Gameplay Bugs and Issues List Tech Support Summission Discussion.

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

Moderator: Moderators for English X Forum

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Sat, 26. Aug 06, 15:14

I've said the following about Lasertowers oos :

OOS Lasertower performance is pitiful. I have seen 50 LT's take 20 minutes OOS to kill 2 ships out of 6, with 2 casualties. Jump in and IS, the same LT's take 20 seconds to destroy the other 4 ships without casualties themselves.
I have modded the LT's to take 1gb sheilds, and yet, OOS, you still lose LT's at the same rate as 25mj shields.
This appears to be hardcoding issue in the way LT's fight OOS, where the specs of the gun are ignored, so any scripting/modding changes are ignored.
Any hardcoding of OOS LT combat, must access the spec files for sheilds and gun values.

regarding Suzie, I've said all X2 stations announcements should be replaced.

User avatar
moggy2
Posts: 5505
Joined: Wed, 6. Nov 02, 20:31
x3ap

Post by moggy2 » Sat, 26. Aug 06, 16:37

apricotslice wrote:I've said the following about Lasertowers oos :

OOS Lasertower performance is pitiful. I have seen 50 LT's take 20 minutes OOS to kill 2 ships out of 6, with 2 casualties. Jump in and IS, the same LT's take 20 seconds to destroy the other 4 ships without casualties themselves.
I have modded the LT's to take 1gb sheilds, and yet, OOS, you still lose LT's at the same rate as 25mj shields.
This appears to be hardcoding issue in the way LT's fight OOS, where the specs of the gun are ignored, so any scripting/modding changes are ignored.
Any hardcoding of OOS LT combat, must access the spec files for sheilds and gun values.
This goes for all OOS combat
5 pirate busters vs 1 pirate falcon. In sector, piece of cake for the busters. Out of sector the falcon owned them, barely a scratch on the shields.


another thing on In Sector Combat. Small ships, M5's and M4's, don't shoot at the very large ships. M3's fire very occasionally. They make attack runs but break off, avoiding target, before they fire.

pmenso57
Posts: 53
Joined: Sat, 7. May 05, 22:36
x4

Post by pmenso57 » Sat, 26. Aug 06, 22:36

apricotslice wrote:
pmenso57 wrote:Gameplay:

Given the lack of decent fleet control, we should at least be able to use the simpler controls that we have for small ships like "follow" or "protect" for capital ships. As it is, it is *extremely* unsafe to have one capital ship follow another and have the leader jump to a sector (IS). Collision at the target gate is nearly guaranteed. If the player is the lead ship, you can avoid it only with a massive vertically strafing nose dive with boost extensioned full throttle.

Capital ships following capital ships need to, at least, wait for the lead ship to clear the gate. Without this, just *moving* a fleet from one place to another is an arduous and unnecessary micro-management task.
I dont disagree with you. But this is a gameplay issue rather than a bug, and is extreemely unlikely to be addressed since it needs a substantial amount of work to rewrite.
It shouldn't take that much work to make a following capital ship wait enough time for the ship its following to clear the gate before jumping. I'm not really referring to the pathfinding or collision avoidance in general, as I know that would be a massive amount of work. I'm just talking about the much more limited scenario of capital ship X follows Y which follows Z. When Z jumps to a sector, Y waits until Z has had enough time to clear the gate before jumping. Then, when it jumps, X waits until Y has had enough time to clear the gate before jumping. This is actually pretty basic.

smashmouth
Posts: 42
Joined: Sun, 12. Mar 06, 23:41
x2

Post by smashmouth » Sat, 26. Aug 06, 23:59

Issue:the station announcer keeps saying "all departing pirates please be careful,pirates have been spotted in thre sector"she mixes it up a bit with the suzie announcement(as i write i cn hear her on my other computer askin for suzies parents).

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Sun, 27. Aug 06, 01:14

Bug : Auto-pilot after collision

If a ship survives an actual collision, it continues to have full speed ahead and attempts to change course to avoid what its already hitting.

If the object it hit is a station connector within a complex, the ship is unable to veer away from the connector, and continues to "Head Butt" the connector until it dies.

