X3TC / X3AP Patch 2015
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Two of the end-game ships certainly need rebalancing/fix:
Pteranodon: The bug of targeting of main guns is never fixed. You cannot acquire the target when it is within the first 2km of gun range.
Acinonyx Prototype: After all the hard work you will get a ship of the most inferior shield generator of its class. For the sake of Family Rhonkar please give it a BETTER SHIELD GENERATOR!
Pteranodon: The bug of targeting of main guns is never fixed. You cannot acquire the target when it is within the first 2km of gun range.
Acinonyx Prototype: After all the hard work you will get a ship of the most inferior shield generator of its class. For the sake of Family Rhonkar please give it a BETTER SHIELD GENERATOR!
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Laser hit efficiency: 97% @190,499 shots
Missile hit efficiency: 97% @4,204 missiles fired
Laser hit efficiency: 97% @190,499 shots
Missile hit efficiency: 97% @4,204 missiles fired
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I think the majority of Litcube's performance improvement is reducing the rate of fire of the guns to treacle quality. I gave up playing LU because of that, so I'd rather not see it made official - the current guns are fine.Zaitsev wrote: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.
If he's improved the efficiency of scripts though - good, update them!
I'd like to see the main processing loop made multi-threaded, its often not difficult to make a fairly big improvement by splitting a chunk of code into a different thread and syncing them back up. I'm willing to help if Bernd's reading!
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Litcube also mentioned doing some major streamlining behind the scenes, in addition to optimizing just about every script in X3. From what little I've been able to pick up it's not just changing the the rate of fire (although it does help in major IS battles), they optimized large chunks of the game to do what they did, including models and other stuff, and that's probably beyond the scope of a patch.gbjbaanb wrote:I think the majority of Litcube's performance improvement is reducing the rate of fire of the guns to treacle quality. I gave up playing LU because of that, so I'd rather not see it made official - the current guns are fine.Zaitsev wrote: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.
If he's improved the efficiency of scripts though - good, update them!
I'd like to see the main processing loop made multi-threaded, its often not difficult to make a fairly big improvement by splitting a chunk of code into a different thread and syncing them back up. I'm willing to help if Bernd's reading!
As for the multithreading requests that are popping up, you probably have a better chance of getting money from a phishing letter. It's not something that can be patched in, it require a rewrite of the entire game code to pull off.
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DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
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Hello together,
a quick idea that i've currently:
- transportability of softwares and hardware extensions for ships:
For example, "Jumpdrive-Module" transforms via "install" into a Jumpdrive extension for a ship (including usability in scripts!!11). This makes it possible to transport multiple extensions at once.
Software-extensions:
"Trading Software MK3-License" transforms via "install" into a "Trading Software MK3" for a ship.
The "uninstall-menubutton" transforms the extension back into a transportable ware.
That would improve the ability to equip many ships.
I can transport multiple weapons with my ship (regardless of it's weapon slots!) - why not software/hardware extensions??
More major / minor ideas later..
Thank's for your work,
Pera
PS: I would buy a X3 addon with improved ingame usability (less more content), for example menu controling, controling of many ships, AI improvements, OOS-improvements, station/trading controling and so on...
PS2: A ability to delete logbook entries would be nice.
a quick idea that i've currently:
- transportability of softwares and hardware extensions for ships:
For example, "Jumpdrive-Module" transforms via "install" into a Jumpdrive extension for a ship (including usability in scripts!!11). This makes it possible to transport multiple extensions at once.
Software-extensions:
"Trading Software MK3-License" transforms via "install" into a "Trading Software MK3" for a ship.
The "uninstall-menubutton" transforms the extension back into a transportable ware.
That would improve the ability to equip many ships.
I can transport multiple weapons with my ship (regardless of it's weapon slots!) - why not software/hardware extensions??
More major / minor ideas later..
Thank's for your work,
Pera
PS: I would buy a X3 addon with improved ingame usability (less more content), for example menu controling, controling of many ships, AI improvements, OOS-improvements, station/trading controling and so on...
PS2: A ability to delete logbook entries would be nice.
"Hope is the last force i have"
"This is how liberty dies, with thounderous applause"
***Modified***
"This is how liberty dies, with thounderous applause"
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How about having any destroyed wares on your ships appear in red in the equipped list?
