Xenon everywhere after the first gate alignment.

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dony93
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Re: Xenon everywhere after the first gate alignment.

Post by dony93 »

chip56 wrote: Fri, 14. May 21, 02:18
dony93 wrote: Fri, 14. May 21, 01:40 Qs are VERY easy to kill with the Nemesis. Just go very close, stay on top where they have a huge blind spot and shoot. They often jump away when you take down the shields.
In my game the biggest issue was not that i could not kill it if i pilot the nemesis. it was that it made no difference. Just a few minutes after killing it the next Q would arrive. For now i playing with the cheat mod and i just dropped a M2 in the hub under my control to defend against xenons. With that i could actually enjoy the game for a couple hours again since i did not have to babysit those sectors and could just explore, fight and trade somewhere else. However just now the xenons actually send a Q and so many other ships that they managed to beat the titan down far enough that the 0 shields emergency jump triggered.
In my game it is not that bad...there are many Xenons, but they often leave my ships and stations alone. Sometimes I jump IS to blow them up just for fun!
Midnightknight
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Re: Xenon everywhere after the first gate alignment.

Post by Midnightknight »

dony93 wrote: Fri, 14. May 21, 09:22 You said you want the new Terran M6 to "fight back" (obviously IS), and that there's "no way you can destroy all those Q before they destroy everything". It doesn't look like you were talking about killing them OOS.
Well you quoted it yourself, the key word is before and since you quote me, read all the thread. Cause i doubt you can take a bunch of Q's + escort so easily with your Nemesis, first because it lacks the laser regen to do so. You know, in previous game of X3 i killed Qs with Susanowas with no issues at all. If you have time to do so and patience there is actually no issue. When you have to do it before they kill your transports and factory it's a different story and you need efficient ships to do so. I told about the new M6+ cause it's a powerful free ship you can have easily and it would speed up the process a lot.

But well, never mind right. Seem you do not adapt very well.
dony93
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Re: Xenon everywhere after the first gate alignment.

Post by dony93 »

The Nemesis laser regen is more than enough, in AP and FL Corvettes have better laser generators than many M7s. I use 8 x HEPT and I can easily kill Qs, especially because, like I said before, they usually jump away when you start damaging their hull. If you can't fly a Nemesis properly, or you don't like it, it doesn't mean I can't. You have to destroy escorts first, and unless the Q has FLAK it won't be able to hit you hard, and even if it does you have plenty of time to destroy a couple fighters and then the M7. Otherwise you can use missiles to pick only the target you want to fight.


Unfortunately, fighting them IS is the only way, OOS you need a M2+ to destroy a Q without risking a loss.
chip56
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Re: Xenon everywhere after the first gate alignment.

Post by chip56 »

Midnightknight wrote: Fri, 14. May 21, 09:35
Well you quoted it yourself, the key word is before and since you quote me, read all the thread. Cause i doubt you can take a bunch of Q's + escort so easily with your Nemesis, first because it lacks the laser regen to do so. You know, in previous game of X3 i killed Qs with Susanowas with no issues at all. If you have time to do so and patience there is actually no issue. When you have to do it before they kill your transports and factory it's a different story and you need efficient ships to do so. I told about the new M6+ cause it's a powerful free ship you can have easily and it would speed up the process a lot.

But well, never mind right. Seem you do not adapt very well.
The laser regen of the nemesis is actually enough to reasonably kill a Q IS if you pilot it yourself. You have enough power to fire 6 HEP non stop. That is enough to destroy a Q. And HEP are not even the strongest and most efficent weapons you can wield if you want to destroy them. But as pointed out by others and myself: thats IS and if you do it yourself. Which gets old quite fast. Especially if you cant move more than 3 sectors before the next Q comes after you destroyed one...

So i still hope that they find the issue and fix it. Meanwhile for anyone that does not like the spam of Qs and doesnt mind a modified game: You can do what i did and use Cycrow's cheat mod and just drop a M2 in the HUB set to destroy all enemies. That will handle the Q spam decently well and you can actually focus on other stuff again.
Midnightknight
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Re: Xenon everywhere after the first gate alignment.

Post by Midnightknight »

Was using a combo Aegir + Tiger in AP and it was working fairly well. But counldn't get the money en rep so far as Q's are jumping in every sector you try to auto trade, and they are clearly hunting every ships in it. You can remain as far as possible from them at somepoint they will come for your ships, and you can't babysit every sector. I already gave up on using the hub cause it's filled with Xenon, here it's an invasion.

