[BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!)

General discussion about X³: Farnham's Legacy.

Moderators: Moderators for English X Forum, Moderators for the X3:FL Forums

Post Reply
Drone_101
Posts: 68
Joined: Sun, 19. Oct 08, 03:40
x4

[BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!)

Post by Drone_101 » Tue, 18. May 21, 19:31

X3:FL 1.0 English (Steam) Unmodified

Bug: If you eject from, or use the transporter device to leave the Mammoth to change to another ship, all of the player's pilot inventory items are left behind on the Mammoth. Low Frequency Radar, Police Licenses, Salvage Insurance... everything.

100% Reproducible. For some reason the player's personal equipment has become ship equipment when piloting the Mammoth.

Just tested rebuying new police licence, entered Mammoth and lost it once again when leaving the Mammoth. Does this happen in the 1.1 RC also, can any one test it?

Conjecture - is the increased ejection distance from TL sized ships breaking the transfer of pilot equipment back to the pilot entity? Or is this isolated to just the Mammoth assimilating the equipment?

Save: https://easyupload.io/c05drl Check Pilot equipment. Then eject or change ship to the Ocelot directly in front of the Mammoth. Check Pilot equipment again. (Police Licences are the most noticable but this affects all pilot equipment)

User avatar
Klord
Posts: 872
Joined: Wed, 1. Feb 12, 20:31
x3ap

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Klord » Tue, 18. May 21, 19:45

1. Tried to download your save file. Access is denied.

2. Checked what you described with my Mammoth and had no problem at all. Pilot inventory is not effected.
X fanatic. More of an X3 fanatic.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.

Drone_101
Posts: 68
Joined: Sun, 19. Oct 08, 03:40
x4

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Drone_101 » Tue, 18. May 21, 21:18

Strange the link works in both my browsers and incognito mode. So what's happened here then, was there a hiccup as I exited the ship once and now the gear is stuck on the Mammoth? It's very strange.

Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22201
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Cycrow » Tue, 18. May 21, 21:21

where did you get the Mammoth from, was it bought, or did you steal it, like from a mission?

Drone_101
Posts: 68
Joined: Sun, 19. Oct 08, 03:40
x4

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Drone_101 » Tue, 18. May 21, 23:08

Bought it, was my first big investment days and days ago - can't remember which exact shipyard sorry, probably Cloudbase South East as thats the yard with the widest selection I tend to default to buying from it.

User avatar
CATegoryC
Posts: 6
Joined: Fri, 19. Oct 18, 20:41
x4

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by CATegoryC » Fri, 21. May 21, 19:31

I had a weird experience when buying my 1st TL. I couldn't move the ship with the mouse. Jumped into my M3+ and the same thing. Reloaded an older save and Bingo it all worked again. I've been moving my TL remotely now.

Snafu_X3
Posts: 4472
Joined: Wed, 28. Jan 09, 15:14
x3tc

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Snafu_X3 » Sat, 22. May 21, 01:18

Please check if those personal pilot abilities are still useable if transferred off <playership>

This bug was reported during testing & may have been only partially fixed: I suspect the <player> abilities may still be available despite the transfer option discrepancy
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

Dom (Wiki Moderator) 8-) DxDiag

Drone_101
Posts: 68
Joined: Sun, 19. Oct 08, 03:40
x4

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Drone_101 » Sat, 22. May 21, 13:19

I couldn't use my unlimited Salvage and all Police licenses were inactive when I wasn't back in the Mammoth - I couldnt save in space and anytime I tried to scan it was declared illegal, which is how I first noticed the bug. Had to roll back about 3 hours of play time to get to a pre-bugged state. Feel free to test the save however you want, I've no idea how it happened, just all the pilot equipment somehow got stuck on the Mammoth and didn't change ships with me when I transported or ejected out.

It would have been playable rebuying the salvage insurance and licenses but losing the LFL was too big of a loss seeing as the exploring is one of the best new features in X3:FL.

