X3TC / X3AP Patch 2015

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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Araknis
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Post by Araknis »

Player wrote:When you consider updating a game that is now TEN years old over your brand new game, something is wrong with the new game....
There is nothing wrong with the new game (which now works fine btw)
and noone said they will stop improving it.

Its about Egosoft showing respect to games loved by thousands of ppl who have spent thousands of hours in them and when you have invested soooo much time in a game, an update even after ten years is most welcome.
Timsup2nothin
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Post by Timsup2nothin »

Seeing all the people making suggestions about complex tubes, different placement tools for complex building, ways to reduce the frame rate impact of complexes, etc etc etc...

I would put in the invisible tubes mod as a toggle option on the launcher. I have found that not having to deal with them at all is the best approach to complex tubes.
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Aven Valkyr
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Post by Aven Valkyr »

I would greatly like to see streamlined library call functions in the mission director. Calling for libraries in the MD is insanely cumbersome and nearly impossible. Please update this. I am working on an endgame mod that basically creates an agent for each of the major factions and provides intense capital ship combat missions for the pilot. Eventually the mod will move its way over to doing sector takeovers until the player has essentially "won" the game. So if you are interested in including something like that to your update I would be honored. However if I can't use the MD to properly manage my libraries it's a no-go. Here is an example of what the capabilities I would like to see are:

<cue name="cue of blah">
<condition>
<check_all>
<check_value value="player.name" exact="newname1"/>
</check_all>
</condition>
<action>
<do_all>
<activate_library ref="somereference">
</do_all>
</action>
</cue>

So as you see, highlighted in green, the new function which would make the life of an MD modder for X3 MUCH easier would be the addition of "activate_library". This new condition would be workable within the do_* part of the <action> group. the activate_library function would perform all functions of the library and then move on to the next function if there is one. PLEASE MAKE THIS CHANGE. You guys have something like this for x rebirth. Why not update it for X3?
Aven Valkyr
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Post by Aven Valkyr »

Sorry and other than the MD thing, while you are looking for ways to update this game. There are a few things I would like to suggest as well:

CODEA. It's been mentioned before. I will mention it again. The need for a better way to command your fleets is a massive desire in this game.

Better complex building. Instead of placing a structure and telling it to connect to the hub, allow for a drop down menu within the hub so that a player can tell it to connect to an individual station within the complex. Of course, if that station has it's connection ports all used up, then it won't be listed as available.

Better controls for complex management. Instead of going through the nightmare of setting up a TS to run local market trading and hope it hits your stations, have some sort of command menu inside the hub menu that allows you to set your ships to automatically keep the hub stocked with the resources it needs. So the command menu will look for trade ships that you own, and allow you to set those ships to its own functions that send the ships out to keep it supplied.

Better endgame content. I'm currently working on a mod that will introduce massive scale combat missions but I'm having troubles with using library files. That being said, it would be nice to see some official content released for missions that better utilize large player fleets. The random kill mission is about as good as it gets. There needs to be better rewards for sending your fleet into battle than personal satisfaction that you wiped out one of an infinite number of respawning NPC fleets. Please add content concerning this. In the mod I'm trying to write you will be able to pull missions within their own set of difficulty parameters. I will link to the forum as it's better to explain it that way:
http://forum.egosoft.com/viewtopic.php?t=378045
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hourheroyes
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Post by hourheroyes »

Ability to disable the station-building cutscene--so annoying when building a big complex.

Performance improvements would be a big one.
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Black_hole_suN
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Post by Black_hole_suN »

Solomon Short wrote:I like the idea of a Jump Beacon fab, though it should probably use resources sufficient that minimum value exceeds the maximum sale value of the Beacon (maybe a huge quantity of Nividium + various high-tech wares).
JB costs over 200m.. if you want to create a JB fab with resources at 80% of the JB sale value you would need HUGE amount of resources even if its all nividium. I would rather stick to boarding RRF fleets to get one..

so I suggest adding JB as possible mission rewards for the Shady Business Plot and one of the random crates like pandora tunings

Also please fix CAG/CLS not jumping on JB

buff M6 maneuverability. they are just too slow at maneuvering to be usefull in the hands of the AI.

Add M2+ to races that dont have them and maybe more ships to all races. some good models can be found HERE

more aggressive yaki raids with M2 and M1 raiding Argon and Paranid sectors.