And in my case they spam not only in the Hub, but in Profit center alpha and many other systems. Doing the terran plot now (So in Brenhan's triump) and got a Q showing up too. Had to reload cause of that.
chip56
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Re: Xenon everywhere after the first gate alignment.

Post by chip56 »

Midnightknight wrote: Fri, 14. May 21, 10:19 Was using a combo Aegir + Tiger in AP and it was working fairly well. But counldn't get the money en rep so far as Q's are jumping in every sector you try to auto trade, and they are clearly hunting every ships in it. You can remain as far as possible from them at somepoint they will come for your ships, and you can't babysit every sector. I already gave up on using the hub cause it's filled with Xenon, here it's an invasion.

And in my case they spam not only in the Hub, but in Profit center alpha and many other systems. Doing the terran plot now (So in Brenhan's triump) and got a Q showing up too. Had to reload cause of that.
Okay, i guess i am "lucky" then insofar that my xenon just love to super spam the hub and otherwise are mostly normal. probably because most of my stuff is Hub + void alpha.
dony93
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Re: Xenon everywhere after the first gate alignment.

Post by dony93 »

Sometimes you even find Js and Ks. I agree that it should be toned down, and I hope it doesn't get worse when the combat rank goes up. Killing a Q with a M6 is easy, but a K is a whole different story.

I agree with chip56, I didn't mean that it's fun to jump back and forth from the Hub, just meant that unfortunately doing that IS is the only way with the ships we can get at this stage in the game.
Godalmighty83
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Re: Xenon everywhere after the first gate alignment.

Post by Godalmighty83 »

I have now abandoned my game until this has been fixed. Q's are now jumping into the Hub faster than I can kill them they have demolished all my traders that go through their and dissolve all AI forces OOS.

I know that this is a free game, made by people in their own time... But between the DR making the game nigh-on unplayable, Terran sectors being too packed to load, UT's triggering wars when they aren't bankrupting the player by buying upgrades they can't use and the Hub requiring constant, endless intervention. Maybe it should have sat in testing for a bit longer. There are just too many things that seem to have been added to deliberately ruin the experience. Which is a damn shame as the world building and extensions to the universe are fantastic, but as is it is just unenjoyable.
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Deeparth
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Re: Xenon everywhere after the first gate alignment.

Post by Deeparth »

How do you realign the gates? I'm done with the plot and have enough e cells in the HUB but the window where i have to choose the gates to realign doesn't show any gates to realign.

After playing the game a bit more I realised that dynamic relations not bad at all. I keep doing missions that give me agents and use those agents to gain influence in all factions. That allows me to change my notoriety at will. It's only daunting in the beginning.
Last edited by Deeparth on Fri, 14. May 21, 12:20, edited 1 time in total.
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X2-Illuminatus
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Re: Xenon everywhere after the first gate alignment.

Post by X2-Illuminatus »

Deeparth wrote: Fri, 14. May 21, 12:15 How do you realign the gates? I'm done with the plot and have enough e cells in the HUB but the window where i have to choose the gates to realign doesn't show any gates to realign.
That's a known bug, which should be fixed in update 1.10. Please see the beta release notes at the top of the forum for reference.
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Midnightknight
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Re: Xenon everywhere after the first gate alignment.

Post by Midnightknight »

I don't know if you changed anything today or yesterday on the beta branch but the spamming have slowed down quite a lot. I still had a few Q poping at strange place, like one attacking the goner temple (lol) but i don't see hordes of them rushing on all my sectors anymore. They are more a few L/M/N now.
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Klord
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Re: Xenon everywhere after the first gate alignment.

Post by Klord »

I noticed that even if Xenon pops in to player/ unclaimed sectors, they just stay near the gate and eventually disappears. Now the problem is if a player or a non player ship jumped in to the gate and starts cruising towards a station, the Xenon becomes active and tries to kill everything in the sector. IMO this is not an issue, most of the time you can simply ignore them and once in a while just drop in an kill them if needed. :)
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Midnightknight
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Re: Xenon everywhere after the first gate alignment.

Post by Midnightknight »

Well it's still really annoying. When you claim a ship and send it to the closest shipyard like PTNI hq and a LX pops from the TAO with no reason (I have sattelites everywhere so i know they just pops from nowhere) and they blow up you freshly got new ship, that do not make sense and feel once again like a free punishment for exploring.

But at least it's not game breaking anymore.
maxolina
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Re: Xenon everywhere after the first gate alignment.

Post by maxolina »

I still have this problem, even though I'm on the beta patch.

Could it be that the problem comes from having started the game on 1.0 and moving the save over?
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