X3: Albion Prelude 1.1 has landed, and it's brought X3: Terran Conflict 3.2 with it!

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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A5PECT
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Post by A5PECT »

Oh, but that sounds like it only affects weapons with an AOE i.e. missiles.

CIGs only hit for a single impact, so I guess they're unaffected?
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Post by CBJ »

We're talking about effects here, not just damage. The CIG impact moves things without damaging them, and it does so using an area effect.
HBK
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Post by HBK »

KloHunt3r wrote:
HBK wrote:...unless you did shutdown all turrets...
There's a hotkey for that now. :p
I know :D

Shouldn't have to use it to compensate for bad design though :P

Edit : Quick question about the Traveler achievement : I suppose if you already discovered every sector you won't get it retroactively, right ? Or is it still unachievable at the moment because you can't go to the secret "Hub sector" ?
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Post by swatti »

QUESTIONS:

1: Was "forgetting commands on hit" adressed in this patch?

2. My M6-ships that were used as traders still try to escape when seeing hostiles... Was this adressed?

Both bugs still exist. Minor nuisance but just hoping for a clarification.

Muchos grandes thx tho. Fixing the slowdown made the game fun again, rest is just polishing the surface.

EDIT: please please please add one M5 hangar-slot to all ships that are too big to dock at normal stations. One of those "makes life easier" -things.
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Post by Alith-Ahnar »

HBK wrote:
KloHunt3r wrote:
HBK wrote:...unless you did shutdown all turrets...
There's a hotkey for that now. :p
I know :D

Shouldn't have to use it to compensate for bad design though :P

Edit : Quick question about the Traveler achievement : I suppose if you already discovered every sector you won't get it retroactively, right ? Or is it still unachievable at the moment because you can't go to the secret "Hub sector" ?
The Travler achievment unlocks retro for you (Did for me).
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Post by HBK »

SplitBoy wrote: The Travler achievment unlocks retro for you (Did for me).
Weird. Must have missed one. Time to go on some sector hunting :twisted:
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Post by perkint »

@kurush - can't see how it wouldn't. The change is so you get credited for anything killed by a missile you shoot (unless I'm missing something?) so if you shoot down a missile aimed at you while friendlies are around and they get damage because of it, they may not remain friendly :p

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Post by X2-Illuminatus »

swatti wrote:2. My M6-ships that were used as traders still try to escape when seeing hostiles... Was this adressed?
What kind of traders? Mk3-traders for example will always try to escape, when they're attacked. That is intended behaviour.
swatti wrote:EDIT: please please please add one M5 hangar-slot to all ships that are too big to dock at normal stations. One of those "makes life easier" -things.
One of those "not gonna to happen"-things.
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Post by ConCorDian »

kurush wrote:I haven't quite figured where Cerberus is better or more heavily armed than Astraeus.
the Cerberus has now been granted 4 up 4 back and 4 down on its turrets, bringing it to a grand total of 24 weapon slots. as well as its LasGen being increased by 625J/s (not including the additional 4 hanger slots) they also pumped an additional 1Gj shild on it and 700units more Cargo Hold.
kurush wrote:Not sure I am following you here. What is burst damage? Laser battery capacity?
yeh i think thats what hes getting at, the Tiger can now put out a lot more damage when first entering battle than the panther before your Las Energy runs out and your relying on the Rechage
Catra wrote:hey guys. you should really put up a red flag that says NOT COMPATABLE WITH SAVE GAMES.

theres 948023849025783573 missiles spewing from my little valkyrie from 1 poltergeist.
im pretty sure i came up against this, but it came from a Terran Osaka, my Astraeus run down 250 Mossies as well as having the flaks running at them constantly and their was so many coming at me some were still getting threw.
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Post by swatti »

X2-Illuminatus wrote:
swatti wrote:2. My M6-ships that were used as traders still try to escape when seeing hostiles... Was this adressed?
What kind of traders? Mk3-traders for example will always try to escape, when they're attacked. That is intended behaviour.
swatti wrote:EDIT: please please please add one M5 hangar-slot to all ships that are too big to dock at normal stations. One of those "makes life easier" -things.
One of those "not gonna to happen"-things.
They were MK3 traders, i transferred the pilot AND the mk3 software. Must be leftover from that... How do i make it stop then?

