X3: Albion Prelude Update 2.5.1 is available!

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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eldyranx3
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Post by eldyranx3 »

swatti wrote:- Fighter AI still NOT FIXED, still a kamikazi-frenzy against cap-ships. Also renders carriers fairly useless.
- Corvettes also tend to ram/kamikazi into bigger targets and refuse to use their full ship-performance/turn-rate
Once again AI pathfinding issues are game engine related, and could not be fixed (easily) without re-writing the entire game engine. This is exactly why Egosoft IS making an entirely NEW game engine (X-Rebirth) FROM SCRATCH.
HBK
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Post by HBK »

Kapakio wrote:Would you mind posting a save game prior to one of your UT being attacked? We have plenty of examples of UT not jumping but we haven't found yet one actually working UT jumping after it is attacked.
I wouldn't, but I don't know when I'll be able to get one. I don't have that many UTs (maybe a dozen), they don't get attacked very frequently, and I would need a save just before they are attacked.
Cycrow
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Post by Cycrow »

swatti wrote:While i must say my thanks to Egosoft for all their hard work, im VERY DISSAPOINTED

- Fighter AI still NOT FIXED, still a kamikazi-frenzy against cap-ships. Also renders carriers fairly useless.
- Corvettes also tend to ram/kamikazi into bigger targets and refuse to use their full ship-performance/turn-rate
- Emergency jump, AN EXISTING PART SINCE LAUNCH still simply broken rendering large capital-battles frustrating or impossible

I do know we are at the limits of the X3-engine here but i cant imagine there isnt a work-around for these issues, E-jump was a part of few now out-dated mods so its doable and i cant imagine a space-game has no AI-settings...?

Im hoping to see an answer from someone who can explain why these rather simple-looking issues havent been fixed. Not just to satisfy "my" request/need for these fixes but more to lay my mind at rest knowing why or why not.
AI and path planning routines are not simple. They can be incredably complex. Its not something that can easily be patched. There also the problem that more complex ai and path planning increases the amount of processing power required dramatically.

as for emergency jump, it works how it was desigend to work. IE, its part of the combat routines
swatti
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Post by swatti »

Cycrow wrote: as for emergency jump, it works how it was desigend to work. IE, its part of the combat routines
As in CAPITAL SHIP EMERGENCY JUMP not UT MK3 e-jump.

All cap-ships have E-jump feature in their command console in vanilla AP atleast. (in TC too? Cant remember)
If im not mistaken its supposed to jump when shields are lowered to the set value...
UT-mk3 jumps regardless of this setting as soon as it recieves any dmg, that does work in my game atleast.

If im not mistaken, THIS is exactly the feature RRF-ships use to jump away when lowered to 0% shields.

This feature has been broken as long as i can remember.
It has been modded in a few times but those mods are broken or feature other bits im not interested in.
But "its doable" as it is... Thats proven.

EDIT: "Must resist!.. CANT!" A stupid idea to fix kamikazis!

I dare say i the issue is nothing more then changing few numbers. The fighters DO TRY to avoid crashing, it just happens WAY too late, its like 30-50meters while it SHOULD be 300m or so.

A work-around, does need quite some work tho...
All the ship-models have a hitbox of certain size and no doubt a shape, i do believe they also have different hitbox for avoidance and bullets.
If the avoidance-hitbox were to have a "very long nose" as in seriously 200-300m in length the ship would think "imma gonna hit that" while actually being that 200+m away... Thus avoiding it "in time"
AI still aims guns to the camera-dummys and AI flies seemingly pre-set paths into dock etc. so all it should do is trigger few unwanted avoidances every now and then.

If i knew how to edit these things, this i would have tried long ago. I'd say its easier to forgive few unwanted avoidances or oddities in small spaces then kamikazies into anything bigger then a M6
HBK
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Post by HBK »

Cycrow wrote:as for emergency jump, it works how it was desigend to work. IE, its part of the combat routines
I would really like to know how it is supposed to work, as none of my capital ships ever emergency-jumped, and I've lost quite a few of 'em over long attrition fights.

All my capships have "Emergency Jump = Yes" and "Emergency Threshold = 25%" (which I suppose means "try to emergency-jump when shield are below 25%"). None of my capships ever emergency-jumped, be they in fleets or on their own using typical combat commands (like "attack all" or "attack fighters" or whatever).

Edit : I'm talking about AP, but the same applies to TC (can't remember about Reunion though).
swatti
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Post by swatti »

HBK wrote:
Cycrow wrote:as for emergency jump, it works how it was desigend to work. IE, its part of the combat routines
I would really like to know how it is supposed to work, as none of my capital ships ever emergency-jumped, and I've lost quite a few of 'em over long attrition fights.