Once a ship has collided, speed should be cut to zero, it should back away from the object (the same as backing away from docking), find a vector that it will not collide on, turn while stopped, and then slowly add speed on that vector.

pjknibbs
Posts: 41359
Joined: Wed, 6. Nov 02, 20:31
x4

Post by pjknibbs » Sun, 27. Aug 06, 07:56

apricotslice wrote:
where'd shortcut X go for exchange freight?
Quite a few were changed. Can this not be reassigned in the gameplay options ?
By default X is increase throttle--it presumably had to be moved to there because A is now Strafe Left.

teladianium
Posts: 1331
Joined: Sun, 25. Sep 05, 13:49
x3

Post by teladianium » Sun, 27. Aug 06, 08:42

@slicemeister

Here are a couple of fairly obscure (and mainly cosmetic) problems I noticed in my current game:

1. Boring Boron start. The player ship is an Octopus spawned in Kingdoms End. When you push the throttle forward using X key a small bar of light slides forward along the centre axis of the ship and stops just in front of the nose of the ship. Decreasing the throttle moves it back towards the ship. It is always there at full throttle. After a while you stop noticing it though - it is not too intrusive.

2. Boring Boron start. Don't know if this is general - when going into a trade station barter menu, if there are M or Larger goods (the Octopus is an M5 that can only carry S type goods) the quantity column shows M or XL e.g. instead of 0. I think this is just for goods bigger than S type, as the S tyep show a qty of 0. I'll confirm that later and edit the post. I've seen this at several trading stations and have screen shots that I can post if required.

brett

Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
x3tc

Post by Dungeoncrawler » Sun, 27. Aug 06, 08:54

Something I have noticed, although I would consider this minor as there are obvious workarounds. When auto-docking to a station with Autosave 'On', it occasionally takes an exceptionally long time before the game will actually Autosave.

CDc

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Sun, 27. Aug 06, 09:07

Dungeoncrawler wrote:Something I have noticed, although I would consider this minor as there are obvious workarounds. When auto-docking to a station with Autosave 'On', it occasionally takes an exceptionally long time before the game will actually Autosave.
I've noticed that.

The time to save using insurance in space, is substantially and noticably less than the autosave when docking. Never known why though, they should be doing the same thing.

Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
x3tc

Post by Dungeoncrawler » Sun, 27. Aug 06, 09:26

...that's a fact. I'm usually doing something else after instructing my ship to autodock (read egosoft forums), I look up and notice that my screen shows that I've docked and I start making keystokes, but nothing happens. Then I realize I've still not 'officially docked'. I've never had it CTD or anything. It's more of a 'oops' than anything else I think. Other more important things to fix I think :)

CDc

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Mon, 28. Aug 06, 04:11

Bug in Convoy mission :
richardthesane wrote:I've just started plot mission 5 where I am escorting the mammoths and the mission just never seems to end!

I killed all the Khaak from three turrets, then mopped the remainder up in my Nova. One of the mammoths did die (ran into an asteroid I think, not sure though).
I followed the convoy to Paranid prime and now they just keep flying round.

So does anyone know what should happen to complete the mission?

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Mon, 28. Aug 06, 06:03

New update to OP list.

The only one not listed as yet is the disappearing ships bug, but Nanook was going to post that one as he is the expert on it.

Also added :

Issue : IS Mobile Mining.

IS Mobile Mining is way to dangerous still. Part of this is the auto-pilot and its problems, but most of it is the fact the ship is moving while picking up the ore chunks, and vulnerable to collision. Picking up can only be done safely while the player is OOS. The whole process of a moving ship

I suggest that the pickup process be changed as follows. Require a transporter device. On activation of "collect rocks in sector" command, ship moves to a safe point within transporter range of collectable rocks. Ship stops. Ore Collector and transporter combination beams rocks into the cargo bay without opening the cargo bay doors. Ship is moved to another safeplace near collectable rocks, stops, collects, moves and repeat.

No messing about with the auto-pilot, no having to ensure 2 roids are not too close together and unable to avoid an impact.

Nanook
Moderator (English)
Moderator (English)
Posts: 27816
Joined: Thu, 15. May 03, 20:57
x4

Post by Nanook » Mon, 28. Aug 06, 08:13

Disappearing Ships Bug - captured spawns:

From my observations, this particular disappearing ship phenomenon is restricted to the pirate M5's and occasional M4's that spawn near the edges of sectors, in groups of three, and the civilian ships that spawn in regulated space. These spawns were introduced in the latest patch. They cannot be saved, no matter what you try. Believe me, I've tried everything I could think of. These disappearances occur some amount of time after you leave the sector where the ship is located, or send it to another sector. They disappear out of stations, out of TL's, as they pass through gates, and just out in space. If it's their time to go, they go. And you never get a message that they've been destroyed. It appears to be a 'despawn' flag or some such thing that doesn't get reset when the player captures the ship.

