X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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I'm currently playing a Teladi game, and the combination of an M4 and a TS to start allows you to get financially settled a lot quicker (and the Paranid start gives you a TL complete with a player HQ package in the hold, which is ridiculous), but it still doesn't change the nature of the modified game.
Most of the time, I try to look for a combat mission to scout multiple sectors, because I find the incidence of player combat way too low in almost all of the others. In most of the combat missions, either I fly 3 or 4 sectors and then discover nothing, or more often, discover something 50 km away, which evaporates by the time I get within 10km. On some of the missions, I'm then forced to trek 3 or 4 sectors back to the task-giver to report. That's generally 20-40 minutes of my time (even with SETA) with no action at all, and a dissappointing "Here's a 200 credit pittance for having wasted a half-hour or more of your Real Life".
In the vanilla game, the "escort convoy" missions are a nuisance, and take forever; X-Tended has made those missions "viable" by making the rest of the missions just as boring. I REALLY LIKE a lot of the changes in this mod, but the larger sectors combined with "go all the way over there in less than 48 minutes, and then come back" missions have me debating whether or not I want to keep playing the mod.
Hopefully, version 2.0 will revamp the missions and bring the action a bit closer to the player. Maybe the present arrangement works well in the mid or late game, but it makes for a long and boring first 10-20 hours of play.
Most of the time, I try to look for a combat mission to scout multiple sectors, because I find the incidence of player combat way too low in almost all of the others. In most of the combat missions, either I fly 3 or 4 sectors and then discover nothing, or more often, discover something 50 km away, which evaporates by the time I get within 10km. On some of the missions, I'm then forced to trek 3 or 4 sectors back to the task-giver to report. That's generally 20-40 minutes of my time (even with SETA) with no action at all, and a dissappointing "Here's a 200 credit pittance for having wasted a half-hour or more of your Real Life".
In the vanilla game, the "escort convoy" missions are a nuisance, and take forever; X-Tended has made those missions "viable" by making the rest of the missions just as boring. I REALLY LIKE a lot of the changes in this mod, but the larger sectors combined with "go all the way over there in less than 48 minutes, and then come back" missions have me debating whether or not I want to keep playing the mod.
Hopefully, version 2.0 will revamp the missions and bring the action a bit closer to the player. Maybe the present arrangement works well in the mid or late game, but it makes for a long and boring first 10-20 hours of play.
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that's why i always choose the split start =P
1km/s with afterburner is nice.
1km/s with afterburner is nice.
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X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

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- Joined: Tue, 2. Aug 11, 16:33
what should I do first?
Hello, guys. I'm new to here.
I played the vanilla a bit then changed to x-tended mod.
I started with argon pilot, then ... what should I do?
In vanilla, I can do the story, make some money, then I can trade.
But in this mod, I couldn't find how to start the story.
Can you give me some advice?
by the way, I can't see this mod's page, http://www.thexuniverse.com/
is there some troubles? or Japanese cant see it!?
I played the vanilla a bit then changed to x-tended mod.
I started with argon pilot, then ... what should I do?
In vanilla, I can do the story, make some money, then I can trade.
But in this mod, I couldn't find how to start the story.
Can you give me some advice?

by the way, I can't see this mod's page, http://www.thexuniverse.com/
is there some troubles? or Japanese cant see it!?

