Mission Bugs that Need to be Fixed. :/
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Mission Bugs that Need to be Fixed. :/
The following bugs have been noted by me in X3AP so far - if anyone can confirm as well, that would be great.
1) Combat Missions from Yaki/Pirate bases sometimes make you kill pirates/Yakis - thus making you LOSE reputation for doing missions for the pirates, and if the sector belongs to the pirates/Yaki, it makes the whole sector red. Needless to say, this makes no sense.
2) Ship retrieval missions sometimes make you claim stolen or abandoned M7's. The problem is, sometimes the stations that offer these missions CANNOT dock capitol ships - thus making the mission impossible to complete.
3) Station-building missions that make you build new stations in Aldrin are constantly bugged - there's around a 50% chance that the station deployed next to the beacon won't be "detected" by the game. I've tried several, and sat there with SETA on for a few minutes, then reloaded and tried again to no avail. The wonky collision detection in Aldrin is likely the cause.
1) Combat Missions from Yaki/Pirate bases sometimes make you kill pirates/Yakis - thus making you LOSE reputation for doing missions for the pirates, and if the sector belongs to the pirates/Yaki, it makes the whole sector red. Needless to say, this makes no sense.
2) Ship retrieval missions sometimes make you claim stolen or abandoned M7's. The problem is, sometimes the stations that offer these missions CANNOT dock capitol ships - thus making the mission impossible to complete.
3) Station-building missions that make you build new stations in Aldrin are constantly bugged - there's around a 50% chance that the station deployed next to the beacon won't be "detected" by the game. I've tried several, and sat there with SETA on for a few minutes, then reloaded and tried again to no avail. The wonky collision detection in Aldrin is likely the cause.
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Hello, all those have been encountered before and have been previously addressed in some cases or workarounds advised for others.
1. This was known in X3TC but fixed in a later patch such that Pirate etc missions would spawn other race such as Commonwealth fleets for you to defend against, thus potentially losing you rep with the main races. It is odd if this problem has resurfaced in X3AP though. (Edit: Please see 6 posts down as well.)
2. They are not at all impossible, in fact they are even easier than they could have been since an X3TC patch. If the ship cannot dock at the target station you just have to get it reasonably close to the station to complete the mission. No waiting around for it to dock even.
3. Yes a well known one. In 'busy' sectors such as Aldrin or the Albions, when the Player enters the sector to let the TL build, collision detection kicks in and moves the beacon somewhere else. The bad news is that the mission wants the station at the original beacon location. The workaround in those sectors is to send another ship into the sector before the Player enters (the TL with the station kit will do). Use that ship to note the coordinates of the beacon for the mission. When the Player then enters, see if the beacon has been moved and, if so, drop the station at the coordinates noted before.
Moving to X-Universe (gameplay) forum.
1. This was known in X3TC but fixed in a later patch such that Pirate etc missions would spawn other race such as Commonwealth fleets for you to defend against, thus potentially losing you rep with the main races. It is odd if this problem has resurfaced in X3AP though. (Edit: Please see 6 posts down as well.)
2. They are not at all impossible, in fact they are even easier than they could have been since an X3TC patch. If the ship cannot dock at the target station you just have to get it reasonably close to the station to complete the mission. No waiting around for it to dock even.
3. Yes a well known one. In 'busy' sectors such as Aldrin or the Albions, when the Player enters the sector to let the TL build, collision detection kicks in and moves the beacon somewhere else. The bad news is that the mission wants the station at the original beacon location. The workaround in those sectors is to send another ship into the sector before the Player enters (the TL with the station kit will do). Use that ship to note the coordinates of the beacon for the mission. When the Player then enters, see if the beacon has been moved and, if so, drop the station at the coordinates noted before.
Moving to X-Universe (gameplay) forum.
Last edited by Alan Phipps on Tue, 26. Mar 13, 16:30, edited 1 time in total.
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@ IRGhost: Yes that would work when the station is built a bit too far from the beacon if correctly positioned.
The problem being discussed in point 3 though is that the beacon itself may now be in totally the wrong place, sometimes right across a very busy sector and far out, and you would not want to tractor the distance to the correct coordinates through a myriad of obstacles and in a timed mission. Hence avoiding the issue in the first place is a better idea.
The problem being discussed in point 3 though is that the beacon itself may now be in totally the wrong place, sometimes right across a very busy sector and far out, and you would not want to tractor the distance to the correct coordinates through a myriad of obstacles and in a timed mission. Hence avoiding the issue in the first place is a better idea.
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@ Simoom: Regarding your point 1. Just in case the earlier (Pirate-unfriendly) version of the now-fixed X3TC Defend Station Mission has been used in X3AP's addon folder, could you please upload a relevant vanilla gamesave to a fileshare site (ideally one with no registration/log-in for others to download from) so that it can be checked in-play.
Ideally we need to see what the mission description says when the Pirate offers the mission and what fleet turns up to be defended against. A save as at when the ship docked at the station or just before the mission was accepted if in space would be great. Thanks.
Ideally we need to see what the mission description says when the Pirate offers the mission and what fleet turns up to be defended against. A save as at when the ship docked at the station or just before the mission was accepted if in space would be great. Thanks.
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Regarding Point 1: Look at the race of the NPC offering the mission. Main race NPC's work on Pirates bases, too. So it may have been, say, an Argon who gave you the mission to attack Pirates.
Pirate Identification Guide
Pirate Identification Guide
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Thanks for that! I lost my previous link to it and have been wanting it, ever since!DrBullwinkle wrote:Regarding Point 1: Look at the race of the NPC offering the mission. Main race NPC's work on Pirates bases, too. So it may have been, say, an Argon who gave you the mission to attack Pirates.
Pirate Identification Guide
Going to create a pdf for it and save it locally.
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Seconded. I didn't even know that existed 

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A good example of why #3 happens... Go into a Terran sector next to one of their huge stations... then drop a satellite... and watch as the satellite goes into warp speed, across the map.
That's what happens to the beacon when you enter it yourself, and the collision detection turns on for all object in that sector...
That's what happens to the beacon when you enter it yourself, and the collision detection turns on for all object in that sector...
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That actually doesn't happen while you're in the sector. It does happen when you leave and reenter, though.
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