Having a M5 "player-ship" onboard would make most larger ships far more easy to use. Fuel runs "on the go" and a faster ship on standby to fetch those missions that are far away.
Not that hard to implement if you ask me. Im sure all ships have a spot for a small docking arm and room for a m5
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Post by bwfcnut »

Catra wrote:theres 948023849025783573 missiles spewing from my little valkyrie from 1 poltergeist.
I ran into this last night too. On my save all the Terran M3-5s now fire a constant stream of missiles rather than just the odd 1 or 2. It's actually hilarious watching them outshoot M7Ms and capital ships struggle to handle the constant stream of average hitting missiles.
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ConCorDian
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Post by ConCorDian »

Gazz wrote:
to me anyways "Perimeter Defence" means faster, designed to intercept either same size or possibly bigger, so how about having the IBL's loaded forward rather than sides? then the 30m/s extra speed and smaller hanger/cargobay might be worth it.
IMO, quadrupling it's anti-capital firepower (which is what you are suggesting) would go a leeeeetle bit far. =P
only doubling it!!! im suggesting taking the IBL's off of the sides and putting them forward, giving you 4 forward already, then double it to fill the weapon slots for main guns. (thought you guys would have been better at maths :P lol)

it at least makes sense to me, we have the Griffon which is very small, fairly nimble and has the best weapon drain to weapon recharge of the Argon M7's making it really good for anti corvette

the Cerberus can now be fitted with upto 24 FAA which means getting into this things firing range with a fighter, regardless which one is suicide,

the one thing the Argon dont have is a decent M1/M2/M7 interceptor, turning the Astraeus into an anti cap ship platfom a bit like the Tiger or Shrike can be if supplied with IBL's would be a great thing (and baring in mind they are now at war with a race who they by rights cant go toe to toe with, improvements on their models like that would make perfact sense and it coming from OTAS makes more considering what their name stands for)

drop its hangerbay down to even 3-4 ships to help balance it out, just enough fighters for it to run down the likes of pirates and therefore be that "perimeter defence" ship is suppost to be.
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ConCorDian
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Post by ConCorDian »

bwfcnut wrote:It's actually hilarious watching them outshoot M7Ms and capital ships struggle to handle the constant stream of average hitting missiles.
it is, next time you see it watch it from outside the battle it looks like a solid whirlwind of missiles
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Post by grumman »

X2-Illuminatus wrote:
swatti wrote:EDIT: please please please add one M5 hangar-slot to all ships that are too big to dock at normal stations. One of those "makes life easier" -things.
One of those "not gonna to happen"-things.
Why not? Because it would be too much work, or because Egosoft has something against fun?
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Post by you_rebel_scum »

Thanks for the patch egosoft, the performance is much better now. Great work!
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Post by ahddib »

CBJ wrote:
Foxbyte wrote:I am getting some weird behaviour though. Dialogue portrait animations aren't cleaning up properly from time to time. I don't think the border patrol pilots in charge of scanning ships are bored enough as to leave the channel open for five minutes afterwards. :D
Yes, this is a known issue, but we weren't able to reproduce it reliably enough to fix it for this patch. Any help we can get with a way to reproduce it would be much appreciated, so that we can fix it for the next patch.
I have a way:

1: Have enemy status with a race.
2: Enter Core sector of that race.
3: while the police is speaking to you leave the sector via gate. ( this might require it to be the "you have ignored our warnings" message )
4: RESULT EVERY TIME FOR ME: The comms channel will stay open until another person is contacted afaik.
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Post by CBJ »

Thanks. We're fairly confident we've tracked down the stuck comms window problem now. :)
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Post by ahddib »

CBJ wrote:Thanks. We're fairly confident we've tracked down the stuck comms window problem now. :)
Awesome!
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Post by tahrox »

Was waiting for this, couldn't play due to slowdowns and crazy stuff happening with friendly suicidal ships.
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X2-Illuminatus
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Post by X2-Illuminatus »

grumman wrote:Why not? Because it would be too much work, or because Egosoft has something against fun?
Because it would be too much work to do it properly, because development time is limited and most importantly because there is something called balancing. Different ship classes and different ships should be different. It's one challenge of the game to cope with these differences.

However, as different users have different opinions on what is a good or bad balancing, there's always the chance to modify the game.
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