X3FL 1.2 Public Beta

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X2-Illuminatus
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Re: X3FL 1.2 Public Beta

Post by X2-Illuminatus » Tue, 8. Jun 21, 20:05

chip56 wrote:
Tue, 8. Jun 21, 19:51
Seems the text for the new stuff is missing:
I am missing the text for what i am assume is the whitelist of a sector.
I am missing the text for what seems to be adding an existing complex to the complex planer.
Is a readtext error displayed instead? Do you by any chance have an extracted text file from a previous version lying in your addon2\t-folder?
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Re: X3FL 1.2 Public Beta

Post by cheef.che » Tue, 8. Jun 21, 20:06

FankX wrote:
Tue, 8. Jun 21, 19:57
They disappeared in the 1.2 update.
can confirm this.

Also repair drones not working anymore, cause they loose all weapons.

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Re: X3FL 1.2 Public Beta

Post by Night_Dragon » Tue, 8. Jun 21, 20:29

cheef.che wrote:
Tue, 8. Jun 21, 20:06
FankX wrote:
Tue, 8. Jun 21, 19:57
They disappeared in the 1.2 update.
can confirm this.

Also repair drones not working anymore, cause they loose all weapons.
I can confirm the Repair Drones missing their Weapons.
Tried to send em to repair a captured Pirate M7 and they act like normal but no repair lasers are installed anymore.

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Re: X3FL 1.2 Public Beta

Post by laux » Tue, 8. Jun 21, 20:36

Missing Gate to Holy Vision in Custom Start - check
Missing Relay Beacon Blueprint in custom start - check
Construction time at HQ cut in half - check

Looks good so far. Excellent, thank you! :)

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Re: X3FL 1.2 Public Beta

Post by Meister4000 » Tue, 8. Jun 21, 20:50

Cycrow wrote:
Tue, 8. Jun 21, 18:31
Faster, better turning, more cargo space, better laser generator, can now mount beam weapons in one of its turrets, terran missile compatibility and boarding pods. It also has a slight increase to its marine capacity.
I think i found a new player ship for myself :D

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Re: X3FL 1.2 Public Beta

Post by Midnightknight » Tue, 8. Jun 21, 20:51

Cycrow wrote:
Tue, 8. Jun 21, 19:46
For automated mining, ships need the Mining Command Software.
They should have always needed it, that wasn't changed in 1.2
Well it have been changed, not that mining software is required, but that some built in equipements are removed since 1.1 Now mining ships do not have the mining software anymore, like drones lost repair lasers.

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Re: X3FL 1.2 Public Beta

Post by Wou » Tue, 8. Jun 21, 21:40

Hell yeah

I wonder about the "Improved Station Manager" bit, does that include stocking up the goods in HQ for production purposes?
Image

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Re: X3FL 1.2 Public Beta

Post by Klord » Tue, 8. Jun 21, 21:41

Night_Dragon wrote:
Tue, 8. Jun 21, 20:29
I can confirm the Repair Drones missing their Weapons.
Tried to send em to repair a captured Pirate M7 and they act like normal but no repair lasers are installed anymore.
Repair laser is available in Drone Extended (Boron Drone) in my game.
Wou wrote:
Tue, 8. Jun 21, 21:40
Hell yeah

I wonder about the "Improved Station Manager" bit, does that include stocking up the goods in HQ for production purposes?
Yes it is. Much better now. Also SM ships can be manually controlled even while under the SM command. :)
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Re: X3FL 1.2 Public Beta

Post by Night_Dragon » Tue, 8. Jun 21, 21:48

Klord wrote:
Tue, 8. Jun 21, 21:41
Night_Dragon wrote:
Tue, 8. Jun 21, 20:29
I can confirm the Repair Drones missing their Weapons.
Tried to send em to repair a captured Pirate M7 and they act like normal but no repair lasers are installed anymore.
Repair laser is available in Drone Extended (Boron Drone) in my game.

I use a Macana with its 4 original and 6 Boron Extended Drones.
None of em has their Lasers anymore in 1.2. Worked fine in 1.1

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Re: X3FL 1.2 Public Beta

Post by Cycrow » Tue, 8. Jun 21, 21:58

Midnightknight wrote:
Tue, 8. Jun 21, 20:51
Cycrow wrote:
Tue, 8. Jun 21, 19:46
For automated mining, ships need the Mining Command Software.
They should have always needed it, that wasn't changed in 1.2
Well it have been changed, not that mining software is required, but that some built in equipements are removed since 1.1 Now mining ships do not have the mining software anymore, like drones lost repair lasers.
looks like the built in wares got messed up, some stuff got edited manually for AP which has messed up the file when we re exported it. Looking into a fix for it
Wou wrote:
Tue, 8. Jun 21, 21:40
Hell yeah

