X3FL 1.2 Public Beta

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Ezendeir
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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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Snafu_X3
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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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atroces
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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.

GavGav91
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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?

bounty_hunter66
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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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blazenclaw
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Re: X3FL 1.2 Public Beta

Post by blazenclaw » Wed, 9. Jun 21, 07:14

Pretty sure the issue in 1.1 was that the Nvidium L mine, when bought, instead installed an M mine. The M mine can probably still be upgraded to L / XL / XXL with upgrade kits, but I haven't tested this.

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Ketraar
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Re: X3FL 1.2 Public Beta

Post by Ketraar » Wed, 9. Jun 21, 10:03

blazenclaw wrote:
Wed, 9. Jun 21, 07:14
Pretty sure the issue in 1.1 was that the Nvidium L mine, when bought, instead installed an M mine. The M mine can probably still be upgraded to L / XL / XXL with upgrade kits, but I haven't tested this.
Yes this is the reason.

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bounty_hunter66
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Re: X3FL 1.2 Public Beta

Post by bounty_hunter66 » Wed, 9. Jun 21, 10:17

Awesome! Thanks !

GavGav91
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Re: X3FL 1.2 Public Beta

Post by GavGav91 » Wed, 9. Jun 21, 16:19

alright... its only removed from the shipyard but already placed mines will stay... right?

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Ketraar
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Re: X3FL 1.2 Public Beta

Post by Ketraar » Wed, 9. Jun 21, 17:19

yes but they will be M version (that was the issue to begin with)

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Einheit 101
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Re: X3FL 1.2 Public Beta

Post by Einheit 101 » Thu, 10. Jun 21, 03:19

You rebalanced Xenons? So is it actually possible to use merchants in 1.2 onwards without them getting blown away by Xenon hordes spawning in random gates within 10 minutes?

Jimmy C
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Re: X3FL 1.2 Public Beta

Post by Jimmy C » Thu, 10. Jun 21, 04:29

Has anyone using the 1.2 beta encountered "screen freeze" where the screen stops updating but the game keeps going? If you do, you can unfreeze it by alt-tabbing out and back into the game. I'm still on 1.1 and I ran into this a few times. I don't plan on trying out the beta, so you guys see if it's still there.

Chull
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Re: X3FL 1.2 Public Beta

Post by Chull » Thu, 10. Jun 21, 11:19

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 can confirm this. No SETA on spacesuit and any that you install is auto removed.

A temp workaround if you have something that you MUST repair yourself is to have a ship dump their SETA drive and you pick it up in your spacesuit, however once you get back in your ship the SETA drive disappears.
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Ketraar
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Re: X3FL 1.2 Public Beta

Post by Ketraar » Thu, 10. Jun 21, 11:32

This is a bug introduced in 1.2 RC1, its been fixed for RC2.

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Chull
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Re: X3FL 1.2 Public Beta

Post by Chull » Thu, 10. Jun 21, 16:25

Ketraar wrote:
Thu, 10. Jun 21, 11:32
This is a bug introduced in 1.2 RC1, its been fixed for RC2.

MFG

Ketraar
Thanks for letting me know. I must say you guys are doing an excellent job, apart from this minor issue you have managed to fix all the problems I've come across in 1.1, so much so that I can only play 1.2 version now, as to me it is polished :)
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konradal
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Re: X3FL 1.2 Public Beta

Post by konradal » Fri, 11. Jun 21, 01:12

Game hangs on blueprint dialog. When I choose "I'm not interested" and try close dialog window (by mouse or pressing ESC), game hangs. When I wait until NPC ends his speech and window disappear, all is OK.

gav622007
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two sectors with the same name

Post by gav622007 » Fri, 11. Jun 21, 13:37

map x3_universe

Code: Select all

<o f="2" t="1" x="0" y="18" r="14" size="17500000" m="0" p="-1" nameid="1024052" descid="1034052">
<o f="2" t="1" x="11" y="18" r="14" size="20000000" m="0" p="-1" planets="0" moons="2" nameid="1024052" descid="1034052">
Is this how it should be?

chip56
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Re: X3FL 1.2 Public Beta

Post by chip56 » Fri, 11. Jun 21, 13:40

Not sure which sectors you are looking at, but indeed there are 2 sanctuaries of darkness, but only one has an active connection each game.
Same for the unknown enemy sector.

Linski
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Re: X3FL 1.2 Public Beta

Post by Linski » Fri, 11. Jun 21, 13:41

and what is the name for 1024052?

there are indeed 2 sectors with the same name because not all TOA sectors are available in a game. So ingame you only have 1 sector of this name.

There is Sanctuary of Darkness (maybe this is 1024052?) in Boron space (Depths of Silence) and in Paranid space (Dukes Citadel) but only 1 of these sectors a available in a game.
the same with the unkown enemy sector at Light Water or Maelstrom.

Cycrow
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Re: X3FL 1.2 Public Beta

Post by Cycrow » Fri, 11. Jun 21, 13:49

Theres also 2 Unknown Enemy Sectors, and several Unclaimed Sectors

So yes, there are multiple sectors with the same name

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