Hard Light Productions Forums

Off-Topic Discussion => Gaming Discussion => Topic started by: Nemesis6 on July 06, 2010, 01:30:31 am

Title: X3 Terran Conflict
Post by: Nemesis6 on July 06, 2010, 01:30:31 am
I started playing this game a few weeks ago, and holy **** it's hard/overwhelming, because the game is so vague. For instance, I'm told to join a battlegroup. The battlegroup jumps out, but I have no idea where to find a jumpdrive, or how to use it yet. Not really fair. Of course I work these things out as I go along, but damn does it take time.

An added bonus - Somehow, when installing the game, I did something, and as a result, there's no goofy European voice acting anymore. I knew that X3 Reunion had this, but I couldn't help but try X3 TC, so imagine my surprise when the automated response system only greeted me in text and not in German-sounding English!  :lol:

In the few precious moments when this game isn't stomping on my face, I find myself loving this game!
Title: Re: X3 Terran Conflict
Post by: asyikarea51 on July 06, 2010, 05:42:44 am
X3 is one of those games that "when I install, I don't feel like playing" but "when it needs to go, I don't feel like uninstalling".

Imho the standard game lacking a certain polish aside from all them bugs is compounded by the difficulty in modifying it. For all its shortcomings FS does much better in combat and flight (better beam/flak/missile weapon logic and proper afterburner boosts for instance).

Still fun for its own reasons though.
Title: Re: X3 Terran Conflict
Post by: Ghostavo on July 06, 2010, 07:11:32 am
Regarding the vagueness, whilst the dialogue about what you have to do can be kind of vague on occasion, there normally is some kind of signal on the HUD about where you have to go or what object you have to interact with. Check the mission's objectives for more details.

X3 is for the most parts an economy simulator. In spite of that, it tries to do several things at once, hence why the whole package might not be as polished as desired.

Oh, the fact that the enemies are pushovers kinda saddens me. The Xenon seemed much more interesting in the first game. We've been spoiled with the Shivans in FreeSpace.  :sigh:
Title: Re: X3 Terran Conflict
Post by: phatosealpha on July 06, 2010, 08:36:23 am
Uh....are you talking about the Reunion Xenon or the TC Xenon?  The damned TC Xenon have those shield eating, undodgable lasers that eat fighters alive.
Title: Re: X3 Terran Conflict
Post by: Ghostavo on July 06, 2010, 10:42:51 am
Uh....are you talking about the Reunion Xenon or the TC Xenon?  The damned TC Xenon have those shield eating, undodgable lasers that eat fighters alive.

PBEs are merely annoying once you have an M6. And even in fighters you just have to make sure not to get into a direct exchange from the word go.

Also, Reunion PBEs are more powerful than TC PBEs. I assume you mean the Reunion Xenon, since every Terran fighter can eat Xenon fighters for breakfast.

And the Pirates are more dangerous than either Khaak or Xenon. So once street thugs start getting more worrisome than either of the main villains, you kinda get bored.
Title: Re: X3 Terran Conflict
Post by: Commander Zane on July 06, 2010, 11:38:07 am
And the Pirates are more dangerous than either Khaak or Xenon. So once street thugs start getting more worrisome than either of the main villains, you kinda get bored.
Only if they have Plasma Burst Generators, otherwise they're pushovers for even an M4.
Title: Re: X3 Terran Conflict
Post by: Hades on July 06, 2010, 01:59:49 pm
I actually installed this a few days go, I intended on beating it but when my weapons stop working after my first jump, I gave up and let the hostiles kill me. I've been put off ever since.
Title: Re: X3 Terran Conflict
Post by: starbug on July 06, 2010, 02:30:21 pm
Yeah i got this played it for an hour and lost interest, although when i am doing some machinanima i do like using the X engine for spaceshots and battles with the cheat script installed, as the graphics are still very beautiful today
Title: Re: X3 Terran Conflict
Post by: Nemesis6 on July 06, 2010, 11:24:17 pm
X3 is for the most parts an economy simulator. In spite of that, it tries to do several things at once, hence why the whole package might not be as polished as desired.
Oh, the fact that the enemies are pushovers kinda saddens me. The Xenon seemed much more interesting in the first game. We've been spoiled with the Shivans in FreeSpace.  :sigh:

Oh, that's just wrong -- You did NOT just call X3 Eve Online!  :P
Actually you are kind of right. I'm finding myself scurrying around, trying to find a statinon that still has a specific weapon in stock, but of course, trade restrictiosn have been imposed in the few places that actually has them!  :mad:

The AI seems a bit torn - When defending stations, they seem to go right for the station, and ignore me when I line up behind them as they approach and pick them off. Sometimes they will break and completely tear me apart. Generally, they seem very, very hard! If one of the Xenon ships gets a bearing on me on me and I'm not in a faster ship, one can be all it takes if it blindsides me. If there's more than one going for me, I'll be dead within a few seconds.
Title: Re: X3 Terran Conflict
Post by: Flipside on July 07, 2010, 02:06:07 am
The problem with X3 is that its manual is,in essence, the X2 manual with a few cut and pasted paragraphs to cover the X3 features.

