X3: Bug List & Patch 1.3 Suggestions (Spoilers)

Ask here if you experience technical problems with X³: Reunion, X²: The Threat, X-Tension or X-Beyond The Frontier

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Cognac
Posts: 7
Joined: Sat, 3. Dec 05, 07:30
x3

Post by Cognac »

DarkAlpha, on page 37 of the manual it says, "Warning if you do not have enough credits for the whole journey, your factory will be sold by the captain, and your (sic) will lose your credits." So your problem is intended behavior.
chardster
Posts: 1
Joined: Wed, 22. Dec 04, 23:26
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Mission 7-8 bug.

Post by chardster »

Further to other users mention of the problem with the mission 7-8 bridge, I to have had this problem, it is well documented in other threads and third party sources (e.g. GameFAQs) but it is not heavily acknowledged in this thread. I would like to make sure that it is going to be patched.
taladi
Posts: 26
Joined: Tue, 19. Oct 04, 19:02
x3

Post by taladi »

Systems
= In the system Priest Rings there is no planet visible although the system description mentions one.
= In Spaceweed Drift the water shifts over the landmass instead of the clouds shifting over both.
= Station debris in Spring of Belief system allows you to dock to it.
= Numerous system descriptions list suns which don't appear, a prime example being Akeelas Beacon which has no visible suns at all when it should have 3.
lol hmm for akeelas beacon if u red the story it said somethin bout the suns going nova or sumthin that explains why theres no suns
with great love comes great responsibilty :P hehe
zerogman
Posts: 66
Joined: Tue, 20. Apr 04, 20:28
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Post by zerogman »

Neither of those I'm afraid. I was talking about the showstopper bug where...
Spoiler
Show
You've finished mission 7 using Saya's ship in the pleasure complex in Teladi gain...You head back to farnam's legend so Saya can drop off the passengers. Talk with don and Mira and she nips off to take pretty little slave girls home (apparently) but just ends up sitting near one of the gates in Farnham's Legend (I forget which) never being ready for you (or action :) )
Haven't gotten any further as she's fallen into a deep coma, rousing only for a long enough to tell me to smeg off when I disturb her with coms. She seems relatively happy there nonetheless. Wish the same could be said for the players experiencing this bug.
Ahhh ok, well, you might want to try going back to her place and talking to her father. I remember that is what I did and I never experienced that bug.

I am actually having a HUGE problem as I explore more sectors where the game will just freeze... This has always happened like once every 2 or 3 days, but I hopped into my Harrier Vanguard and went booking across the universe to explore, and now with most of the map explored, my game freezes usually every 30 minutes to an hour... Anyone know of any solutions?

P4 3.0Ghz (Disabled all over-clocking for stability)
1 GB RAM
ATI Radeon 800XT Pro Platinum (The only thing different with it is that it is OEM, not directly from ATI, since I was able to get it before it was even released with the exception of computer manufacturers.)
Soundblaster Audigy 2 Platinum ZS Gamer

Hope someone can help if it's a hard ware fault!
- Zerogman

"Energy Cells?!? We don't need no stinkin' Energy Cells!!!.... Oh, we do... doh...."

Ship Computer:"Cargo Bay open, shields are down."
Me:"#$!%@*, I meant to hit 'I'!!!"
The End

www.myspace.com/zerogman
Bud
Posts: 86
Joined: Sat, 20. Dec 03, 20:41
x3

Post by Bud »

Auto pilot needs tuning> Early response times for negotiating obstacles.
Feels like your about to crash into an asteroid etc..
.. and the movement isnt fluid. When it does recognise that there is an obstacle right in your face it does this massive left/right, up/down manuver only to have adjusted its position relative to the obstacle by a few feet, then it does another massive left/right, up/down manuver only to have adjusted its position relative to the obstacle by a few feet again.
This may happen a few times until its clear.
Suggestion> Similar to what real life jet fighters can do. NOE (Nap of the Earth) Radar reads the ground ahead and adjusts its elevation/depression accordingly. In this case adjusts the intended flight path should there be any obstacles. :)

Jumping through gates> When you approach the gate you enter facing forward, then when enter youre moving either sideways or facing the way youve just come from from. Every now and then this happens particularly in an M5.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

BUG: the quest timer script commands dont work properly, the tiemrs always expire imeditaly after the accept event regardless of what time you set
duffle824
Posts: 5
Joined: Sun, 27. Jun 04, 16:23
x3

Combat Ratings

Post by duffle824 »

I've very quickly become Master Chief, without really doing anything!!

