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Thanks for doing that.Coruskane wrote:I just thought I would aggregate the additional patch notes CBJ posted throughout this thread, before they sink into the abyss for new readers
I'm not so much waiting for those patches as too busy working on them. But I will get back to that Survival Guide as soon as I can.|-|Mohawk|-| wrote:I have a question: any chance that CBJ's fantastic X3AP Survival Guide will have the missing parts added anytime soon? Or are you waiting for future patches so you can add all the new info at once?
Yes, very good to know - I was just preparing to dump 600MCr on a silicon/crystal/chip complex in Barren Shores and another 50MCr on a teladianium complex, and god knows how many credits into a fleet of TLs and TSs to store all the stuff to get a head start on the Hub plotline.Freeholder wrote:The AP patch has made the game much more enjoyable. I'm now getting decent fps even in war sector furballs.
I'm also glad to see CBJ's mention that the TC plots wont be ported into AP.
I might want a player HQ at some point in my game, but I don't like the hub at all and I would hate to have to slog through a hub plot in AP just to get a player HQ.
A little more detail explination would be nice. Are we still able to use turned off stations as storage facilities?CBJ wrote:- Fixed exploit involving player stations with production turned off.Edit: Typo.
Uhm. He did say hub and HQ might be added. But, here is to hoping that they are both seprate and can be done without one finishing the other.FreeHolder wrote:The AP patch has made the game much more enjoyable. I'm now getting decent fps even in war sector furballs.
I'm also glad to see CBJ's mention that the TC plots wont be ported into AP.
I might want a player HQ at some point in my game, but I don't like the hub at all and I would hate to have to slog through a hub plot in AP just to get a player HQ.
From what I read, it was an exploit for adjusting Stock prices for wares you manufactured, therefore my interpretation of that patch note would be that just disabling production on player-owned stations producing a ware no longer inherently reduces supply of it's product as percieved by the local SE.Aragosnat wrote:A little more detail explination would be nice. Are we still able to use turned off stations as storage facilities?CBJ wrote:- Fixed exploit involving player stations with production turned off.Edit: Typo.
Ah. Thanks.JAFA_NZ wrote:From what I read, it was an exploit for adjusting Stock prices for wares you manufactured, therefore my interpretation of that patch note would be that just disabling production on player-owned stations producing a ware no longer inherently reduces supply of it's product as percieved by the local SE.Aragosnat wrote:A little more detail explination would be nice. Are we still able to use turned off stations as storage facilities?CBJ wrote:- Fixed exploit involving player stations with production turned off.Edit: Typo.
You missed the explanation of the "friendly fire missile" bit. If the player destroys a missile, objects destroyed by said missile explosion are credited to the player.Coruskane wrote:I just thought I would aggregate the additional patch notes CBJ posted
Really? I've had huge performance and FPS drops post patch, especially in busy and war-ridden sectors. Almost unplayable for me atmFreeholder wrote:The AP patch has made the game much more enjoyable. I'm now getting decent fps even in war sector furballs.
I wonder if this translates into a reputation hit when I shot a hammerhead going my way and it happens to hit some friendlies?perkint wrote: You missed the explanation of the "friendly fire missile" bit. If the player destroys a missile, objects destroyed by said missile explosion are credited to the player.
Did I miss the response to this question? I mean, I really really really need the Mega to get fixed - I built 10x ion cannon factory complex specifically for this (yes I know I should have checked the stats of the Megalodon but to be fair I think it should have been safe to assume that a Boron M2 could mount ion cannons).NEMESIS165 wrote:Thanks, kyoto finaly got his hangar xD But you forgot about Megalodon ! Q_Q docking bay and weapon re balance :/ adding ion cannon
Rapid Response Megalodons Jump to Asteroid Belt and do nothing, maybe they shouldn't jump in the first placeCBJ wrote:I think it depends on the command. For most commands I'm pretty sure it's been fixed, but for the UT I've been told there is a separate issue that we need to look into.qwizzie wrote:- ships once fired upon by hostiles loose their commands
I'd need more information to be sure, but I don't think we did anything with this, and I'm not even 100% sure that there is a bug to be fixed here.qwizzie wrote:- only Terran and Argon will fight each other .. Commonwealth forces sometimes just sit by and observe.
just saw two paranid capitals jump into Heretics End and attack terrans (dont know if this has been "fixed" in this patch or always was like that and I just never noticed)kurush wrote:Split ships do fight there at least after the patch. Not sure about those boron megadestroyers, never seen them since yesterday.ezra-r wrote:
Rapid Response Megalodons Jump to Asteroid Belt and do nothing, maybe they shouldn't jump in the first place
I'm sure I saw some paranid ships exchanging fire in Asteroid Belt once before the patch, but they were neutral to me despite my Terran Commander start, only Argons are ever hostile to me specifically. Boron ships never did anything and still don't, though. Not sure why they bother to show up.Jumee wrote:just saw two paranid capitals jump into Heretics End and attack terrans (dont know if this has been "fixed" in this patch or always was like that and I just never noticed)kurush wrote:Split ships do fight there at least after the patch. Not sure about those boron megadestroyers, never seen them since yesterday.ezra-r wrote:
Rapid Response Megalodons Jump to Asteroid Belt and do nothing, maybe they shouldn't jump in the first place
Let's hope so...kurush wrote:I wonder if this translates into a reputation hit when I shot a hammerhead going my way and it happens to hit some friendlies?perkint wrote: You missed the explanation of the "friendly fire missile" bit. If the player destroys a missile, objects destroyed by said missile explosion are credited to the player.