X3TC / X3AP Patch 2015
Moderator: Moderators for English X Forum
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I thought of something else that should be really simple:
When you're saving a game can the initial selected save slot be the oldest save rather than slot 01 all the time? please!

When you're saving a game can the initial selected save slot be the oldest save rather than slot 01 all the time? please!
I hear where you're coming from, the learning curve in the x-universe is steep, but is rewarding. You couldn't have the diversity and freedom in the game without most of the quirksHonved wrote:The biggest hurdles to new players are the convoluted interface and the quirky ship and weapon designations.
This has been a two way street, we used (X2 & X3R) to have fewer weapon types but they each had 3 sizes (alpha, beta, gamma) like you have suggested but the new weapons bring a huge variety of visual effects and game strategy so it's another example of that complexity vs depth trade-off - think about the real world, pretty much anything you buy, a toaster or a car has so many options and in X, like the real world, you'll develop a brand loyalty of sorts - just try a few out and stick with the ones that work for you - tip: don't pay too much attention to the forum here, you'll find as many people that love something as you will those that hate it, just try it for yourself it won't be a game breaker (probably) but you've been around here long enough to know thatHonved wrote:The weapon designations, and in most cases the weapon stats, seem to make no sense from just about any perspective. There should be a handful of different weapon "types", with 3-4 "sizes" of each, rather than every one of the 15-20 different weapon types being available in one size only, and mostly trivial differences of shield damage versus hull damage, or other small tradeoffs, between the majority of the weapons in a given size range. The crazy set of abbreviations (far too many starting with "P":PPC, PAC, PALC, PSG, PRG, PBG, PBE) takes quite a while to figure out and even longer to remember, where it should be fairly simple to understand for a new player.

Where's the kaboom? There was supposed to be an earth-shattering kaboom!
X3AP 3.1 Printable Universe Sector Map
X3AP 3.1 Printable Universe Sector Map
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Ah, here's a crazy one for you;
Categories for shields.
Terran shields, with above average power and recharge, plus high efficiency, that only their ships can use(and, of course, their ships can't equip and other types).
Split shields, fast recharge, low capacity. Limited to them, Paranid, Teladi, and pirates.
Etc.
Some new special abilities, as well; resistance to engine/weapon drain effects. Resistance to shield-penetrating weapons.
Categories for shields.
Terran shields, with above average power and recharge, plus high efficiency, that only their ships can use(and, of course, their ships can't equip and other types).
Split shields, fast recharge, low capacity. Limited to them, Paranid, Teladi, and pirates.
Etc.
Some new special abilities, as well; resistance to engine/weapon drain effects. Resistance to shield-penetrating weapons.
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Yes, you are correct that the game doesn't use the abbreviations for the various weapons, but the full names are equally bad, mostly techno-babble to make them sound more "scientific" than "Energy Weapon B". Still, the names are confusing, and take a lot of time and invested attention to figure out. Granted, the investment pays off, eventually, but many new players may be unwilling to make that initial effort, and give up before they really see the game's strengths in action.
I vaguely remember my initial confusion in trying to arm my starting ships (Humble Merchant): "What do all these different guns do?" Then I found out that my Discoverer could only use something called an Impulse Ray Emitter, and that there were none to be found in any of the first twenty or more sectors that I explored. I eventually ended up buying a different ship that could use other weapons, long before I was able to find a single IRE in stock, and it wasn't until a game or two later than I finally got to use an IRE and find out what they did. After years of playing, I STILL have to look up a few of the more race-specific medium-size weapons, because I confuse them with other types.
Normally, I like "options", but when you're confronted with a jumbled pile of options which don't make a lot of sense at the time, and the in-game encyclopedia is buried deep in the "Advanced" menu, rather than in a clearly labeled "Help" or "Info" menu, it's too much to take in, and you don't know how to proceed from there. Overload, confusion, despair, and "I'll try this game again later.....maybe". NOT the way to grow a franchise.
I'm just disappointed to see what is otherwise such a deep and compelling game saddled with a poor interface and tutorial. I'm more disappointed to see such great game mechanics dropped in favor of a heavily "simplified" game.