I've just checked my kill list, and it appears that i've killed 16 Mammoths, in a Buster!!!

I've got a feeling that things aren't as they should be, I doubt I've encountered that many TL ships. I feel as though I'm cheating as I currently hold a rank higher than I should be.
zerogman
Posts: 66
Joined: Tue, 20. Apr 04, 20:28
x3tc

Post by zerogman »

Heh, I didn't even know 16 Mammoth's existed.

I agree that it doesn't really makes sense how a UT knows all of the prices of everything in known sectors while the player needs to have something in the sector and a trading system extension to see the prices. However, if we saw everything like the UT's, we wouldn't need Satellites, and if the UT's saw only what we saw, then they might not be as profitable... That and I think it would be harder to program a UT to take into account only secotrs that you can see instead of any sector visible.
- Zerogman

"Energy Cells?!? We don't need no stinkin' Energy Cells!!!.... Oh, we do... doh...."

Ship Computer:"Cargo Bay open, shields are down."
Me:"#$!%@*, I meant to hit 'I'!!!"
The End

www.myspace.com/zerogman
 redeye 
Posts: 147
Joined: Tue, 1. Jun 04, 15:57
x3

Post by  redeye  »

Apologies, created a new thread for this before spotting this one :
Couple of (admittedly very minor) bugs to do with scanning other ships :

1. Having a 'smuggler' turn hostile when you scan them seems very random. I have a Space Weed complex in Split space and every now and then like to bust some customers (have a Split police license) Alot of the time the scan shows space weed as cargo but the ship remains blue. Demanding that the pilot drops their cargo results in the '...cargo is all yours, do not shoot again' message but no cargo is dropped. Sometimes jumping in and out of sector and repeat scanning turns them hostile, but not often.

2. Scanning a Khaak ship without a police license gets you reported for an illegal scan - possibly not even a bug, but seems a bit unfair that you lose race rep for 'crimes against the Khaak'
now77777
Posts: 18
Joined: Fri, 18. Nov 05, 21:42
x3

Post by now77777 »

***just some suggestions id like to see in addition that i havent seen mentioned before***

- One of docking clamps on what seems all equipment docks has a graphical/fucntion glitch and can dock twice as many ships as it should, and causes them to crash.

- Boron Orca is not symetrical when viewed from the top to the bottom. One of the tail-fins is larger on one side than the other.

- Pirate Falcons have poor exaust graphics. and so do some split fighters. Split mamba for instance, when in the turret, the engine exaust should be seen from the other side of the screen(whether top or bottom i dont remember), or the view of the universe should be rotated. Im 70% sure that the mamba turret is incorrect in this way. Other turrets seem fine.

- It'd be nice if weapon group designation could be done without the mouse for those who like to have their mouse disabled. Perhaps ctrl+'x'
where 'x' is a number from 1-8 could toggle weapon in current selected group in or out.

- err would also very much like if something could be done to make it harder to become an enemy with a station when ur trying to protect it from enemies and accidently shoot it or have ur npc turrets shoot it. Also, im not sure if if ur in the same sector as a player owned patrol-ship and it shoots a station by accident the station becomes hostile to u. If it does happen them this should be worked on.
zerogman
Posts: 66
Joined: Tue, 20. Apr 04, 20:28
x3tc

Post by zerogman »

I haven't had any issues yet with the docking clamps, but I have a FEW bugs/glitches that I haven't seen mentioned in here yet...

1. When you use your comm to request docking at an Equipment dock or Shipyard, sometimes it declines you because it is full. Although, if you hit 'u' (or whatever you use for Autopilot), you can now magically dock.

