X3: Albion Prelude 1.1 has landed, and it's brought X3: Terran Conflict 3.2 with it!
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Thank you everyone who worked on this patch, my old 200-ish hour save runs silky smooth instead of at 2fps if I'm lucky; and my heavy centaur now feels awesome since it's able to fire four concussion impulse generators infinitely instead of just a dozen or so carefully aimed volleys.
The missile friendly fire tweak is just amazing.
I am getting some weird behaviour though. Dialogue portrait animations aren't cleaning up properly from time to time. I don't think the border patrol pilots in charge of scanning ships are bored enough as to leave the channel open for five minutes afterwards.
The missile friendly fire tweak is just amazing.
I am getting some weird behaviour though. Dialogue portrait animations aren't cleaning up properly from time to time. I don't think the border patrol pilots in charge of scanning ships are bored enough as to leave the channel open for five minutes afterwards.

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I've had that bug occur before the patch came out.Foxbyte wrote:I am getting some weird behaviour though. Dialogue portrait animations aren't cleaning up properly from time to time. I don't think the border patrol pilots in charge of scanning ships are bored enough as to leave the channel open for five minutes afterwards.
Grumman - killjoy extraordinaire
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- EGOSOFT
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Yes, this is a known issue, but we weren't able to reproduce it reliably enough to fix it for this patch. Any help we can get with a way to reproduce it would be much appreciated, so that we can fix it for the next patch.Foxbyte wrote:I am getting some weird behaviour though. Dialogue portrait animations aren't cleaning up properly from time to time. I don't think the border patrol pilots in charge of scanning ships are bored enough as to leave the channel open for five minutes afterwards.
That's not been "fixed" as it's not strictly a bug. For the next patch, however, we do plan to set up an option to switch off war reports.NEMESIS165 wrote:btw,did you fixed annoying warr effort notifications AFTER completing plot?
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I'm not sure normal pilots are supposed to use jump beacons.h3h wrote:Hello,
Did they fixed CAG/CLS pilots not using terran jump beacons? For example, they jump to asteroid belt to get to Mars or Venus instead of using the jump beacon located in those two sectors?
In the S&M section you can find Lucike's Personnel Transporter script. AFAIK, Union Pilots who are Navigators allow ships to use Jump Beacons (there's a script for adding those to the Universe, also by Lucike, so that you can deploy your own and use JB related commands).
It's been a while so I can't really confirm CAG pilots (who are Union Pilots as well) will coordinate with on ship Navigators (you'll need Cargo Life Support, of course) to use jump beacons, tho. I think I never tried that, which is the trivial way.
I may be mistaken, but I think I've been using successfully Navigators as CAG pilots themselves, a very nice 'trick', tho.
Actually that speaks a lot about the quality of Lucike's scripts. A single pilot can be trained in many ways.
Think about it, you can have a single pilot who:
- is an ex-marine (five stars but that's not required),
- managed to acquire experience (and rank) as military pilot (even up to Admiral),
- has been retrained as Navigator (some stars required tho for the conversion), and served as such,
- then moved commercial ships and gained rank as a Trader (CAG/CLS Logistician),
- and later as Miner (Chief Prospector).
Managing pilots' careers can be lots of fun (well if you like micromanagement, that is).
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Nope.strude wrote:No changes to TC OOS code then?
The Q is not overpowered. All M7 in the game are overpowered in TC OOS combat.Raider480 wrote:Speaking of TC OOS changes... please do something about the Xenon Q. The bane of our existence for a very long time has been infinitely spammed average frigates 1-hit killing anything shielded less than a Tyr...
A possible fix would be to remove all cockpit lasers (or front turrets where applicable) from all M7 in the game.
The Meg pretty much requires a complete redesign and that's a lot more effort... and needs to be tested. Besides, it's docking ability does not work, unlike with the Kyoto. I'd bet, though, that *something* nice is going to happen to the Meg.NEMESIS165 wrote:Thanks, kyoto finaly got his hangar xD But you forgot about Megalodon !
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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- Xtreme
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Taken a quick glance at the changes to the Phyton, Panther, Cerberus and Corvettes in general.
I can just say WTF (sry for bad language
)
Reviewing the modifications i just hope that the rest of the CW Frigates get a similiar treatment, i still don't get it that since X³:R Argon ship still have to be the best choice (You never go wrong using Argon ships).
Changes i would love to see are things like, slightly higher speed for paranid combat vessel and larger cargo (atleast for M6(+) & Capitals) bays and more weapon options.
Since the SWG is so useless because of the high friendly fire propability they could benefit from more options (aka Tri-Beams).
No more singel turret M6 atleast put a second turret on all M6 and/or increase the number of guns per turret.
Split Tiger should sport PPC and it's size (lenght) should be shrunk would help the autopilot alot.
just my2cent
P.S. w00h00 the slowdown bug is gone and no more PAC impact slowdown also.
Now it is X³:AP time
P.S.S. could we have iD's for the Split Ocelot just for nostalgia i would love to go Spacefly hunting in it like back in the X² Day's in my Split Leguan.
Still can remember capping dozens of Pirates in it only to notice hours later after a Fly hit me that i had no shields. Was a Epic ship back in X²
I can just say WTF (sry for bad language