I vaguely remember my initial confusion in trying to arm my starting ships (Humble Merchant): "What do all these different guns do?" Then I found out that my Discoverer could only use something called an Impulse Ray Emitter, and that there were none to be found in any of the first twenty or more sectors that I explored. I eventually ended up buying a different ship that could use other weapons, long before I was able to find a single IRE in stock, and it wasn't until a game or two later than I finally got to use an IRE and find out what they did. After years of playing, I STILL have to look up a few of the more race-specific medium-size weapons, because I confuse them with other types.
Normally, I like "options", but when you're confronted with a jumbled pile of options which don't make a lot of sense at the time, and the in-game encyclopedia is buried deep in the "Advanced" menu, rather than in a clearly labeled "Help" or "Info" menu, it's too much to take in, and you don't know how to proceed from there. Overload, confusion, despair, and "I'll try this game again later.....maybe". NOT the way to grow a franchise.
I'm just disappointed to see what is otherwise such a deep and compelling game saddled with a poor interface and tutorial. I'm more disappointed to see such great game mechanics dropped in favor of a heavily "simplified" game.
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Sorry if it already has been mentioned but here is my ideas/wishes:
1. Get rid of old complex hub tube spagetti. Make complex building into something more convenient and modular like we see in Rebirth. There is also Complex Cleaner mod for TC/AP that with some polish could be considered for bonus pack addition or at least should be looked at as an inspiration for new complex building mechanic.
2. Updated scripts for CAG/CSL/UT. Make them able to either avoid hostiles or at least jump when targeted or when hostile ship enters scanner range. Replacing destroyed cargo ships when you have dozens of them is a chore that shouldnt be suffered.
2.a Get rid of (or make it optional, unless it already is, cant frankly remember since I havent used CAG/CSL for a while) leveling system for CAG/CLS ships. It makes little sense in late and mid game of being unable to hire experienced pilots that can use jumpdrive and other ship equipment, adding unnessesary and tedious level of menu micromanagment which by mid game is already more than enough to keep player boggled down into it for hours at a time.
3. Ability to place orders on stations for certain equipment that AI ships will search and deliver there for player to buy, for an extra reasonable fee ofcourse.
4. Ability to place orders/bulk orders for playerconfigured ships with certain equipment which again will use TS/TL ships assigned to shipyard to procure nessesary equipment from factories in universe to proceed with your order. Currently equipping a carrier is a pain.
5. Improved turret scripts for capital ships that take into consideration target class and speed and friendly objects around, as well as being able prioritize targets depending on installed weapon.
6. Either improved pathfinding or some failsafe mechnic for Fighters (and ships in general) flying around/attacking bigger objects, like capitals or stations. Currently I find deploying carriers rather pointless and only being a money drain, considering that like third of your fighters will be lost due them crashing into something or eachother.
7. Shields and general ship rebalance. Currently ship speed seems to be the most important characteristic in game (especially for fighters), which essentially makes a choice of ships a very limited (at least for player). I think it partially is due to the reason that shield recharge and generally ship shielding became much lower compared to X2. In X2 the choice between, lets say Nova and Mamba (split m3) vas a valid one, because you were choosing either speed with paper thin shielding or a slow but tanky noova, that was virtually immune to anything below M3 fire, and even then it would take some effort to bring it down. In X3 such choice is non existant, shields get depleted so fast and regenerate so slowly, that slower but higher shielded ship becomes not an option except for OOS combat (which mechanic is also needs some look onto)
8. CRITICAL. For the love of all good and holy fix that old bug that was causing generic missions to overstack in MD causing a bigger fps loss the more sectors you visit and longer you play. Having to use mod to "flush" them by disabling generic missions and reenabling again every sooften cant be considered an acceptable solution for vanilla problem.
9. Maybe rewamp generic missions system as a whole to something more similiar to X-Missions (Remastered) mod. Delivering 199653 quantum tubes in 9 minutes to station in a middle of Ministry of Finance gets old too fast. All in all I think time constrants need to be gone or at least better balanced. They do nothing but act as a barrier between whether player has certain ship and equipment or doesnt. Meaning that early on its like half of missions are impossible, but later with right ship and equipment timer becomes irrelevant.
10. Remove Salvage insurance saving mechanic, and allow save everywhere. It really brought nothing to a game but pointless micromanagment early on.
11. A better 3rd person camera for when piloting capital ships
12. Universal best buy/sell software, which will monitor sectors where player has satellites/stations, so there is no need to make ridiculous amount of extra cliks to log into each sattelite to use best buy/sell onboard software remotely.