Spartan
Posts: 35
Joined: Sun, 13. Apr 03, 12:38
x4

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Spartan » Mon, 19. Jul 21, 10:42

I have the same very annoying bug. It showed up when I changed my ship docked at HQ. So it wasn't fixed in 1.2, unfortunately.

Spartan
Posts: 35
Joined: Sun, 13. Apr 03, 12:38
x4

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Spartan » Mon, 19. Jul 21, 11:19

Moreover, docking with a Mammoth on any M3/M4/M5 ship have the same result - all of the player's pilot inventory items are left behind on the Mammoth. Strangly, it wasn't the case for me before 1.2, because I used that ship in 1.1 personally to take a "pandora crate".

Snafu_X3
Posts: 4472
Joined: Wed, 28. Jan 09, 15:14
x3tc

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Snafu_X3 » Thu, 22. Jul 21, 00:57

IIRC this is purely visual: take off in your ship & <pilot> should still have their appropriate personal items (licenses etc). It's annoying, but not game-breaking :(
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

Dom (Wiki Moderator) 8-) DxDiag

BrigandPhantos77
Posts: 517
Joined: Wed, 27. Dec 17, 05:47
x4

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by BrigandPhantos77 » Thu, 29. Jul 21, 07:46

Is there a bug thread? I got a lot to say in this so I am numbering all my points.

So this is partly amusing to me, but also kind of annoying. I've made 4 different starts now trying to play different ways and get a pattern down for myself. I have noticed a few things that I wanted to bring up. Complaints, bugs, problems that are making the game less fun in my humble opinion.

1. I have noticed in a few instances where I issue a jump to me command, the ship in question will immediately target and attempt to kill any enemy in sector. Happened on a jump to sector command as well. I have seen it happen OOS as well.
Case 1 - Brought a TM into Ianamus Zura Beta. In multiple cases I am enemy with Split Strong Arms. Can't help it. It immediately engaged a group on it's own, and got destroyed. I reloaded and this time I was able to issue an order telling it to dock before it engaged.

Case 2 - Rolk's Legacy - Ordered my Nemesis to jump to me. I wanted to transfer to it. Following the jump it immediately attacked a Duke's Freighter. I was actually trying to intercept it, but mmkay funny. :)
Loadouts (Ship 1 - Centaur; 4 Ion Pulse Generators, 2 HEPT, 2 PRG, Turret PRG) (Ship 2 - Nemesis; 3 CPG, 4 IRG, 1 Plasma Burst Generator, Turret PAC) I have good luck getting Athena's to bail with both though the Centaur seems to get a higher bail rate. The second is better at killing the small annoying stuff and taking out Strong Arms as long as I am in the seat of it. Speed is almost 300 m/s with the engine tunings. Both have Turbo Boost (stolen from Family Rhy - Thank you split for the ahem gift!).

2. Defending one's self in Teladi sectors after being fired upon, will sometimes trigger either a rapid response or local military to attack you. Happened numerous times to me. Once it happened in PTNI HQ Alpha, had a station with Laser Towers. Strong Arms entered and attacked my factory. I saw 2 rapid response ships jump in at the beacon red to me. They kept flashing back to blue, but return to red. Once the laser towers finished with the fleet of Strong Arms the RRS turned back to blue. In Ceo's Doubt, I had a fleet come through the S gate and immediately start shooting at me. I got out of range and started picking them off. Before I left the sector, I noticed a Military Osprey mad at me. I com'd it and got it to turn blue again. Weirdly it followed me to Rolk's Legacy when I jumped. And did nothing else.

3. So I am mining a sector.
Spoiler
Show
Mining Nividium in the Unclaimed Sector North and West of Getsu Fune
I am seeing a lot of Strong Arms spawning in there, along with Dukes. I am keeping 2 Centaurs on standby as defense just in case. So far they haven't attacked my fleet.

