To bug or not to bug... that is the question

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Hwitvlf
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To bug or not to bug... that is the question

Post by Hwitvlf »

A list of some things I've encountered which may be bugs or maybe I'm just missing something obvious (I'm known to do that :doh: ). Some of these may have already been addressed in other threads too.

1. Blackmarket doesn't seem to be working right. You can trade a single 'wanted' item to a merchant for his entire stock of an 'offered' item, and no money is deducted from Player's account. For example, I traded a single FAA for ~25 TriBeam Cannons with no change to my account balance.

2. Stations with laser towers appear to have an issue with hacking. I suspect the laser tower is targeting player ships and turning the station hostile again.

3. If a TL gets attacked while working on a complex and emergency jumps to a new sector, it drops its stations in the new sector instead of adding them to the complex.

4. A TL building my complex has twice ended up with its cargobay full of stations, yet idling with a 'no room' error. I had to transfer the stations to the HQ for it to resume.

5. Capital ships which get a homebase added through the 'Landed Ships' command menu, don't appear to have a way to remove the homebase.

6. Possible bail rate issue. See here.

7. The drone carrier sometimes spams tons of messages if 'notify when order completed' is on- even when its parked doing nothing.

8. Most of my ships have ended up with an NPC pilot named the same as my player character. They show under property >personnel menu.

9. Xenon all have an NPC pilot named "Unknown Object" which remains in the ship when it bails and can be transferred as pilot to other ships.

10. Stutter when opening the Best Buy menu. This may be normal for the new advanced version in FL, but there's about 1 second of stuttering when I open the BB/BS menu.

11. Guppy Drone Carrier lost one of its drones but auto-replaced it at Atrius. The new drone is not 'owned' by the Guppy. The Guppy keeps auto-jumping back to Atrius to 'replace drone', but just parks in the sector doing nothing.

- Exploit: In a Deliver Ship mission, after you confirm the transfer and get paid, the ship stays in your control for several seconds while it undocks. You can tell the ship to eject its cargo during this time before it disappears.
Last edited by Hwitvlf on Sun, 6. Jun 21, 04:43, edited 3 times in total.
RunGiantBoom
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Re: To bug or not to bug... that is the question

Post by RunGiantBoom »

Hwitvlf wrote: Sat, 5. Jun 21, 19:03 1. Blackmarket doesn't seem to be working right. You can trade a single 'wanted' item to a merchant for his entire stock of an 'offered' item, and no money is deducted from Player's account. For example, I traded a single FAA for ~25 TriBeam Cannons with no change to my account balance.
Even worse. You can add your own ware to trade.
Image
Here im trading 33 gauss cannons on energy cells. even line is gray you still can press enter and trade will be complete.
Hwitvlf
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Re: To bug or not to bug... that is the question

Post by Hwitvlf »

RunGiantBoom wrote: Sun, 6. Jun 21, 01:01 Here im trading 33 gauss cannons on energy cells. even line is gray you still can press enter and trade will be complete.
Ha, maybe they were rare collectible E-cells owned by Farnham himself...used to power his electric razor every morning :shock:

On #5 (unable to clear capital ship homebase), it seems they retain their setting even if the player enters the pilot seat. This would normally be a good improvement over AP, but I use the 'follow me' order regularly - issued by keyboard from the sector map. The 'follow' command is usually the first in the list, but having a homebase makes it third. In the heat of battle, I keep making the mistake of telling my ships to go home instead of follow me :gruebel:
Utsuho Reiuji
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Re: To bug or not to bug... that is the question

Post by Utsuho Reiuji »

Can I add to your list?
  • Extensive battles in a sector lead to lag.
  • In station defence missions, AI hostiles sometimes fire their weapons in random directions but not at the target station while remaining still.
  • A defend the station mission can bug out and not spawn hostile forces to attack it.
  • Some taxi missions require a TS but do not say so in their mission text.
  • The diplomacy steam achievement displays 10000 influence points but requires 100000.
  • There is currently no hint for the sector Sanctuary of Darkness to become a Xenon sector - New players should be at least warned in some way.
  • Xenon hub can be destroyed. I am pretty sure this was not the case in TC or AP.
  • Credits at the Spacelab can be installed in a docked ship.
  • Bailed (and capped) ships become the target of the sector owner's military or rapid response forces. Even if docked at a ship or station they can follow you around and even attack said ship/station. They will go as far as jump to your location and give chase to you.
  • There are currently too few quantum processors and focus lenses such that building unique ships is impossible (you can at most build one of those).
  • Production & Reverse engineering times are unreasonably long. As such, this feature of the Spacelab is pretty much useless to build your own fleet (the build times for factories are comparably fine, though).
  • Some faction military remain hostile after using diplomats to gain trust. Contacting them to request ceasefire does not work.
  • In-sector Orbital defence stations and lasertowers (sometimes?) remain hostile when gaining trust with a faction such that the player is not hostile with said faction anymore.
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X2-Illuminatus
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Re: To bug or not to bug... that is the question