13. Ability to tow/repack factories (or complex parts if rebirth/complex cleaner way of building complexes ever makes it into tc/ap) and being able to move them from system to system.
14. Construction modules for TL ships that will allow some small scale production like missiles and drones on a mobile base (afterall split were producing AGI drones on Elephant TL in TC)
15...
I will add to that post as new things come to mind.
I know that all things I mentioned can be found in one way or another in form of mods, but i dont see why similiar and what I consider critical improvements made by those mods shouldnt be in vanilla game in a better, more userfriendly and stable form.
1. Get rid of old complex hub tube spagetti. Make complex building into something more convenient and modular like we see in Rebirth. There is also Complex Cleaner mod for TC/AP that with some polish could be considered for bonus pack addition or at least should be looked at as an inspiration for new complex building mechanic.
2. Updated scripts for CAG/CSL/UT. Make them able to either avoid hostiles or at least jump when targeted or when hostile ship enters scanner range. Replacing destroyed cargo ships when you have dozens of them is a chore that shouldnt be suffered.
2.a Get rid of (or make it optional, unless it already is, cant frankly remember since I havent used CAG/CSL for a while) leveling system for CAG/CLS ships. It makes little sense in late and mid game of being unable to hire experienced pilots that can use jumpdrive and other ship equipment, adding unnessesary and tedious level of menu micromanagment which by mid game is already more than enough to keep player boggled down into it for hours at a time.
3. Ability to place orders on stations for certain equipment that AI ships will search and deliver there for player to buy, for an extra reasonable fee ofcourse.
4. Ability to place orders/bulk orders for playerconfigured ships with certain equipment which again will use TS/TL ships assigned to shipyard to procure nessesary equipment from factories in universe to proceed with your order. Currently equipping a carrier is a pain.
5. Improved turret scripts for capital ships that take into consideration target class and speed and friendly objects around, as well as being able prioritize targets depending on installed weapon.
6. Either improved pathfinding or some failsafe mechnic for Fighters (and ships in general) flying around/attacking bigger objects, like capitals or stations. Currently I find deploying carriers rather pointless and only being a money drain, considering that like third of your fighters will be lost due them crashing into something or eachother.
7. Shields and general ship rebalance. Currently ship speed seems to be the most important characteristic in game (especially for fighters), which essentially makes a choice of ships a very limited (at least for player). I think it partially is due to the reason that shield recharge and generally ship shielding became much lower compared to X2. In X2 the choice between, lets say Nova and Mamba (split m3) vas a valid one, because you were choosing either speed with paper thin shielding or a slow but tanky noova, that was virtually immune to anything below M3 fire, and even then it would take some effort to bring it down. In X3 such choice is non existant, shields get depleted so fast and regenerate so slowly, that slower but higher shielded ship becomes not an option except for OOS combat (which mechanic is also needs some look onto)
8. CRITICAL. For the love of all good and holy fix that old bug that was causing generic missions to overstack in MD causing a bigger fps loss the more sectors you visit and longer you play. Having to use mod to "flush" them by disabling generic missions and reenabling again every sooften cant be considered an acceptable solution for vanilla problem.
9. Maybe rewamp generic missions system as a whole to something more similiar to X-Missions (Remastered) mod. Delivering 199653 quantum tubes in 9 minutes to station in a middle of Ministry of Finance gets old too fast. All in all I think time constrants need to be gone or at least better balanced. They do nothing but act as a barrier between whether player has certain ship and equipment or doesnt. Meaning that early on its like half of missions are impossible, but later with right ship and equipment timer becomes irrelevant.
10. Remove Salvage insurance saving mechanic, and allow save everywhere. It really brought nothing to a game but pointless micromanagment early on.
11. A better 3rd person camera for when piloting capital ships
12. Universal best buy/sell software, which will monitor sectors where player has satellites/stations, so there is no need to make ridiculous amount of extra cliks to log into each sattelite to use best buy/sell onboard software remotely.
13. Ability to tow/repack factories (or complex parts if rebirth/complex cleaner way of building complexes ever makes it into tc/ap) and being able to move them from system to system.
14. Construction modules for TL ships that will allow some small scale production like missiles and drones on a mobile base (afterall split were producing AGI drones on Elephant TL in TC)
15...