This way when you lose multiple components from hull damage after a fight you can easily see what needs replacing, especially since Betty doesn't always list every single destroyed item if something else interrupts her and custom mod wares aren't only listed as ____ destroyed.
Currently having to scroll through the list and figure out what's missing is a time consuming PITA.
(Or perhaps just have wares be damaged rather than destroyed and restored to functionality as the hull is repaired? With the cost for the repairs being increased as needed to account for damaged wares.)
This way when you lose multiple components from hull damage after a fight you can easily see what needs replacing, especially since Betty doesn't always list every single destroyed item if something else interrupts her and custom mod wares aren't only listed as ____ destroyed.
Currently having to scroll through the list and figure out what's missing is a time consuming PITA.
(Or perhaps just have wares be damaged rather than destroyed and restored to functionality as the hull is repaired? With the cost for the repairs being increased as needed to account for damaged wares.)
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The split pteranodon needs some love. Gauss cannons in the main guns and maybe cigs or even flak for its turrets?
More ships, some people might say theirs already enough. I say the more the better. more destroyers, carriers, frigates, the works.
The ability for the player to eliminate a faction or even conquer the galaxy. This would be a great ultimate end game.
Have main factions in conflict with each other with the ability to take terriory from each other. Lets you choose a side to fight for and changes the influence of the map.
In system point to point jumping.
Change AI fight behavior, Capital ships shouldn't try to fight and maneuver like a fighter.
All in all I think the end game should get the most attention if another patch is to be released. The ramp up is already great but the game can become stagnate once you've built a large empire and acquired all the toys you want. Need more content to throw that empire at such as galactic level threats or large scale wars. Something along the lines of the phenon corp or xenon invading sectors from the LU mod.
More ships, some people might say theirs already enough. I say the more the better. more destroyers, carriers, frigates, the works.
The ability for the player to eliminate a faction or even conquer the galaxy. This would be a great ultimate end game.
Have main factions in conflict with each other with the ability to take terriory from each other. Lets you choose a side to fight for and changes the influence of the map.
In system point to point jumping.
Change AI fight behavior, Capital ships shouldn't try to fight and maneuver like a fighter.
All in all I think the end game should get the most attention if another patch is to be released. The ramp up is already great but the game can become stagnate once you've built a large empire and acquired all the toys you want. Need more content to throw that empire at such as galactic level threats or large scale wars. Something along the lines of the phenon corp or xenon invading sectors from the LU mod.
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If all new race ships spawned only at shipyards (rather than at random spots), and all new stations were loaded into TLs at those shipyards before deployment, it would mean you could eliminate a race from the game by taking out their last shipyard, then cleaning up whatever was already spawned.
Over the past weekend I had another game "broken" by a race fleet attacking my ships because some stupid civilian plowed into my station. By the time I was able to get to the scene and start apologizing, I already had several race ships attacking stations in other sectors, and my defenders were shooting back. At that point, there's no "fix" except to reload a save from 4-8 hours earlier, before the collision. The real pain is that you don't know when the collision happened, because the response fleet might not arrive until several hours later, and that could be several saves ago. I had to play it out twice before I found a save old enough. In total, with 2 shots at it, I wasted over 6 hours (2 entire evenings) on it. Considering that it happens in almost every game at least once or twice, it REALLY needs a solution.
Over the past weekend I had another game "broken" by a race fleet attacking my ships because some stupid civilian plowed into my station. By the time I was able to get to the scene and start apologizing, I already had several race ships attacking stations in other sectors, and my defenders were shooting back. At that point, there's no "fix" except to reload a save from 4-8 hours earlier, before the collision. The real pain is that you don't know when the collision happened, because the response fleet might not arrive until several hours later, and that could be several saves ago. I had to play it out twice before I found a save old enough. In total, with 2 shots at it, I wasted over 6 hours (2 entire evenings) on it. Considering that it happens in almost every game at least once or twice, it REALLY needs a solution.