It doesn't seem to affect any of the other spawns, such as pirates at Teladi shipyards and pirate bases. I've never had any TS/TP/M3 disappear in that manner (other ways, yes). So far, out of some 500+ captures in the two games I've started since 1.4, I've had maybe 20 go missing due to this bug. So I don't thnk it's a major problem, unless you really want to keep one of these ships (for me, it was a Pirate Harrier Raider that I really, really, REALLY wanted, but it just wasn't to be :( )
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

Nanook
Moderator (English)
Moderator (English)
Posts: 27816
Joined: Thu, 15. May 03, 20:57
x4

Post by Nanook » Mon, 28. Aug 06, 08:23

Plot Ore Mine won't trade with Free Traders:

The ore mine you 'buy' in the plot doesn't trade with any free traders, neither buyers nor sellers. You have to give it your own buyers and sellers. And this applies to complexes made with that mine. I put it in a complex with a SQUASH mine factory and a Soyery, hoping to free up some of the buying/selling ships. The NPC traders refused to buy the SQUASH mines, and they refused to sell it energy or soja beans, despite drastically reducing/increasing prices appropriately. It appears that the 'Trade with other races' is permanently set to 'NO'. Either that, or it was made somehow 'invisible' to the NPC's to protect it when your Paranid rep was so low, and didn't get reset to normal. Either way, it doesn't work properly.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

Augustini
Posts: 1604
Joined: Tue, 13. Dec 05, 21:55
x4

Post by Augustini » Mon, 28. Aug 06, 08:31

Plot -> The nividium mission in Ore Belt:

During the briefing, the player is instructed to head to the "Nividium Processing Plant" in Home of Light... The first time i got that mission i spent like 3 hours trying to find this elusive factory untill i finally checked the EGOSOFT forums to realise that it did not exist!!!!

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Tue, 29. Aug 06, 02:52

Plea : Re-allow TS/TP ships to dock with TL and M1.


soleseacher
well with the new bonus packs frieght beamer mods you don't need to dock with them now just beam your stuff in bit of a pain thou i know if your jumping your TL all over the universe and you can't take you TS's with you.

Nanook
That only solves a relatively minor problem. When placing large numbers of factories, the inability to gather up freighters in your TL means that you need to outfit every freighter with jumpdrives and energy cells simply to get them safely to where they're needed. No more flying a TL to a shipyard, purchasing the TS's, loading them up and transporting them to their factories. It's now a LOT more tedious to do, not to mention expensive. You can buy a TS for as little as 100K, but then you have to give them a 100K jumpdrive! And then, you have to get the jumpdrives on them, which means, since you can't carry more than one at a time, you need a TL to carry a load of fighters that can carry the jumpdrives. Then you need to somehow transfer all those jumpdrives from the fighters to the transports simply to get the transport to jump to where they're needed. Whew!! Yeah, that sounds like fun. Rolling Eyes

And yet another problem. I capture ships for a 'living'. That means lots of TS & TP smugglers. In X2, any captured freighter could be loaded on the TL/M1 and shipped to market. Now, unless a shipyard is nearby, it means equipping the new capture with a jumpdrive, Nav software and energy cells and jumping it to a shipyard. But then, unlike X2 where you could beam the jumpdrive off the ship before it jumped, in X3, you have to fly to the shipyard and manually transfer the jumpdrive off the TS/TP before you sell it, or lose 50K for each jumpdrive you use. That also sounds like fun, doesn't it? Rolling Eyes Razz

The lack of TS/TP docking capability on both TL's and M1's has dramatically reduced gameplay and increased tedium in a number of areas. It's not simply about transferring wares between two ships. Indeed, I need to transfer upgrade modules between two ships much more often than wares. So the remote transfer function is of limited use to me.

