[FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1 - fixed in upcoming update (1.2)
Moderators: timon37, Moderators for English X Forum
[FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1 - fixed in upcoming update (1.2)
Unmodified game. Steps to reproduce:
1. Prepare two ships, ship A and ship B, both equipped with "Turbo Booster mk1" and positioned within transporter device range of each other
2. Use "Freight exchange" via transporter-device to move ship A's "Turbo booster mk1" to ship B
Expected result: Either that the UI blocks this sort of transfer when both ships already have the extension (the same way it behaves for most other extensions) or that ship B ends up with two counts of the extension
Actual result: The "freight-exchange" UI preview will indicate that ship B should end up with two counts of the turbo-booster, however upon confirming the transfer one of these will end up disappearing. Ship A will lose it's "Turbo booster mk1" and ship B will still only have a single one.
1. Prepare two ships, ship A and ship B, both equipped with "Turbo Booster mk1" and positioned within transporter device range of each other
2. Use "Freight exchange" via transporter-device to move ship A's "Turbo booster mk1" to ship B
Expected result: Either that the UI blocks this sort of transfer when both ships already have the extension (the same way it behaves for most other extensions) or that ship B ends up with two counts of the extension
Actual result: The "freight-exchange" UI preview will indicate that ship B should end up with two counts of the turbo-booster, however upon confirming the transfer one of these will end up disappearing. Ship A will lose it's "Turbo booster mk1" and ship B will still only have a single one.
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Re: X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
Thanks for the report, I can confirm it, and added it to our internal Bugtracker. The UI should block the transfer if both ships have it installed, as it does for the other softwares.
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Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
I honestly wouldn't mind if the jumpdrive behaved in the same way (as long as the count actually increases that is), would keep me from having to haul around a docked ship as jumpdrive-donor for captured ships.
Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
For jumpdrives you can just use the jumpdrive install kits. Which allows you to carry multiple
Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
That sounds interesting, I've been looking for something like that but haven't been able to find it in-game. I've explored reasonably well so I can't immediately think of where it might be hiding, is it made available through one of the plots?
Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
Terracorp sells it.
Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
If you are feeling lucky you can try to steal the blueprints from them. Then you can get it in your HQ.
Might take a couple tries though and you probably pay a lot of influence for each try if you made them angry.
Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
That has been my main method of acquiring equipment-licenses for the HQ yes, all too few of the various corporations and factions aside from the Paranid and Split are happy enough with me to sell me the equipment or licenses directly. All those tempting freighters floating around in space, waiting for a new owner...what is a starting industrialist with a lack of ready cash to do when faced with such temptation?