[AP] Remaining bugs after v1.1 and improvement ideas

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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SevenKiller
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Post by SevenKiller »

Zetoss wrote:Has anyone else noticed that MK3 traders stopped buying cargo upgrades? They used to shove a few credits into that every now and then before but they completely stopped this. Can't find anything about it in the patch release notes and looking around I have not found anyone commenting on it yet (didn't look too hard so I might have missed it) so I don't know what to make of it... I really hope it's a bug and not a change, do not want!
None of mine have and they are all level 25, i have plenty of credits for them to do so.
Zetoss
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Post by Zetoss »

Not quite sure what to make of your reply, are you saying none of them are bugged or none of them are changed?
I have Sector Traders and Universe Traders, all over the levels from rock bottom to 25 and I've had over 30M credits in my pocket, none of them have bought any cargo upgrade at all. :(
Catra
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Post by Catra »

swatti wrote:More improvement ideas: Cut down marine-training times. Seriously, first you invest zillions into their training, but the time it takes to train them is just absurd. And add a % counter to say when they are finished.
theres more options to use than advanced all that significantly cuts down training times ;)
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
grumman
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Post by grumman »

Catra wrote:theres more options to use than advanced all that significantly cuts down training times ;)
Doing half as much training in half the time isn't a useful suggestion.

Terran ships from War sectors still disappear. I captured my first Thor and put it on board my Griffon, and the next time I checked, it was gone.
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Catra
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Post by Catra »

Doing half as much training in half the time isn't a useful suggestion.
advanced/normal/quick mechanical will reach 3* faster than advanced all.

please atleast know what it is you are talking about instead of being a smartass cause you dont know how a certain game mechanic works.
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
swatti
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Post by swatti »

Overall, marine training times are WAY too long. Regardless of option or skill. Well, apart from fighting, thats fastest to lvl actually.
SevenKiller
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Post by SevenKiller »

Zetoss wrote:Not quite sure what to make of your reply, are you saying none of them are bugged or none of them are changed?
I have Sector Traders and Universe Traders, all over the levels from rock bottom to 25 and I've had over 30M credits in my pocket, none of them have bought any cargo upgrade at all. :(
Sorry, i mean none of my UTs have upgraded their cargo just like yours.
pacificwing
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Post by pacificwing »

swatti wrote:More improvement ideas: Cut down marine-training times. Seriously, first you invest zillions into their training, but the time it takes to train them is just absurd. And add a % counter to say when they are finished.

Second, also marine-related. Allow other skills then just fighting to advance in boarding ops. Maybe after fighting has reached 100 and only advance other skills slowly, but atleast it gives a way to max out those last few points.
100% THIS!!

Marines are way too expensive and time consuming in comparison to how easy it is to lose them.

Who wants to spend millions and millions on marines, several days in training, only to lose half of them in your first boarding which will only net you half the initial cost.

I think most people already realize there is a massive imbalance here, and offset it through save/reloads. A good game mechanic shouldn't require you to save/reload to make it worth while. While I'm sure there are some who've mastered the current system, the dynamic just isn't very fun for novice/intermediate players.


Also, I've not started AP yet, but the player-owned ships losing orders and halting after being attacked seems like a huge bug. If this is the case, it almost seems like it would be worth a mini-patch just for this issue.
swatti
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Post by swatti »

pacificwing wrote: ... but the player-owned ships losing orders and halting after being attacked seems like a huge bug. If this is the case, it almost seems like it would be worth a mini-patch just for this issue.
100% THIS!!

I dont mind if i have to download a patch every day, as long as things get fixed.
pr0nflakes
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Post by pr0nflakes »

swatti wrote:
pacificwing wrote: ... but the player-owned ships losing orders and halting after being attacked seems like a huge bug. If this is the case, it almost seems like it would be worth a mini-patch just for this issue.
100% THIS!!

I dont mind if i have to download a patch every day, as long as things get fixed.
I think Cycrow is looking into it as he requested a save game where it happens all the time in another thread.
http://forum.egosoft.com/viewtopic.php? ... 2&start=15
Lets hope its fixed soon.
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ConCorDian
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Post by ConCorDian »

about marine training times:

i like it as is, think about our own Spec Op's groups, which is roughly what X Marines are. they take YEARS to train, costing hundreds of thousands of pounds and at the end of the day it still only takes one well placed bullet to kill them. and most of the time those Spec Op's guys are trained as speciallists in only 1 feild, we train ours in 3!!

as for suggestions:

upgrade the Astraeus Hauler, reduce its hanger to 5, remove side mounted IBL ability, add forward mounted IBL ability, then increase price to roughly 45-50Mil. other than that leave it be. Tiger and Shrike will still be overall more powerful with both forward and side mounted IBL's. Shrike will still have larger hanger than the Astraeus at the cost of Speed, and Tiger will be only Marginally slower, lacking hanger bay, but 10-15 mil cheaper.

