News: X3:TC Update 1.4 now available for download

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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mjsx3
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Joined: Sun, 6. Aug 06, 14:32

1.3 = decent performance : 1.4 = unplayable

Post by mjsx3 »

I got the Steam update for 1.4 the other day and my X3TC is now unplayable. The performance on my laptop is just horrible. The interface is completely unresponsive most of the time.

1.3 played very well. Noticable improvement over 1.2 but 1.4 just killed me.

Anyone else having performance problems with 1.4?

Mike
Coruskane
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Post by Coruskane »

Yey a new patch. I have spent 25 days learning c# to write an x3 program and have just realised I have notplayed x3 once in this time. The last time I played was pretty much when I loaded up 1.3...hehe (any other modders find they spend moire time out of the game than in?) Nice fixes, thanks.
Coruskane
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Post by Coruskane »

Seathal wrote:I've already given my oppinion in other threads but...

To me 1.4 Patrol mission rewards rebalancing is a huge mistake. It breaks those missions and make them useless. 1.3 was quite fine already, if it did need adjust a 25% downrate would have been enough, 50% in the most extreme cases but... 90%??? That killed all the fun and profit in the patrol missions making it seem more like a typo or error in the last minute than actually a tryout to rebalance somehting seriously.

You can't use wings, missiles, or take the risk to suffer damage anymore in those missions, because the payouts are so low, a barrage of anti capital torpedoes are much more expensive than killing one. The ammoutns payed are ridiculous and totally game-breaking for those who don't want to spend weeks/months in SETA to get anything interesting in the game.

I do hope it was because a slippery figner on the keyboard and not beacuse someone really thought it was a good idea.

I'm considering seirously jumping back to 1.3 since I already had the turret fix isntalled and the balancing there was perfect.
Do remember that the vanilla unmodded game is meant to be balanced; all means are meant to be equally possible. If you want an easy ride, even if only to allow you to quickly open up other areas of the game, then play a modded version. If the unmodded games are unbalanced then stats become meaningless and exploitable (not that they aren't anyway).,
tamer
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Joined: Wed, 21. Dec 05, 21:12

Post by tamer »

Please next patch docking destroyer. 70 million credits cash and buy destroyer no hangar bad idea. Destroyer > fighter change ship problem. Dock shipyard or equpment station or eject space suit fighter 1km destroyer go go go go .... enter ship. Please 1-2 ship hangar capasty destroyer.
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esd
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Post by esd »

tamer wrote:Please next patch docking destroyer. 70 million credits cash and buy destroyer no hangar bad idea. Destroyer > fighter change ship problem. Dock shipyard or equpment station or eject space suit fighter 1km destroyer go go go go .... enter ship. Please 1-2 ship hangar capasty destroyer.
Or, buy a transporter device and just beam over to the fighter? :wink:
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pjknibbs
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Post by pjknibbs »

While it's always possible to do that, I would have to agree with him--all ships that are large enough to be unable to dock at all stations should have the capacity to carry at least one fighter as a runabout. It's a lot more convenient than having to call one of your fighters in from somewhere and transport over to it.
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surferx
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Post by surferx »

I agree. Having one ship docked to an M2 or even an M7 will not unbalance the game.
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If you want to go far, go together.

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MegaJohnny
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Post by MegaJohnny »

pjknibbs wrote:While it's always possible to do that, I would have to agree with him--all ships that are large enough to be unable to dock at all stations should have the capacity to carry at least one fighter as a runabout. It's a lot more convenient than having to call one of your fighters in from somewhere and transport over to it.
Agreed. Not to mention that when you're done using your runabout you have to transport back and send it somewhere for safe keeping. M2s being completely fighterless does sort of cripple their usability.
Hob Anagerik
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Post by Hob Anagerik »

tamer wrote: Please 1-2 ship hangar capasty destroyer.
The Pasty destroyer! Not to be trifled with....

On a more serious note, I hope that OOS combat gets fixed. How on earth this managed to slip through beta testing is beyond me. For a game that has a lot of action going on in sectors that you aren't in I find this bewildering.
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rictec
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Patch 1.4 did something diferent for me

Post by rictec »

my osaka, boreas and ray now are killed on patrol sectors comand
they dont fire untill i enter the sector and even a xenon M or L kill them

i had to change to attack all enemy for them to survive.
all fully shield and weapons.
Rictec
Jezmond40
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Post by Jezmond40 »

I made an earlier post stating I had gone back to 1.3 becuse of no credits for wingman kills and the seriously low rewards for patrols. Egosoft could and should have been clearer with what was in 1.4.

I appreciate they are trying to make the game better, However can they not fix bad coding and leave thinks like payout scale, wingman kill credits as user defined selection, then we could all be happy.

Thanks for your efforts egosoft, just be more upfront and open in future please.

Have a great new year everyone.

Jerry
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supakillaii
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Post by supakillaii »

1. The payouts are better now. It took the "damn this is boring trying to make my first mill" off
2. How can you tell if it is bad coding? You can't. That's what I thought.
3. Wingman kills get credits now? Isn't that... a good thing?
strude
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Post by strude »

Jezmond40 wrote:...Egosoft could and should have been clearer with what was in 1.4...
Surely if it wasn't listed, it wasn't changed. That's pretty clear. You expect them to list everything that stayed the same?
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Jezmond40
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Post by Jezmond40 »

Yes i do expect them too,

Wingamn Kills do not count
Patrol Mission rewards are much lower

They are both facts

Jerry
eladan
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Post by eladan »

Jezmond40 wrote:Wingamn Kills do not count
Patrol Mission rewards are much lower
My recollection is that the changes to patrol mission rewards happened in 1.3. As for wingman kills, have they ever counted? Again, if they did, I'm reasonably sure it wasn't the case in 1.3.
Jezmond40
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Post by Jezmond40 »

They did they really did:-)
Xenon_Slayer
EGOSOFT
EGOSOFT
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Post by Xenon_Slayer »

I'll just blurt this out. I don't know if wingmen are counted and I'm far from my TC at the moment :-(
All I do know is that nothing has been changed regarding this ever. It is the same in 1.4 as it was in the release version.
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Jezmond40
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Post by Jezmond40 »

Well have played from 1.2.1 and was not included there and then it appeared it 1.3 and went again in 1.3. Hope your having a great break.

regards

Jerry
IronCrux
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Joined: Sun, 24. Sep 06, 19:25
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Post by IronCrux »

Regarding the payouts. Consider that you can stack sector patrols, especially the multi-sector ones. You can only really get one of the other missions at a time.

I may be mistaken, but it sounds like the endless respawns on patrols has been fixed. So now it's reasonable to take more than 3 at once. More enemies, more payout.


Anyone seen the if Aldrin Exp EMP's are being manufactured now? Sorry if it's already been answered; 8 pages of payout discussion can bury stuff.


Regards
Crux
WarpedcowOwnzU
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Post by WarpedcowOwnzU »

eladan wrote:
Jezmond40 wrote:Wingamn Kills do not count
Patrol Mission rewards are much lower
My recollection is that the changes to patrol mission rewards happened in 1.3. As for wingman kills, have they ever counted? Again, if they did, I'm reasonably sure it wasn't the case in 1.3.
The patrol mission rewards changed in 1.4, not 1.3. M2 kills net around 10 million credits in 1.3 on patrols, and only about 500 thousand in 1.4.

I reverted to 1.3 :D
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