2. At the Shipyard in Omicron Lyrae (spelling?), if you try to use the autopilot to dock from the side of it that isn't towards the center of the sector, it slows you down to half-speed, does 2 lazy turns towards the station, then B-lines you at half speed directly away from the station. I even let it go for a bit to see if it would correct itself. I gave up on that once I was 20km out.

3. If you have a UT return home, drop off stuff if it doesn't sell it, then try to start it up from inside your mine/factory, it crashes the game. My guess is since I only allow my ships to dock at my mines and factories that produce goods (like energy cells, Meatsteaks, Argnu Beef... etc.), it tries to buy from it's own station since I put everything at the lowest price for all of the stations that only my fleet will dock at. I guess that trying to spend money from it's home station, but paying it to it's own station confuses the game or sends it into a never-ending loop.

4. if you load up from one of your stations that stopped producing because it's full, then change your mind and put it all back after the production timer has started, the game will crash when it tries to add more units then the station can hold.

5. Complaint more then bug. When you tell a trader to Buy/Sell ware for best price, it sets off towards it's destination. If it's buying units, and the price isn't what it was or less then before, it goes back home before looking again. When selling a ware, it does the same thing, if the price isn't greater than or equal to what it saw first, then it goes home before looking. Also, if it has excess frieght once it finally sells some, it returns home with the excess, refills, and looks again. Problem is, for some reason the trader ignores that excess from that one run for every run there after.

6. Issue: When a Sector/Universe Trader FINALLY buys something for what it considers a reasonable price, then goes to sell it, ends up not selling it if the price changed enough to create a loss, then it looks for a new ware when it lands at the station it was headed too, from then on, not trying to sell the cargo it didn't sell earlier.

7. Complaint: I paid good money for automated traders to all have jump drives, and the only way they use them is if I tell them too.

8. Bug/glitch: If one of your ships is outside of it's home, if you give it any trade commands (except the Sector/Universe trader), they go back home first... Like I told a freighter to go "Sell Ware" -> Silicon Wafers, then selected a Crystal Fab. It had more then enough in it to fill the pile completely, but once again ran home first.

9. Bug: Their are two shipyards that offer the "Mercury Super Freighter", but they are not the same... The shipyard in Omicron Lyrae (spelling?) offers the right one, but the one in... I think Light of Heart, offers one and offers the Mercury Tanker. The Super Freighter offered there is slower then a tanker, holds less than a tanker, but also costs less...

10. Complaint: The Mercury Tanker can hold around 8000 units I think... or close to it. The Mercury Super Freighter can hold 11500, or close to it. So why does the Super Freighter move faster than the Tanker? (65 m/s vs. 72 m/s)

11. bug/glitch: Built-in components do not appear in the freight transfer screen, but that is expected. The problem is if you don't know it's built in, then try to give it something it already has built-in, the thing you gave it disappears, along with the built-in one I believe as well. Also, for some reason, installed components don't appear in the freight transfer menu, like a Mineral Scanner for example. If you transfer one over thinking it doesn't have one, once again, they both disappear.

12. Complaint: I would LOVE to have a way for a ship to automatically scan asteroids in range instead of having to open the information window each time and then targetting the next asteroid. Also, a command to order a ship to automatically scan asteroids would be significantly less tedious. If anything, at least a way to target nearest asteroid without targetting the one behind it, or a station or gate instead.

13. Issue: Where in the universe did the Argon One go? After completing the plot, everyone that took place in that battle disappears... And where in the world did Seya get that capital ship?

14. Bug/glitch: In Antigone Memorial, their is a weird looking Asteroid with some other debris/rocks around it, if you hit 't' to track target (Or whatever you use for it) it will target an Unknown Object... Naturally everyone wants to go see it, but once within 8km'ish, game crashes.

15. Maybe a bug:
Spoiler
Show
In the mission where you must go to the Xenon sector to recover the crystal from the wreckage of a Xenon M0 (Which everyone knows isn't actually an M0, but an Argon ship I think)... That's expected and normal though
If you bought the Khaak Sector coordinates, jump to the one on the top of the list, then explore some while being chased by so many Khaak ships that they end up shooting more of their own then hitting you, that same wreckage can be found in that Khaak sector. The only difference being it has two large chunks of debris that seem to do nothing just like the wreckage in the Xenon sector.

