[TC] The ANH sector discussion

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Kor'ah
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Post by Kor'ah »

Poobah wrote:So basically you're complaining because your sector isn't full of massive high yield asteroids?

I guess back in X3:R where you got an entirely empty Avarice for double what you pay in ANH you were... less than pleased?
If one of those five sectors didn't have a single spec of dust it would've been my automatic first choise. Totaly empty sectors are a priceless, and extremely rare, commodity in TC. I think there is only one of those sectors in all of TC in fact. There should be a few more for those that like their blank slates truly blank.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Kor'ah wrote:Totaly empty sectors are a priceless, and extremely rare, commodity in TC. I think there is only one of those sectors in all of TC in fact. There should be a few more for those that like their blank slates truly blank.
There is only one totally empty sector I think (and I have my PHQ there ;)) but there are quite a few sectors with no mineable Asteroids and I think most of them also have no micro-asteroids either. If you want a few blank slates you could always declare war on one of the factions and cleanse their presence from one of the desired sectors. :twisted:
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

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"When eating an elephant take one bite at a time" - Creighton Abrams
Kor'ah
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Post by Kor'ah »

GoD will keep trying to rebuild the sector in that case and it doesn't take a hint even after destroying the replacements several times over. The right kind of pirate station can stay of course, for the rest...Get off my lawn and stay off! If it was possible to break GoD's will to rebuild the sector it would be a good long term option to aquireing the blank slate sector.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Kor'ah wrote:GoD will keep trying to rebuild the sector in that case and it doesn't take a hint even after destroying the replacements several times over. The right kind of pirate station can stay of course, for the rest...Get off my lawn and stay off! If it was possible to break GoD's will to rebuild the sector it would be a good long term option to aquireing the blank slate sector.
Sector Take Over mod/script?
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Kor'ah
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Post by Kor'ah »

When one ends up in the bonus pack, or is included in a patch, yeah. Untill then it's not a relevant line of discussion since the ruleset is no longer uniform for all when mods come into play.
[X3] Guide to training CAG and CLS1&2 pilots
[X3T] Guide to training CAG and CLS1&2 pilots in Terran Conflict

The mercenary code
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There is no good or evil.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Kor'ah wrote:When one ends up in the bonus pack, or is included in a patch, yeah. Untill then it's not a relevant line of discussion since the ruleset is no longer uniform for all when mods come into play.
Then comes the point.... does everyone else feel the same way about the empty sectors in the game? If not, then the STO script/mod (or similar) is the solution for people that think like yourself.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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TTD
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Post by TTD »

X is and always has been an open sandbox.
Each player likes and dislikes certain aspects of the game.
Each player discovers their style of play and plays it their way.
Some like mods.Some do not .
Some like scripts,but some do dot .
Some like both,where as others do not.

There is no right or wrong way to play.
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Ketraar
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Post by Ketraar »

TTD wrote:However,there is some debate as to whether you can jump a mine in,as mentioned in the latest news letter.
Jumping mine in? oO

The only way to move mines from one sector to another was (in X3R) the "jump while building" exploit. This is no longer present in TC afaik.

MFG

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Cougar81
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Post by Cougar81 »

LV also has a wonderful set of "utilities" that make clearing a sector of any rubbish easy.


The ***modified*** tag is your friend :) Embrace it to find inner peace :D
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Roger L.S. Griffiths wrote:WRT the inactive gate, it is a remenant from early Beta testing and I am unsure as to why it is still there (but there are one or two other instances of inactive and intact gates in the universe). Perhaps, it has been left there for a future plot/mini-plot?
After doing some searching the gates are not there for me (used full 1.x to 2.6 update) so I think that if you have them then it is an error.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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TTD
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Post by TTD »

I just did the 2.5 to 2.6 upgrade.
Tested two sectors.
The gates do not show up on the list but are on west central axis about the same distance from centre as the sector gate.
I can find it by doing a map sector command .
You have to get fairly close to see it on edge.And as it's not activated,you don't see the blue haze.

==============

But what I was going to say is...

The 'roids may not be 64 yield in the two I have checked,but there is ample minerals to provide for complex or two for PHQ supplies. :D
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

TTD wrote:I just did the 2.5 to 2.6 upgrade.
Tested two sectors.
The gates do not show up on the list but are on west central axis about the same distance from centre as the sector gate.
I can find it by doing a map sector command .
You have to get fairly close to see it on edge.And as it's not activated,you don't see the blue haze.

==============

But what I was going to say is...