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Having Pirate shipyards scattered around the various pockets of Pirate sectors, accompanied by a small economy supporting them (or just supplied by smugglers). Same for the Xenon.Honved wrote:If all new race ships spawned only at shipyards (rather than at random spots), and all new stations were loaded into TLs at those shipyards before deployment
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I have read through much of the thread and whilst I like many of the thoughts and ideas there are some that I would not want to see in my game.
And so this raises the question as to whether the patch can be distributed in the form of DLC or mod rather than patch and so activated as an option; much in the same way as the bonus scripts are?
For me - an example of a good idea
Adding factories for the lasers and missiles that are normally only found as dropped cargo (disruptor missiles for example)
An example of something that I would consider a game breaker
cockpits
And so this raises the question as to whether the patch can be distributed in the form of DLC or mod rather than patch and so activated as an option; much in the same way as the bonus scripts are?
For me - an example of a good idea
Adding factories for the lasers and missiles that are normally only found as dropped cargo (disruptor missiles for example)
An example of something that I would consider a game breaker
cockpits
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This. Scrounging up an extra ship and transporting it to where ever you need it just because you can't carry an extra jump drive can be annoying at times.Perahoky wrote:Hello together,
a quick idea that i've currently:
- transportability of softwares and hardware extensions for ships:
For example, "Jumpdrive-Module" transforms via "install" into a Jumpdrive extension for a ship (including usability in scripts!!11). This makes it possible to transport multiple extensions at once.
Software-extensions:
"Trading Software MK3-License" transforms via "install" into a "Trading Software MK3" for a ship.
The "uninstall-menubutton" transforms the extension back into a transportable ware.
That would improve the ability to equip many ships.
I can transport multiple weapons with my ship (regardless of it's weapon slots!) - why not software/hardware extensions??
More major / minor ideas later..
Thank's for your work,
Pera
PS: I would buy a X3 addon with improved ingame usability (less more content), for example menu controling, controling of many ships, AI improvements, OOS-improvements, station/trading controling and so on...
PS2: A ability to delete logbook entries would be nice.
Also, Litcube has a solution where you can buy licenses for software modules, tunings, jumpdrives and whatnot to be able to make them at your own equipment docks, for a price of course. Would it be possible to implement that into a patch? Cause being able to build your very own "one stop shop" for equipment, tunings and such would be really nice, not to mention that total independence from any and all fractions would be totally awesome

I'm sorry, I can't hear you over the sound of how awesome I am 
DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
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True, cockpits are best supplied as mods (or if supplied as part of a bonus pack 2, then optional). I think they can do a lot more with gameplay than with decoration like cockpits anyway, and I'd like to see them spend their limited time more in improving economy, wares, missions, etcKarlHemmings wrote:I have read through much of the thread and whilst I like many of the thoughts and ideas there are some that I would not want to see in my game.
And so this raises the question as to whether the patch can be distributed in the form of DLC or mod rather than patch and so activated as an option; much in the same way as the bonus scripts are?
For me - an example of a good idea
Adding factories for the lasers and missiles that are normally only found as dropped cargo (disruptor missiles for example)
An example of something that I would consider a game breaker
cockpits
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In TC, Lasertowers are considered ships. I'd like to see my relevant property in one screen: complexes and ships. Nothing else.Karmaticdamage wrote:You can already do this. In your property window click options and their are various options for filtering including satellites among other things.MOH_Skid wrote:It would be nice to filter out satellites and laser towers from the player's property list.
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You can set each LaserTower to be invisible in property menu (via tower command console)MOH_Skid wrote:In TC, Lasertowers are considered ships. I'd like to see my relevant property in one screen: complexes and ships. Nothing else.Karmaticdamage wrote:You can already do this. In your property window click options and their are various options for filtering including satellites among other things.MOH_Skid wrote:It would be nice to filter out satellites and laser towers from the player's property list.
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first, need to bug fix.
Reference from some community fix
bug fix from litcube universe:
Emergency jumping fix.
Ships now respond properly to SIGNAL_ATTACKED from attacks from Pirate race owned ships
Jobs now properly select all variants of a ship class when choosing a ship for a job
Several scene and model issues have been fixed with ships (misaligned turrets)
Mission spawned pirate ships no longer have inactive turrets.
bug fix from TCAP 2.2a:
Assassination missions won't complete if the pilot bails - you have to finish the job.
