X3: Albion Prelude 1.1 has landed, and it's brought X3: Terran Conflict 3.2 with it!

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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Virtualaughing
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Post by Virtualaughing »

- Reduced excessively loud weapon/explosion sounds

Lovely :D I don't have much time to test it... maybe this weekend but i hope weapons like IRE won't be as loud as it is/was :D
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Freeholder
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Post by Freeholder »

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.
HBK
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Post by HBK »

Hitting a Jumpgate by mistake (turrets) now counts as an hostile action ? Intended behavior ?

On a side note, Egosoft should really consider tweaking the threshold for hostile action detection. But that is another matter.

Edit : Nice work on the framerate btw :D
CBJ
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Post by CBJ »

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 :)
Thanks for doing that. :)
|-|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? :)
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.
Olorin35
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Post by Olorin35 »

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.
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.

I'm guessing it won't just be given to us, but now, reading between the lines, it seems we'll have to wait to see what will be needed. Good heads up rather than dumping a veritable ton of credits and time on some massive station building that may not be necessary (though, since I've already deployed the silicon mines, I'll probably at least turn Barren Shores into my crystal generating complex that'll power my stations in non-silicon rock sectors).

But definitely kudos on the patch. Pre-patch I was under 20fps and dropping another 1-2fps every day that I actually did something in game aside from sit in my ship undocked in a single sector remotely managing my corporate empire. Now I'm back to 60fps (v-sync'd) and running smooth in combat.
Last edited by Olorin35 on Thu, 19. Jan 12, 00:41, edited 1 time in total.
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Aragosnat
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Post by Aragosnat »

CBJ wrote:- Fixed exploit involving player stations with production turned off.Edit: Typo.
A little more detail explination would be nice. Are we still able to use turned off stations as storage facilities?
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.
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.
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JAFA_NZ
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Post by JAFA_NZ »

Aragosnat wrote:
CBJ wrote:- Fixed exploit involving player stations with production turned off.Edit: Typo.
A little more detail explination would be nice. Are we still able to use turned off stations as storage facilities?
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.
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Aragosnat
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Post by Aragosnat »

JAFA_NZ wrote:
Aragosnat wrote:
CBJ wrote:- Fixed exploit involving player stations with production turned off.Edit: Typo.
A little more detail explination would be nice. Are we still able to use turned off stations as storage facilities?
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.
Ah. Thanks. :D And poor CBJ listing to all are random mumblings. :twisted:
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Mental_Matt
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Post by Mental_Matt »

Still feeding us with old X. It cant replace what you've shown 7 months ago, so mb shouldnt bother 'bout old X, plz ah? X_X

3.2 got a little bit fun for x3tc though.
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perkint
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Post by perkint »

Coruskane wrote:I just thought I would aggregate the additional patch notes CBJ posted
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.

Fixes the suicide of target issue for assassination missions (amongst other things) :)

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bwfcnut
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Post by bwfcnut »

Freeholder wrote:The AP patch has made the game much more enjoyable. I'm now getting decent fps even in war sector furballs.
Really? I've had huge performance and FPS drops post patch, especially in busy and war-ridden sectors. Almost unplayable for me atm :(
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kurush
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Post by kurush »

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.
I wonder if this translates into a reputation hit when I shot a hammerhead going my way and it happens to hit some friendlies?
lt_wentoncha
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Post by lt_wentoncha »

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
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).
Jonas801
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Post by Jonas801 »

Sweet, Thanks for the patch! :)
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ezra-r
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Post by ezra-r »

CBJ wrote:
qwizzie wrote:- ships once fired upon by hostiles loose their commands
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:- only Terran and Argon will fight each other .. Commonwealth forces sometimes just sit by and observe.
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.
Rapid Response Megalodons Jump to Asteroid Belt and do nothing, maybe they shouldn't jump in the first place
kurush
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Post by kurush »

ezra-r wrote:
Rapid Response Megalodons Jump to Asteroid Belt and do nothing, maybe they shouldn't jump in the first place
Split ships do fight there at least after the patch. Not sure about those boron megadestroyers, never seen them since yesterday.
Jumee
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Post by Jumee »

kurush wrote:
ezra-r wrote:
Rapid Response Megalodons Jump to Asteroid Belt and do nothing, maybe they shouldn't jump in the first place
Split ships do fight there at least after the patch. Not sure about those boron megadestroyers, never seen them since yesterday.
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)
MS_Cowboy
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Post by MS_Cowboy »

Jumee wrote:
kurush wrote:
ezra-r wrote:
Rapid Response Megalodons Jump to Asteroid Belt and do nothing, maybe they shouldn't jump in the first place
Split ships do fight there at least after the patch. Not sure about those boron megadestroyers, never seen them since yesterday.
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)
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.
JAFA_NZ
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Post by JAFA_NZ »

kurush wrote:
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.
I wonder if this translates into a reputation hit when I shot a hammerhead going my way and it happens to hit some friendlies?
Let's hope so... :D
ar4n99rn
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Post by ar4n99rn »

Since the 1.1 patch for Albion Prelude has come out has anyone actually claimed any of the abandoned ships that they found? The reason I am asking is that I have two ships an enhanced dolphin in hilda joy and a demeter prototype in the wasteland both ships sitting far from any gates or stations and not moving. Both before and after the latest patch these two ships do not show up on the sector map even when I am right beside them, they cannot be targeted nor can they be claimed.

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