Search found 117 matches
- Wed, 16. Jun 21, 06:23
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: X3:FL 1.1 Bug - Tour-group members disappear after marine-training
- Replies: 0
- Views: 2349
X3:FL 1.1 Bug - Tour-group members disappear after marine-training
Unmodified game. I have a number of tour-group members who experienced an unfortunate ticket-mixup and got dropped off at my marine-barracks instead of their intended destination. However when their training is finished and I try to transfer them to one of my TP's they just disappear into thin air. ...
- Tue, 15. Jun 21, 02:22
- Forum: X³: Farnham's Legacy
- Topic: 150 hours, FUBAR Noteriety System, Goodbye, Good Luck
- Replies: 71
- Views: 3633
Re: 150 hours, FUBAR Noteriety System, Goodbye, Good Luck
I've debated the dynamic relations system a lot with a friend of mine since the game was released and while we disagree on the system (he thoroughly dislikes it) I can see why it doesn't suit some. An "official" option to turn it off might be a good solution but honestly I feel like those who'd use ...
- Fri, 11. Jun 21, 22:25
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: X3:FL 1.1 Bug - Map / HUD shows station has a mission but nothing in communications-list
- Replies: 0
- Views: 1977
X3:FL 1.1 Bug - Map / HUD shows station has a mission but nothing in communications-list
Unmodified game. Occasionally I'll come across stations that has a mission-icon on the sector-map and HUD but upon opening communications with the station it's not possible to find any characters handing out the mission. Checked with every single character in the list and nothing but the standard di...
- Tue, 8. Jun 21, 22:11
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: X3:FL 1.1 Bug - Possible to set capital-ship's homebase without being able to clear it
- Replies: 2
- Views: 2125
Re: X3:FL 1.1 Bug - Possible to set capital-ship's homebase without being able to clear it
A Known problem, which should be fixed in the upcoming update 1.2. :) Ah, apologies, wasn't aware it had been reported previously. Hit the command by mistake and had to reload a save to clear the homebase-assignment on a couple of M7's so glad to hear it's getting fixed, thanks for the information :)
- Mon, 7. Jun 21, 23:56
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: X3:FL 1.1 Bug - Possible to set capital-ship's homebase without being able to clear it
- Replies: 2
- Views: 2125
X3:FL 1.1 Bug - Possible to set capital-ship's homebase without being able to clear it
Unmodified game. Steps to reproduce: 1. Dock a capital-ship (M7/M2/M1/TL) at a player-station that allows capital-ship docking 2. Open the station's "Landed ships" list 3. Press the "Assign homebase to landed ships" option Expected result: Either that the "Assign homebase to landed ships" command sk...
- Sat, 5. Jun 21, 14:32
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: [FL-625] X3:FL 1.1 Bug? - NPC Traders reported as delivering products to factory
- Replies: 0
- Views: 1833
[FL-625] X3:FL 1.1 Bug? - NPC Traders reported as delivering products to factory
I'm not sure if this is a bug or I'm just not interpreting it correctly. I have a shield-production complex set up in Spring of Belief consisting of 4 of each shield-factory and the necessary supporting factories. It's set up as following: https://i.imgur.com/D25IQHf.png However if I run a "Report i...
- Thu, 3. Jun 21, 19:56
- Forum: X³: Farnham's Legacy
- Topic: [FL-573][Bug]Build Complex not working correctly
- Replies: 36
- Views: 2162
Re: [FL-573][Bug]Build Complex not working correctly
theres no reason it wouldn't use the jumpdrive, it uses the same navigation scripts as everything else, so if autojump is enabled, then it should jump to the closest gate/beacon, this even works if you dont have enough energy cells, as in FL scripts can now part jump the way if you they dont have e...
- Thu, 3. Jun 21, 07:34
- Forum: X³: Farnham's Legacy
- Topic: Cargo bay hacker - how does it work
- Replies: 3
- Views: 1707
Re: Cargo bay
As Linski mentions the first thing to check is if you have a hotkey defined for the Cargo Bay Hacker as in my game it was initially unbound. You'll find it on the "Games"-tab under the "Upgrades"-section. You'll also need the pre-requisite ship-upgrades/equipments: * Cargo Bay Hacker * Freight Scann...
- Wed, 2. Jun 21, 11:53
- Forum: X³: Farnham's Legacy
- Topic: [FL-573][Bug]Build Complex not working correctly
- Replies: 36
- Views: 2162
Re: [FL-573][Bug]Build Complex not working correctly
While I absolutely love the complex-planner/builder and it's saved me a ton of work already there are some QOL-changes that in my personal opinion would make it even better: The "source"-option I mentioned earlier, a way to specify where the TL should source a factory in the build-plan. Use-case for...