16. Issue: This has probably been mentioned before... Is the lottery winnable? Also, are their actually any secret containers like in X2, or was that statistic in the Pilot's stats added by mistake?

17. Glitch: On the trading stations (At least the Argon stations), you can fly through the exit doors on the back (Where they sometimes launch you back into space from) even though they appear closed. On top of that, you can keep flying through the next wall and then be inside the station, which only parts of are visible now. You can fly to the entrance, but can't get out. You can go back the way you came, or can comm and dock to get out.

18. Bug: I've been trying to Barter, but every trader says I do not have good enough relations with it's race. I am an Argon Federation gaurdian, and was able to barter with that rank, but once the storyline finished, I was unable to. I am a Teladi Company Shareholder, a Paranid friend of Priest Duke, and a Split family friend. I could barter with all but the split until I completed the storyline, then was unable to barter from then on.

19. Bug: When you try to comm any of the Goners from the storyline, like Noah, you get the automated voice that says "You are talking with... make your request", then cuts off.

20. Bug?: Noah's ship doesn't have any shields...

21 glitch: Whenever you get a pilot to bail out, the claimable ship is labelled just as the ship name in the sector map (for example: Buster). I was playing with some pirates, then started to fly towards another sector for Energy Cells, I was looking at my map to see if anything was dropped, only Mosquito Missles as always, and noticed a "Mercury" just sitting there. I thought it was bailed on since it was named just "Mercury", like all other abandoned ships. I ejected and went to claim, but option never came up... went back to ship, tried to comm, nothing, looked up info, the pilot's name was "Unknown Object". That ship is STILL sitting there, collecting dust probably...

22. glitch?: One of the freighter pilots on the Marauder flies a Caiman... Isn't that an X2 ship only?

23. Complaint: What side-quests? Do you mean the once in a blue moon BBS missions? Where they usually want a fast M5 for transport with a time limit and set an impossible to make time after the 3rd or 4th one? Or the second most common being "I am from here, I want to visit my friend over there, I'll pay you very little for transport their."

24. Complaint: Maybe secondary objectives in the storyline missions? Like extra requirements such as time, or frienly survival, or going the extra mile like instead of spending 'x' number of seconds scanning with 'x' range, getting in closer and staying for longer for example.

25. Bug: Their are no more pirate bases except for one or two in remote areas. However, I didn't kill them, nor did any of my ships... they usually get killed by the hordes of M5's that appear in almost every sector now. The new personal best of a stream of 174 M4's and M5's in Argon Prime, not to mention usually 40 or 50 civilian ships in every core sector.

26. Issue: If all of the stars went Supernova in Akeela's Beacon, how come their is still one there and how did the planet(s) survive? And why is that sector so #$%^#$% HUGE! :evil:

27. Complaint: These took me to long to type so I can understand everyone who doesn't read it... but some feedback would be appreciated!
- Zerogman

"Energy Cells?!? We don't need no stinkin' Energy Cells!!!.... Oh, we do... doh...."

Ship Computer:"Cargo Bay open, shields are down."
Me:"#$!%@*, I meant to hit 'I'!!!"
The End

www.myspace.com/zerogman
zerogman
Posts: 66
Joined: Tue, 20. Apr 04, 20:28
x3tc

Post by zerogman »

Wow, no replies to that yet? Did it scare people that I mentioned all of that? Or are a lot of you out there trying to find out all of it for yourselves?
- Zerogman

"Energy Cells?!? We don't need no stinkin' Energy Cells!!!.... Oh, we do... doh...."

Ship Computer:"Cargo Bay open, shields are down."
Me:"#$!%@*, I meant to hit 'I'!!!"
The End

www.myspace.com/zerogman
TeDwArD
Posts: 12
Joined: Sun, 2. Oct 05, 23:24
x3

Post by TeDwArD »

Can they add the function of reviewing d current mission coz i didnt find it and its frustrating for me coz i play d game occationally :evil:

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