Follow ship missions for Corporations where the ship would just stop, jump away and the mission fails should be fixed.
All convoy ships created for Final Fury are now removed so they don't clog the Military Base.
Various other mission ships and objects left over are cleared up.
and more....
Reference from some community fix
bug fix from litcube universe:
Emergency jumping fix.
Ships now respond properly to SIGNAL_ATTACKED from attacks from Pirate race owned ships
Jobs now properly select all variants of a ship class when choosing a ship for a job
Several scene and model issues have been fixed with ships (misaligned turrets)
Mission spawned pirate ships no longer have inactive turrets.
bug fix from TCAP 2.2a:
Assassination missions won't complete if the pilot bails - you have to finish the job.
Follow ship missions for Corporations where the ship would just stop, jump away and the mission fails should be fixed.
All convoy ships created for Final Fury are now removed so they don't clog the Military Base.
Various other mission ships and objects left over are cleared up.
and more....
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next, lightly engine improvements.
achievement(and uplink) can be unlocked when using *modified* data.
(it hope end of unproductive option on/off suggestion and some discussion)
multiple mod package selecter and mod package priority selecter.
achievement(and uplink) can be unlocked when using *modified* data.
(it hope end of unproductive option on/off suggestion and some discussion)
multiple mod package selecter and mod package priority selecter.
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data and bonus package:
vanila missions adjust like Litcube's Edited Missions V1.3
( http://forum.egosoft.com/viewtopic.php?t=257152 )
vanila missiles adjust like Litcube's Missile Rebalance V1.1
( http://forum.egosoft.com/viewtopic.php?t=261474 )
pathfinding system from Litcube's Universe
( https://code.google.com/p/litcubesunive ... athfinding )
salvage tug system from Litcube's Universe
( https://code.google.com/p/litcubesunive ... eature_Tug )
Like Emergent Mission System from Litcube's Universe
( https://code.google.com/p/litcubesunive ... i/EMS_Home )
update all bonus package scripts.
adding to bonus package:
include TCAP 2.2a ( http://forum.egosoft.com/viewtopic.php?t=324236 )
include Litcube's Bounce V1.7 ( http://forum.egosoft.com/viewtopic.php?t=295405 )
include NPC Bailing Addon v1.7.8 ( http://forum.egosoft.com/viewtopic.php?t=219440 )
include Salvage Commands & NPCs v1.5 ( http://forum.egosoft.com/viewtopic.php?t=221059 )
include Litcube's Phanon Corporation V1.21 ( http://forum.egosoft.com/viewtopic.php?p=3290168 )
include LIFE-V0.95b ( http://forum.egosoft.com/viewtopic.php?t=354571 )
vanila missions adjust like Litcube's Edited Missions V1.3
( http://forum.egosoft.com/viewtopic.php?t=257152 )
vanila missiles adjust like Litcube's Missile Rebalance V1.1
( http://forum.egosoft.com/viewtopic.php?t=261474 )
pathfinding system from Litcube's Universe
( https://code.google.com/p/litcubesunive ... athfinding )
salvage tug system from Litcube's Universe
( https://code.google.com/p/litcubesunive ... eature_Tug )
Like Emergent Mission System from Litcube's Universe
( https://code.google.com/p/litcubesunive ... i/EMS_Home )
update all bonus package scripts.
adding to bonus package:
include TCAP 2.2a ( http://forum.egosoft.com/viewtopic.php?t=324236 )
include Litcube's Bounce V1.7 ( http://forum.egosoft.com/viewtopic.php?t=295405 )
include NPC Bailing Addon v1.7.8 ( http://forum.egosoft.com/viewtopic.php?t=219440 )
include Salvage Commands & NPCs v1.5 ( http://forum.egosoft.com/viewtopic.php?t=221059 )
include Litcube's Phanon Corporation V1.21 ( http://forum.egosoft.com/viewtopic.php?p=3290168 )
include LIFE-V0.95b ( http://forum.egosoft.com/viewtopic.php?t=354571 )
Steam Greenlight: Greenlight Spaaace! Bundle (Greenlight Archives)
http://steamcommunity.com/sharedfiles/f ... d=93012592
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