Post by X2-Illuminatus »

Utsuho Reiuji wrote: Sun, 6. Jun 21, 18:23 Can I add to your list?
Please don't.

Bug lists are horribly difficult to oversee, often don't provide enough information to reproduce the issues, mix bugs with balancing issue or stuff people just don't like, or repeat issues which have been reported before or which are actively discussed right now. If you cannot find a bug being reported or if you have a question about a specific feature, and cannot find a topic discussing it, feel free to open a new thread.
Hwitvlf wrote: Sun, 6. Jun 21, 17:08 On #5 (unable to clear capital ship homebase), it seems they retain their setting even if the player enters the pilot seat. This would normally be a good improvement over AP, but I use the 'follow me' order regularly - issued by keyboard from the sector map. The 'follow' command is usually the first in the list, but having a homebase makes it third. In the heat of battle, I keep making the mistake of telling my ships to go home instead of follow me
What do you consider a capital ship? Capital ships (M1/M2/M7) don't have a homebase setting, so I'm not really sure what you're describing here.
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Hwitvlf
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Re: To bug or not to bug... that is the question

Post by Hwitvlf »

X2-Illuminatus wrote: Sun, 6. Jun 21, 19:31 What do you consider a capital ship? Capital ships (M1/M2/M7) don't have a homebase setting, so I'm not really sure what you're describing here.
If it wasn't by intent, then I guess it's a bug in a station's "Landed Ships" command to "Assign as homebase to all landed ships", as it applies homebase to capitals. It also causes problems with the Station Manager taking over capitals.
Image

X2-Illuminatus wrote: Sun, 6. Jun 21, 19:31 Please don't.
Is there a preferred method for reporting bugs? I had planned to update the top list if each issue was addressed, but it didn't seem wise to spam separate topics for each of these issues. Sometimes the replies are cryptic so I don't know if they directly fix the issue I'm experiencing (general M7D and Complex building improvements). Wouldn't it be easier to post an in-progress change log for the next update (in a sticky) which people could reference to see if an issue is already addressed?

I can provide saves or more info for most of the issues mentioned if needed.
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Re: To bug or not to bug... that is the question

Post by Snafu_X3 »

Utsuho Reiuji wrote: Sun, 6. Jun 21, 18:23 Can I add to your list?
See X2's comment just below. However:
[*] A defend the station mission can bug out and not spawn hostile forces to attack it.
Did you have visual/satellite map range on any/all gates?
[*] Some taxi missions require a TS but do not say so in their mission text.
A TS?? Do you mean TP, or are you simply complaining you don't have the carrying capacity for that number of people? Either way, you really should spend a bit of time reading the /full/ mission briefing IMO, esp WRT number of passengers & 'accepting ship' requirements.. Yes I know this is sometimes ambiguous, but if you land /before/ acceptance the mission-giver will give you a headsup (& the opportunity to back out by reloading should you so desire)
[*] Credits at the Spacelab can be installed in a docked ship.
Already acknowledged & addressed in the forthcoming 1.2 release
[*] There are currently too few quantum processors and focus lenses such that building unique ships is impossible (you can at most build one of those).
Already explained elsewhere by DEVs; whether there will be a change..? dunno. See viewtopic.php?p=5060464&sid=8c1f66ee177 ... f#p5060464
[*] Some faction military remain hostile after using diplomats to gain trust. Contacting them to request ceasefire does not work.
[*] In-sector Orbital defence stations and lasertowers (sometimes?) remain hostile when gaining trust with a faction such that the player is not hostile with said faction anymore.
Already addressed by DEVs elsewhere: you need to hack their home station to at least neutral status before they can be commed individually, if necessary
Last edited by Snafu_X3 on Mon, 7. Jun 21, 00:24, edited 1 time in total.
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Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