I will add to that post as new things come to mind.
I know that all things I mentioned can be found in one way or another in form of mods, but i dont see why similiar and what I consider critical improvements made by those mods shouldnt be in vanilla game in a better, more userfriendly and stable form.
Last edited by All_Names_Already_Taken on Sun, 15. Mar 15, 16:40, edited 4 times in total.
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Thank you, Egosoft, for maintaining support for X3. It's an excellent game and it would be disappointing to see it abandoned.
MARS is first on my wish list. It has become just as essential to me as SETA and jumpdrives.
I don't like the idea of player-owned factories for rare weapons and missiles, but we do need a Ma/AM warhead factory.
+1 for adding ship extensions and upgrades to player-owned equipment docks.
Add a "Gates" tab in the Sector Map menu similar to the Ships & Stations tabs. It's extremely annoying to scroll through the entire menu searching for the gates.
+1 fix the Terran gate system. I tried sending a TL through Terran space OOS and it got trapped for hours in each sector waiting in queue at each gate.
+1 fix the drone carriers. I like them much more than the bombers.
+1 fix mobile mining. Specifically, fix the MMB-S to act as a home base carrier for TS miners with proper ability to sell and/or deliver collected minerals.
I would also like to see Scorp's map integrated into the game. Perhaps it could be sold as Trading System Extension Mk III. I assume this is asking too much, but it is on my wish list.
I eagerly await the results of this update.
MARS is first on my wish list. It has become just as essential to me as SETA and jumpdrives.
I don't like the idea of player-owned factories for rare weapons and missiles, but we do need a Ma/AM warhead factory.
+1 for adding ship extensions and upgrades to player-owned equipment docks.
Timsup2nothin wrote:Actually, how about just getting rid of the 'bonus pack' by incorporating it into the game?
+1 what they said.bof111 wrote: Get more use of the random sector (unfocused jumpdrive) by giving more unique things to find there. (Pandora crates in a proportion a bit less impossible to find as they are) And get some others things to find. (ships, equipment, strange useful oddities
)
Add a "Gates" tab in the Sector Map menu similar to the Ships & Stations tabs. It's extremely annoying to scroll through the entire menu searching for the gates.
+1 fix the Terran gate system. I tried sending a TL through Terran space OOS and it got trapped for hours in each sector waiting in queue at each gate.
+1 fix the drone carriers. I like them much more than the bombers.
+1 fix mobile mining. Specifically, fix the MMB-S to act as a home base carrier for TS miners with proper ability to sell and/or deliver collected minerals.
I would also like to see Scorp's map integrated into the game. Perhaps it could be sold as Trading System Extension Mk III. I assume this is asking too much, but it is on my wish list.

This is only a virtual reality.
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I just want to say - wow! Egosoft repairs its reputation!
Things to do with TC/AP... well, update the bonus pack, incorporate it into the main game, and include a fair few other scripts that are floating around in the mod forums. I would think the concepts used in XRM, for example (a great mod), would be great. If you add something like Litcube's Phanon corporation script that would give people a good reason to come back and play the game with something to do besides wander round the sandbox.
I'd also like to see the economy jiggled a little - all wares should be purchasable, its crazy things were available you couldn't make or buy. And put all shields on every faction, why didn't everyone have the capabilities to make 25MW shields!
Fix the silly things, like ships that can't fit through gates because of the spiky bits.
And making ships faster in general - to make the game fun, its worth getting them places where you want to be. A boost that just eats shields and weapons might be worthwhile, but I think making them just go faster would be an improvement.
In all, I'm very happy at this - well done Bernd. I never thought X3 would ever be seen again. Next .... X4?
Things to do with TC/AP... well, update the bonus pack, incorporate it into the main game, and include a fair few other scripts that are floating around in the mod forums. I would think the concepts used in XRM, for example (a great mod), would be great. If you add something like Litcube's Phanon corporation script that would give people a good reason to come back and play the game with something to do besides wander round the sandbox.
I'd also like to see the economy jiggled a little - all wares should be purchasable, its crazy things were available you couldn't make or buy. And put all shields on every faction, why didn't everyone have the capabilities to make 25MW shields!
Fix the silly things, like ships that can't fit through gates because of the spiky bits.
