New X3TC guide
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if the SPP started off full / nearly full without alot of buyers nearby (which is usually the case with the ore belt SPPs, as they are Ms)to buy before theyre deemed unnecessary, then its GG for them pretty early.cherub96 wrote:But but I just started the game and flew there directly!
How can it be gone already? Will it help if I start a new game?
maybe, maybe not.
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I really don't think the game would get rid of one that fast. Plus I really don't think the Ore Belt's would go without traffic - that area has a pretty high demand. Let's see here....
OK, I started a new game, popped into the M5, and flew it to the Ore Belt real quick to double check. The SPP is pretty much due south from the northern gate. The Plutoch base is about half way to it. Here's the map...
http://www.wegame.com/view/misc-gaming- ... -34/sizes/
OK, I started a new game, popped into the M5, and flew it to the Ore Belt real quick to double check. The SPP is pretty much due south from the northern gate. The Plutoch base is about half way to it. Here's the map...
http://www.wegame.com/view/misc-gaming- ... -34/sizes/
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Re: New X3TC guide
I love you. No, seriously. I ... am at a loss of words.K-64 wrote:After quite some time of collaboration, me and Technojerk36 have finished our guide for X3: Terran Conflict, it's been designed with brand new players of the X universe in mind and comes with all the necessary information required to get started and good hints to get successful even faster.
The inspiration of this guide was knowing how the new players feel, being thrown into a new world with no direction or bearings. We wanted to correct that, and this guide was the result. The main features of the guide include:
Pre Start
Introducing Useful Controls
The Ship Classes
Race Ship Characteristics
Getting Acquainted with the Interface
Useful Gameplay Options
Starting Gameplay
Getting Bearings
Mission Types and Descriptions
Basic Trading Strategy
Basic Combat Strategy
Useful Upgrades
Early Expansion
Buying New Ships
Creating a (Successful) Empire
Exploring the Universe
Anyway, enough about me going on about the guide, and actually telling you where to get it, you can find the download of it below
Filedropper download:
[ external image ]
Direct link, courtesy of mrbadger:
[ external image ]
Filefront download:
[ external image ]
I hope this helps you, and your fledgeling empire! I would also like to take a moment to graciously thank Technojerk36 who helped a tremendous amount with this project and made this possible
This guide is the guide that should come with the game. It starts off describing exactly what you need to know.
*goes to read it more*
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This really helped me out alot, thank you!
"Since, in the long run, every planetary civilization will be endangered by impacts from space, every surviving civilization is obliged to become spacefaring--not because of exploratory or romantic zeal, but for the most practical reason imaginable: staying alive... If our long-term survival is at stake, we have a basic responsibility to our species to venture to other worlds."
Carl Sagan, Pale Blue Dot, 1994
Carl Sagan, Pale Blue Dot, 1994
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Just got X3TC off of Steam and your guide is helping so much it's unbelievable.
There is something I don't get though. You recommend early on to buy an Impulse Ray Emitter and install it but after doing that I still don't have a weapon to fire. Should I have one or is the weapon automatic or something like that (if it's even possible). I'm guessing from going through the tutorial for one of the other characters that after installing the emitter I should have an icon for it in the lower left of the screen near the missile area but I don't have one.
Any help?
Edit: Also how do I repair my ship after the autopilot has piloted it into an asteroid while I was posting on here and not watching it
There is something I don't get though. You recommend early on to buy an Impulse Ray Emitter and install it but after doing that I still don't have a weapon to fire. Should I have one or is the weapon automatic or something like that (if it's even possible). I'm guessing from going through the tutorial for one of the other characters that after installing the emitter I should have an icon for it in the lower left of the screen near the missile area but I don't have one.
Any help?
Edit: Also how do I repair my ship after the autopilot has piloted it into an asteroid while I was posting on here and not watching it

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Ahhh, found it. My next question then is:K-64 wrote:Okay, I'm assuming that you are also using the Mercury for your ship. If that's the case, have you checked the rear view where that specific ship's weapon is. The easiest way to change the view to that is by pressing F1.
Is it possible with the Mercury to move the weapon to the front or does it not have the capacity for that?
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SETA repair (check my sig for link). Fast, cheap and fast.wickedgenius wrote:Edit: Also how do I repair my ship after the autopilot has piloted it into an asteroid while I was posting on here and not watching it