Laser Rechages for M1/M2/M7's increased, seems unrealistic that a considerably smaller ship such as M6's will have better recharge ability, i was unsure about the size of M6 recharge but it actually plays really well, but it makes no sense that the Split H.Dragon would have better recharge over their M7 Tiger counterpart (as an example) and then obviously by upgrading the M7's, bigger ships would need the same to prevent moving the issue up the table.

ability to switch off the war announcements kinda self explanitory, they are as annoying as hell!!

M7 weapons give us something, more powerful than the Corvette weapons but not as good as the Heavy CapShip weapons. either that or let us purchase the IBL forge somehow. every CoP race mounts them in some way shape or form, why cant they build them since the only M7's capible of mounting PPC's are the Thresher and the Q.

more unknown sectors a lot of us liked having 2 unknown sectors next to each other for the sake of our own empires, we dont have that anymore. would be nice!!

Sector claiming let the unknown sectors come under Player control after certain criteria are met

[EDIT] took out bit on Megalodon after finding big post about it!
Last edited by ConCorDian on Mon, 23. Jan 12, 02:20, edited 1 time in total.
Jumee
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Post by Jumee »

ConCorDian wrote:about marine training times:

i like it as is, think about our own Spec Op's groups, which is roughly what X Marines are. they take YEARS to train, costing hundreds of thousands of pounds and at the end of the day it still only takes one well placed bullet to kill them. and most of the time those Spec Op's guys are trained as speciallists in only 1 feild, we train ours in 3!!

as for suggestions:

upgrade the Astraeus Hauler, reduce its hanger to 5, remove side mounted IBL ability, add forward mounted IBL ability, then increase price to roughly 45-50Mil. other than that leave it be. Tiger and Shrike will still be overall more powerful with both forward and side mounted IBL's. Shrike will still have larger hanger than the Astraeus at the cost of Speed, and Tiger will be only Marginally slower, lacking hanger bay, but 10-15 mil cheaper.

Laser Rechages for M1/M2/M7's increased, seems unrealistic that a considerably smaller ship such as M6's will have better recharge ability, i was unsure about the size of M6 recharge but it actually plays really well, but it makes no sense that the Split H.Dragon would have better recharge over their M7 Tiger counterpart (as an example) and then obviously by upgrading the M7's, bigger ships would need the same to prevent moving the issue up the table.

Beef up the Megalodon the model has the ability to load 10 forward weapons, 10 either side, 8 bk and 6 up and down as well as have a hangerbay. also a Boron ship without Flak ability and worse no Ion Weapons... my suggestion is keep the heavy weapons (PPC, IC, GC) forward and back only, corvette options to either side (but remove ISR's since no Boron ship has been able to load them prior) and to keep some sort of balance up the price further... that turns the Megalodon into the CoP equivalent to the Kyoto!!!

ability to switch off the war announcements kinda self explanitory, they are as annoying as hell!!

M7 weapons give us something, more powerful than the Corvette weapons but not as good as the Heavy CapShip weapons. either that or let us purchase the IBL forge somehow. every CoP race mounts them in some way shape or form, why cant they build them since the only M7's capible of mounting PPC's are the Thresher and the Q.

more unknown sectors a lot of us liked having 2 unknown sectors next to each other for the sake of our own empires, we dont have that anymore. would be nice!!

Sector claiming let the unknown sectors come under Player control after certain criteria are met
1) agree on marines no need to change anything here

2) regarding argon frigates, well, they are better than terran :D, and I think were never meant to be anything more than an anti-fighter platform

3) laser recharge - even though it doesn't make sense that corvettes have higher recharge rate - that was a necessary balance change, but whats the need to buff frigates, they are good as they are

4) it has been said that they will change/review megalodon

5) the ability to turn off announcements has been announced :D

6) terran frigates are the ones that beg for proper capital weapon - but that will not be added, CW frigates? IBL's are not that hard to get but the ability to buy forges would be nice

7) number of unknown sectors? a nice thing - the more sectors in general the better

8.) sector claiming is unlikely to be added but atleast the 1-time way to aquire a sector (purchase/quest reward) would be really nice
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ConCorDian
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Post by ConCorDian »

Jumee wrote: 2) regarding argon frigates, well, they are better than terran :D, and I think were never meant to be anything more than an anti-fighter platform

