PATCH 1.4 Requests

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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random50
Posts: 283
Joined: Fri, 23. Dec 05, 14:43
x3

Post by random50 » Wed, 4. Jan 06, 21:27

Is there actually going to BE a 1.4 patch? Has there been any confirmation of this yet?

Rhl
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x3

Post by Rhl » Wed, 4. Jan 06, 23:09

Nope. But I think it's safe to assume that Egosoft cares enough about X3 that they'll resolve all of these issues on everybody's minds... or do their best. :wink:

Swordsman
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x3tc

Post by Swordsman » Thu, 5. Jan 06, 01:42

- Match nodes (for complex tunnels) that can be used with those that are shown on the model (e.g. Crystal Fab M)

- Enable rotating factories on the 3rd axis during placement, instead of just 2

- Allow factories to buy from your other factories without paying, similar to how automatic trasfer to player account is done

- Allow transport to be ordered to always buy from a specific factory, and will do it continuously

- Be able to reset Home: to blank for a transport after it has been assigned to a factory

grogan
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Joined: Thu, 1. Dec 05, 04:36
x3

Post by grogan » Thu, 5. Jan 06, 05:14

1) fix ore belt lag
2)bbs missions need some tweaking
3)nothing else the game rocks other wise.. cept for some minor running into little roids while on auto pilot :D

-{AA}- Salamander
Posts: 213
Joined: Wed, 14. Dec 05, 16:58

Post by -{AA}- Salamander » Thu, 5. Jan 06, 05:27

Personally i think the PPC weapon effects could look a bit more... awe-inspiring. I mean, it is pretty much the main weapon for cap ships, it should look a bit more glorious. Looks too plain... OH NO! THE CARRIER HAS OPENED FIRE WITH PING PONG BALLS SIR!

I think this goes for all the weapons though, it would be interesting if each class of weapon looked slightly different, even if it was a shade different color or slightly bigger and brighter as you go up to beta and gamma versions.

This isn't anything major at all but i thought it might give the game a more finished look for the weapons since so much improvement has been done on the other graphics.

Deano_TIK
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x3

Post by Deano_TIK » Thu, 5. Jan 06, 06:42

Dunno if it was mentioned:

Comm chatter, would make the universe so much more alive (Like Freelancer).
i aint got no watchamacallit

argharg
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Post by argharg » Thu, 5. Jan 06, 06:57

there will be a 1.4 patch it was mentioned in the scripting forum. (LV was told not too was time trying to fix the pilot bug as it is already fixed in 1.4)


WIDESCREEN SUPPORT PLZ:

-> tired of seeing oval planets.
-> ships and bases extend then schrink when I rotate on the z-axis, looks ugly and kill the immersion
-> this should not take more than 15mins to fix (somewhere somehow the 4x3 ratio is frozen, just add an option for 16x10 and 16x9), you will need to do it for the xbox 360 version anyway

if I was rich enuf I would offer you a DELL 2405FPW monitor just to motivate you...
http://accessories.euro.dell.com/sna/pr ... mary=False


Except that the game is uber since 1.3 as expected
Last edited by argharg on Sat, 7. Jan 06, 10:53, edited 1 time in total.

Legumis Soldat
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x3

Post by Legumis Soldat » Thu, 5. Jan 06, 08:23

http://forum.egosoft.com/viewtopic.php?t=118784

If something like this isn't implemented then I'm going back to WoW
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XenonBuster
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Post by XenonBuster » Thu, 5. Jan 06, 11:30

Azordian wrote:
XenonBuster wrote:remove all those stupid sector enhancements
we don't need thousands of useless rocks all over the place
I don't agree with this. A bare sector is pure boring, and it makes me not want to play. Space must be filled with obvious obsticles, and it cannot be a bunch of stars and that's it. You need the 'background', and if you're complaining the game slows down because of them - go and upgrade your machine. The game has a clear definition on the parameters, so you must aim above. :)

clagg0 wrote:I have a few things that I'd like to be addressed:

1. Why is everything so poorly explained and convoluted?
I mean why can I buy 25Mw(Mj or whatever) shields but not replace the ones on the argos buster? If you can, then obviously this needs to be explained.