My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
Xenon_Slayer wrote:maybe we'll have extreme weather pingpong at some point
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If you want a cheap, fast and totally awesome way of repairing non-capital ships, check out 'SETA Repair for Dummies'. (Link in my signature)
My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
Xenon_Slayer wrote:maybe we'll have extreme weather pingpong at some point
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Pretty cool. Nice production values. Should be included as a leaflet in X3:TC's box. On the other hand, there are a few issues with specific advice. On the third hand, that is what one should expect from a box'ed leaflet: Some good, and some bad advice.
Omissions:
Plots, and how they affect the player.
Starts, and that there are unlockable starts.
Bonus Pack software.
Complexes
Mods: I think any guide to any decent moddable game should include some sort of overview of what mods are and where to find them.
Nitpicks:
The ship recommendations are o.k., but not that great. Consider MORTs, STs, CLS's, and especially using the TM as a personal ship for doing all mission types (house an M5 and M3 and have a TP on call).
Also, combat needs serious expansion. Capping, Boarding...hello?
The beginning: Rather than introduce what kind of ships are possible, focus on the basic think/fight/trade/yadda approach. A player can create an empire through combat alone if they choose (and selling capped ships and cargo). They can skip combat altogether, or they can mix it up.
TS's should NOT have weapons. Period.
Other stuff.
But like I said, I like the production values of the piece and wish something like this was given to noobs right out of the box. It just needs some fine tuning to be a masterpiece: "Great game, but don't play until you've read X: The guide".
Omissions:
Plots, and how they affect the player.
Starts, and that there are unlockable starts.
Bonus Pack software.
Complexes
Mods: I think any guide to any decent moddable game should include some sort of overview of what mods are and where to find them.
Nitpicks:
The ship recommendations are o.k., but not that great. Consider MORTs, STs, CLS's, and especially using the TM as a personal ship for doing all mission types (house an M5 and M3 and have a TP on call).
Also, combat needs serious expansion. Capping, Boarding...hello?
The beginning: Rather than introduce what kind of ships are possible, focus on the basic think/fight/trade/yadda approach. A player can create an empire through combat alone if they choose (and selling capped ships and cargo). They can skip combat altogether, or they can mix it up.
TS's should NOT have weapons. Period.
Other stuff.
But like I said, I like the production values of the piece and wish something like this was given to noobs right out of the box. It just needs some fine tuning to be a masterpiece: "Great game, but don't play until you've read X: The guide".
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It'd be pretty big for a leafletSmacksim wrote:Pretty cool. Nice production values. Should be included as a leaflet in X3:TC's box. On the other hand, there are a few issues with specific advice. On the third hand, that is what one should expect from a box'ed leaflet: Some good, and some bad advice.

The player can figure out the plots for him/herself. This is a guide, not a walk through.Smacksim wrote:Omissions:
Plots, and how they affect the player.
Starts, and that there are unlockable starts.
Bonus Pack software.
Complexes
Mods: I think any guide to any decent moddable game should include some sort of overview of what mods are and where to find them.
Starts, since this is for people who haven't played the game before, we've given a start that we recommend. Starting a new and harder game is hardly on the to-do list of a new player.
This guide was written before the BP came out. If we do a revised edition, we will include something about it.
Complexes will not be included in depth for this guide. We leave the player with one factory set up at the end of the guide, complexes are not within the players reach just yet. However, we might put in a line or two on complexes.
If you want mods, as they say, head over to the S&M forum.
Leaving out STs was a mistake. We'll definitely include that if we make another edition. MORTs I'm not too sure about and CLSs as I've already said, the guide was written before the BP was out. For TMs, I don't think the player is at that stage of the game when at the end of the guide.Smacksim wrote:Nitpicks:
The ship recommendations are o.k., but not that great. Consider MORTs, STs, CLS's, and especially using the TM as a personal ship for doing all mission types (house an M5 and M3 and have a TP on call).
Boarding is not something the player is far enough to do by the end of this guide. As for capping, I think it's mentioned somewhere once or twice. We focused more on the trading side of things.Smacksim wrote:Also, combat needs serious expansion. Capping, Boarding...hello?
Hmm... that is a matter of debateSmacksim wrote:The beginning: Rather than introduce what kind of ships are possible, focus on the basic think/fight/trade/yadda approach. A player can create an empire through combat alone if they choose (and selling capped ships and cargo). They can skip combat altogether, or they can mix it up.

What's that got to do with the guideSmacksim wrote:TS's should NOT have weapons. Period.

Thanks but what are these production values you keep referring to?Smacksim wrote:But like I said, I like the production values of the piece and wish something like this was given to noobs right out of the box. It just needs some fine tuning to be a masterpiece: "Great game, but don't play until you've read X: The guide".
My "for Dummies" guides: Trade Command Software Mk III | Advanced Satellites | X3: TC (Co-author: K-64) | SETA Repair
Xenon_Slayer wrote:maybe we'll have extreme weather pingpong at some point
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