3) laser recharge - even though it doesn't make sense that corvettes have higher recharge rate - that was a necessary balance change, but whats the need to buff frigates, they are good as they are
2/ i get they were ment as anti fighter platforms, but when the war broke out the Argon have got to have realised they cant go Toe to Toe with the Better Terran counterparts when it came to the M2's so it would makesense that a group such as OTAS would come up with something that would be a cheaper (for all not as powerful) as the Titan that they could mass produce to more "pack attack" the Terran ships or work in tandum with the Titan to even the Odds. also with the war pretty much all Argon Military ships would be needed at the front lines, OTAS (as some sort of sub contracters) and the Argon Police Force would need something to stop the likes of the Pirate Carrack or possible straying P's/Q's in order to protect their boarders

3/ i just like to see a differance between ship classes, im not saying M7's need to all be put upto 3k J/s or higher, but even a couple of hundred J/s higher so that there is a difference, or at least match them like for like and therefore the difference is still the Energy Reserve allowing for longer firing periods/Opening Salvo's
Catra
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Post by Catra »

ConCorDian wrote:about marine training times:

i like it as is, think about our own Spec Op's groups, which is roughly what X Marines are. they take YEARS to train, costing hundreds of thousands of pounds and at the end of the day it still only takes one well placed bullet to kill them. and most of the time those Spec Op's guys are trained as speciallists in only 1 feild, we train ours in 3!!

as for suggestions:

upgrade the Astraeus Hauler, reduce its hanger to 5, remove side mounted IBL ability, add forward mounted IBL ability, then increase price to roughly 45-50Mil. other than that leave it be. Tiger and Shrike will still be overall more powerful with both forward and side mounted IBL's. Shrike will still have larger hanger than the Astraeus at the cost of Speed, and Tiger will be only Marginally slower, lacking hanger bay, but 10-15 mil cheaper.

Laser Rechages for M1/M2/M7's increased, seems unrealistic that a considerably smaller ship such as M6's will have better recharge ability, i was unsure about the size of M6 recharge but it actually plays really well, but it makes no sense that the Split H.Dragon would have better recharge over their M7 Tiger counterpart (as an example) and then obviously by upgrading the M7's, bigger ships would need the same to prevent moving the issue up the table.

ability to switch off the war announcements kinda self explanitory, they are as annoying as hell!!

M7 weapons give us something, more powerful than the Corvette weapons but not as good as the Heavy CapShip weapons. either that or let us purchase the IBL forge somehow. every CoP race mounts them in some way shape or form, why cant they build them since the only M7's capible of mounting PPC's are the Thresher and the Q.

more unknown sectors a lot of us liked having 2 unknown sectors next to each other for the sake of our own empires, we dont have that anymore. would be nice!!

Sector claiming let the unknown sectors come under Player control after certain criteria are met

[EDIT] took out bit on Megalodon after finding big post about it!
1) the astreus (and all argon / argon inspired m7) are just anti-fighter boats. thats it.

2) they may have a higher regen, but thats a necessity because they couldnt use more than 1 gun that was designed specifically for them before running dry(and some couldnt even do that, just a single CIG could run a centaur dry. =P). this would also facilitate the need to rebalancing the heavy weapons so the ships mounting them would actually run out of energy when used. you can also make the argument that the m7 class trades in higher weapon regen for much higher shield regen.

3) they announced that there will be an option for that.

4) go destroy an IBL forge and steal the TL ferrying it to its destination. also all the m7 can mount flak, which is considerably stronger than corvette weapons. =P
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
grumman
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Post by grumman »

Catra wrote:advanced/normal/quick mechanical will reach 3* faster than advanced all.

please atleast know what it is you are talking about instead of being a smartass cause you dont know how a certain game mechanic works.
Training in Mechanical only does 1/3 as much training as training in All - it's three skills versus one, remember? So if you want a marine skilled in Mechanical, Engineering and Hacking, training them one at a time is no faster than training them all at once.
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Vim Razz
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Post by Vim Razz »

grumman wrote:Training in Mechanical only does 1/3 as much training as training in All - it's three skills versus one, remember? So if you want a marine skilled in Mechanical, Engineering and Hacking, training them one at a time is no faster than training them all at once.
The problem it that you're completely over-training your squad, then complaining about how much time it takes and how much it costs to over-train them.

You dont need more than half your guys to have the necessary mech skill to get through the hull.
You don't need all of your guys to have the necessary hacking skill (I usually train a quarter, in case of losses).
You dont need more than a few of your guys trained to max in engineering to take the target without damage most of the time.

You can prep a completly raw squad to take TM/M6 in roughly an hour, game time, for under a million credits. Or you can prep them to knock out commonwealth capitals in a few hours for under ~6 million credits.

You get a higher and faster return on your investment training marines and boarding ships with them than anything else in the game, except for maybe nividium and the (basically broken/exploitable) stock exchange.

