Officialy fixed yet? really anoying bug imo ^^Trickmov wrote:Here is a fix for the upgrades-bug:
http://downloads.thexuniverse.us/trickm ... ade-fix.7z
copy the script to your scripts-folder and execute it with "r" in the ScriptEditor.
All upgrade-stocks will be reset to 1 and the WareConsumption-AL be disabled.
Of course I am no teammember, thus this is far from being official
X-Tended -Terran Conflict V2.2 Released. [06/09/2013] (X3:AP prototype available)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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While I really like the mod as a whole - even though incomplete as of yet, I'm not quite sure what to think of your decision to take the repair laser out of the game.
On the one hand, it forces you to think more of what you're doing and how you're doing it, since any damage to your ship will result in a major repair bill instead of just costing time, making combat an economic decision, rather than a decision of skill (meaning: am I skilled enough to take out the enemy before it turns me to dust).
On the other hand, getting caught with a base Elite in a fight between some random spawn Xenon, inevitable receiving some blows by passing LX and being presented a repair bill of 8k Credits per Percent afterwards is something not easily swallowed in the first hours of game play, when your still trading E-Cells for about 400 Credits profit per full cargo load.
I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.
I won't mourn the millions needed to repair a capital ship, once I'm able to afford one. But having to ship around small amounts of wares in an M4 for half a day to repair it just isn't fun as I'd define it.
On the one hand, it forces you to think more of what you're doing and how you're doing it, since any damage to your ship will result in a major repair bill instead of just costing time, making combat an economic decision, rather than a decision of skill (meaning: am I skilled enough to take out the enemy before it turns me to dust).
On the other hand, getting caught with a base Elite in a fight between some random spawn Xenon, inevitable receiving some blows by passing LX and being presented a repair bill of 8k Credits per Percent afterwards is something not easily swallowed in the first hours of game play, when your still trading E-Cells for about 400 Credits profit per full cargo load.
I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.
I won't mourn the millions needed to repair a capital ship, once I'm able to afford one. But having to ship around small amounts of wares in an M4 for half a day to repair it just isn't fun as I'd define it.
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Although the team already said, that the RepairLaser is definatly out, I think, this is a good ideaRyuKazuha wrote: I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.
However, should they remain on their decision, there is:
http://forum.egosoft.com/viewtopic.php?p=3487948
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cant you just make it a ware available to buy that can be fitted on m6 up. i remember cheating in repair lazers to the front slots of a katana and using that to fix ships. as for having it very early in the game, not having it makes the game more interesting and challenging imo. otherwise people sit there with the fire button wedged down on seta for 10 hours to repair an m2 lol
edit - i should have said this was in vanilla.
edit - i should have said this was in vanilla.
I used to list PC parts here, but "the best" will suffice!
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Thanks for the link. As for the "definatly out"-thing. It's there decision and I won't complain, if they keep it. But sometimes a single idea changes something good to an even better, so it's worth a try finding that idea.Trickmov wrote:Although the team already said, that the RepairLaser is definatly out, I think, this is a good ideaRyuKazuha wrote: I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.
However, should they remain on their decision, there is:
http://forum.egosoft.com/viewtopic.php?p=3487948
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I'm coming around to all the XTC changes[edit-except the thin hulls, I do like longer fights.] Some gamers just want to get from point a to b, no detours, just build up their credits and win. I'm glad XTC makes it more complicated. I had to use the repair service a few times, but if you do have a long ride back to a sy you have the GNS and maybe a casino to gamble in.Trickmov wrote:Although the team already said, that the RepairLaser is definatly out, I think, this is a good ideaRyuKazuha wrote: I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.
However, should they remain on their decision, there is:
http://forum.egosoft.com/viewtopic.php?p=3487948
If you want to go fast, go alone.
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
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I like the idea too. Military shields made enough difference in my ships to not really need the repair service very often though, and most of the damage I took was because I kept getting caught in crossfire - I've learned to avoid that now. Spent most of my time in a falcon raider on this playthrough so far, and I liked it a lot; with military shields twice as much.Trickmov wrote:Although the team already said, that the RepairLaser is definatly out, I think, this is a good ideaRyuKazuha wrote: I'd suggest thinking about bringing the laser back in, nerfing it to a state where it takes an hour or even two to fix up a M4, allowing the truely desperate to save money, without giving it the power it had in vanilla. Such a repair rate would also make it essentially useless to repair capital class ships with.
However, should they remain on their decision, there is:
http://forum.egosoft.com/viewtopic.php?p=3487948
Unfortunately for me while trying to kill a PX my graphics card died so I won't be able to give much more feedback until I get another one.
Did the Argon start as was recommended by one of the team and was having a much better experience than my first attempt with it - I have a feeling that this start is going to be something like the Bankrupt Assassin start in vanilla eventually (I wasn't getting the MD event trigger "bumps" in 1.1 like I was getting in 1.0 so I get the impression that there will be a lot of "consequences" for player action further into development.) I'm a bit gutted really since I really wanted to find out why the Zephyrus was balanced so differently from the other TMs I'd looked at (not that I'm calling question to ship balancing, I just hate the cockpit view from a Boa which is why I usually go for a Zephyrus.)
Mentioning ship balancing - I was stunned to find that I like how most ships have been balanced (frieghters don't appear to have been done yet so I'm not including them.) Ship balancing is make or break for me, and I'm really impressed with the really quite clever approach taken in XTC.