Why is it that I can buy a Alpha Pulsed Beam Emitter but not install it into the argos buster? I cannot find an explanation in the book!
Well, I believe it's for a simple reason they've included - and even expanded with v1.3, the 'details' section within the game. It clearly explains, not only by colour for those of us whom cannot read - but also by measurement of power the strength and mountability of certain types of weapons. I believe, instead of complaining, you should explore.
clagg0 wrote: 2. Why has my HUD been going black every time I fire? I can't target anything and hence die miserably due to big black blocks where all the HUD stuff go! It's only just started happening despite having been ingame for 16 hours, all of it on version 1.3!! Why?
The shaders have been modified, make sure that you are using at least a video card with shader version 1.2. Perhaps it's a video card incompatability?
clagg0 wrote: 3. Why are the volumes so poor? The Ship Computer voice is too loud and needs a volume rather than On/Off options whereas the game volumes are miserably low.
I've found the volumes to be easily modified and have a perfect balance with some 70% in voice, 85% in game, 60% in music. Just tweak!
clagg0 wrote: 4. The ships I capture cannot just go where i want them to go without the Argos Buster also going to the same place! Very weird. I once tasked the ship I captured to go to Argos prime and when I turned round to get back into my ship, it had also gone off!! Bar stewards!!
Are you certain you did not click for the command to be broadcast to all ships in the sector? I've never, in all my 100+ captures of freighters and fighters, have had that problem. Ever. :o
clagg0 wrote: 5. A better search system than the crap that's currently in use on the website! I have never seen such a method used and now I know why. It's bloody awful.
That I fully agree with. A lot of the search topics are x2 related. They're close, but I want to look at fresh topics, instead of having to browse for an hour on the forum to find one I need.

But realistically, the true stuff to focus at the moment aren't dumbed down menu bars, instead it should be the scripting and heavy look on the balancing of the game.

Nerf the weapons, so battles can span for long periods of time. This would also enforce the wingmen aspect, which must ALSO be fixed horrible - as I've read and experianced some horrible things. One being, gates are still smashed. It has happened to me in v1.3 by a wingman. It was a fresh game too.

My Perseus Raider, armed with 6xaHEPTs and 3xaPACS (turret) have massacred an Albatros. Honestly. I just floated on the belly, looking at the unmoving turrets, and split his shields like butter - and hull a little slower. The escorts didn't even think to hunt me, just turned red above him (I was below) and flew in circles.

This is NOT how a battle should be with a capital ship! It should be IMPOSSIBLE for one longely heavy fighter to float on the belly and - within 30 SECONDS - destroy the target.

My two cents.

Azordian

oh we finally have a new expert on the game, just joined, unregistered, been there, done that, has all the answers and to top it all he can't even understand a two line post

Harry Tuttle
Posts: 47
Joined: Sun, 15. Feb 04, 12:47
x2

Patch 1.4 - does anyone know anything at all about its ETA?

Post by Harry Tuttle » Thu, 5. Jan 06, 18:33

Apologies if this question has been raised a thousand times. Discussion of it appears to have gone rather quiet.

Al
Posts: 11996
Joined: Mon, 11. Nov 02, 10:26
x3tc

Post by Al » Thu, 5. Jan 06, 18:35

1.3 has only just been released. Give them a chance. :roll:

As soon as any info is available it will be in a sticky at the top of the forum. Until then it will be speculation only.

Al
X2 Capture Guru - X3:TC Noob :D
X2 Capture Guide

Rothan
Posts: 64
Joined: Fri, 23. Jul 04, 04:30
x4

Post by Rothan » Thu, 5. Jan 06, 23:02

They make a policy of not commenting on the next patch until they comment on it. Which is to say, nobody knows when or even if the next patch will come.

But... since they just released 1.3, I suspect that 1.4 is at least a month off, and maybe as much as 2 months, so don't count on seeing much before february.

User avatar
pkd
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Post by pkd » Thu, 5. Jan 06, 23:45

The ability to specify what a Universe Trader deals in. A setting in which you can select:
* Illegal Goods
* Resources
* Weapons
etc
http://thecynicalgamer.blogspot.com/
- cause the gaming industry is big business. They can take a little sarcasm.

Trancepilot
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Joined: Mon, 5. Sep 05, 05:02
x3tc

Post by Trancepilot » Fri, 6. Jan 06, 01:28

It would be nice to be able to when jumping to a position, you could actually pick an (x,z) coordinate instead of coming out of gate.