- Wed, 2. Jun 21, 00:23
- Forum: X³: Farnham's Legacy
- Topic: [FL-573][Bug]Build Complex not working correctly
- Replies: 36
- Views: 2162
Re: [FL-573][Bug]Build Complex not working correctly
There will be some improvements to the complex planner in 1.2 Will one of the improvements be a way to specify "sources" for the various stations in a complex build-plan (or maybe this is already possibly and I've just missed it)? For instance I have one of my agents embedded at a shipyard negotiat...
- Tue, 1. Jun 21, 15:01
- Forum: X³: Farnham's Legacy
- Topic: [Feature request] Highlight laser-type
- Replies: 0
- Views: 157
[Feature request] Highlight laser-type
I do not know if this is possible but a nice and convenient qol-feature would be to have the selected laser's column be highlighted or indicated in some fashion on the ship detail screen. Personally I often have a hard time distinguishing between some of the color-shades when trying to determine whi...
- Mon, 31. May 21, 16:27
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1 - fixed in upcoming update (1.2)
- Replies: 8
- Views: 1563
Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
That explains it, they don't particularly like me. Thank you for the information. If you are feeling lucky you can try to steal the blueprints from them. Then you can get it in your HQ. Might take a couple tries though and you probably pay a lot of influence for each try if you made them angry. Tha...
- Mon, 31. May 21, 15:14
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1 - fixed in upcoming update (1.2)
- Replies: 8
- Views: 1563
Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
That sounds interesting, I've been looking for something like that but haven't been able to find it in-game. I've explored reasonably well so I can't immediately think of where it might be hiding, is it made available through one of the plots? Terracorp sells it. That explains it, they don't partic...
- Mon, 31. May 21, 00:53
- Forum: X³: Farnham's Legacy
- Topic: Unable to claim Hyperspeed Access Point in time - answered
- Replies: 23
- Views: 1934
Re: Unable to claim Hyperspeed Access Point in time
I see. That's a shame, personally I would have preferred it if there was some way for the player to interact with this beyond simply being faster at putting down relays (been delaying it until I could also put down Accelerators at the same time). Maybe a second-stage to the initial relay-mission whe...
- Mon, 31. May 21, 00:30
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1 - fixed in upcoming update (1.2)
- Replies: 8
- Views: 1563
Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
For jumpdrives you can just use the jumpdrive install kits. Which allows you to carry multiple That sounds interesting, I've been looking for something like that but haven't been able to find it in-game. I've explored reasonably well so I can't immediately think of where it might be hiding, is it m...
- Mon, 31. May 21, 00:21
- Forum: X³: Farnham's Legacy
- Topic: Unable to claim Hyperspeed Access Point in time - answered
- Replies: 23
- Views: 1934
Re: Unable to claim Hyperspeed Access Point in time
Thank you for the quick response, in that case I'd like to request that this is reflected somehow in the details of the HAP (the "owner"-attribute for instance) before I start setting down relays for it. If it's unclaimed and available there should be a realistic chance of claiming it, while if it's...
- Sun, 30. May 21, 23:41
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1 - fixed in upcoming update (1.2)
- Replies: 8
- Views: 1563
Re: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1
I honestly wouldn't mind if the jumpdrive behaved in the same way (as long as the count actually increases that is), would keep me from having to haul around a docked ship as jumpdrive-donor for captured ships.
- Sun, 30. May 21, 23:37
- Forum: X³: Farnham's Legacy
- Topic: Unable to claim Hyperspeed Access Point in time - answered
- Replies: 23
- Views: 1934
Unable to claim Hyperspeed Access Point in time - answered
I'm posting this here because I'm unsure if this is a bug or actually working as intended and I'm just missing something. The HAP in question lies in Paranid space, Preacher's Refuge to be exact, and I'm attempting to claim it for my own. The problem is that I am physically incapable of reaching one...
- Sat, 29. May 21, 06:21
- Forum: X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support
- Topic: [FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1 - fixed in upcoming update (1.2)
- Replies: 8
- Views: 1563
[FL-612]X3:FL 1.1 Bug - Possible to "overwrite" the Turbo Booster MK1 - fixed in upcoming update (1.2)
Unmodified game. Steps to reproduce: 1. Prepare two ships, ship A and ship B, both equipped with "Turbo Booster mk1" and positioned within transporter device range of each other 2. Use "Freight exchange" via transporter-device to move ship A's "Turbo booster mk1" to ship B Expected result: Either th...
- Sat, 15. May 21, 12:18
- Forum: X³: Farnham's Legacy
- Topic: Hi team, dynamic relations can be hilarious at times
- Replies: 135
- Views: 11034
Re: Hi team, dynamic relations can be hilarious at times
I realize that I'm probably in the minority here but I really like the dynamic relations feature. It transforms the diplomacy-aspect of the game from being nothing but a long, steady grind of getting all of the various factions up to whatever level I want / need them on into an active and changing c...