All my capships have "Emergency Jump = Yes" and "Emergency Threshold = 25%" (which I suppose means "try to emergency-jump when shield are below 25%"). None of my capships ever emergency-jumped, be they in fleets or on their own using typical combat commands (like "attack all" or "attack fighters" or whatever).

Edit : I'm talking about AP, but the same applies to TC (can't remember about Reunion though).
This is the feature that IS BROKEN and has been for as long as i can remember.

Many think its the UT-mk3 jump but IT IS NOT. Yes, this is different and yes, broken...

Try managing a large 10 ship cap-ship battle and manually jump out ships low in shields... Frigging impossible.
Kapakio
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Post by Kapakio »

swatti wrote:Many think its the UT-mk3 jump but IT IS NOT. Yes, this is different and yes, broken...

Try managing a large 10 ship cap-ship battle and manually jump out ships low in shields... Frigging impossible.
Not sure what you mean by "many" but I'm pretty sure that UT-mk3 jump is actually broken in my game.
swatti
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Post by swatti »

Kapakio wrote:
swatti wrote:Many think its the UT-mk3 jump but IT IS NOT. Yes, this is different and yes, broken...

Try managing a large 10 ship cap-ship battle and manually jump out ships low in shields... Frigging impossible.
Not sure what you mean by "many" but I'm pretty sure that UT-mk3 jump is actually broken in my game.
Many, as in "many ppl"

The two things are easy to mix up. And it may indeed be possible that UT-mk3 jump is broken in your game.

(vanilla / un-modded game)
UT-mk3 jumps REGARDLESS of any settings or ship type when it takes ANY dmg (and then docks if i remember correct).

Emergency jump SHOULD jump after the capital-ship shields are lowered below the SET value.

In my game the UT-jump does work, atleast last i checked but the E-jump has NEVER worked in any game and i have made multible restarts and installs. Some just to check if its working.

Sometimes UTs have stuff left un-sold and thus their cargo-bay is filled and cant fit more e-cells.
If you have multible UTs, fill em up with E-cells, save your game, jump em all to pirate-sector and see what happens. They should jump out even if left idle/none -command and then attacked.
UTs may need sertain rank / exp-level to use the feature, all maxed out?
Kapakio
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Post by Kapakio »

^ If you don't mind to post a save game, it will really help to figure out where is the problem many of us have with the UTs.
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Mr. Reeves
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Post by Mr. Reeves »

Egosoft you know i think your a great company right. Small, close to your supporters and such. Well it just so happens that I have beaten Terran conflict many times as an assassin, a trader, a pirate (by far the best gameplay as a pirate) and as a pacifist (taxi missions). I can beat your game if all I have at the start is a space suit. I've reached a level of mastery not seen by the Jedi Yoda in the fictional Star Wars universe. And i did it without having to try. I could beat the game with nothing but auto pilok because I memorized your entire interface and most of the maps. In 2003 I beat your game x2 playing at 12 FPS on a highly overclocked HP pentium rig that smoked from time to time untill it caught on fire and I had to throw it out the window. I really just want the next much improved more challenging, more graphically impressive squeal and not another expansion pack for Terran Conflict. I mean it's wonderful you have added more story and stuff but I'd rather buy a cool EGOSOFT t-shirt at this point to fund X-rebirth than spend another minite playing X3 terran conflict. Granted i did buy your expantion on steam but sadly have no intention of ever playing it. I only bought it as a charitable donation so you could continue to develop Rebirth to be the most awe inspireing space sim ever. I havn't booted up Terran conflict since I destroyed the boron empire in a massive multi sector invasion. So how about more footage of Rebirth and some t-shirts instead of more Terran Conflict dressed up. There are only so many explosions I can watch that happen exactly the same every time before I get bored. I'm looking forward to dynamic physics based real time calculated explosions based on what damage the ship took. I'm also looking forward to debris left behind as when stuff goes BOOM there should be a debris cloud.