4. Satellite Warning Network - Glitched. I don't know exactly what caused it, but I mobile mined a couple of the discover sectors.
Spoiler
Show
Sanctuary of Darkness - Connected by gate to Dukes Citadel Beta
I connected them by Hub. Set up Advanced Satellites to warn me if enemies jumped in. For some reason this broke the notification system. I got not a single audible until I took both of them down. Since then it has notified me every time. The one in #3 also does not give a notification for the one Duke's that constantly sits there going nowhere.

5. HSAP - Accelerator Gates; Not much to mainly complain, but more of an observation. There placement category is kind of weird. They are technically a station, but listed with weapons. But not sellable at an equipment dock. I've noted personally that my Ozias went from a value of 29 million to over 200 million. Estimating about a 170 million price tag to sell. Given they cost 60 million to produce, and yes they do "I have calculated it in excel." They are a viable option to make a nice credit ch-ching. About 100 million in profit for just one. They just take forever to build and collect all the wares necessary. I'd be more than happy to post my findings somewhere if someone wished so. I saved a picture of it with snipping tool. To anybody else wondering, making a profit with anything else doesn't really work. I tried the Nova, Athena and Centaur. Selling them as is you get about 10k profit with the Nova, 100k with the Athena or Centaur. Given the time involved with gathering the resources, your better off mining for profit

6. Pirate Sectors - I tried starting my play with staying friendly with them. And although Hatikvah's Faith was friendly with me, most of the Orbital Platforms anywhere else were always red to me. I got chased by a carrier in Lost Order. And I had 4 green bars with the pirates. When I jumped out they pursued me into the next sector. I popped all 3 of the fighters that did and of course there tanked my rep. Until that point the only pirates I shot were the story ones in Holy Vision.

7. Completing the prologue with Argon start. 4 of 4 times my rep with the Boron is reset and Paranid boosted to a level where I could buy a Paranid Carrier had I the credits. I picked 2 different ways to connect the gates at the end. Pirates the first time, Boron the next 3.

8. I don't know if this bug ever got reported or fixed, but on my first play through I discovered that when you follow the Pirate's lead to seek out the scientist, if you don't read the message before starting it, one of the contact points will not have the book icon. Meaning you can't complete it. Thankfully I had docked and saved prior to talking to the Pirate. And just wanted to say, there should be an option to make an ally out of him. Kinda like the buddy you had in X2 reunion. The one who reminded you of old bob who tried to ride the mine? lol I miss that guy.

9. Observation mainly. Thank you devs for changing the Boron Equipment Dock. I love mine.
Spoiler
Show
M3 thru M6 + TS/TP/TM storage. Nice.
I miss the internal docking of X2 and the style of the old equipment docks. I feel they should be re-added as a mid-range equipment dock. Not able to dock the larger ships, but a single fly into port for a single corvette and internal fighter storage would be awesome. Kind of like a place to store a fighter wing with a single corvette.


That was a lot. Thanks!
Peace is a state of mind!
War is absolute!
~ Phantos ~

Hwitvlf
Posts: 484
Joined: Tue, 13. Apr 21, 21:36

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Hwitvlf » Fri, 30. Jul 21, 02:23

BrigandPhantos77 wrote:
Thu, 29. Jul 21, 07:46
Is there a bug thread?
No. The devs specifically requested to NOT have one on the grounds that it becomes a tangled mess of opinion and bugs which is very hard to sort through.
BrigandPhantos77 wrote:
Thu, 29. Jul 21, 07:46
1. I have noticed in a few instances where I issue a jump to me command, the ship in question will immediately target and attempt to kill any enemy in sector.
I think this command assigns the ship as an escort and it behaves accordingly. Try the 'follow me' command if you don't want the ship to escort.
BrigandPhantos77 wrote:
Thu, 29. Jul 21, 07:46
2. Defending one's self in Teladi sectors after being fired upon, will sometimes trigger either a rapid response or local military to attack you.
X3 has never registered "defending ones self", just who you attack. Reports vary, but I think attacking a neutral ship (aka anyone other than Yaki) in a core sector triggers police action and you lose license.
BrigandPhantos77 wrote:
Thu, 29. Jul 21, 07:46
6. Pirate Sectors - I tried starting my play with staying friendly with them. And although Hatikvah's Faith was friendly with me, most of the Orbital Platforms anywhere else were always red to me. I got chased by a carrier in Lost Order. And I had 4 green bars with the pirates.
FL seems far better than AP was in regard to ships staying hostile. If you have positive relations and non-homebased ships remain hostile, leave the sector and have another ship jump in. View the sector on the map and do an action like checking info on a hostile ship. It usually flips them to friendly.

