
A hotfix for some M6s already exists. Download.

What do you think of an ability to pack the player's HQ back into a TL in X3TC, like in X3AP?
Graaf
Posts: 4155
Joined: Fri, 9. Jan 04, 16:36
x3tc

Post by Graaf »

Thats a lot of strange signs in that link. Personally I would prefer an official patch.
{SAS}SK
Posts: 36
Joined: Fri, 23. Jan 09, 11:32
x3tc

Post by {SAS}SK »

I'd love to see Improved Races added, with even just basic wars between races which you could pick a side to fight for.
UnknownObject
Posts: 407
Joined: Fri, 15. Jan 10, 12:05
x4

Post by UnknownObject »

Graaf wrote:
Thats a lot of strange signs in that link. Personally I would prefer an official patch.
Sorry, the link is actually broken.

To the wishlist: please, fix the inaccessible Pirate Stock Exchange, replace the Pluto's image by the New Horisons' one and... what about the Planet Nine sector in the Solar System? :)

And please, add a racing side quest to Freedom's Reach.
MAP_Heldar
Posts: 9
Joined: Wed, 27. Jan 16, 10:05
x4

Post by MAP_Heldar »

Hi all,
I am enter to the X Universe only from X3AP, and I play AP a few years only like Terran Commander.
I have some suggestions, some of them was posted before:

Gameplay sugestions:
1. AP needs normal Terran economy (shield factories, Terran laser towers, satellites and other goods);
2. USC police license, or may be USC volunteer license - only credits for the terran systems defence, no capability to scan ships;
3. ATF volunteer license - credits for the destroyed Xenons ships/stations in Terran sectors or in all universe, also it will be nice to have ATF reports about Xenon activity;
4. Terran ship supports Boarding Pods - may be exclusive as reward for plot;
5. Terran marines + ability to train marines on USC stations;
6. Ability to buy orbital weapon platforms, include Terran platforms;
7. Add more ships, for example like in XtraShipPack;
8. Ability to produce Jump Beacons (it must be very-very expensive);
9. Cability to install modules from HQ or another player station;
10. May be fraction raides to attack user sector/station if player has fraction ratio less than -1;
11. Visible Yaki/Pirates ratings;
12. Capability to build nividium mines.

Graphics/performance:
1. Support multithreading ^^;
2. HiRes background for sectors, like IEX;
3. HiRes cockpits.

I will be very glad If my opinion help to make X3 better. Thanks.
Avaricia
Posts: 12
Joined: Sat, 27. Jun 15, 17:55
xr

Post by Avaricia »

Certain ships exploding on undock has been a bug since X:Reunion was released and it infected all the later games, if they can't isolate and fix it in 11 years they won't be able to in this patch.
User avatar
Geek
Moderator (Français)
Moderator (Français)
Posts: 10904
Joined: Sat, 1. Oct 05, 23:12
x4

Post by Geek »

Do you realize there are third party scripts which fix this ?
So much for the complexity...
Right on commander !
Feersum
Posts: 771
Joined: Tue, 18. May 04, 15:36
x3tc

Post by Feersum »

Why there has to be a need for third party scripts to fix ancient bugs?
Comin' in on a wing and a prayer
Comin' in on a wing and a prayer
Though there's one motor gone
We can still carry on
Comin' in on a wing and a prayer
User avatar
Geek
Moderator (Français)
Moderator (Français)
Posts: 10904
Joined: Sat, 1. Oct 05, 23:12
x4

Post by Geek »

Yes, the devs should fix this.
Which seems the point of this thread.
Right on commander !
gbjbaanb
Posts: 797
Joined: Sat, 25. Dec 10, 23:07
x4

Post by gbjbaanb »

CBJ wrote:
NighTragE wrote:Anyways i do hope if you can add support for multi core processing, i know that the whole game must be recoded for that but is there some other way to do it?
Simple answer: no.
I know this won't happen but there are ways to do this - but as I've not seen the codebase I can't comment beyond what CBJ said - but usually a single processing game loop can be split into a couple of workers that calculate graphics on one thread, AI on another, sound on a third, and bring them all together again at the end using a synchronisation object like a mutex.

X3 could be more complex that that, but I'd love to see the code to see if its possible though :-)
Cursed Ghost
Posts: 656
Joined: Sat, 2. Oct 04, 22:44
x3tc

Post by Cursed Ghost »

What do you think of an ability to pack the player's HQ back into a TL in X3TC, like in X3AP?
Why just the player HQ if you are going to allow the repacking of stations so you can move them might as well apply it to all stations and on the subject of moving stations would be nice to be able to move mines to other sectors as well because right now I have a ore mine on the biggest ore roid in the game to which I have a small 10 station typhoon complex attached and it would be nice to be able to move that to the player sector for easier defence and quicker resupply

one way to implement this is to make it possible to jump objects that are currently being towed if I’m towing an object and start a jump sequence the object will be pullet through the jump portal as well

or much slower way allow mines to be towed through gates and before you say it I know mines are to big to fit but that's an easy fix just make the model for jump gates bigger or make the model for mines smaller

also i'd like to see a reversion fixed in older X games when placing mines it was possible to control which way the entrance faced but for some reason in later games the ability to choose the direction that the mine entrance faces was removed this should be fixed so players can once again control the direction which ore mines entrances faces doing this doesn't eliminate the need for the tractor beam but it does save a lot of extra and completely unnecessary hassle

Return to “X Trilogy Universe”