The 'roids may not be 64 yield in the two I have checked,but there is ample minerals to provide for complex or two for PHQ supplies. :D
I have checked all along the West axis out to beyond 80km and the gate is not there for me. I think it must have been removed in the 1.x-2.6 patch but probably are still there in the 2.5-2.6 patch as the relevant data could well be part of 2.5 and simply is not removed by the patch to 2.6.

I know during 2.6 testing they were still there (and I knew where they were too) so the above is the only reason I can think of for them not being there after using the 1.x-2.6 patch.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Ulan Dhor
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Post by Ulan Dhor »

Roger L.S. Griffiths wrote:
Roger L.S. Griffiths wrote:WRT the inactive gate, it is a remenant from early Beta testing and I am unsure as to why it is still there (but there are one or two other instances of inactive and intact gates in the universe). Perhaps, it has been left there for a future plot/mini-plot?
After doing some searching the gates are not there for me (used full 1.x to 2.6 update) so I think that if you have them then it is an error.
Is there any other patch offered than the 1.x to 2.6 update? There was only one link when I downloaded, and when I applied the 2.6 patch, it applied all cat files again. I have that non-functional west gate in the new sector, at least where I checked.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Ulan Dhor wrote:
Roger L.S. Griffiths wrote:
Roger L.S. Griffiths wrote:WRT the inactive gate, it is a remenant from early Beta testing and I am unsure as to why it is still there (but there are one or two other instances of inactive and intact gates in the universe). Perhaps, it has been left there for a future plot/mini-plot?
After doing some searching the gates are not there for me (used full 1.x to 2.6 update) so I think that if you have them then it is an error.
Is there any other patch offered than the 1.x to 2.6 update? There was only one link when I downloaded, and when I applied the 2.6 patch, it applied all cat files again. I have that non-functional west gate in the new sector, at least where I checked.
There are three variants 1.x-2.6, 2.0-2.6 and 2.5-2.6, and I always use the full 1.x to x.x patch file (with the sole exception of Beta testing of course.

I checked in both the New Sector and where the other other gate should have been and neither were there (which I thought was weird based on my Beta testing experience). The sector I selected was Spires of Elusion (if that makes any difference).

I can have another look but I did spend an extensive amount of time looking for both gates prior to posting my observation (was considering doing something with them in a script/mod hence my looking for them).
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Ulan Dhor
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Post by Ulan Dhor »

I will have a look at the file size when I'm at home, so I will know for sure which patch I used.

The sector where I looked had a planet on the left, behind the nonfunctional west gate. I took a screenshot of my Springblossom in the gate, but that's also at home.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Ulan Dhor wrote:I will have a look at the file size when I'm at home, so I will know for sure which patch I used.

The sector where I looked had a planet on the left, behind the nonfunctional west gate. I took a screenshot of my Springblossom in the gate, but that's also at home.
Here is a thought, were you continuing a game save after completing the mission during Beta testing? If so, that may explain it.

EDIT: Double checked mine, nope no gate present.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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TTD
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Post by TTD »

Would patch over the 2.6 with the full patch remove the gate,or is it best to do a full install,Thus loosing all my game starts?
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

TTD wrote:Would patch over the 2.6 with the full patch remove the gate,or is it best to do a full install,Thus loosing all my game starts?
If you have it spawned already, the odds are you now have them permenantly, unless Egosoft remove them through some kind of script mechanism. They are inactive so do not do any harm, I just thought it was weird.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Ulan Dhor
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Post by Ulan Dhor »

Roger L.S. Griffiths wrote:
Ulan Dhor wrote:I will have a look at the file size when I'm at home, so I will know for sure which patch I used.

The sector where I looked had a planet on the left, behind the nonfunctional west gate. I took a screenshot of my Springblossom in the gate, but that's also at home.
Here is a thought, were you continuing a game save after completing the mission during Beta testing? If so, that may explain it.

EDIT: Double checked mine, nope no gate present.
No, I didn't do any beta testing. The non-functional gate came with the final patch.
Ulan Dhor
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Post by Ulan Dhor »

Roger L.S. Griffiths wrote:I think it must have been removed in the 1.x-2.6 patch but probably are still there in the 2.5-2.6 patch as the relevant data could well be part of 2.5 and simply is not removed by the patch to 2.6.

I know during 2.6 testing they were still there (and I knew where they were too) so the above is the only reason I can think of for them not being there after using the 1.x-2.6 patch.
As promised, I checked which patch I used, and it's the 206 MB (216,442,533 Bytes) one, which corresponds to the 1.0.1 -> 2.6 patch. I saw the nonfunctional gate in this sector:

[ external image ]

Edit: Okay, I looked again, and I found the gate in all new sectors, which isn't too surprising.

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