Azordian
Posts: 171
Joined: Fri, 16. Dec 05, 00:47

Post by Azordian » Fri, 6. Jan 06, 01:44

Trancepilot wrote:It would be nice to be able to when jumping to a position, you could actually pick an (x,z) coordinate instead of coming out of gate.
That really wouldn't make sense. Jumping gates are these mysterious things that catch you when you 'jump' through a sub-layer of space. This isn't star wars. :)

I'm kidding, but I'd say it'd make attacking sectors far too... simple for xenon and kha'ak, meaning you'd have more empty sectors. :)

Solfi
Posts: 167
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x3tc

Post by Solfi » Fri, 6. Jan 06, 02:52

My list of patch requests (sort of in order of importance....). I've tried to only include actual feature requests, as bugfixes, optimization issues and the like pretty much goes without saying:
  • Separate tab for Satellites in the Owned Property window - When you have a satellite in most of your explored sectors, it is very frustrating to have to scroll through all the satellites to get to your ships.
  • An official "Out of Fuel"-fix for the traders would be nice.
  • Better Universal Trader control - Some means of controlling sectors your UTs are allowed to visit. ATM I am using the Satellite Limited MK3 Universal Trader script, which is alright. Though, it would be nice to able to
    • Have a general case control which avoids certain types of sectors (I don't see why one would want to avoid any kind sector other than hostile ones, but perhaps someone would like to delimit race as well?). It was suggested in the Satellite deploy script-thread that one might be able to specify a jump range, but include only sectors within the range that belongs to a certain race. Would it be possible to do this, but instead delimit it to friendly sectors?
    • Be able to make exceptions to above rules for specific traders.
  • Gates Outside of sector maps - If you absolutely have to put gates outside the sector maps to make them more mysterious and inaccessible (or whatever...), at least make the zoom-function more robust, so you can extend the zoom until all gates are shown, and not fall back into the standard zoom. Alternatively, make a scroll-function for the sector map window when pushing borders. Not seeing your own ship makes navigation annoying at times.
  • Easier Complex layout - I haven't built a single factory yet, let alone a factory complex, but after reading up on some threads about the problems of Complex-construction, it appears to me some in-game helper function, or automation-systems are needed. Nevermind that this might make the Complexes "more standard", the important thing is to avoid frustration from faulty design.
  • Ship descriptions before purchasing - When looking through ships to buy at the shipyard, I haven't the slightest clue as to the capabilities of the ships I am looking at.

    The ability to see shipstats in the shipyard would be a great tool.

    Of course there are excel-sheets etc available online, but I'd rather be able to look through the stats in-game. Also, said excel-sheets tend to be hard to get a handle on... too much numbers too fast.
  • Proper Chapter Index in manual-pdf - Not really patch 1.4 related - but still. I've been looking at the updated manual-pdf. The Bookmarks structure is horrendous. Probably just an oversight, but it shouldn't be that hard to fix, and it simplifies viewing a lot.
  • *optional* Cockpits (if any...) - If you do put them in (after all the requests I've seen around here), please make them optional. I (and many with me) prefer a clean screen.
bomb#20 wrote: -A "Match target´s speed" key, which is standard in most other space sims (like Wing Comander or Freespace etc.)
Actually, I think the dogfights are a bit more interesting when this isn't automatic. Then again, as of yet I've only been in dogfights while in ships with relative good acceleration and speed. And using the speed regulator on my joystick makes a lot easier. I can imagine it's much more tedious in a clunkier ship...
Azordian wrote:
Trancepilot wrote:
It would be nice to be able to when jumping to a position, you could actually pick an (x,z) coordinate instead of coming out of gate.
That really wouldn't make sense. Jumping gates are these mysterious things that catch you when you 'jump' through a sub-layer of space. This isn't star wars.
... As I understand it, after reading up on the fiction (Farnham's Legend), that was the point of the jump-drive developed by the earth-scientists.... Of course, it didn't work they way they hoped....
Octessence wrote:
SilverTalon wrote: Im not sure if anyone else finds this annoying but Ive never played an X game before and I find the warp gates irritating. Why does the auto pilot always fly so close to the edge of the gate? and therefore wastes your time trying to guide itself through. Why dont they make the autopilot fly towards the centre of the gate automatically? also the autopilot has crashed me into an asteriod in herrons nebula a few times which is annoying.
This is to stop you flying into TL or capital ships that come through the centre of the gate. Also, the pilot's autopilot is no different from the AI autopilot. If every ship aimed for the middle, they would keep flying into eachother.
This is a very minor problem, but I agree it is annoying. I seem to remember this problem is solved with a queueing system i Freelancer. Of course, they also used two different gates for arrivals/departures from a sector, but I don't see why some sort of queueing system wouldn't solve this problem... They never really explain how you know you won't crash into someone on the other side, but I just assume there is some sort of safety protocol involved for that (I make my own "suspension of disbelief" when I need to as it were :P).
Last edited by Solfi on Sat, 7. Jan 06, 01:14, edited 1 time in total.