Corporations sending out forces to destroy each other

Xenon I and co. actually going out of Xenon sectors to lay waste at the universe

fix AI fighters not firing dumbfire missiles at moving targets

better reward for war mission. like if you destroy this M2 you will get this ship/huge money as reward.


thats all I could think for now bu I know I still have more suggestions.
MrFiction
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Post by MrFiction »

Cpt.Jericho wrote:So, basically you want a TS with TL cargospace and shielding, moving as fast as an M3 and manouvres like an M2.
There are at least two things in that setup that are self-defeating:
Many guns but low generators - your guns won't have enough energy to do anything good with it (as is on TS-class right now).
High speed but low turnrate - Even slow ships with high turnrate tend to rather collide with the environment than evade objects.

What you want is probably found already in the S/M section.

Edit: You may want to check this old topic out.
I'm thinking more about my current playership, an Argon Griffon. But my ideal ship would have less shields, less weapons, less weapon and shield energy but more cargo space and possibly some higher speed. Don't think that's too overpowered.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Oh, I just remembered the M7Cs.

Perhaps they could be fully implemented as Drone Carriers in some way?

http://www.x3wiki.com/index.php/M7C

The Logain Industries Light Support Drone Carrier script may provide some ideas along those lines.

http://forum.egosoft.com/viewtopic.php?t=254149
Honved
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Post by Honved »

I'd love to see a patch include a "script killer", or change a ship's ID when "claimed", so capped ships no longer draw the ire of the authorities over previous "incidents". Crashes involving only non-player-flown ships shouldn't spawn response forces, either. I've had far too many games broken when either a civilian ship crashed into one of my freighters or stations while I was somewhere on the other end of the sector (there may be a distant "exploding" sound, if anything, which is easy to miss while doing other stuff), or where I've got a capped ship in my fleet that previously killed a race ship, and someone is out to "get" that ship, no matter that the previous owner is long since deceased.

Once the race fleets start turning red over it, there's generally no way to fix it (apologies only work temporarily, and then they turn red again). The original issue may have happened over a game day and 6 saves ago, so I've long since overwritten any prior save files, in spite of rotating 4 or 5 files and saving in a different slot every couple of hours.
Graaf
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Post by Graaf »

A crazy thought I had:

Besides having a Police License to allow player to scan ships, perhaps also have a Building License to allow player to building stations.
Maybe even have 2 licenses. One for Border Sectors and one for Core sectors. (I think one for each sector is pushing it :wink:)
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Fenris321
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Post by Fenris321 »

I'm doing some of this on memory since I'm getting back into playing X3 AP after a long break.

-Reduced player complex lag (not sure the best way to do it, but it needs to be done)

-Better collision avoidance for AI ships (too many times I've called in fighter support and watched them fly full speed into the target)

-Ability to buy multiple ship upgrades and leave them in the cargo bay or store them in a player complex/base/whatever for future ships

-Better pathing for ships under AI control trying to dock. I wouldn't be upset if this one is vetoed as it's usually my laziness that has me use the docking AI. But when I leave the room and come back 25 minutes later and my ship is still trying to work it's way around a station ....

-Ability to switch Pandora tunings to other ships

I realize most or all of those can be done by mods but I think they should be in the vanilla game

Thanks,
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Tycow
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Post by Tycow »

More of an annoyance fix from me.

When you die, can you add a "load last game" menu, rather than forcing us to load back to the main menu, then reload the game you just closed?

This has annoyed the arse off me in X3:R, X3:TC and X3:AP. :evil:

Thanks!
Nanook
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Post by Nanook »

Player wrote:When you consider updating a game that is now TEN years old over your brand new game, something is wrong with the new game....
More likely, there's something wrong with your math. TC was released in the fall of 2008, so that makes it a closer to six than seven years old. Reunion was released in the fall of 2005, so even that is less than ten. :wink:

Nor did I see anywhere where Bernd said they were stopping Rebirth development to do this. :P
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acerola
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Post by acerola »

Two things really frustrate me in X3:

One is bugged missions that force you to reload. Sometimes you don't have a savegame made just before a mission. Sometimes you do, but it is really old. So we really need a way to reset missions. All missions.

