* SPOILER* Hidden stations

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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therjw
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Post by therjw » Sun, 21. Nov 04, 23:53

Tecnofreak wrote:Same as me... I'm at a loss as to why I cannot find it.

I mean there is a one in several billion chance this is a conspiracy by the split against me but me and the patriach are on good terms. I'll take myself on a wider sector tour later and do my utmost to find it.

Any of you have suggestions that may help me loacte it?
have you got all the offical scripts or any unofficial scripts? because that may be why

Tecnofreak
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Post by Tecnofreak » Sun, 21. Nov 04, 23:53

only the AL update... no others.
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Post by matthewfarmery » Sun, 21. Nov 04, 23:54

From the north gate, swing westwards, you should see the large asteroid, just use SETA to get there, if that doesn’t help then there is something wrong at your end
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Post by Rapier » Sun, 21. Nov 04, 23:54

They're not there in my game either, which is fine as they could have been taken out by Khaak, but the nebula isn't there either. I think there is more to it than Khaak. I think there is some scripting going on, though not by those claiming to have found the stations. If these were put in by the developers in the course of development, they would at least be properly named, like other hidden stations. I suspect there is more detective work to be done, but I think fchopin is onto it...
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therjw
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Post by therjw » Sun, 21. Nov 04, 23:58

maybe it was put in with 1 of the official scripts then because that all I got on mine

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Post by Tecnofreak » Sun, 21. Nov 04, 23:59

Now my earlier call for a dev seems justified.
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GarryF
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Post by GarryF » Mon, 22. Nov 04, 00:01

Version US 1.0 -> 1.2 -> 1.4
Only the official trader MK3 an patrol script.
No unsigned scripts
Script editor not activated

Are you looking at the right astroid.
Spoiler
Show
Co-ordinates

-112 K
-22 K
-92 K

Doringo
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Post by Doringo » Mon, 22. Nov 04, 00:02

US 1.4, no dust cloud, no signed scripts(the problem with getting an import before the UK version was out was that it didn't come with a manual, so I couldn't register it.. :( )
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Post by matthewfarmery » Mon, 22. Nov 04, 00:04

This is curious, I am running a lot of scripts, signed and unsigned, but the only way that I know of adding stations to a game is through a mod, of though I could be wrong.
=

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Post by The_Abyss » Mon, 22. Nov 04, 00:06

Doringo wrote:US 1.4, no dust cloud, no signed scripts(the problem with getting an import before the UK version was out was that it didn't come with a manual, so I couldn't register it.. :( )
All versions of the game shipped with a manual, apart from OEM which are only prevalent in the last 2-3 months...
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matthewfarmery
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Post by matthewfarmery » Mon, 22. Nov 04, 00:06

GarryF wrote:
Spoiler
Show
Co-ordinates

-112 K
-22 K
-92 K
Confirmed
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bladeuk
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Post by bladeuk » Mon, 22. Nov 04, 00:12

Nope not in my game, there is a very large asteroid at this c-ordinates but nothing behind...hmmmm

Im running alot of scripts BUT not the signed patrol script, will install now and look again

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bladeuk
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Post by bladeuk » Mon, 22. Nov 04, 00:20

Hello There, the stations are now there hiding behind the asteroid, it was the patrol script!

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Post by matthewfarmery » Mon, 22. Nov 04, 00:20

One thing that I could do, is to restart the game without the script editor running and see if the stations are still there, one more thing, I have a backup of the default scripts, so that could confirm or deny if these stations are part of the standard game or not, this shouldn’t take me too long so watch this space

Edit

THE PATROL SCRIPT!?!?!? And here’s me saying that stations couldn’t be added through scripts

Don’t tell Burianek then he might change it! Still this is one heck of an error!!!

Edit

I posted this reply before you at least I don’t have to do it now
Last edited by matthewfarmery on Mon, 22. Nov 04, 00:27, edited 1 time in total.
=

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bladeuk
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Post by bladeuk » Mon, 22. Nov 04, 00:21

Ive already found out what script did it above ^^^^^

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Post by ticaki » Mon, 22. Nov 04, 01:00

[ external image ]

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bladeuk
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Post by bladeuk » Mon, 22. Nov 04, 01:13

evil mods :wink: :P

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Post by NeckCuttah » Mon, 22. Nov 04, 02:25

Well shut my mouth. :o

Just when I thought I'd seen everything. I bet there's just a mass of folks out there now scouring every sector looking for ships leading off into nowhere :wink:

I know I'm gonna be one of em - heh ...

Nice find. Thanks! Now I have something to do with all that extra stuff I been lugging around.
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j_snare
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Post by j_snare » Mon, 22. Nov 04, 02:33

Could the reason that not everyone has the stations in their game perhaps be due to a restart after the 1.4 patch? Or a restart after the scripts were installed? I would highly doubt that they'd spawn a station on the installation of some scripts or the upgrade of a version in a pre-existing game, since you can't be sure that the user didn't already take the sector for himself or something. But in a new game, they might very well spawn the stations, since they know the layout of the systems at that point, and how they are balanced, resource-wise..

I plan on checking mine out, but any notes from the people who have already checked, perhaps?

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OD53
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Post by OD53 » Mon, 22. Nov 04, 02:53

a space fly factory, interesting, I havent seen one of those since X-T, I take a recon carrier and have a look for it!
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