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Deianeira
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Re: To bug or not to bug... that is the question

Post by Deianeira »

[*] A defend the station mission can bug out and not spawn hostile forces to attack it.
Did you have visual/satellite map range on any/all gates?
This bug occurs because of HSAPs without a TOA. As enemies always spawn behind the closest gate and then fly through it to attack the station: no gate :arrow: no enemies. This also applies to HSAPs that are not active in your current game. What this all means is that you will probably never be able to defend the Goner SPP in Harmony of Perpetuity or the stations behind Duke's Haven or the SSPs in Akeela's Beacon etc. pp.
Last edited by Deianeira on Sun, 6. Jun 21, 23:59, edited 1 time in total.
Hwitvlf
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Re: To bug or not to bug... that is the question

Post by Hwitvlf »

All the missions that I've seen which require a TP, but don't say so, had an agent as a reward. I think agent = TP required, so at least they're easy to spot.
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Re: To bug or not to bug... that is the question

Post by Snafu_X3 »

Hwitvlf wrote: Mon, 7. Jun 21, 00:11 All the missions that I've seen which require a TP, but don't say so, had an agent as a reward. I think agent = TP required, so at least they're easy to spot.
Nope: there are still 'standard' TP missions available (ie without an agent reward)
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

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Deianeira
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Re: To bug or not to bug... that is the question

Post by Deianeira »

Snafu_X3 wrote: Mon, 7. Jun 21, 00:26
Hwitvlf wrote: Mon, 7. Jun 21, 00:11 All the missions that I've seen which require a TP, but don't say so, had an agent as a reward. I think agent = TP required, so at least they're easy to spot.
Nope: there are still 'standard' TP missions available (ie without an agent reward)
Yes, but no missions that give agents and don't require a TP. Just buy an Angel TP from Atreus, handles like an M3 and doesn't obstruct your view at all. Don't forget to grab the jump beacon on the way out :D
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Re: To bug or not to bug... that is the question

Post by Snafu_X3 »

Deianeira wrote: Mon, 7. Jun 21, 00:47
Yes, but no missions that give agents and don't require a TP.
Either you're missing the point or I am!
  • Agent-providing taxi missions /always/ require a TP (& are classified hard/v hard)
  • There are other taxi missions available that require a TP but don't give an agent. These can have confusing descriptions
  • 'Transport crew' etc missions don't require a TP: any ship with enough cargo space & CLS is perfectly fine, provided it has the speed to complete the mission on time ofc :)
I /really/ miss my Angel, but the Ocelot is doing fine ATM :)
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

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Hwitvlf
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Re: To bug or not to bug... that is the question

Post by Hwitvlf »

The Angel was always my favorite TP - refreshing after flying ships that block so much view.

I used weird sentence structure in my "TP" post. You said it better: "Agent-providing taxi missions /always/ require a TP (& are classified hard/v hard)".
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Re: To bug or not to bug... that is the question

Post by Utsuho Reiuji »

Sorry, I meant to answer sooner but didn't have the time.
Snafu_X3 wrote: Sun, 6. Jun 21, 23:39
Utsuho Reiuji wrote: Sun, 6. Jun 21, 18:23 [*] A defend the station mission can bug out and not spawn hostile forces to attack it.
Did you have visual/satellite map range on any/all gates?
I had visual. This happened in Nathan's Voyage, just after I activated the HSAP. Now I think I understand what happened: Apparently the enemy spawn in the next sector and then fly into the mission sector via the closest gate. I assume the Argon military took them out before they could move through the gate which bugged the mission out.
[*] Some taxi missions require a TS but do not say so in their mission text.
A TS?? Do you mean TP, or are you simply complaining you don't have the carrying capacity for that number of people? Either way, you really should spend a bit of time reading the /full/ mission briefing IMO, esp WRT number of passengers & 'accepting ship' requirements.. Yes I know this is sometimes ambiguous, but if you land /before/ acceptance the mission-giver will give you a headsup (& the opportunity to back out by reloading should you so desire)
A typo on my part, I meant to say TP. It's annoying though if you accept a taxi mission while not in a TP just to be greeted by your customer that they will not enter your ship. Regardless of agend reward, the mission description should be clear if a TP is required or not.
[*] Some faction military remain hostile after using diplomats to gain trust. Contacting them to request ceasefire does not work.
[*] In-sector Orbital defence stations and lasertowers (sometimes?) remain hostile when gaining trust with a faction such that the player is not hostile with said faction anymore.
Already addressed by DEVs elsewhere: you need to hack their home station to at least neutral status before they can be commed individually, if necessary
That does sound like a workaround and not like a fix. I think the dynamic relations are an awesome feature, but details like this kind of break the fun.
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Re: To bug or not to bug... that is the question