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- Joined: Mon, 29. Dec 08, 20:58
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- Joined: Thu, 4. Aug 11, 05:20
Hey great mod you have!
But I'm having a problem...
I seem to be getting horrible lag in combat and as far as I can tell its only when projectiles are hitting ships.
I've been trying to search for someone with a similar problem but I can't find any reference to this.
My PC:
Core i5 2500K @4.5ghz
8gig ram
GTX 560ti
I was going to post in the technical support forum but I read they would most likely not help with a modified game, and I don't have an unmodified version available unless I re-download it all.
I'd be happy with a quick fix like deleting impact graphics or sounds if possible (not sure which one is causing the problem).
Any help would be greatly appreciated! This mod allowed me to finally get into X3 without feeling totally overwhelmed.
EDIT: Its definitely when projectiles hit something just tested on an asteroid. Any time the projectiles hit the fps would drop really low.
Also on another note I can't view your website or any of its links.
No matter what I click all I see is this:
Edit2: Oh.. works through proxy.. weird.
(cropped to all there is to see)
[ external image ]
But I'm having a problem...
I seem to be getting horrible lag in combat and as far as I can tell its only when projectiles are hitting ships.
I've been trying to search for someone with a similar problem but I can't find any reference to this.
My PC:
Core i5 2500K @4.5ghz
8gig ram
GTX 560ti
I was going to post in the technical support forum but I read they would most likely not help with a modified game, and I don't have an unmodified version available unless I re-download it all.
I'd be happy with a quick fix like deleting impact graphics or sounds if possible (not sure which one is causing the problem).
Any help would be greatly appreciated! This mod allowed me to finally get into X3 without feeling totally overwhelmed.
EDIT: Its definitely when projectiles hit something just tested on an asteroid. Any time the projectiles hit the fps would drop really low.
Also on another note I can't view your website or any of its links.
No matter what I click all I see is this:
Edit2: Oh.. works through proxy.. weird.
(cropped to all there is to see)
[ external image ]
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- Posts: 24
- Joined: Thu, 14. May 09, 02:02
Man finally captured a J and a K. I think it cost me about 70 5star in everything marines. What a bloodbath! I've not seen the Xenon I. But i bet it's simply uncapturable with sentry lasers, firewall software, hull polarising device, etc. or it's going to be like 100+ marines. and you'll have to surround that thing with m7m's and tp+'s. like 200+ marines and just keep firing them. Plague that damn thing with drone carriers to wear down it's shield and keep firing those marines into the bloodbath.
Well goodie goodie, i got 32 nova cannons on the K and about 26 polaron emitters on the J. Now off to reverse engineering them because i won't be sending another 70 marines to recaputer such a beast.
Well goodie goodie, i got 32 nova cannons on the K and about 26 polaron emitters on the J. Now off to reverse engineering them because i won't be sending another 70 marines to recaputer such a beast.
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- Joined: Sun, 3. Sep 06, 18:19
But i bet it's simply uncapturable with sentry lasers
Spoiler
Show
it won't be more difficult then capturing a K, because its M2 class as well. Except that it has more firepower
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

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- Posts: 24
- Joined: Thu, 14. May 09, 02:02
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I have a couple of questions. They must have been asked a hundred times now, but I don't want to browse through some 200 pages to find the answers 
1. When will 2.0 be released (even just a rough estimate, please)?
2. I read that the current version doesn't have the new plotlines. I also read that the original tc plots are not available in xtm. So: Are there no plot missions at all in 1.2a?
I finally got a new machine which runs x3tc very well and I definitely wish to play the mighty xtm in its full glory. Should I mod up the game without xtm and play the vanilla plots or rather install the current version of xtm?
OR should I wait only a bit more and finally get 2.0?

1. When will 2.0 be released (even just a rough estimate, please)?
2. I read that the current version doesn't have the new plotlines. I also read that the original tc plots are not available in xtm. So: Are there no plot missions at all in 1.2a?
I finally got a new machine which runs x3tc very well and I definitely wish to play the mighty xtm in its full glory. Should I mod up the game without xtm and play the vanilla plots or rather install the current version of xtm?
OR should I wait only a bit more and finally get 2.0?