Following on from my previous post where I'm not sure if I was being critisised for a lack of suggestions (to be honest, I didn't suggest anything of note since without knowing what is planned to added in future I figured there would be a pretty high chance that the team would have anything I was concerned about covered anyway. I was hoping for a reply of "there's a reason why things are like that but you won't find out until a later release what that reason is," and I'd have been happy with that answer. It's also difficult to offer a many suggestions when it comes to capping as I haven't worked out how capping works in XTC. Nothing has bailed for me this playthrough.)
1. I suggest removing all stock of secondary wares from trading stations and reducing all stock from equipment docks. Didn't do any trading this playthrough (the plan was to do the Teladi start for that.)
2. I'm really not liking the not being allowed to sell weapons thing - for some reason it kind of feels like the game is cheating me (that's a long and expensive story.) My suggestion is worse mind - I would make it illegal to pick up any dropped wares within each races territory without an expensive salvage license, but I don't think that's do-able. If that's not do-able then perhaps use the GNS to allow a player to trade unsaleable weaponary in exchange for the repair service.
3. I suggest increasing the rep needed military shields be top rank if possible (military shields made that much of a difference to my game I personally think it makes sense a military would only allow this kind of kit go to people they trust.) Docking rights to military bases are either earned using something like the Xenon invasion mission in vanilla or perhaps top reputation rank with a given race.
4. I suggest making a few rare ships that are cap only hidden amongst the trade or civilian ships, even if this means losing a varient here and there from shipyards to do so. Ideally though, they would be unique or odd - something like an Iguana that uses Boron weapons (spacefly hunter - Pacific Iguana) or a black Nova with same stats as a Mamba Raider (Argon Intelligence - OTAS Nova Prototype) for example. Basically, trophy ships.
5. Final suggestion and not worth doing probably until the mod is finished, a gamestart with fixed difficulty that cannot be altered once started - definitive XTC as deemed balanced and fair by the XTC team. XTC vanilla if you like.
Chances are all these suggestions have already been dealt with or are planned to be dealt with in a different way further down the line. I'll be back once I get another gfx card.
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I have another 'complaint' as it were... please understand these are all good natured and friendly, I'm not saying your mod is bad!
I recently got my hands on a Pirate Hydra. It can only mount very select weapons in the main guns...
I find CIGs drain energy WAY too fast to be of much use. The IonD is of course useless as a main weapon, as is the Heavy, espc. considering it's so huge, you can't fit enough in! That leaves the IBC... which is useless.
I much preferred it when M6s could use HEPT and other fighter weapons! A combination of CIGs and the now-fighter IPG would be wonderful.
I must point out, this may be a problem encountered only with the Hydra, as its 'staple' weapon, the Ion Beam Cannon, is most definitely useless. So this may just boil down to the Boron weapon argument again.
However that doesn't excuse you! I really wish I could have some feedback about my opinion on the Boron weaponry,
I recently got my hands on a Pirate Hydra. It can only mount very select weapons in the main guns...
I find CIGs drain energy WAY too fast to be of much use. The IonD is of course useless as a main weapon, as is the Heavy, espc. considering it's so huge, you can't fit enough in! That leaves the IBC... which is useless.
I much preferred it when M6s could use HEPT and other fighter weapons! A combination of CIGs and the now-fighter IPG would be wonderful.
I must point out, this may be a problem encountered only with the Hydra, as its 'staple' weapon, the Ion Beam Cannon, is most definitely useless. So this may just boil down to the Boron weapon argument again.
However that doesn't excuse you! I really wish I could have some feedback about my opinion on the Boron weaponry,
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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Well the Hydra (as many other ships in XTC) is not a multi-role combat vessel... but it's a good one to carry around in capturing sprees.
Use hydras and ion weapons (that also slow down targets iirc) to lower your target's shields and make it open to boarding, then go for a cap from another ship.
As said or understated in many other posts, every ship in XTC has some weak and strong points, so a small fleet smartly put together and managed can achieve goals bigger than 'the sum of its parts'.
Just adding up strength points to a single ship is against our goals
Back in XTM there were far too powerful ships, and i came to a point where - out of boredom - i was just playing silly (like attacking stations with a fleet of miners armed only with mining lasers ^^ ). In XTC we want to avoid that, and so the player should need more than only one personal ship to do most of what he can think of.
Use hydras and ion weapons (that also slow down targets iirc) to lower your target's shields and make it open to boarding, then go for a cap from another ship.
As said or understated in many other posts, every ship in XTC has some weak and strong points, so a small fleet smartly put together and managed can achieve goals bigger than 'the sum of its parts'.
Just adding up strength points to a single ship is against our goals
Back in XTM there were far too powerful ships, and i came to a point where - out of boredom - i was just playing silly (like attacking stations with a fleet of miners armed only with mining lasers ^^ ). In XTC we want to avoid that, and so the player should need more than only one personal ship to do most of what he can think of.
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That's the thing, it's designed for capping. I understand that. What I don't understand is why that's meant to make SENSE!? Why would an entire races only combat ship in one class be effectively useless for the every day patrol. Which is the only thing it actually does in the game. And it gets slaughtered.
The Ion Disruptor is mediocre for capping, you have to get right next to them. The Ion Beam Cannon is very weak, very inaccurate and very energy hungry, the Heavy Ion D you can only hold 4 or so of and you're full. It's, quite frankly, useless.
The Ion Disruptor is mediocre for capping, you have to get right next to them. The Ion Beam Cannon is very weak, very inaccurate and very energy hungry, the Heavy Ion D you can only hold 4 or so of and you're full. It's, quite frankly, useless.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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