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General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Mars Mug
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Post by Mars Mug »

My problem with the distance readout at the centre of my display was fixed by reading the installation instructions :oops:

I thought I had 1.4.03 but I had plain 1.4.

I downloaded the ‘All Versions’ of the update and now the game plays perfectly.

But the loading video is still 4:3 ratio, which I don’t really care about since I skip it anyway (is there a switch to turn it off completely?), and the main menu is a mixture of wide screen and 4:3 (for the options) which distorts it a bit, but is still useable.

So I’m happy :D
fintoozler
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Post by fintoozler »

Well I'll throw my name on the list of people who are mmensly happy to see this come out.
I'll also throw my name on the list of people who are having problems with their Shark's turrets. On mine it,s just the lower turret that's stuck with non-functional AIREs.
I'm noticing a bit of a jump in graphical chop too.

Having said that, nice job guys.
(can we please get the little things sorted though?)
CBJ
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Post by CBJ »

According to another player the turrets for existing Sharks are not fixed. If that is indeed the case then it is because it is a limitation of maintaining savegame compatibility. I know it isn't ideal, but replacing your Shark with a new one will solve it. Note that turrets on some ships do indeed have limited arcs through which they can fire. This is not something that it is possible to change.
Sakurabisu
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Post by Sakurabisu »

Good job I still haven't got around to owning a Shark yet. Orca's rear is working fine now. Yay.

How do I upload the blueprints I bought to my HQ?
plynak
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Post by plynak »

Excellent, just excellent. I have just towed the M7 through first gate. I am also pleased that my scripts seems to be working as before.
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fintoozler
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Post by fintoozler »

CBJ wrote:According to another player the turrets for existing Sharks are not fixed. If that is indeed the case then it is because it is a limitation of maintaining savegame compatibility. I know it isn't ideal, but replacing your Shark with a new one will solve it. Note that turrets on some ships do indeed have limited arcs through which they can fire. This is not something that it is possible to change.
That's not quite the problem, the front and rear turrets never used to work, you could load em ok, they just had no firing arc.
The lower turrets USED to work fine on mine but now you can't even load em, it just gives you the voice confirmation of what you think you just set but you end up with fake IREs, and I'm not quite at the point where I can afford to go throwing carriers away on a whim, especially since the Avarice script just started in my game.
danleach
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Post by danleach »

Problem for me on the mission
Spoiler
Show
I cant seem to tow the yacht through a gate, i can tow it up to the gate but when i go through it doesnt follow. I tried flying round the gate and dragging the ship through behind me but that didnt work
TIA
dan[/code]
softweir
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Post by softweir »

danleach wrote:Problem for me on the mission
Spoiler
Show
I cant seem to tow the yacht through a gate, i can tow it up to the gate but when i go through it doesnt follow. I tried flying round the gate and dragging the ship through behind me but that didnt work
TIA
dan[/code]
Use autopilot to fly to the next sector. Your ship will fly through and stop. There will then be a long pause and the towed ship will come through the gate, the tractor beam will reconnect and you'll be ready to resume.
My new fave game (while waiting for Rebirth) - Kerbal Space Program
danleach
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Post by danleach »

softweir wrote:
danleach wrote:Problem for me on the mission
Spoiler
Show
I cant seem to tow the yacht through a gate, i can tow it up to the gate but when i go through it doesnt follow. I tried flying round the gate and dragging the ship through behind me but that didnt work
TIA
dan[/code]
Use autopilot to fly to the next sector. Your ship will fly through and stop. There will then be a long pause and the towed ship will come through the gate, the tractor beam will reconnect and you'll be ready to resume.
Thanks, got it now :)
Sakurabisu
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Post by Sakurabisu »

According to the FAQ

"# The HQ is a very powerful station, it can protect you at times of need."

How exactly does this work? I see no option to install weaponry, and there's no weapon energy bar next to hull and shields. Is it constructed with weaponry already supplied? If so how many weapons and of what class?
JakubCW
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Post by JakubCW »

how do you maintain the playerHq without absurd levels of micro managment?

ive tried using the Bonus pack station manager and my Traders sit in the docks doing nothing, and ive tried using the station trader script and that also fails with the playerHQ.

i guess no more jumpdrive enabled trading? which sucks if your sitting behind an effing Xenon sector :roll:

feels like X3 just went back to Old vanilla style with this addon :(
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BurnIt!
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Post by BurnIt! »

Sakurabisu wrote:According to the FAQ

"# The HQ is a very powerful station, it can protect you at times of need."

How exactly does this work? I see no option to install weaponry, and there's no weapon energy bar next to hull and shields. Is it constructed with weaponry already supplied? If so how many weapons and of what class?
Just try to think less aggressive - there are other needs than to blow everything up...
BurnIt!
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Player.
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Post by Player. »

BurnIt! wrote:
Sakurabisu wrote:According to the FAQ

"# The HQ is a very powerful station, it can protect you at times of need."

How exactly does this work? I see no option to install weaponry, and there's no weapon energy bar next to hull and shields. Is it constructed with weaponry already supplied? If so how many weapons and of what class?
Just try to think less aggressive - there are other needs than to blow everything up...
Like BurnIt said, the hull and shields of the HQ are VERY strong, if you are attacked you can stay there and call for help, trust me that even a Khaak invasion will have to try hard to destroy the HQ :wink:
http://forum.egosoft.com/viewtopic.php?t=183585 - X2 The Threat High Definition Mod - You know you wanna :)
Julius_Sneezer
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Post by Julius_Sneezer »

Thanks Egosoft!! :D
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Chrisalis
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Post by Chrisalis »

Exellent patch... I'm just stuck on one bit...
Successfully defended the special transport for the SPP... and i got a message about the battleship heading to some unknown sectors. So I got to the unknown sectors and started looking but I couldn't find anything. Makes it harder when looking inside a thick green nebula. Searched for hours upon end but I can't find it. Can someone please tell me where I can find it?

And don't forget to Spoiler it :)

Thanks.
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moggy2
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Post by moggy2 »

there's at least one post asking that question in the forum that has been answered. Try looking there first ;)
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Chrisalis
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Post by Chrisalis »

Right thanks m8 :)
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Hazara
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Post by Hazara »

Hazara -=> Paranid enemy of the Priest Duke...


I guess there occasionally are some down-sides to genocide then...

Anyone know how many Pirate Falcons I have to destroy to make up for one Zeuss?

Also Says I need to upgrade my relations with the split but they love me?
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DAMN IT, I PUSHED YOU OUT THAT AIRLOCK 30 YEARS AGO.. WHY ARE YOU HAUNTING ME SUZIE!
Tengu
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Post by Tengu »

The only issue I have had so far is the 'BalaGi's missions can be played at anytime' statement.

Well, they can't be played after the paranid close there borders. It is impossible to dock at the required stations as your rep is too low. Plus there is no way to raise it again. I had hope that had changed in light of the new missions but I have tried for hours with no luck. Still stuck at Paranid Nomad 0%
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esd
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Post by esd »

Tengu wrote:Plus there is no way to raise it again.
Incorrect.
I had hope that had changed in light of the new missions but I have tried for hours with no luck. Still stuck at Paranid Nomad 0%
It takes a long while - they really hate you :)
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