BrigandPhantos77
Posts: 517
Joined: Wed, 27. Dec 17, 05:47
x4

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by BrigandPhantos77 » Fri, 30. Jul 21, 04:56

Hwitvlf wrote:
Fri, 30. Jul 21, 02:23
BrigandPhantos77 wrote:
Thu, 29. Jul 21, 07:46
Is there a bug thread?
No. The devs specifically requested to NOT have one on the grounds that it becomes a tangled mess of opinion and bugs which is very hard to sort through.
BrigandPhantos77 wrote:
Thu, 29. Jul 21, 07:46
1. I have noticed in a few instances where I issue a jump to me command, the ship in question will immediately target and attempt to kill any enemy in sector.
I think this command assigns the ship as an escort and it behaves accordingly. Try the 'follow me' command if you don't want the ship to escort.
BrigandPhantos77 wrote:
Thu, 29. Jul 21, 07:46
2. Defending one's self in Teladi sectors after being fired upon, will sometimes trigger either a rapid response or local military to attack you.
X3 has never registered "defending ones self", just who you attack. Reports vary, but I think attacking a neutral ship (aka anyone other than Yaki) in a core sector triggers police action and you lose license.
BrigandPhantos77 wrote:
Thu, 29. Jul 21, 07:46
6. Pirate Sectors - I tried starting my play with staying friendly with them. And although Hatikvah's Faith was friendly with me, most of the Orbital Platforms anywhere else were always red to me. I got chased by a carrier in Lost Order. And I had 4 green bars with the pirates.
FL seems far better than AP was in regard to ships staying hostile. If you have positive relations and non-homebased ships remain hostile, leave the sector and have another ship jump in. View the sector on the map and do an action like checking info on a hostile ship. It usually flips them to friendly.
1. So what your saying is it was purposely programmed for ships to fly stupid and get themselves blown up? Now that makes a little sense since you have no control over station manager controlled ships. I watched them jump out of a xenon attack to watch them jump directly back in, into the middle of the group at the gate they were at. Only seconds later.

2. The only time I lost a police license was flying through Legend's Home with only a neutral rep with them. They pulled my license instantly. Right after I popped a Xenon fleet in Akeela's Beacon. Got all the bounties for it too.

I once comm'd a Teladi Military ship after being shot at to see what would happen. The captain said he could do nothing to assist me.

6. I've left and re-entered these sectors and used AI controlled ships. The Orbital Platforms stay red to me.

-- Just had this happen. Had my Cerberus jump to me. Immediately launched fighters to attack a Teladi Military Condor half way across the map in Ministry of Finance. Ignored the fleet of Strong Arms to which it flew through and got shot at by. I needed it to jump to me to allow me to dock some capped ships. So Strong Arms are good to shoot at me in any Teladi sector with no recourse, but if I return fire I get response from local Military. Great. Wonderful design. Seems like they designed it specifically to punish only the player. <sigh smh>
Peace is a state of mind!
War is absolute!
~ Phantos ~

Hwitvlf
Posts: 484
Joined: Tue, 13. Apr 21, 21:36

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by Hwitvlf » Fri, 30. Jul 21, 06:22

Yeah, X3 is a quirky game. I just take the good with the bad try to have fun. I just did some testing and:

Using "Follow Me" instead of "Jump to Me" did prevent the ships from attacking enemies in the sector. The encyclopedia really should be updated to reflect this.

