NEWS: X³ 2.0: Bala Gi Research Missions

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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duvallfourty
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Post by duvallfourty »

:roll: i CANT WAIT UNTILL THIS IS OUT!!!When is Q4 anyway,I know what it means but when is it? :arrow: I luv X3. 101010101010010010010011001001001000100011000100000100101
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{line split by CBJ - please don't include page-stretching nonsense in your posts}
Cycrow
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Post by Cycrow »

Q4 is the 4th quater of the year, ie the last 3 months of the year, october to december.

as for which month exactly, well thats not known
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apricotslice
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Post by apricotslice »

I would assume just before christmas.

Anything earlier will be a welcome surprise.

If you assume otherwise, your going to be disapointed.
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humility925
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Post by humility925 »

It's would better for dearm about it rather then wait about it.



No, wait maybe that's wasn't help for some peoples.
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Guibs
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Re: NEWS: X³ 2.0: Bala Gi Research Missions

Post by Guibs »

CBJ wrote: There will also be a number of little extras like a new weapon type, sectors and various other additions and fixes. The update will also no longer require the game media to be present, so you can put your CD or DVD back in its box.
I have a question related to this.

will this feature unistall "starforce" off our computer? If not, after this update, can we safely uninstall Starforce while still being able to play?
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Post by Cycrow »

the doubt the patch itself will uninstall starforce, but of course u can always use the offical removal tool.

the reason is that if you have any other starforce games and the patch did remove the drivers, it would break these other games, which is y the seperat tool does exists.

as long as X3 was the only game you have that uses starforce there shouldn't be a problem with removing it once the new patch is out
Zion Ravescene
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Post by Zion Ravescene »

Wow. First the Bonus Pack and now this new announcement. ego have been busy!

Looking forward to this a lot. 8)
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Paajtor
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Post by Paajtor »

Cycrow wrote:the doubt the patch itself will uninstall starforce, but of course u can always use the offical removal tool.

the reason is that if you have any other starforce games and the patch did remove the drivers, it would break these other games, which is y the seperat tool does exists.

as long as X3 was the only game you have that uses starforce there shouldn't be a problem with removing it once the new patch is out
I was under the impression, that if you remove Starforce from your system, then it will simply re-install itself the moment you fire up a SF-protected game again?

Anyway, it works like this with X3 (on my system).
Alfred Bester
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Post by Alfred Bester »

Q4 is good enough for me. With such content updates I can be patient especially if I know I'll be rewarded for it with thoroughly tested and tuned material :)

One question though: this mission to unlock, will it require the main story line? Will you have to start a new game, and as Julian, and proceed trough the entire story first? [/u]
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Post by CBJ »

Once more, further details of the missions are not currently available.
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Post by Alfred Bester »

Ok. Perhaps yuo should add this to the opening post :)
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techno-mole
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Post by techno-mole »

Nice work from egosoft, on both the bonus pack and the new patch, im wondering how the new patch will affect certain mods and scripts, what i mean is that i have just installed the ship station mod by red spot and deadlyda, this is after much experimenting with pretty much all the other mods and scripts about, mainly to find a set of mods and such to suit me, anyway with the mod i mentioned you can get your own hq and other things, so how will the patch affect things like that, or will it just create what it needs to regardless of mods and scripts that are installed ?
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apricotslice
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Post by apricotslice »

techno-mole wrote:im wondering how the new patch will affect certain mods and scripts, what i mean is that i have just installed the ship station mod by red spot and deadlyda,
ALL mods will have to be updated to the new version of the game.

The announcement of adding new ships guarentees this.

The only mod that may not need updating is XFP, which uses Cycrows ship installer. But it depends on how they did it if the mod itself needs tweaking or not. But at a guess, the mod would need to be reinstalled after the new patch is installed, to reapply the ships into new positions in the spec files.

All mods will need to be looked at before you install the patch to see if they will work afterwards. You may need to delay upgrading your game until the mod is upgraded as well.

Certainly my Gunbus mod will need to be updated. But those using the Cycrow ship installer files, will only need to reinstall the ships after the patch. Cycrow may want to comment on this (hint hint).
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techno-mole
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Post by techno-mole »

so it would be better to do a fresh install with all scripts and mods (latest versions) after the patch has been installed, better safe than sorry, cool, if the mods etc still work ok, then you can have a primary hq and a secondary elsewhere incase you need it, could be handy. :D
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Jakesnake5
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Post by Jakesnake5 »

The 2 primary Mods, Xtended and DDRS, have empty slots between the last ES ship (the broke Freighter Drone) and their ships beginning.

If ES uses the current Player HQ slot in Tfactories, then DDRS won't have to do much. But if ES adds more than 10 ships, DDRS will have to reorganize.
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apricotslice
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Post by apricotslice »

The mods may still function ok. But any of the added ships in the patch will be replaced by mod ships, and the results could be quite interesting.
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apricotslice
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Post by apricotslice »

Jakesnake5 wrote:The 2 primary Mods, Xtended and DDRS, have empty slots between the last ES ship (the broke Freighter Drone) and their ships beginning.
They will at least need to replace the empty slots with the new Ego ship descriptions, within the mod. Otherwise their empty slots will overwrite the new ships.

Its actually a couple of minute job. Unpack, copy from ego file, paste onto mod file, repack.
Cycrow
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Post by Cycrow »

any ships installed by the ship creator dont need to be reinstalled after patching, so you jsut goto into the ship installer and select update mod, and it will recreate the mod files based on the ones added by the patch, it also uses a buffer between the installed ships and original ships, so theres plenty of space for the added ships to be put in without effect the ids of the installed ones.
Wolfehunter
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Post by Wolfehunter »

Sweet I can't wait to see it. I mean I want it now. :roll:
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apricotslice
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Post by apricotslice »

Cycrow wrote:any ships installed by the ship creator dont need to be reinstalled after patching, so you jsut goto into the ship installer and select update mod, and it will recreate the mod files based on the ones added by the patch, it also uses a buffer between the installed ships and original ships, so theres plenty of space for the added ships to be put in without effect the ids of the installed ones.
Thanks, thats what I wanted to know. I suspect when the patch comes out we will have a lot of "my mod is doing strange things" messages, so the advise is to run the ship installer and use the update function. :)

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