Patch 1.30 is now available for public Beta

General discussions about X Rebirth.

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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

BurnIt! wrote:
Roger L.S. Griffiths wrote:The URV forge fix was not retroactive for instance, you needed to have a save from before it was built.
That is actually not correct. There was patchcode to fix any broken URV forges.
Hmm, will have to verify that one with my archived story game save. As I recall during Beta testing there were reports that it was not.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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BurnIt!
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Post by BurnIt! »

The code to fix existing stations with this problem was in 1.25.
BurnIt!
In der Ruhe liegt die Kraft. / In peace lies strength.
jeroll3d
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Post by jeroll3d »

Thurmonator wrote:GeForce 770 here and the battles still lag. No real noticeable difference in performance but I guess the other fixes are good, but I can't figure out anything from this big patch that excites me. It all seems like little minor fixes to obscure situations. Where are the important basic features that have been in mods for months now, like fleet commands and external views, just for starters.
I have:

GTX 560 Ti 1MB
16 RAM
I5 Quadricore
Minimal process startup, (just necessary)

And?

NEVER have big problem with performance FPS - just in zone with 'nebula' or 'cloud', BUT correct this with a MOD. After release, after first patch, NO have more problem without MODs - or: game no MODs.

obs. I play ever in FULL configuration.

0_o
Entusiasta da série X3! The best game.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

BurnIt! wrote:The code to fix existing stations with this problem was in 1.25.
Ahhh, that was probably why I did not pick up on it. The original fix for the URV Forge production was before that patch and I started a Free play game after completing the plot (with the broken forge - I may try to resurrect that plot game but there were other issues with the game that encouraged me to restart - stability issues).

@kartsh/steelgrey75: The basis of my doubt was experience with the Beta testing - I canned a game save because of this issue (amongst other things) because it was not retroactive when the fix was initially implemented (pre-v1.25). In addition, according to the v1.25 release notes/change log there is no mention of it being addressed.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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Denurk
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Post by Denurk »

when finally it will be a classic view control???? :evil: :evil: :evil:
jeroll3d
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Post by jeroll3d »

Denurk wrote:when finally it will be a classic view control???? :evil: :evil: :evil:
Well, i agree. If possible, in future patch: new external cameras. I suggest litle moment in camera, aleatory, like EVE or X-plane 10.

:) :) :) :)

CBJ - please... i give a pizza to all teamDev if possible. :lol:
Entusiasta da série X3! The best game.
astaldion
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Post by astaldion »

So is there still no way, to use capital ships in combat?

I have bought an arawn and accepted a "destroy capship" mission which spawned a XEN K. Both Capships are sitting in the same sector and won't attack eachothers. My defense officer is already set to "attack enemies", but i suppose my arawn captain thinks otherwise..
Seems like my question got overviewed, but it still an very important one for me..
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

astaldion wrote:
So is there still no way, to use capital ships in combat?

I have bought an arawn and accepted a "destroy capship" mission which spawned a XEN K. Both Capships are sitting in the same sector and won't attack eachothers. My defense officer is already set to "attack enemies", but i suppose my arawn captain thinks otherwise..
Seems like my question got overviewed, but it still an very important one for me..
Assign your capship to a station defence officer who has a attack command, and the ship will wreck everything in sight.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Earth ultimatum IV. wrote:
astaldion wrote:
So is there still no way, to use capital ships in combat?

I have bought an arawn and accepted a "destroy capship" mission which spawned a XEN K. Both Capships are sitting in the same sector and won't attack eachothers. My defense officer is already set to "attack enemies", but i suppose my arawn captain thinks otherwise..
Seems like my question got overviewed, but it still an very important one for me..
Assign your capship to a station defence officer who has a attack command, and the ship will wreck everything in sight.
It would be good if the Skunk could have a defence officer rather than Yisha the Useless ;).
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

Roger L.S. Griffiths wrote:
Earth ultimatum IV. wrote:
astaldion wrote:
So is there still no way, to use capital ships in combat?

I have bought an arawn and accepted a "destroy capship" mission which spawned a XEN K. Both Capships are sitting in the same sector and won't attack eachothers. My defense officer is already set to "attack enemies", but i suppose my arawn captain thinks otherwise..
Seems like my question got overviewed, but it still an very important one for me..
Assign your capship to a station defence officer who has a attack command, and the ship will wreck everything in sight.
It would be good if the Skunk could have a defence officer rather than Yisha the Useless ;).
Get the copilot-convo (or something like that) mod, which gives you ability to ask Yisha for directions, and order her to do a sensor-sweep (I have no clue what it does haha).
The mod also gives you ability to turn your head to the right :) (useful when you are in a highway)
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_nox_
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Post by _nox_ »

Earth ultimatum IV. wrote:
astaldion wrote:
So is there still no way, to use capital ships in combat?

