[Spoiler] Starts, Quests, Unique ships, Features & MORE

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-GoldenEye-
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[Spoiler] Starts, Quests, Unique ships, Features & MORE

Post by -GoldenEye- »

I've been searching through the forums and have not much or anything so far:
/game



1. What are the different start scenarios? And how to unlock them?
I want to play as Terran, is this possible and how many starts for Terran exist?

2. Do certain starts come with different starting quests /storylines. Can some major quests be permanently locked for certain starts?
Like in previous games: Common Wealth vs Terran, etc.

3. Differences in PHQ depending on start like in X3:AP?
Which made a difference when you wanted to build the Valhalla Hauler and in numbers of dockable ships.
(and the design ;) )


4. Is it possible to obtain all ships for all starts? Are certain ships locked behind start scenarios like in X3:AP?

5. Are there randomised abandoned ships for each new start?
In X3:AP you have random bonus ships which you can find like a Dolphin advanced version which was tied to this random spawn on each start..... (and I restarted the game 400 times to get a good outcome :( )

__
/general


6. This is an official ADD-ON?
Because I am a little bit confused that there was something new to this amazing game :)
And I just started a few months ago and now I WILL have to abandon my poor X3:AP savegame for this jewel!


7. Is there a feature to upload player statistics for X3:FL? Same "cheat" protection (***modified***) - rules as before?

__
/game_specific


8. Can I miss any unique ships/factories/weapons during certain quests, starts, decisions, etc.?
I must catch collect them all!
9. 'Valhalla Hauler' still here?
10. PHQ - only 1 or is there a way to get more without ***modified***?
11. I've seen you can repack the PHQ and replace it somewhere else infinite times?
12. Where can I find the 'Terran Kogarasu Maru Hauler' seen here: https://roguey.co.uk/x3fl/ships/ship-425/



A very big THANK YOU! to the developing team for X3:FL.
I was not expecting an even further polished game in this series anymore. It shows a lot of passion you have for this game and that Egosoft produces very high quality games that deserve attention even after so many years!
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blazenclaw
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Re: [Spoiler] Starts, Quests, Unique ships, Features & MORE

Post by blazenclaw »

I can only answer a couple of these, but:

1. You unlock all start scenarios by completing the main intro mission from the default plot start, which shouldn't take more than a few hours; it's basically just an extended tutorial for new features in FL that has you fly back and forth a bit. Would recommend playing it anyway before doing the different start scenarios.
If you don't mind spoilers about the starts themselves and Terran sectors...
Show
There's only an official Terran Spy start, which has you outside Terran space initially. For all starts outside of Custom, there's a questline to open the Terran sectors that's unlocked by accumulating a lifetime total of >750k discovery points, then buying a 'special discovery' for 250k from any explorer guild representative.
2. I'm fairly sure all starts have access to the same quests; I haven't noticed any unique ones, at least, from playing around with a few or from poking around the forums. This is basically the answer for 3. and 4. as well; I don't think the start really impacts you very much in what is physically acquirable.

5. I recall reading somewhere that the abandoned ships are randomized each game, so don't stress over it too much. Given you basically start with the PHQ and can reverse engineer anything, plus can get any ship blueprints from the explorer's guild, re-rolling shouldn't be necessary (though it may be a while if you're trying to find a specific item...).

10. Dev intention was to not be able to build/buy more, so pretty sure you're stuck with 1 unless **modified**. Don't let the Xenon blow it up!

11. Correct, you ought to be able to move it freely with a TL (and potentially a few TS if you're using the PHQ to store goods).

12. If roguey's site doesn't have a location listed, it's probably either capture and/or explorer guild rewards, so save your points lol.
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Re: [Spoiler] Starts, Quests, Unique ships, Features & MORE

Post by Thandrall »

-GoldenEye- wrote: Tue, 25. May 21, 16:57 I've been searching through the forums and have not much or anything so far:
/game



1. What are the different start scenarios? And how to unlock them?
I want to play as Terran, is this possible and how many starts for Terran exist?

2. Do certain starts come with different starting quests /storylines. Can some major quests be permanently locked for certain starts?
Like in previous games: Common Wealth vs Terran, etc.

3. Differences in PHQ depending on start like in X3:AP?
Which made a difference when you wanted to build the Valhalla Hauler and in numbers of dockable ships.
(and the design ;) )


4. Is it possible to obtain all ships for all starts? Are certain ships locked behind start scenarios like in X3:AP?

5. Are there randomised abandoned ships for each new start?
In X3:AP you have random bonus ships which you can find like a Dolphin advanced version which was tied to this random spawn on each start..... (and I restarted the game 400 times to get a good outcome :( )

__
/general


6. This is an official ADD-ON?
Because I am a little bit confused that there was something new to this amazing game :)
And I just started a few months ago and now I WILL have to abandon my poor X3:AP savegame for this jewel!


7. Is there a feature to upload player statistics for X3:FL? Same "cheat" protection (***modified***) - rules as before?

__
/game_specific


8. Can I miss any unique ships/factories/weapons during certain quests, starts, decisions, etc.?
I must catch collect them all!
9. 'Valhalla Hauler' still here?
10. PHQ - only 1 or is there a way to get more without ***modified***?
11. I've seen you can repack the PHQ and replace it somewhere else infinite times?
12. Where can I find the 'Terran Kogarasu Maru Hauler' seen here: https://roguey.co.uk/x3fl/ships/ship-425/



A very big THANK YOU! to the developing team for X3:FL.
I was not expecting an even further polished game in this series anymore. It shows a lot of passion you have for this game and that Egosoft produces very high quality games that deserve attention even after so many years!
1. You can check up the different starts in the X3FL wiki, there is one start as a Terran, you have a M5, M3 and a TP from what I remember, but you start in commenwealth sectors and still got to do the plot to get back to Terran Space.