Respectfully, Mr. reeves
The skunk really is a bare bones model. It doesn't even have a GPS to highlight the way. Or targeting software MK 2 to allow target selection and painting from the sector map. It lacks a Trading System Extention to show prices in the sector you are in. The lack of satellites in rebirth is also annoying to the trader/pirate looking for a mark.
Gold Dragon
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Post by Gold Dragon »

Did you really burn up a computer playing in the X-Universe, Mr.Reeves? :o
-- GD
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Mr. Reeves
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Post by Mr. Reeves »

yes. toasty ball of flames. I prevented a house fire by tossing it out my mother's second story balcony onto the sidewalk. x2 is still a good game for laptops. maybe they will make an I-pad version. Anyway I believe I fried the power supply and damaged the processor on that HP because after my brother and I overclocked the processor, added a graphics card, sound card, and more ram the power supply would overheat and smoke from time to time. Also we did not understand that the stock cpu heatsink would not be able to handle it. This is what happens when you let 14 year olds play with a computer. But it worked for several weeks and x2 ran better. We beat the game. Pretty much the internet did not exist in our area back then and when we did get dialup it was too anoying to use so we made up our own overclocking advice to get it to go faster. Which was to mess with the machine untill it would run "go faster." But we did succeed in making it "go much faster." The term overclocking also did not exist. We just made the computer "go much faster." Actually we had no clue what we were doing but figured out that if we messed with bios enough we could get it to "go much faster" without blue screening.

The reason we were happy to play x2 at 12-15 FPS was that at that particular time x2 was the most advanced thing we had ever seen. A google search will verify what pc graphics looked like in 2003. Compared to Microsoft Flight Sim 2000 X2 was awe inspireing.

Anyway when rebirth comes out maybe I will have to overclock my rig to make it "go faster."
The skunk really is a bare bones model. It doesn't even have a GPS to highlight the way. Or targeting software MK 2 to allow target selection and painting from the sector map. It lacks a Trading System Extention to show prices in the sector you are in. The lack of satellites in rebirth is also annoying to the trader/pirate looking for a mark.
Vinny002
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Post by Vinny002 »

Hi, guys!

Thanks for the new update of Albion prelude 2.5!

Cheers,
Vincent
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eldyranx3
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Post by eldyranx3 »

HBK wrote:All my capships have "Emergency Jump = Yes" and "Emergency Threshold = 25%" (which I suppose means "try to emergency-jump when shield are below 25%"). None of my capships ever emergency-jumped, be they in fleets or on their own using typical combat commands (like "attack all" or "attack fighters" or whatever).
I might recommend a higher setting. If the ship -starts- charging its jump drive at 25%, it might not allow enough time to escape.
HBK
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Post by HBK »

eldyranx3 wrote:I might recommend a higher setting. If the ship -starts- charging its jump drive at 25%, it might not allow enough time to escape.
With AP and its super tough hulls, my ships usually survive going below 25% shields, yet they never E-jumps. But you are right, maybe the value isn't used like I think it is, and going for a higher value may change E-jump behavior.
Xenon_Slayer
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Post by Xenon_Slayer »

X3: Albion Prelude has just been updated to version 2.5.1 bringing several improvements and fixes. Your Steam client should update as usual.
Come watch me on Twitch where I occasionally play several of the X games
Alan Phipps
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Post by Alan Phipps »

Hurrah! Manual trade (buy) has been fixed. Now we just need to get rid of all those unemployed Escort ships near stations and the stationary TSs/TPs left sitting near gates and things will be looking GOOD.
A dog has a master; a cat has domestic staff.
Erdrix
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Post by Erdrix »

I was wondering if there was a chance for eyefinite support? It's pretty close now, allowing the UI to be moved to the center screen would go a long way. Even un-anchoring the windows would be a huge boon.
kurush
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Post by kurush »

Alan Phipps wrote:Hurrah! Manual trade (buy) has been fixed. Now we just need to get rid of all those unemployed Escort ships near stations and the stationary TSs/TPs left sitting near gates and things will be looking GOOD.
You think they are just sitting there? Wrong! They are busy dropping your FPS into single digits. Leftovers from generic missions that just do not get cleaned up. If you see those idle TSs and TPs, blow them up.
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TTD
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Post by TTD »

I skipped about six pages to find the mod/steam debate still raging.

I was impatient and merged my new Steam addon with my modded non-steam addon.

Then read the first few posts.

Checked my mod.

Yes,lost game save.

My fault for not checking everything first.

But I commend Egosoft for trying to fix a few bugs for the vanilla players.
Maybe the mod will work ok with a new re-start.

Oh well,I had only mapped the Terran sectors and the NE quadrant of the universe.
Just glad the game play was not far more developed.

Lesson learned I guess. :oops:


Just used Cycrow's Cheat Package to look at the Terran PHQ.
It is listed as Yaki Headquarters , priced 3000cr
The normal Commonwealth one is 2500cr

Might have missed a few zeros...sorry if I did,but I closed the game after taking a look.

Definitely looks Terran,and the free blueprint is...
No,I'll let you find out.
Last edited by TTD on Fri, 3. Aug 12, 21:02, edited 1 time in total.

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