Post by -GoldenEye- »

Utsuho Reiuji wrote: Mon, 7. Jun 21, 12:41 A typo on my part, I meant to say TP. It's annoying though if you accept a taxi mission while not in a TP just to be greeted by your customer that they will not enter your ship. Regardless of agend reward, the mission description should be clear if a TP is required or not.
That would be my request too: In the German Version there is no statement about the need of a TP as well. :!:




Utsuho Reiuji wrote: Mon, 7. Jun 21, 12:41 That does sound like a workaround and not like a fix. I think the dynamic relations are an awesome feature, but details like this kind of break the fun.
:arrow: Stations or lasers staying red after gaining trust is common and a feature in all X3 titles. Even when you gain the rep with missions. Just hack the stations.
(Usually station which were build by GoD (when you have low rep) stay red and some trade docks.)
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Re: To bug or not to bug... that is the question

Post by Cycrow »

The reason you need to hack the station is because you had previously annoyed the paranid, most likely by not leaving thier sectors when they told you to. As a result the local trading station became an enemies.

So you basically have to fix your own mistake, which you can do, so it's not like it blocks the mission.
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Re: To bug or not to bug... that is the question

Post by Utsuho Reiuji »

-GoldenEye- wrote: Mon, 7. Jun 21, 12:47 :arrow: Stations or lasers staying red after gaining trust is common and a feature in all X3 titles. Even when you gain the rep with missions. Just hack the stations.
(Usually station which were build by GoD (when you have low rep) stay red and some trade docks.)
Correct me if I am wrong, but hacking a station requires me to find a quest giver offering that, correct? I can't hack the station myself iirc.
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Re: To bug or not to bug... that is the question

Post by -GoldenEye- »

Utsuho Reiuji wrote: Mon, 7. Jun 21, 16:49
-GoldenEye- wrote: Mon, 7. Jun 21, 12:47 :arrow: Stations or lasers staying red after gaining trust is common and a feature in all X3 titles. Even when you gain the rep with missions. Just hack the stations.
(Usually station which were build by GoD (when you have low rep) stay red and some trade docks.)
Correct me if I am wrong, but hacking a station requires me to find a quest giver offering that, correct? I can't hack the station myself iirc.
Agents can hack stations.
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Hwitvlf
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Re: To bug or not to bug... that is the question

Post by Hwitvlf »

If you send an agent, make sure you have enough influence points with the race who owns the station, or it won't show up in the list.

Also, the bug mentioned in the top post is not the scenario referred to by Cycrow. Twice, I sent an agent to hack a Split trading port (with a laser tower) where I needed to drop off passengers. The station became friendly, so I sent a TP to dock at the station (OOS), It acknowledged the order and jumped to the Split sector, but as soon as it entered, the station became hostile again and it couldn't dock. Same for the EQ dock in Light of heart (owns laser tower). It became hostile, and I sent an agent to hack it. I have a satellite in that sector and the agent appeared to have no effect.

As it has been reported that Laser Towers are changing their friend-foe settings based on enemies anywhere in the sector, I speculate that the Towers owned by these docks are staying hostile when the station is hacked OOS. As soon as a player ship enters the sector, they target it and turn the station hostile again. That speculation could be completely wrong.

I can try to set up saves to demonstrate any of the bugs in the top post, but there's no point in wasting that much effort if it's not needed.
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Re: To bug or not to bug... that is the question

Post by Hwitvlf »

In regards to #2 from top post:
2. Stations with laser towers appear to have an issue with hacking. I suspect the laser tower is targeting player ships and turning the station hostile again.

Encountered the bug again and this time made a save immediately before. My internet connection is incompatible with most common file hosting sites so it's difficult for me to upload, but I will if this bug has not been addressed. Trying to drop off a bailed pilot to Family Whi Trading Port. Good relationship with Split, station is 'friendly' and accepts docking request for my TP, but it's Laser Tower is still hostile from long ago. Shortly after TP comes into station's view, it becomes hostile.
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