Apricotslice
For whatever reason the decision to not allow TS/TP's to dock with a TL/M1 was made, playing the game as a TRADER is now significantly more complicated, as Nanook has outlined. The ability to move large numbers of unoutfitted ships to the few places they can be outfitted (especially jumpdrives) is essential given the inability to buy things like jumpdrives at more than 1 a ship. Anyone who is based in the east sectors, has significant trouble, not to mention fluing time, getting a newly bought ship to CBSW to buy a jumpdrive. It basically isnt fair on the trader (or the capper for that matter) to have taken away the ability to transport freighters accross the universe in a single jump using a TL or M1. The M1 has become purely a strike-carrier, and the trader player does not need this. Traders need a ship mover-carrier instead, and this has been taken away from us. The freighters are too big to dock argument is very thin. The docktl script shows it can be done, but that script has its own limitations.

Please please please please please put this functionality back and let us dock TS and TP ships at a TL or M1.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Tue, 29. Aug 06, 03:00

Bug : Disappearing ships
Apricotslice
It seems to be that 1.4 introduced random spawnings of small groups of M4/M5, with no particular hit this target order or go here order. These spawned ships are later de-spawned but players are capping them before the despawn happens. Some ships that are capped, disappear as soon as they leave the sector. They just vanish, without any log entry as to why.
Nanook
From my observations, this particular disappearing ship phenomenon is restricted to the pirate M5's and occasional M4's that spawn near the edges of sectors, in groups of three, and the civilian ships that spawn in regulated space. These spawns were introduced in the latest patch. They cannot be saved, no matter what you try. Believe me, I've tried everything I could think of. These disappearances occur some amount of time after you leave the sector where the ship is located, or send it to another sector. They disappear out of stations, out of TL's, as they pass through gates, and just out in space. If it's their time to go, they go. And you never get a message that they've been destroyed. It appears to be a 'despawn' flag or some such thing that doesn't get reset when the player captures the ship.

It doesn't seem to affect any of the other spawns, such as pirates at Teladi shipyards and pirate bases. I've never had any TS/TP/M3 disappear in that manner (other ways, yes). So far, out of some 500+ captures in the two games I've started since 1.4, I've had maybe 20 go missing due to this bug. So I don't thnk it's a major problem, unless you really want to keep one of these ships (for me, it was a Pirate Harrier Raider that I really, really, REALLY wanted, but it just wasn't to be Sad )
Apricotslice
In the claim code, it would seem there should be a check to see if the player has claimed the ship, and if so, the despawn is aborted, by removing whatever flag exists to make that happen. Should be a minor if-else check in the claim code to disable the despawn flag.

User avatar
moggy2
Posts: 5505
Joined: Wed, 6. Nov 02, 20:31
x3ap

Post by moggy2 » Tue, 29. Aug 06, 03:22

Nanook wrote:Plot Ore Mine won't trade with Free Traders:

The ore mine you 'buy' in the plot doesn't trade with any free traders, neither buyers nor sellers. You have to give it your own buyers and sellers. And this applies to complexes made with that mine. I put it in a complex with a SQUASH mine factory and a Soyery, hoping to free up some of the buying/selling ships. The NPC traders refused to buy the SQUASH mines, and they refused to sell it energy or soja beans, despite drastically reducing/increasing prices appropriately. It appears that the 'Trade with other races' is permanently set to 'NO'. Either that, or it was made somehow 'invisible' to the NPC's to protect it when your Paranid rep was so low, and didn't get reset to normal. Either way, it doesn't work properly.
Not true someone was trading with mine before I'd finished the plot, and it wasn't any of my ships (no UT's, no ships assigned to the station, no ship's selling energy within range)


I think it's ore mines in general don't seem to get many visitors. I have one in Ore belt that nobody visits.

User avatar
apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Tue, 29. Aug 06, 03:26

I never got that far in the plot.

Is it possible that that mine has a set of random variables about it ? Trade or not trade, produce or not produce ? Or again, maybe its the individual game determining if the ore there is even wanted or not. Or if the price is too high.

ta1981
Posts: 35
Joined: Mon, 2. Jan 06, 02:36
x4

Post by ta1981 » Tue, 29. Aug 06, 03:50

Buying a transporter device:

Perhaps it is me but I started on the "aspiring explorer"? start and have essentially no Goner rep. Despite purchasing a significant amount of insurance it hasn't seemed to move and I really don't want to follow a goner around all day trying to save them when something happens.

I don't mind having a path to gain rep in order to make me work to be able to buy something (such as a capital ship from the various races) however there doesn't seem to be any reasonable path here (other than possibly buying a few million salvage insurances like others have mentioned).

Locked

Return to “X Trilogy Universe”