They dont need to be changed; you just need to re-evalate your training practices. It shouldn't be any faster or easier than it currently is to train a team that can steal muti-million credit capitols in a few minutes.
kurush
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Post by kurush »

Catra wrote: 4) go destroy an IBL forge and steal the TL ferrying it to its destination. also all the m7 can mount flak, which is considerably stronger than corvette weapons. =P
Did somebody reliable actually claim to do this in a vanilla game? Or is it a rumor based on confirmed PBG and other fab captures? I am not sure we need those fabs - feeding Yaki seems to be fun enough. Having another method would be nice though.
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ConCorDian
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Post by ConCorDian »

as for the IBL forges, ive been feeding the Yaki, i make a point of heading over to yaki space to make nice with them and start feeding their forges from the get go... that way i can access them, pretty much as soon as i can afford that kind of money. but none the less, having our own forges makes more sense as supplying a pirate faction with goods in order to by pretty much black market weapon systems as is in order to supply your fleet dont make much sense unless your a pirate. also ive still not heard of confirmation that TL's exist with IBL Forges in them.

OTAS - Optimised Technology Armaments and Shielding.
the Astraeus has less turn rate, and less Hangerbay than the Military Cerberus Varient which is hardly "Optimised Technology" and the fact that its got less weapon points or no more powerful weapons equipable as well as having a smallerlaser generator its not exactly "Optimised Armaments" either

"Excelling in perimeter defence" to me being on perimeter defence means normally a ship capible of handling like sized vessels or smaller in terms of armaments (therefore requires heavier forward weapons to attack other M7's) and fast enough to run back and be the whistleblower for a bigger fleet if either superior numbers or properly heavy ships are coming in. the Astraeus would need to run from the Tiger let alone the heavier ships. so why bother having the M7 in the first place.

plus the Argon have 2 M7's capible of Anti-Fighter ability why not have a heavier strike form? i think the same about the Paranid Agamemnon, its whole style and layout seems to lend itself to a heavy hitting/strike M7. but at least it can mount more weapons forward for accumulative striking ability.

plus i suppose the laser energy on M7's is more annoying than game breaking but im one of those people where things like that annoy me. for me no race would build a bigger, more expensive with more weapon slots with a smaller powerplant! it makes no sense!!!

end of the day im only making suggestions. if they dont do it i may have to just learn how to edit the ships properties myself in order to do it. just id like to see the Vanilla game more that way, but thats just a matter of opinion.
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ConCorDian
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Post by ConCorDian »

another thing i wondered, dont know how well it would work but i like the idea.

why not have far heavier shielding on all models, dragging out fights and engagements but have less sheild recharge.... the thought came to me after watching SGA The Seige Pt3 last night. the Daedalus has huge sheilding BUT if its sheilds are brought down it takes a really long time for them to recharge...

it would bring in new combat idea's especially if missiles sheild damaging abilities were severly diminished.... think about M7M/M8... their missiles would be like flys impacting the sheilding of ships but as soon as the sheilds were gone they would bring tremendous distructive ability!!! then you could also introduce "EMP" or "ION" missiles that would do the opposite. also you could bring in say a Carrier loaded with fighters that are rigged out for anti sheild fighting, then when the sheilds are down pull in a destroyer or missile frigate to finnish the job!! also means that if the sheilds on your ship have been brought down and you jump it to safty its been effectivly taken out of the fight all together for a while.

as i said its just a thought, it works in my head but how it would work ingame i have no idea.
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Post by Jumee »

ConCorDian wrote:another thing i wondered, dont know how well it would work but i like the idea.

why not have far heavier shielding on all models, dragging out fights and engagements but have less sheild recharge.... the thought came to me after watching SGA The Seige Pt3 last night. the Daedalus has huge sheilding BUT if its sheilds are brought down it takes a really long time for them to recharge...

it would bring in new combat idea's especially if missiles sheild damaging abilities were severly diminished.... think about M7M/M8... their missiles would be like flys impacting the sheilding of ships but as soon as the sheilds were gone they would bring tremendous distructive ability!!! then you could also introduce "EMP" or "ION" missiles that would do the opposite. also you could bring in say a Carrier loaded with fighters that are rigged out for anti sheild fighting, then when the sheilds are down pull in a destroyer or missile frigate to finnish the job!! also means that if the sheilds on your ship have been brought down and you jump it to safty its been effectivly taken out of the fight all together for a while.

as i said its just a thought, it works in my head but how it would work ingame i have no idea.
would reduce effectiveness of terran weapons increase effectiveness of boron ones

EDIT: what I think should be added are mosquito missiles in terran capships loadout (I know they can use them but they dont appear to ever have them) I noticed that when boarding a boreas nearby minotaur intercepted 99% of all my missiles until it ran out of mosquitoes, I've never seen a terran M7M do it (probably, as suggested by Legionos, because they have no mosquitoes in their loadout)

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