mattalyst
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x3

Post by mattalyst » Fri, 6. Jan 06, 04:44

i think too many people are posting feature requests for the superficial stuff (like cockpits) and overlooking the more major things that are wrong, particularly with the interface. by which i mean (and some of this stuff is bugs that never got fixed with x2):

- menus overlap confusingly. there's 3 ways to get at everything, and they all look the same.
- hotkeys are dependent on the current open menu; they should be open. i can't count the number of times i've launched missles at stations accidentally when i wanted to see their [l]anded ships.
- follower ships don't jump when you jumpdrive manually, and even when you give the ship a command through the command menu, having to type "1" is childishly primitive
- the fact that wingman, homebase, and current command all reset when you jump into a ship is INSANELY ANNOYING
- non-wingman followers sometimes just forget to follow you any more, particularly after docking
- i'm willing to forgive the lack of descriptions for most of the equipment, but with the number of missiles in x3, the lack of in-game documentation of their strengths means they're only useful with hours of experimentation and note-taking.
- turret commands are not really intelligible or complete. they should be replaced with a target priority ("missiles", "non-aggressive enemies", "aggressive enemies") list, and in order to make the turrets offensively useful, one of the options on that priority list should be "enemies the player has manually shot at".
- it is in general far easier to amass a fleet then it is to control it. if players can own carriers with their own wings of 40 fighters, then it is just stupid to have the only commands available be "attack" and "defend", and the only granularity for those commands (ie, the battle group) be "all ships of the same class". just simple stuff like starcraft does would be enough: group 1 move here, group 2 patrol, group 3 protect this station.

</rant>

ps: of course, i wouldn't have such complicated opinions on x3 if i wasn't utterly addicted....mmm, delicious escapism....

silent1
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Joined: Sat, 3. Dec 05, 12:09
x3

Post by silent1 » Fri, 6. Jan 06, 05:29

Solfi wrote: [*]Ship descriptions before purchasing - When looking through ships to buy at the shipyard, I haven't the slightest clue as to the capabilities of the ships I am looking at.

The ability to see shipstats in the shipyard would be a great tool.

Of course there are excel-sheets etc available online, but I'd rather be able to look through the stats in-game. Also, said excel-sheets tend to be hard to get a handle on... too much numbers too fast.
It's already there - select ship in list and press I. :P Though I must agree that some tooltips with possible shortcuts would be useful for newbies.

Solfi
Posts: 167
Joined: Mon, 19. Dec 05, 23:55
x3tc

Post by Solfi » Fri, 6. Jan 06, 09:41

@Silent1: Oh! Great! Thanks! :). Two small requests regarding that instead then (will modify original post as soon as I tried this out):
  1. "Lead" on-screen while browsing - A tooltip noting this might be nice, but is likely to be forgotten. A small note in the trade window that pressing 'i' will bring up the details menu would be better. Alternately, having a blue 'i' at the end of each product row (like the command shortcuts), where applicable (don't know if you can view details on all types of object, such as missiles, and goods... have to try it).
  2. If that is the standard "Ship Details"-window, it would be nice if it was larger when opened. You don't get much of an overview when the window is so small.
Last edited by Solfi on Fri, 6. Jan 06, 09:58, edited 1 time in total.

Spare-Flair
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Joined: Wed, 30. Nov 05, 03:23
x3

Post by Spare-Flair » Fri, 6. Jan 06, 09:52

******* Reflections such as in v1.0 to v1.201 returned as an option.


******* Multiple Monitor (ala X2) and Widescreen Resolution Support

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