And making ships faster in general - to make the game fun, its worth getting them places where you want to be. A boost that just eats shields and weapons might be worthwhile, but I think making them just go faster would be an improvement.
In all, I'm very happy at this - well done Bernd. I never thought X3 would ever be seen again. Next .... X4?

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I've not yet read through the whole thread so I don't know if these things have been mentioned but they're at least things which spring to mind after picking up X3AP again.
- Being able to assign modifier buttons on controllers/joysticks so more functions can be mapped.
- Add mappable shortcuts to some of the Stock Market menus.
- A lifetime Salvage Licence for like a million credits instead of advanced players having to go back to buy the regular ones.
And as I'm feeling evil, maybe I'll push for some exploit fixes such as laser energy recharging after jumping.
- Being able to assign modifier buttons on controllers/joysticks so more functions can be mapped.
- Add mappable shortcuts to some of the Stock Market menus.
- A lifetime Salvage Licence for like a million credits instead of advanced players having to go back to buy the regular ones.
And as I'm feeling evil, maybe I'll push for some exploit fixes such as laser energy recharging after jumping.

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Maybe an actual description in the information section of what each upgrade actually does? Just now looking at Carrier Command Software and the description is something along the lines of "developed by the Split to give their carriers better control in a battlefield" ... yeah that's great but what does it do? That's just one example, and yeah I know can alt-tab and google the info, but that's kind of a pain.
Maybe I've missed the detailed info, but haven't seen it in the encyclopedia either. As it stands now on my player ship I just buy everything since I have no clue what each one actually does especially if it has a MKI, MKII, or MKIII since as I've found out just because something says MKIII doesn't mean it will do what the previous versions do plus whatever it does.
EDIT: Just thought of two more.
1) Don't know if others would like it, but I think it'd be nice if when your in a station and looking at weapons and missiles that the ones your ship can use are marked in someway to indicate this. I know I can back out and look at my ship then go back into the buying menu, but for new ships or ones I'm unfamiliar with this is time consuming.
2) While I realize this isn't EVE online it'd still be nice to have the option of setting up an overview similar to the way it's done in EVE. Somehow to be able to toggle an overview that can pop-up in combat (without going to another screen), with a filter that can be set up to show or ignore ship types, stations, drones, missiles, and gates (enemy or friendly) and can also show ranges, and maybe one click or double click targeting. Maybe it's just me again but using the hotkey to target closest enemy doesn't seem to work if the enemy is out of weapons range.
Hope it doesn't sound like I'm bashing this game I really do love it
Maybe I've missed the detailed info, but haven't seen it in the encyclopedia either. As it stands now on my player ship I just buy everything since I have no clue what each one actually does especially if it has a MKI, MKII, or MKIII since as I've found out just because something says MKIII doesn't mean it will do what the previous versions do plus whatever it does.
EDIT: Just thought of two more.
1) Don't know if others would like it, but I think it'd be nice if when your in a station and looking at weapons and missiles that the ones your ship can use are marked in someway to indicate this. I know I can back out and look at my ship then go back into the buying menu, but for new ships or ones I'm unfamiliar with this is time consuming.
2) While I realize this isn't EVE online it'd still be nice to have the option of setting up an overview similar to the way it's done in EVE. Somehow to be able to toggle an overview that can pop-up in combat (without going to another screen), with a filter that can be set up to show or ignore ship types, stations, drones, missiles, and gates (enemy or friendly) and can also show ranges, and maybe one click or double click targeting. Maybe it's just me again but using the hotkey to target closest enemy doesn't seem to work if the enemy is out of weapons range.
Hope it doesn't sound like I'm bashing this game I really do love it

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Since the forum hamster is taking a dump and refuses to let me quote...
Hover over equipment and press your information button... default I if I remember right. You know, it even shows i on the items, in case of equipment it will give commands that equipment enables.
I realize it doesn't explain what commands do exactly... but half the fun of X series is exploring. So use it and find out. Tho it wouldn't kill anyone to explain the vague commands a bit.