2. As far as I know, nothing it locked behind anything. That being said, its still rather early times for the game.

3. 99% sure its the same HQ no matter what. That being said, I believe this HQ has a 1.5 million cargo space, but I could be wrong.

4. Yes, all ships are possible to obtain no matter what start.

5. There are, the good thing is your LFL will point you towards them. I know the deca'cafe and the kha'ak ships will always be in it, but the other ships I've found, including an LX and prototype ships, not sure if they will always be in it or just on a random rotation.

6. This is a Mod that has been recognised by Egosoft. So Egosoft themselves haven't had anything to do with the mods beyond the creation on X3AP which they used as a base for the mod. The dev team worked on it on there own free time to do all this.

7. No idea on this one sorry.

8. As far as I know, no, though some of them are expensive. There are actually in-game and steam achievements for collecting all common/uncommon/rare blueprints.

9. The Valhalla is in the game, not too sure about a "valhalla hauler".

10. No ways to get more without modified as far as I know. Haven't heard of anyone trying to use a cloning cheat either.

11. Yes, you can pack and unpack any station you have so long as you have a TL with Build Software MK2 and the space to do so.

12. Terran plot line.
-GoldenEye-
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Re: [Spoiler] Starts, Quests, Unique ships, Features & MORE

Post by -GoldenEye- »

Thandrall wrote: Tue, 25. May 21, 18:33

1. You can check up the different starts in the X3FL wiki, there is one start as a Terran, you have a M5, M3 and a TP from what I remember, but you start in commenwealth sectors and still got to do the plot to get back to Terran Space.



6. This is a Mod that has been recognised by Egosoft. So Egosoft themselves haven't had anything to do with the mods beyond the creation on X3AP which they used as a base for the mod. The dev team worked on it on there own free time to do all this.

7. No idea on this one sorry.
to 1. , question for devs
Is there a possibility that we will see additional start scenarios in the future?

to 6.
A very big mod in the size of a DLC which gets added to the official Terran War Bundle marketed by Egosoft, already purchased appreciation package.


to 7. , perhaps question for devs
I see the functionality of saving player stats is there and even instruction to upload them. Would guess it works bc its an official DLC now and stuff?
Didn't have the time to check.
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Re: [Spoiler] Starts, Quests, Unique ships, Features & MORE

Post by X2-Illuminatus »

1. Unlikely. There's the custom game which allows to adjust lots of starting conditions to create your own starting scenarios though.

7. It was an option in previous games, but it's not supported in X3FL.
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-GoldenEye-
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Re: [Spoiler] Starts, Quests, Unique ships, Features & MORE

Post by -GoldenEye- »

X2-Illuminatus wrote: Tue, 25. May 21, 19:37 7. It was an option in previous games, but it's not supported in X3FL.
Maybe Egosoft implements this nice feature when they already accept this DLC as DLC. If they ever read this though
:-|


Edit: fixed
Last edited by -GoldenEye- on Tue, 25. May 21, 20:33, edited 1 time in total.
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Re: [Spoiler] Starts, Quests, Unique ships, Features & MORE

Post by X2-Illuminatus »

X3FL is not a mod. ;)

I don't know what adjustments are necessary on the Egosoft website, but since it requires time from an Egosoft dev - which are all busy working on X4 - I wouldn't get up my hopes up.
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Re: [Spoiler] Starts, Quests, Unique ships, Features & MORE

Post by Cycrow »

1. For unlocking the starts, you dont actually need to do the whole plot, only the first part upto the "Invisible Door" achievement, which will unlock the remaining starts

2. The only start that comes with something unique is the Lost TerraCorp Pilot start, which gives you an advanced spacesuit instead of the standard one. This is only available from this start
Some of the other starts do have unique prototype ships, but these are all available in other starts too, just more difficult to obtain

3. The is only 1 Headquarters, and all starts have access to it, including the Custom Start

4. All ships are available to all starts

5. There are abandoned ships that are randomised, however, they are not all available from the start, they get added over time, but all starts will eventually get access to all the same ships

6. X3FL is an Official Addon, not a Mod.

7. Not currently supported

8. Not really, however, if you obtain some unique ships and they are destroyed or sold, you will lose access to them unless you reverse engineer them first

9. The Valhalla is available, but not to buy

10. Only 1 is available

11. You can repack and redeploy any station, any number of times. Not just the HQ, but all your factories too

12. Plot Reward, NOTE: its just called Kogarasu Maru, its not a Hauler
-GoldenEye-
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Re: [Spoiler] Starts, Quests, Unique ships, Features & MORE

Post by -GoldenEye- »

X2-Illuminatus wrote: Tue, 25. May 21, 20:20 X3FL is not a mod. ;)
- fixed.

They had the time to announce it and to put it on Steam with a small promotion for X4F. X3:FL also free advertisement for the Terran War Packet.
So there was already some work done including the interviews, now finish it :) @egosoft
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Re: [Spoiler] Starts, Quests, Unique ships, Features & MORE

Post by Snafu_X3 »

Cycrow wrote: Tue, 25. May 21, 20:3511. You can repack and redeploy any station, any number of times. Not just the HQ, but all your factories too
Prolly deserves a different thread in this forum, but how does this work (if it does) for complexes? Would a single TL need to have enough storage for /all/ stations in the 'plex (excluding mined 'roids ofc), or could a 'fleet' of TLs with enough CC accomplish such a task if directed via its commander? Or is moving 'plexes simply not possible, leading to a) moving 'plex stations individually (ie dismantling the 'plex piecemeal) or b) moving the entire 'plex is strictly disallowed once the 'plex is built (tho individual station upgrades in-place can still happen ofc)?
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