I wonder about the "Improved Station Manager" bit, does that include stocking up the goods in HQ for production purposes?
it includes a number of improvements.
It fixes an issue where it wasn't reading the needed HQ wares correctly
improved the use of production queues, including getting everything need for everything thats queue, and reserving those wares so they dont get sold later.
Better handling for tradeable (buy + sell), wares in docks, so they always buy at less than they will sell, so they will always make a profit.
Improved handling of the blacklist
Improved handling of supply stations, including able to keep them stocked up and producing as well
The manager now sets the emergency jump and attacked response settings on their ships so they can better escape from danger (including using the Turbo Booster)
Temporary blacklisting of sectors where their ships have previously been attacked.
Improved handling where you have some ships with and some without jump drives
The station manager will also use your own Satellite network to blacklist sectors that currently have detected enemies
Better fuelling logic.
If ships get stuck behind a blacklisted sector with not enough cargo space for energy to jump, they will dump some wares so they can refuel and jump home.
Better handling when ships get stuck in a blacklisted area with no where to go

And a few other fixes and improvements

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Re: X3FL 1.2 Public Beta

Post by Wou » Tue, 8. Jun 21, 22:09

Klord wrote:
Tue, 8. Jun 21, 21:41
Yes it is. Much better now. Also SM ships can be manually controlled even while under the SM command. :)
Cycrow wrote:
Tue, 8. Jun 21, 21:58
it includes a number of improvements.
(...)
That's awesome, thanks
Image

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Re: X3FL 1.2 Public Beta

Post by Klord » Tue, 8. Jun 21, 22:22

Night_Dragon wrote:
Tue, 8. Jun 21, 21:48
I use a Macana with its 4 original and 6 Boron Extended Drones.
None of em has their Lasers anymore in 1.2. Worked fine in 1.1
Ok weird thing happened. I purposefully damaged my Maru to see whether the drones can repair. When the ships hull got damaged, the drones came out from the Guppy and they did not have repair lasers anymore. Looks like a bug. :roll:
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Re: X3FL 1.2 Public Beta

Post by RunGiantBoom » Tue, 8. Jun 21, 22:24

Added System to reward Flagship Blueprint or equivalent Quantum Processors
Mini plots or regular missions like "retrieve ship"?

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Re: X3FL 1.2 Public Beta

Post by Cycrow » Tue, 8. Jun 21, 22:28

RunGiantBoom wrote:
Tue, 8. Jun 21, 22:24
Added System to reward Flagship Blueprint or equivalent Quantum Processors
Mini plots or regular missions like "retrieve ship"?
No, its part of the main plot where you get the ship. You will also get the blueprint at the same time.

however, those that have already done the plot will be given either the blueprint, or the Quantum Processors (if they already have the blueprint)

so anyone who reverse engineered the ship can rebuild it again

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Re: X3FL 1.2 Public Beta

Post by UnknownObject » Tue, 8. Jun 21, 23:38

Thanks for the much needed update!
Cycrow wrote:
Tue, 8. Jun 21, 22:28
or the Quantum Processors (if they already have the blueprint)
Still 0 of them in the HQ ware list. The HQ has already been moved.
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Re: X3FL 1.2 Public Beta

Post by Ezendeir » Tue, 8. Jun 21, 23:42

I have a problem. The Space Suit doesn't have a SETA built-in anymore. I've noticed while trying to repair a bailed ship. Is it the same for anyone else?
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Re: X3FL 1.2 Public Beta

Post by Snafu_X3 » Wed, 9. Jun 21, 00:09

Ezendeir wrote:
Tue, 8. Jun 21, 23:42
I have a problem. The Space Suit doesn't have a SETA built-in anymore. I've noticed while trying to repair a bailed ship. Is it the same for anyone else?
I havent't checked in my current game (upgraded from v1.1 to 1.2 beta) but IME SETA repair isn't as efficient as it used to be in TC. It still takes less RL time than non-SETA repair, but not so much as to be useful for (eg) capships) IMO

The key metric is hull HP (not %age) repair/second for anyone caring to check this
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Re: X3FL 1.2 Public Beta

Post by atroces » Wed, 9. Jun 21, 00:40

Hmmm... My Station Manager will send a TS to a sector to mine, without first buying it any lasers, so it will just sit in the sector and command twitch.

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Re: X3FL 1.2 Public Beta

Post by GavGav91 » Wed, 9. Jun 21, 06:12

Hey.
"Removed Nividium L Mine" ... sooo ... if i install that patch my mine will be gone and my complex isn't a complex anymore?

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Re: X3FL 1.2 Public Beta

Post by bounty_hunter66 » Wed, 9. Jun 21, 07:07

Removed Nividium L Mine
But....why though?

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