[AP] All Terran issues go here
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You may also add the broken Patrol war mission terrans get from Circle of Labor, no Argon ships count towards that mission.
ALso, shortsighted "fixing" in the Valhalla vs Jumpgate case made the Valhallas that spawn in Circle of Labor when Terrans prepare to attack Omicron Lyrae do nothing at all. Previously they jumped to Omicron Lyrae, but since there is no jump beacon there they cannot get there anymore.
Really, it is like they are going out of their way to make the Terran faction experience look as if it was intended for masochists only.
CLearly, the developers are siding with the Argon-scum!
ALso, shortsighted "fixing" in the Valhalla vs Jumpgate case made the Valhallas that spawn in Circle of Labor when Terrans prepare to attack Omicron Lyrae do nothing at all. Previously they jumped to Omicron Lyrae, but since there is no jump beacon there they cannot get there anymore.
Really, it is like they are going out of their way to make the Terran faction experience look as if it was intended for masochists only.
CLearly, the developers are siding with the Argon-scum!

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As an FYI swapping the scene models from Terran NPC models to Terran Player models works like a charm. Unless I hear otherwise from someone higher up, I think the only way to 'fix' the vanilla issue is with a fake patch.
Waiting to hear back on some PM's before I commit to releasing said fake patch.
Waiting to hear back on some PM's before I commit to releasing said fake patch.
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Honestly, it does seem like the Terran represent something or someone the devs are enjoying a good bash on. The lack of Supply Command Software, for one, seems like an intentional slight. "You cant win, hahaha" kind of thing.
Funny for them I guess, but how is the poor player to know that side is the inside joke side? I have many hours invested in the Terran Commander start, but its so limited.
Can't make ammo for M/AML, can't fire boarding pods, can't set up trade or supply without befriending the enemy or at least abandoning the war effort for a time.
Tiny economic zone cut in half by the war sectors with no ability to jump around the fighting for traders without careful planning and placement of stations and trade route limitations. And if you don't, you can loose 9 baldrics in 2 minutes as they all decide to head to Jupiter 2 or 3 just as several Titans drop on the north and east gates in Jupiter. Lovely.
Even if you do set it all up nicely, your CAGs will try to fly through asteroid belt from Mars for training in Saturn, and die. And of course your CAGs in the outer sectors will want to train on the freakin moon.
Your UT's will drive the slow lane attempting to dock with 'Teladi trading station' from Saturn all the way to where ever they die, usually Asteroid Belt but sometimes Heratics, on the way to god knows which Teladi station. This with full jump e-cells (600 reserved for the jumps), auto jump 'YES' and a 1 jump limit.
And any ships heading to Jupiter 2 or 3 with Auto jump 'YES' and jump limit at 2... will proceed to enter Jupiter, then jump back to Saturn Jump Beacon, then fly into Jupiter, then jump back to the Saturn JB, until they are out of cells. Then they fly on to J2 or J3, and must fly back instead of jump, having no cells left for the return trip. The added time in the combat zone ensures they die at a higher rate.
The jump beacon setup in the Terran systems seems intentionally designed to cause massive attrition to a player trade fleet without micro managing each run.
Wish supply and commodity and trade software was more logically distributed in the X universe. The strange availability is like Excell and PowerPoint being sold at select Victoria's secret outlets in Mongolia and Bangladesh. This stuff drives economies, and should be available in any existing economy. Maybe they should cost more but they should be available nearly everywhere.
OR... realistically model the scarcity into the game, with copied versions with various features missing or bugged available from each race.
Its software, once its coded the only thing you can do with it is sell it at a price that makes it attractive with as high availability as you can achieve. Or watch its identical twin take off and get nothing. This part of the game seems so unrealistic it is annoying each time I must manually exchange software from a wing of Valkyries to whatever ships I am equipping. Makes me want to go back to my TC Argon game and forget about AP, or just settle on being modified.
So devs, tell me honestly, what social, political, or economic group did you have in mind when you made the Terrans so awful to play? And hasn't the joke about run its course?
Funny for them I guess, but how is the poor player to know that side is the inside joke side? I have many hours invested in the Terran Commander start, but its so limited.
Can't make ammo for M/AML, can't fire boarding pods, can't set up trade or supply without befriending the enemy or at least abandoning the war effort for a time.
Tiny economic zone cut in half by the war sectors with no ability to jump around the fighting for traders without careful planning and placement of stations and trade route limitations. And if you don't, you can loose 9 baldrics in 2 minutes as they all decide to head to Jupiter 2 or 3 just as several Titans drop on the north and east gates in Jupiter. Lovely.
