NEWS: Update 1.3 for Terran Conflict and X-News

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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H.F._Mudd
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Post by H.F._Mudd »

Carlo the Curious wrote:I'm sure Steam vs DVD patch timings were discussed in depth on the last patch
... and apparently no one learned anything 'cuz here we are again. 8)


:P




okay, I'll go sit in the corner and let the grownups talk for a bit, now....
Wanderin' the wastelands...
dinac29
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Post by dinac29 »

I went and looked. Last time it looked like a matter of a few hours. So, maybe it'll be in by the time I get home in about 2 hours. :)
Mythix
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Post by Mythix »

Mythix wrote:All that matters is.............so far, no stuck UTs! :D
Uh oh...spoke too soon :(
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Mars Mug
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Post by Mars Mug »

That was excellent, downloaded via torrents in 44 seconds. If you use torrents, don’t forget to seed afterwards, I will overnight.
jlehtone
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Post by jlehtone »

GCU Grey Area wrote:
dnc666 wrote:Out of interest what did they change for The Hub mission?
Would like to know that myself - only a few hours away from completing the final phase of the mission, so if they've changed the quantities required think I might wait until the Hub mission is finished before installing the patch - purely for the personal satisfaction of having completed the original version of the mission. If however the amounts are unchanged I can install the patch now.
You could unpack mission file from 1.2.1 and from 1.3, and then compare them.
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Teladidrone
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Post by Teladidrone »

whosrdaddy wrote:Thanks Burnit!

small question about the "HUB mission rebalanced" improvement.
will it rebalance activated HUB missions? (i'm in the ore delivering phase, 350,000 units to go :roll: )

Cheers,
Daddy
The ore requirements were not changed; however they lowered Silicon from 250k to 75k; this is the only change I see in this HUB "rebalancing".

//Edit:
And if I am not totally misreading this, they made a mistake - in the Silicon delivery briefing it will ask you for 85k while the script only checks for 75k.
Last edited by Teladidrone on Thu, 4. Dec 08, 23:57, edited 1 time in total.
DarthVodka
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Post by DarthVodka »

Yay! Big thank you to Egosoft :D

I have a question: Is it okay to install the patch onto an already modified game? I have a mod running and also a couple of ships added to the original tships file. The 1.3 patch *looks* like it was applied correctly (it says 1.3, the mod still works and my additional ships are still there), but just thought I'd ask to make sure. Thanks!
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Cycrow
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Post by Cycrow »

if u added the ships via the plugin manager, then simply loading it again would cause it to remove the ships to the new patch files.

if its another mod that you added, then the files that the mod has changes will still be using the old one.

ie, when adding ships, any changes in the patch to ships will not take effect when your using the mod and still use all the old settings
Krelian
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Post by Krelian »

FOR STEAM!!!

ARE WE THERE YET?
ARE WE THERE YET?
ARE WE THERE YET?
ARE WE THERE YET?
ARE WE THERE YET?
ARE WE THERE YET?
ARE WE THERE YET?
ARE WE THERE YET?
ARE WE THERE YET?
ARE WE THERE YET?

:D Come on... steam!
Sarcasm
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Post by Sarcasm »

This is really exciting! I've been telling myself I'll install TC when patch 1.3 comes out. Admittedly I've got ten incredibly busy work days coming up, but then...
eladan
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Post by eladan »

BurnIt! wrote:however please keep in mind that the Steam guys are living and working in a different time zone than Egosoft.
For the people posting the most vitriolic comments about steam, please keep the above quote in mind...
Mythix
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Post by Mythix »

Mythix wrote:
Mythix wrote:All that matters is.............so far, no stuck UTs! :D
Uh oh...spoke too soon :(
Actually, after a little while, the UTs in standby free themselves, after a little pause for thought...
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LTerSlash
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Post by LTerSlash »

The autojump was fixed? no more ships returning in the SLOW way?
Zandar1
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Post by Zandar1 »

They do check every 10 game minutes or so what they should do next if they're stuck on a station loop like that.

Sadly, they decide to stand by again more often then not. Jumpstarting UT again after they are off said station usually frees them up to go get some energy cells and stop being stupid.
Cycrow
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Post by Cycrow »

LTerSlash wrote:The autojump was fixed? no more ships returning in the SLOW way?
the problem was never with the Auto jump, it was with the command scripts themselves and they are fixed
1.3 Changelog wrote:- Sell Ware for Best Price command fixed
DarthVodka
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Post by DarthVodka »

Cycrow wrote:if u added the ships via the plugin manager, then simply loading it again would cause it to remove the ships to the new patch files.

if its another mod that you added, then the files that the mod has changes will still be using the old one.

ie, when adding ships, any changes in the patch to ships will not take effect when your using the mod and still use all the old settings
think i better go sit in the corner with my dunce hat for asking that. Yeah the mod uses it's own tships file, and my additions were pasted onto the end of that. So any changes to tships made in the 1.3 patch wont be in my game. I get it now :lol:
The road of excess leads to the palace of wisdom.
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Abaws
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Post by Abaws »

Steam is slow....it's driving me crazy...and I'm my game is stuck on a bug...hope 1.3 fixes it...or else its a restart....

They're not on the same timeline? that's an excuse? this company makes millionssss....I think they are able to pay a guy to press that upload patch button right?
fud
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Post by fud »

Steam just updated mine, to 1.21.....

lol.

I can wait until tomorrow.

Speaking of "lol", X3 Update History from Steam:

Update News - X3: Terran Conflict
Latest Update: December 31, 1969
LTerSlash
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Post by LTerSlash »

The Goner Temple was not mencioned either... is still empty?
dnc666
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Post by dnc666 »

More like the Goner plot, protect the ships while you can!

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