Maps and property menu combined with advanced satellite already accomplish full fleet control with visuals and plethora of filtering. Eve put me to sleep in literally an hour of my first play of it... X:BtF the first and only X game that I didn't like at least kept me captivated and not asleep in my chair because you practically don't do shit yourself. Tho I agree I would like some sort of "fleet" interface in X4 instead of things we saw so far. A man can hope ehhh lol
Agree with targeting but using normal scan targeting allows so much more then next/closest options which are lame and useless half the time. It has extremely long targeting range. Can target any object that can be targeted and comes with a delay on the "scan" process so if you trying to target a specific circling object you don't need to mash ur buttons till your fingers bleed. If you are in combat it will even target thing behind you if nothing is in your FOV. Shame of all the targeting options the lamest ones made it to Rebirth.
No bashing:P Just pointing out that some of those requests are already somewhat in game and any major changes would require massive rework to interface which will not happen and not needed imo. Half the fun of X series used to be exploring and figuring things out "Think" part.
Hover over equipment and press your information button... default I if I remember right. You know, it even shows i on the items, in case of equipment it will give commands that equipment enables.
I realize it doesn't explain what commands do exactly... but half the fun of X series is exploring. So use it and find out. Tho it wouldn't kill anyone to explain the vague commands a bit.
Maps and property menu combined with advanced satellite already accomplish full fleet control with visuals and plethora of filtering. Eve put me to sleep in literally an hour of my first play of it... X:BtF the first and only X game that I didn't like at least kept me captivated and not asleep in my chair because you practically don't do shit yourself. Tho I agree I would like some sort of "fleet" interface in X4 instead of things we saw so far. A man can hope ehhh lol
Agree with targeting but using normal scan targeting allows so much more then next/closest options which are lame and useless half the time. It has extremely long targeting range. Can target any object that can be targeted and comes with a delay on the "scan" process so if you trying to target a specific circling object you don't need to mash ur buttons till your fingers bleed. If you are in combat it will even target thing behind you if nothing is in your FOV. Shame of all the targeting options the lamest ones made it to Rebirth.
No bashing:P Just pointing out that some of those requests are already somewhat in game and any major changes would require massive rework to interface which will not happen and not needed imo. Half the fun of X series used to be exploring and figuring things out "Think" part.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein
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Didn't feel like I was being bashed at all, if there's stuff to learn or a better way of doing it I'm all for it.hisazul wrote:Since the forum hamster is taking a dump and refuses to let me quote...
Hover over equipment and press your information button... default I if I remember right. You know, it even shows i on the items, in case of equipment it will give commands that equipment enables.
I realize it doesn't explain what commands do exactly... but half the fun of X series is exploring. So use it and find out. Tho it wouldn't kill anyone to explain the vague commands a bit.
Maps and property menu combined with advanced satellite already accomplish full fleet control with visuals and plethora of filtering. Eve put me to sleep in literally an hour of my first play of it... X:BtF the first and only X game that I didn't like at least kept me captivated and not asleep in my chair because you practically don't do shit yourself. Tho I agree I would like some sort of "fleet" interface in X4 instead of things we saw so far. A man can hope ehhh lol
Agree with targeting but using normal scan targeting allows so much more then next/closest options which are lame and useless half the time. It has extremely long targeting range. Can target any object that can be targeted and comes with a delay on the "scan" process so if you trying to target a specific circling object you don't need to mash ur buttons till your fingers bleed. If you are in combat it will even target thing behind you if nothing is in your FOV. Shame of all the targeting options the lamest ones made it to Rebirth.
No bashing:P Just pointing out that some of those requests are already somewhat in game and any major changes would require massive rework to interface which will not happen and not needed imo. Half the fun of X series used to be exploring and figuring things out "Think" part.
And while I like not knowing everything and having to think to figure out stuff. I sometimes can't help but wonder why my cell phone is more powerful than my ship's computer unless I buy tons of upgrades. Not really complaining about that part but sometimes it does strike me as silly

I guess where I was going with the ship upgrades is that for a lot of them I'm just buying them based on the sales pitch with no real clue as to what they do. If I walk into a computer store and tell the clerk I want a gaming computer I'm not just going to buy the one he says is blazing fast and will play everything. I'm going to look over the product and inspect, cpu, graphics, memory, hard drive, etc. Well in X3 your stuck buying something without really knowing what it is.
And while I agree with other posters that a lot of what is discussed in this thread is probably beyond the scope of a patch, I'm with you on dreaming about the next X game and hoping the devs keep in mind what is being said in this thread

And now I feel like I'm rambling, so I'll shut up

Last edited by Fenris321 on Sun, 15. Mar 15, 18:19, edited 1 time in total.