Reviewing the modifications i just hope that the rest of the CW Frigates get a similiar treatment, i still don't get it that since X³:R Argon ship still have to be the best choice (You never go wrong using Argon ships).
Changes i would love to see are things like, slightly higher speed for paranid combat vessel and larger cargo (atleast for M6(+) & Capitals) bays and more weapon options.
Since the SWG is so useless because of the high friendly fire propability they could benefit from more options (aka Tri-Beams).
No more singel turret M6 atleast put a second turret on all M6 and/or increase the number of guns per turret.
Split Tiger should sport PPC and it's size (lenght) should be shrunk would help the autopilot alot.
just my2cent
P.S. w00h00 the slowdown bug is gone and no more PAC impact slowdown also.
Now it is X³:AP time

P.S.S. could we have iD's for the Split Ocelot just for nostalgia i would love to go Spacefly hunting in it like back in the X² Day's in my Split Leguan.
Still can remember capping dozens of Pirates in it only to notice hours later after a Fly hit me that i had no shields. Was a Epic ship back in X²

X2: You better go play with asteroids!/You losssssee profitsssss!
X4: Chelt are better pilot then you!/Machine behave badly Split switch off.
X4: Chelt are better pilot then you!/Machine behave badly Split switch off.
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Thanks for the stock market clarifications - On the local exchange, was this to ensure the market acted in a more believable manner, as opposed to fluctuating up and down more than an overly aggressive rollercoaster?
Is this to prevent players withholding the resource to drive up the demand while killing supply, or was there more to it than this?
Thanks for the answers

Having read this particular manipulation, it reminds me of the stock market event where someone bought up $241mill of cocoa beans in europe and drove the price up like crazy (it was suggested this was done to corner the market).- Fixed exploit involving player stations with production turned off.
Is this to prevent players withholding the resource to drive up the demand while killing supply, or was there more to it than this?
Thanks for the answers

SHA Vice Admiral
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Try flying through a gate whilst the portrait is still up, seems to leave it up for me even after hes stopped speaking.CBJ wrote:Yes, this is a known issue, but we weren't able to reproduce it reliably enough to fix it for this patch. Any help we can get with a way to reproduce it would be much appreciated, so that we can fix it for the next patch.Foxbyte wrote:I am getting some weird behaviour though. Dialogue portrait animations aren't cleaning up properly from time to time. I don't think the border patrol pilots in charge of scanning ships are bored enough as to leave the channel open for five minutes afterwards.
That's not been "fixed" as it's not strictly a bug. For the next patch, however, we do plan to set up an option to switch off war reports.NEMESIS165 wrote:btw,did you fixed annoying warr effort notifications AFTER completing plot?
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- EGOSOFT
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There have already been a few threads about that. In the war sectors, one of the two warring factions (Terrans and Argon) will always dispatch ships to attack stuff you have in these sectors. It will be the one you have lower reputation with, even if your standing with both factions is positive.NEMESIS165 wrote:one more thing i need to ask ) what about player ships being destroyed by terrans in war sectors? It happend to me few times with +8 rating and only when Iam not in sector
"An open mind is like a fortress with its gate unbarred and unguarded."
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Thank you Egosoft, I have for years playing this game never understood why my newer and newer computer never was sufficient in either X3TC and now X3AP as soon as I had played for days.
Tried countless "fixes" or performance boosters but to no result.
As I already tried the MD trick, and saw immediate resolution, I am looking forward to getting home to play my old save with this new patch!
No more running in low resolution as a precaution to make the game more smooth, eventhough it did no change in lagginess...
I am also very pleased about the lesser spam from M8's, and reduced chance of M8's in early combat missions. The only benefit from having many M8's early is the chance of them bailing as opposed from M6's.
I too have been distraught by many enemies blowing themself up due to missile fire as soon as their shields are gone... So great to see that this has been remedied.
All in All, a near perfect hotfix-patch! Thanks again
Tried countless "fixes" or performance boosters but to no result.
As I already tried the MD trick, and saw immediate resolution, I am looking forward to getting home to play my old save with this new patch!

I am also very pleased about the lesser spam from M8's, and reduced chance of M8's in early combat missions. The only benefit from having many M8's early is the chance of them bailing as opposed from M6's.
I too have been distraught by many enemies blowing themself up due to missile fire as soon as their shields are gone... So great to see that this has been remedied.
All in All, a near perfect hotfix-patch! Thanks again

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So those LRR on M6. They outmatch M7 now? How is that even...possible? Not that i think its bad, its just strange! I mean. Hyperion Vanguard about 2000 compared to 625 before? What is this madness? Also, since when does a Cerberus feature more hangars than a Griffon and more guns than the "IMPROVED" counterpart Astraios? I recommend watching your ingame encyclopedia carefully, and check for other partially heavy stat-changes. I'm sure theres much to find still?

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Enjoying my Corvette. Need more lazors tho.
i5 2500K
GTX 560 TI
Win7 Px64
4GB RAM
GTX 560 TI
Win7 Px64
4GB RAM
.Osiris454 wrote:I think I'll have it exit the east gate of Kingdom end and let it go barreling into the planet like some huge kamikaze Goner torpedo.
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