The other one is waiting. Sometimes you have no other option. You have to wait. I don't want to wait. I want to play the game. And I also don't want to do something else while I wait. So I suggest to enable SETA while docked. And since you are OOS while docked, SETA factors way greater than 10x, like 100x or 1000x, would be possible.
Xenon_Slayer
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Post by Xenon_Slayer »

acerola wrote:One is bugged missions that force you to reload. Sometimes you don't have a savegame made just before a mission. Sometimes you do, but it is really old. So we really need a way to reset missions. All missions.
Resetting the mission isn't the fix, fixing the mission is the fix. :wink:
Which missions specifically are you talking about? I've already got a few mission bug reports to look into.
acerola wrote:And since you are OOS while docked, SETA factors way greater than 10x, like 100x or 1000x, would be possible.
That's not actually true. The current sector is still loaded, even when docked.
acerola
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Post by acerola »

Xenon_Slayer wrote:Resetting the mission isn't the fix, fixing the mission is the fix. :wink:
Which missions specifically are you talking about? I've already got a few mission bug reports to look into.
I reported a bug here:

http://forum.egosoft.com/viewtopic.php?p=3246752

But the moderator rejected the bug report. The bug itself was not a big deal. I am a computer programmer and I understand that software inevitably have bugs. But the sarcastic attitude from the moderator not acknowledging the bug was really awful. That made me quit the game for a while.

The moderator said that the mission was not bugged. But it got in a state that it could not be completed or failed or abandoned or anything. So, if the mission is not bugged, it can't be fixed. But it can't be completed either. That's why I am suggesting an alternative to reloading or restarting the game.

After that I encountered several other mission breaking bugs. I don't remember them all, and I didn't report because it seemed pointless. So an universal mission reset thing would be great, because we could never fix all the bugs in all the missions. There will always be bugs to be discovered.
Xenon_Slayer wrote:That's not actually true. The current sector is still loaded, even when docked.
I thought that when we were docked, OOS mechanics would apply, and stuff like collisions would not be calculated.

Anyway, I still would like to have SETA while docked, and bigger factors. One way to accomplish that would be to put all sectors in OOS mechanics.
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YorrickVander
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Post by YorrickVander »

I guess there's no chance of x3:ap redone with x:rebirth gfx engine? Failing that :

* Some bug fixing to the mk3 traders as has already been covered.
* Lag fixing for large complexes
* Better collision avoidance (litcube's bounce integrated into game perhaps?)
* No collision damage/massively reduced collision damage to allow reasonable in zone combat especially with carriers and fighters destroying themselves.
* Removal of SETA and boost engines for ships (ok that ones a stretch) as I much prefer rebirths way of geting around.
* Official cockpits mod - your art team is great ;)
* Bug fixing on terran highways - i seem to recall some odd behaviour using those.
* Revisit the main gfx code for fullscreen/borderless options please :)

EDIT :
oh and long range comms by default please! short range only seems uneccessary.
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IanFitzJo
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Post by IanFitzJo »

Terran station-build missions please, Bernd!
paulhamm
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Post by paulhamm »

As I find the shooty bits of X rather meh and Bernd requested things to do with Graphs. I would like to see some actual trending information. That is price, availability and demand over time.

A web applet that can display in game information. Would be a treat. Being able to just display information on what is happening in the game on a tablet or smart phone or spare computer.

I have taken a look but failed to find the script/app that would allow you to actually modify in game through a web app for X2TT. I will post a link when I find the thing. Required setting up a web server. Was very handy.

More empire management utilities.

Scripts that help me with management:
RSWE(Rename play objects in groups with COLORS), autoprep ships(buggy but there are workarounds), complex cleaner(deploy shed loads of stations remotely and crunch them down), FCC(shift those mines around with precision better than tractor beam), Universal best buy/sell(Only thing I have found that can help with trending), Trade Overview(What are all these ships an stations doing)
Alan Phipps
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Post by Alan Phipps »

A few tweaks that would be nice in X3:

1. Have the trade command extension pre-fitted in the Player spacesuit please. There is nothing more annoying when doing something in the suit than having to hop back into your ship whenever a trader of yours reports a job finished, or a marine completes a training course, so that you can advise them what to trade or train in next.

2. Pre-fitted SETA in the suit could be nice too - and it would be your own fault if you run out of Oxygen through over-using it!

3. When trading or transferring weapons from player-owned ships of the same type of which some are actually installed, please have the weapons being removed come from cargo before being taken from those installed. After such a transfer you sometimes find that your ship has empty main or turret weapon slots even though there are the correct weapons left in the cargobay.
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