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I'm trying to think of why you'd need this even though I find myself wanting a faster way to access the gates, usually just for selecting "fly though gate" but also using it as a staring point for setting "fly to position..."patient zero wrote:Add a "Gates" tab in the Sector Map menu similar to the Ships & Stations tabs. It's extremely annoying to scroll through the entire menu searching for the gates.
Not sure they need a tab of their own, how about adding them to the "Stations" tab that is usually a short list and would be a huge improvement, would like to see Jump Beacons grouped with them too.
Where's the kaboom? There was supposed to be an earth-shattering kaboom!
X3AP 3.1 Printable Universe Sector Map
X3AP 3.1 Printable Universe Sector Map
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Two things I would LOVE to have in X3TC Vanilla are:
1. Player owned marine training facilities.
2. Player owned equipment dock that could reverse engineer ship systems such as a jumpdrive. (kind of game breaking)
Something much simpler that would make me, and many others happy would be view-able
pirate/yaki ranks.
1. Player owned marine training facilities.
2. Player owned equipment dock that could reverse engineer ship systems such as a jumpdrive. (kind of game breaking)
Something much simpler that would make me, and many others happy would be view-able
pirate/yaki ranks.
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A way to easily compare 2 different ships specs (or two weapons) would be quite handy, especially when trying to decide if a similar model M6/M7 is enough of up upgrade from your current ship to be worth the purchase/boarding effort.
Yes there's wiki's that let you do so, but when playing with mods that add in dozens of extra custom ships (or change weapon damages) that's not really a feasible choice.)
Yes there's wiki's that let you do so, but when playing with mods that add in dozens of extra custom ships (or change weapon damages) that's not really a feasible choice.)
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I do see a lot of people complaining about the "boxed" nature of the sectors.
What about we expand the space between the gates by placing them further apart. And while we are at it also move them further away from the ecliptic plane.
More sectors are always nice to have.
Perhaps even a hexagonal map with more gates per system like the Hub is capable off?
Maybe even replace the gates with Litcube's model.
What about we expand the space between the gates by placing them further apart. And while we are at it also move them further away from the ecliptic plane.
More sectors are always nice to have.
Perhaps even a hexagonal map with more gates per system like the Hub is capable off?
Maybe even replace the gates with Litcube's model.
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You might want to have a look at this: http://forum.egosoft.com/viewtopic.php?t=362832Silveressa wrote:A way to easily compare 2 different ships specs (or two weapons) would be quite handy, especially when trying to decide if a similar model M6/M7 is enough of up upgrade from your current ship to be worth the purchase/boarding effort.
Yes there's wiki's that let you do so, but when playing with mods that add in dozens of extra custom ships (or change weapon damages) that's not really a feasible choice.)
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How about the ability to...
- More different shapes / sizes of asteroids plus rotation (like X2)?
Permanent inclusion of Bonus Pack within TC/AP
Board & take over factories / complexes over by boarding
Arm the above directly (with out the need for laser towers etc.)

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Ideally I'd want Litcube's performance enhancements, but since I suspect it would end up being a major rewrite I'm not gonna go there.
What I would like to see is the "no friendly fire" thing from Litcube's mod, so you don't end up turning an entire sector hostile because some idiot couldn't keep his distance and got hit by a stray PPC bolt.
What I would like to see is the "no friendly fire" thing from Litcube's mod, so you don't end up turning an entire sector hostile because some idiot couldn't keep his distance and got hit by a stray PPC bolt.
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DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
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We got a fine solution for this in Rebirth, they might add it to X3TC/AP aswell.Zaitsev wrote:What I would like to see is the "no friendly fire" thing from Litcube's mod, so you don't end up turning an entire sector hostile because some idiot couldn't keep his distance and got hit by a stray PPC bolt.
When a station gets hit, it does not immidiatelly give a rep loss and start shooting. Instead, it will read the current command of the ship that hit the station, and if the command is not a hostile command towards the station, then it will ignore the hit.
So, you only get reputation hit and attackers on your back if you meant to attack the station.
Not sure if it applies to ships aswell, but it would be fine.
Haven't tested myself yet though. A bit too busy, and I cannot touch Rebirth as it forces me to plan new ways of making profit, building and stealing stuff, even if Iam not sitting in front of it.