Even if you do set it all up nicely, your CAGs will try to fly through asteroid belt from Mars for training in Saturn, and die. And of course your CAGs in the outer sectors will want to train on the freakin moon.
Your UT's will drive the slow lane attempting to dock with 'Teladi trading station' from Saturn all the way to where ever they die, usually Asteroid Belt but sometimes Heratics, on the way to god knows which Teladi station. This with full jump e-cells (600 reserved for the jumps), auto jump 'YES' and a 1 jump limit.
And any ships heading to Jupiter 2 or 3 with Auto jump 'YES' and jump limit at 2... will proceed to enter Jupiter, then jump back to Saturn Jump Beacon, then fly into Jupiter, then jump back to the Saturn JB, until they are out of cells. Then they fly on to J2 or J3, and must fly back instead of jump, having no cells left for the return trip. The added time in the combat zone ensures they die at a higher rate.
The jump beacon setup in the Terran systems seems intentionally designed to cause massive attrition to a player trade fleet without micro managing each run.
Wish supply and commodity and trade software was more logically distributed in the X universe. The strange availability is like Excell and PowerPoint being sold at select Victoria's secret outlets in Mongolia and Bangladesh. This stuff drives economies, and should be available in any existing economy. Maybe they should cost more but they should be available nearly everywhere.
OR... realistically model the scarcity into the game, with copied versions with various features missing or bugged available from each race.
Its software, once its coded the only thing you can do with it is sell it at a price that makes it attractive with as high availability as you can achieve. Or watch its identical twin take off and get nothing. This part of the game seems so unrealistic it is annoying each time I must manually exchange software from a wing of Valkyries to whatever ships I am equipping. Makes me want to go back to my TC Argon game and forget about AP, or just settle on being modified.
So devs, tell me honestly, what social, political, or economic group did you have in mind when you made the Terrans so awful to play? And hasn't the joke about run its course?
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Added patrol mission bug to list
Angel i suggest using Springblossoms (with no weapons) as cag's, their 600mj sheilding, 2k XL cargobay and 360ms^1 give them the ability to run through jupiter/asteroid belt with no problems.
ive only had one actually get harmed, down to 2% hull and it still managed to fly back home at 100ms^-1.
Angel i suggest using Springblossoms (with no weapons) as cag's, their 600mj sheilding, 2k XL cargobay and 360ms^1 give them the ability to run through jupiter/asteroid belt with no problems.
ive only had one actually get harmed, down to 2% hull and it still managed to fly back home at 100ms^-1.
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An additional terran problem found.
When taking part in the war effort to retake asteroid belt you may arrive to find some mining stations owned by the Argon. Though they have the terran mining station models. The sector will not be listed as retaken untill these stations are destroyed. Shooting the stations give you the Argon federation will now launch ships with kill orders voiceover.
If you as a player destroy one of these mining stations you get the voice over that the terrans pushed the enemy out of the asteroid belt but you yourself loose a massive amount of terran faction standing. The last station i destroyed to capture Asteroid belt lost me 3 to 4 levels of terran faction standing.
Ill be playng argon side untill this is fixed
When taking part in the war effort to retake asteroid belt you may arrive to find some mining stations owned by the Argon. Though they have the terran mining station models. The sector will not be listed as retaken untill these stations are destroyed. Shooting the stations give you the Argon federation will now launch ships with kill orders voiceover.
If you as a player destroy one of these mining stations you get the voice over that the terrans pushed the enemy out of the asteroid belt but you yourself loose a massive amount of terran faction standing. The last station i destroyed to capture Asteroid belt lost me 3 to 4 levels of terran faction standing.
Ill be playng argon side untill this is fixed

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The same thing happens if you destroy Terran-owned Argon stations in, say, Treasure Chest or Circle of labor.
So switching to Argon wont get you away from it. It's a general war issue, along with patrol missions not properly registering kills when the mission takes place in a sector traditionally owned by the other side.
So switching to Argon wont get you away from it. It's a general war issue, along with patrol missions not properly registering kills when the mission takes place in a sector traditionally owned by the other side.
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After looking into it further, adding in the missing Terran factories using the existing scene X3TC 2.0 patch models is only 20kb. All I did was copy paste entries, changed the scene files to player ones, and added the station entries to the ware template file.
Because this touches waretemplate.pck, however, a new game start is required to get the correct products into the missing factories.
I'm hoping this encourages Egosoft to add in these entries to AP 2.0, but if not, there ya go. The 20kb fake patch has been uploaded to the TRP.
Because this touches waretemplate.pck, however, a new game start is required to get the correct products into the missing factories.
I'm hoping this encourages Egosoft to add in these entries to AP 2.0, but if not, there ya go. The 20kb fake patch has been uploaded to the TRP.