I have bought an arawn and accepted a "destroy capship" mission which spawned a XEN K. Both Capships are sitting in the same sector and won't attack eachothers. My defense officer is already set to "attack enemies", but i suppose my arawn captain thinks otherwise..
Seems like my question got overviewed, but it still an very important one for me..
Assign your capship to a station defence officer who has a attack command, and the ship will wreck everything in sight.
I assign multiple captured destroyers to a station I build in twilight sentinel.... I like keeping the door closed.
No good deed goes unpunished.
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wysiwyg
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Post by wysiwyg »

Roger L.S. Griffiths wrote:It would be good if the Skunk could have a defence officer rather than Yisha the Useless ;).
And maybe some turrets?! for him or her to play with :)

Station defence certainly seems better with the latest public beta but random encounters still seem a bit hit and miss. You seem to have to lead the enemy toward your capship with the skunk to get any meaningful response.

Would be a lot easier if you could just issue "Attack that...." commands to your capships. But hey we're getting there!!
BlackRain
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Post by BlackRain »

_nox_ wrote:
Earth ultimatum IV. wrote:
astaldion wrote:
So is there still no way, to use capital ships in combat?

I have bought an arawn and accepted a "destroy capship" mission which spawned a XEN K. Both Capships are sitting in the same sector and won't attack eachothers. My defense officer is already set to "attack enemies", but i suppose my arawn captain thinks otherwise..
Seems like my question got overviewed, but it still an very important one for me..
Assign your capship to a station defence officer who has a attack command, and the ship will wreck everything in sight.
I assign multiple captured destroyers to a station I build in twilight sentinel.... I like keeping the door closed.
This hasn't always worked for me. Sometimes my ships leave the zone and go to the station and fly around the station.
Last edited by BlackRain on Thu, 3. Apr 14, 22:46, edited 1 time in total.
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RedEclipse
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Post by RedEclipse »

Egosucks wrote:Seams like we are heading in the right direction finally .
Would almost quote this in my sig :)


Episode 1.30RC3

A NEW HOPE

It is a period of civil war. Rebel spaceships, striking from a hidden base, have won their first victory against the evil Galactic Empire.

...
:)
"AaaAaaAah ! They're everywhere...", Jane Doe, Freedom Force.
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spankahontis
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Post by spankahontis »

RedEclipse wrote:
Egosucks wrote:Seams like we are heading in the right direction finally .
Would almost quote this in my sig :)


Episode 1.30RC3

A NEW HOPE

It is a period of civil war. Rebel spaceships, striking from a hidden base, have won their first victory against the evil Galactic Empire.

...
:)
LOL
Ragna-Tech.. Forging a Better Tomorrow!

My most annoying Bugs list 8.00 {Beta 1]
--------------------------------

- Escort Ship has bad pathfinding
- Embassy Diplomats give blueprints for free EXPLOIT :D
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_nox_
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Post by _nox_ »

BlackRain wrote:
This hasn't always worked for me. Sometimes my ships leave the zone and go to the station and fly around the station.
Well I build a station IN Twilight Sentinel for that purpose.
No good deed goes unpunished.
ragod
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Post by ragod »

wysiwyg wrote:
Roger L.S. Griffiths wrote:It would be good if the Skunk could have a defence officer rather than Yisha the Useless ;).
And maybe some turrets?! for him or her to play with :)

Station defence certainly seems better with the latest public beta but random encounters still seem a bit hit and miss. You seem to have to lead the enemy toward your capship with the skunk to get any meaningful response.

Would be a lot easier if you could just issue "Attack that...." commands to your capships. But hey we're getting there!!
The skunk in the early design pictures that were released was supposed to have a turret, but its just one more thing that went by the wayside.

Things seem to be getting better for those who like the game with every patch. Shame that a better feature couldnt be rolled out this month instead of Steam Workshop Support though.
wwdragon
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Post by wwdragon »

wysiwyg wrote:Would be a lot easier if you could just issue "Attack that...." commands to your capships. But hey we're getting there!!
Yes, yes YES!
Then your ship just bulldozes in, lazers a'blazing and kills it.
After that it's ok if it goes back to being aloof. :lol:
ragod wrote:The skunk in the early design pictures that were released was supposed to have a turret, but its just one more thing that went by the wayside.
I'm still hoping for turrets! :D
Editing posts since long before I remember.
Shush
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Post by Shush »

I've been holding off before starting a proper play-through of X-Rebirth, (since release), until this patch. This patch contains great performance increases on my AMD cards, some nice fixes and updates and the promise of finally being able to play the game without show stopping bugs.

Ten minutes in, using a fresh start and no modifications this is what I was confronted with: http://youtu.be/X-9eT_vUSF4

Looks like I am back to waiting for the next major update.

P.S. I am not having a dig at Egosoft Developers, I think they are doing an excellent job of patching and updating X Rebirth; it just needs a little more time.
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Post by ragod »

Shush wrote: Ten minutes in, using a fresh start and no modifications this is what I was confronted with: http://youtu.be/X-9eT_vUSF4

Looks like I am back to waiting for the next major update.
That...was quite funny

Atleast the no clip with other ships is working? xD

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