I was wrong about losing the license for attacking neutrals in Teladi space. I've lost the Goner license for defending against Argons in Goner space, but they 'friendly', not just neutral to each other. But attacking neutrals does turn Teladi patrol ships hostile temporarily.

For me, it's not using AI controlled ships that resets the Platforms, it's opening the 'info' menu on an enemy ship (from the map) when you're OOS.

BrigandPhantos77
Posts: 517
Joined: Wed, 27. Dec 17, 05:47
x4

Re: [BUG] Game Breaking! Changing Ship from Mammoth leaves behind all pilot inventory (LFL, Police Licences, everything!

Post by BrigandPhantos77 » Mon, 2. Aug 21, 09:47

Hwitvlf wrote:
Fri, 30. Jul 21, 06:22
Yeah, X3 is a quirky game. I just take the good with the bad try to have fun. I just did some testing and:

Using "Follow Me" instead of "Jump to Me" did prevent the ships from attacking enemies in the sector. The encyclopedia really should be updated to reflect this.

I was wrong about losing the license for attacking neutrals in Teladi space. I've lost the Goner license for defending against Argons in Goner space, but they 'friendly', not just neutral to each other. But attacking neutrals does turn Teladi patrol ships hostile temporarily.

For me, it's not using AI controlled ships that resets the Platforms, it's opening the 'info' menu on an enemy ship (from the map) when you're OOS.
Thing that is game breaking for me, is the quantity of Strong Arms that spawn over and over. I don't think it would be soo bad if your rep didn't sink soo quickly. And any gains through diplomats is miniscule. If I even try it's going to tank everybody else at this point. They are almost to the 4 red bar point. I stopped using Shore of Infinity because it is an endless wave of them as well for me. I don't mind taking the ships that bail, but they have a new wave spawn by the time I am able to get my acquisition docked anywhere. Having a RRF spawn in system because they attacked your factory which was guarded by a laser tower (or 5) is also breaking to me. And the fact that most factions don't seem to protect there own space against anyone except the player sucks. The flip side, kinda funny to see a Megalodon permanently in Rolk's Legacy. But the rest of that zone doesn't have anything protecting it. Shore of Infinity has had about 3 Qs invade it. The last time it did, it attacked my freighter from a distance. The freighter jumped out successfully, but came immediately back in. I was able to turn off the manager quickly and get control. I ended up jumping in personally and taking it out with my Nemesis. Took me about an hour of dog fighting it, but I eventually popped it.

They really need to put an emergency control option on all station manager controlled ships. And emergency override that forces the control options back, and allow you to command it.

I also rarely see rapid response ships. Aladna Hill so far has been attacked by a Q at least 3 or 4 times, followed by a K. I kinda watched it get annihilated by OTAS and Argon Destroyers. Amusing.

I've only lost a license twice to this point. Once was from leaving the prologue missions, you lose the Boron license once it completes. And the OTAS pulled my Argon License for entering Legend's Home. I was neutral with them, but not Argon. Federation Martial with Argon. Wish the devs would fix that.

Unfortunately you can't see the Platforms unless you got a ship in system with them in scanner range. I aint about to do that. I hope they fix asteroid respawning from OOS mining. I've just about mined out the one sector of Nividium. The up side is I am sitting on almost 300 million credits now.

Oh, the Headquarters will also allow NPC ships to sell items listed as Storage only to it. That is also annoying.

Do you happen to know if the factions will scan and find the undiscovered sectors on there own if you don't?
Spoiler
Show
Also, I know they added the Khaak Gamma Kyon to the game for manufacture.
My question is, did they add a way to get a Destroyer? The Corvette only equips up to the Beta. Unless the Goner "True Light Seeker" can equip it.
Maybe the Jump To Me command should be renamed, "Help I'm Under Attack!" lol.
Peace is a state of mind!
War is absolute!
~ Phantos ~

Post Reply

Return to “X³: Farnham's Legacy”