In my current game, started shortly before 1.3 dropped, I have once again more than 680 blueprints.
This time around I left one of each class out on purpose, so I could unlock the achievements for Rare, Common and Industrial after a potential patch 1.4 drops.
Purely out of curiosity I added the UFO-blueprint via the Script Editor once again. Much to my suprise the 'Collector of rare blueprints' unlocked (locally) in that modified game. I did some more testing and it became obvious, that I included (much) to many ships in that category. The shortened list include (only):
- Heavy Centaur Prototype (Argon Diplo-3)
- Agamemnon (Paranid Diplo-3)
- Enhanced Jaguar (Split Diplo-1)
- Acinonyx Prototype (Split Diplo-3)
- Mercury Prototype (unbuyable)
- Vulture Prototype (unbuyable)
- Demeter Prototype (unbuyable)
- Toucan Prototype (unbuyable)
- Scorpion Prototype (unbuyable)
- Asp Prototype (unbuyable)
- Nova Prototype (unbuyable)
- Advanced Express (unbuyable)
- Advanced Eclipse (unbuyable)
- Enhanced Mercury (unbuyable)
- Enhanced Kea (unbuyable)
- Kite Vanguard (unbuyable)
- Unknown Object (UFO)
(16 ships + 1 UFO)
There is still a measure of uncertainty to it, as at times / loaded savefiles I also needed the Falcon-Prototyp and/or the Hyperion.
If anyone is interested in further testing, I uploaded my simple script here:
https://www.file-upload.net/download-14 ... d.xml.html
(Download it, copy it to ...\X3TC...\addon2\scripts, start a (new) game, activate ScriptEditor, run this script.)
@CYCROW, @DEVS:
Is it possible to not delete the UFO from the list of needed blueprints, but instead add a fixed / random mission, that offers the UFO-blueprint for sale or reward?
Don't think I will ever find the energy to start this for third time...