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- Joined: Sun, 12. Sep 10, 02:18
@Hito_Oszuri
1. Version 2.0 will be released when it's ready, but from what I read probably by the end of the year.
2. There's only one "plot" mission in 1.2a which is kind of fun, but the rest of the plots are disabled or to be implemented.
If you have already completed the plots for X3:Terran Conflict, I don't see why not jump onto XTC - remember, no savegame compatibility between 1.2a and 2.0 - like many already have. Just one more thing to add: The lack of other plots is not a problem in XTC simply because it's already too fun and challenging.
1. Version 2.0 will be released when it's ready, but from what I read probably by the end of the year.
2. There's only one "plot" mission in 1.2a which is kind of fun, but the rest of the plots are disabled or to be implemented.
If you have already completed the plots for X3:Terran Conflict, I don't see why not jump onto XTC - remember, no savegame compatibility between 1.2a and 2.0 - like many already have. Just one more thing to add: The lack of other plots is not a problem in XTC simply because it's already too fun and challenging.
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- Joined: Sun, 20. Jun 10, 14:53
After a couple of weeks of trying, I finally gave up on this mod and reinstalled the vanilla game. Most of the changes are for the better (although some of them take the "flavor" out of the game), but the missions and the overall pace were SO TEDIOUS that I couldn't stand it.
A few thoughts about the mod and ideas for version 2.0 follow.
The ship variations: standard, Sentinel, Vanguard, and Raider, make sense, where each is a different tradeoff on speed versus shields and recharge rates. The oddity is the "Hauler". It would seem perfectly rational to have the Hauler version be capable of carrying one ware size higher than the rest of the class, as a result of the design being optimized for cargo capacity at the expense of speed and recharge rates. Having your light "Hauler" incapable of actually hauling anything other than E-cells seems like a bad joke.
There needs to be some mention about the restrictions on what can and can't cross Aldarin territory without being attacked. On my first attempt at a Paranid start, I took a series of combat missions and boosted the character's combat ratings, then upgraded to an M3. I was apalled when my ship was suddenly fired on and destroyed by an ASDF M7 while peacefully exploring Bean. When I reloaded and tried to make it to other race areas with an M5, the ship was far too frail for me to survive any combat missions because of what it threw at me with my higher ratings (An M5 is no match for an M3 with a couple of M4 escorts), and my relations were too low to allow me to dock. Some warning about what you are allowed to take into neutral sectors would be nice.
The difference between "Very Easy" and "Easy" missions seems absurd: "Very Easy" means a couple of M5 fighters or one M4; "Easy" means several M3 fighters escorted by a handful of M4s and M5s, or an M8 bomber with a minimal escort. When you're still flying an M4, struggling to earn enough credits to buy a used TS or a beat-up M3, that's a pretty nasty fight to call "Easy". Essentially, I hit the point where I couldn't take any more combat missions and survive them, and wasn't willing to spend 20 hours of my time ferrying E-cells back and forth until I could afford a better ship.
The Argon start seems to go out of its way to make the player suffer as much as possible before you get to do anything. PLEASE change this.
Maybe I'll give it another chance when 2.0 is released. The amount of effort and the quality of workmanship in producing this mod are phenomenal, and I congratulate the team of modders for both the quality and quantity of what you've done, but the end result is unfortunately not to my liking.
A few thoughts about the mod and ideas for version 2.0 follow.
The ship variations: standard, Sentinel, Vanguard, and Raider, make sense, where each is a different tradeoff on speed versus shields and recharge rates. The oddity is the "Hauler". It would seem perfectly rational to have the Hauler version be capable of carrying one ware size higher than the rest of the class, as a result of the design being optimized for cargo capacity at the expense of speed and recharge rates. Having your light "Hauler" incapable of actually hauling anything other than E-cells seems like a bad joke.
There needs to be some mention about the restrictions on what can and can't cross Aldarin territory without being attacked. On my first attempt at a Paranid start, I took a series of combat missions and boosted the character's combat ratings, then upgraded to an M3. I was apalled when my ship was suddenly fired on and destroyed by an ASDF M7 while peacefully exploring Bean. When I reloaded and tried to make it to other race areas with an M5, the ship was far too frail for me to survive any combat missions because of what it threw at me with my higher ratings (An M5 is no match for an M3 with a couple of M4 escorts), and my relations were too low to allow me to dock. Some warning about what you are allowed to take into neutral sectors would be nice.
The difference between "Very Easy" and "Easy" missions seems absurd: "Very Easy" means a couple of M5 fighters or one M4; "Easy" means several M3 fighters escorted by a handful of M4s and M5s, or an M8 bomber with a minimal escort. When you're still flying an M4, struggling to earn enough credits to buy a used TS or a beat-up M3, that's a pretty nasty fight to call "Easy". Essentially, I hit the point where I couldn't take any more combat missions and survive them, and wasn't willing to spend 20 hours of my time ferrying E-cells back and forth until I could afford a better ship.
The Argon start seems to go out of its way to make the player suffer as much as possible before you get to do anything. PLEASE change this.
Maybe I'll give it another chance when 2.0 is released. The amount of effort and the quality of workmanship in producing this mod are phenomenal, and I congratulate the team of modders for both the quality and quantity of what you've done, but the end result is unfortunately not to my liking.
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Cargo capacity determines shields and weapons. So your M5 haulers would sport M4 shielding and weaponry - so sorry, but that just won't happen
As for the crossing... Well, it's determined by your rep with them, just as with any other race - do we really have to notify every player that 'You are an enemy of race x and y' when they can easily see that in the rep-relation listings already? Too many notifications and handholding, and it's just become obnoxious instead of helpful.

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The Paranid start puts you as enemy to the Aldrinese (Aldrians??) and your appalled when they shoot at you flying across their space??Honved wrote:On my first attempt at a Paranid start, I took a series of combat missions and boosted the character's combat ratings, then upgraded to an M3. I was apalled when my ship was suddenly fired on and destroyed by an ASDF M7 while peacefully exploring Bean.

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