X3 is sort of like Eve online without the annoying people, and an ability to save and go back to a previous point, which is good ;) The downside is that it is controlling thousands of ships in different systems all at once, firstly, as mentioned, the AI, at least outside of combat, is very simplistic (In fact, when you have fleets, whether you stay and watch a battle, or go to another system and let them fight it out WILL alter the outcome of that battle quite significantly), and secondly, this makes it a game that really was ahead of its time, my i7 loves it, my old Core 2 Duo was struggling after the Empire started getting big ;)

The hard part, I have always maintained, is starting the game, getting to a point where you have a financial backing capable of supporting some proper military incursions is a very long process, and many people get bored, it was designed to be sandbox, and the weakness of the campaign does highlight that to a degree, and is compounded by the huge error of the fact that
Spoiler:
they forgot to put gun objects on the final Xenon ship you face when they shipped the game, so the final battle is a joke
. I believe a fix may exist for that now, however.

Combat requires a LOT of jinking, you do practically spend half your combat time going sideways ,but I tend to wait until the local Police have engaged larger groups of Pirates and then join in.

Oh, and missiles are pretty useless in close combat, great for heavy ships, but once battle is entered, most missiles you shoot will be destroyed the second they leave the ship :(

That said, I enjoy X3, once you start building factories and owning small fleets, the game sort of changes from a simulator to an RTS in many ways, just wish there was better control options on the map screen for your ships.

Title: Re: X3 Terran Conflict
Post by: Nemesis6 on July 07, 2010, 03:02:36 pm
How exactly do you build structures? I was told to build some satellites once, and it just involved me ejecting them. Is it the same with giant installations, provided you have room for it?
Title: Re: X3 Terran Conflict
Post by: headdie on July 07, 2010, 03:14:31 pm
build up enough money, go to a ship yard, buy the kit(i think its a hub been a few years since i played it, you will need to hire a freighter if you don't have one big enough), take it to the system you want it, fly to the place you want it and deploy it
Title: Re: X3 Terran Conflict
Post by: Flipside on July 08, 2010, 07:51:40 am
Deploy station can be tricky to find, if you are hiring, use the communications channel once you are both in the target system, if it is your own Mammoth or whatever, then it is from the Orders panel under 'special' :)
Title: Re: X3 Terran Conflict
Post by: Nemesis6 on July 09, 2010, 12:25:41 pm
Guys I think I completed the game...  :confused:

I just got past the mission where you jump to Aldrin and back. I delivered the Aldrin guy to the Earth station, and I was greeted with a short "Congratulations" video. I guess the next step is just free-roaming, or playing the other storylines?

By the way, I have a major ****ing gripe with the way the campaign missions. When I jumped to Aldrin, I filled my ship with energy cells - In my case, after upgrading my cargo capacity, I could carry enough of them for one trip there and one trip back. Complicated, but that's kind of OK. What's not OK is finding out that I need to transport a passenger back and finding out I brought a ship that didn't have the cargo life-support module, and then going back for it, returning, and.... gahhhhh!  :mad:

On a more general mode - The campaign missions seem more like tutorial/introduction to the game. Anyone else get that vibe from it?
Title: Re: X3 Terran Conflict
Post by: Flipside on July 09, 2010, 01:36:27 pm
That's just a congratulations for getting access to the Earth system, there's still a bit more to do in that campaign, and there's also the Khaak campaign if you haven't done that one yet ;)

And yes, mostly the campaign can be completed pretty quickly, long before you've built up any kind of Empire :)
Title: Re: X3 Terran Conflict
Post by: Ghostavo on July 09, 2010, 04:59:47 pm
Try to complete the Hub Campaign.

When you manage to complete it ten years from now, give us a call.  :P
Title: Re: X3 Terran Conflict
Post by: Flipside on July 09, 2010, 07:44:15 pm
Ugh, yeah lots of hauling, I think I got one gate open and cheated the rest last time I did it...
Title: Re: X3 Terran Conflict
Post by: asyikarea51 on July 10, 2010, 05:07:29 am
I think all I did was cheat-jump in there, switch on no-clip, see the visual breakage upon flying outside the hub, and then I self-destructed the docking bay... the big open empty space is actually solid :wtf:

Seeing the gates all marked as "X" didn't help things, being trapped in a box...
Title: Re: X3 Terran Conflict
Post by: Flipside on July 10, 2010, 09:02:32 am
Heh, that's part of the job, to get those broken gates working again ;)
Title: Re: X3 Terran Conflict
Post by: asyikarea51 on July 11, 2010, 01:20:09 am
The only gates I wish that could be made working again are those "literally broken" ones scattered across the map leading to somewhere, but I guess that's what happens when you think too far outside the limitations of it being just a computer game. :p

The universe does feel really small when using the cheat scripts. :lol:
Title: Re: X3 Terran Conflict
Post by: Flipside on July 11, 2010, 11:02:40 am
I don't think the universe is so much 'small' as 'cramped', my problem has always been with the tiny physical size of each sector, it still boils down to the game aspect, but it plays merry hell with the purpose of sensors, after all, if you can plainly see a Solar Power Plant halfway across the sector, you would think that it would easily be in range of any sensing systems on board, but often you have to fly closer to get your system map to display it, so because of the tiny size of each sector, sensor range is actually considerably less than visual range :wtf:
Title: Re: X3 Terran Conflict
Post by: Roanoke on July 11, 2010, 12:53:19 pm
Like Mafia, I was keen to get this but never got as far as installing the bugger...
Title: Re: X3 Terran Conflict
Post by: asyikarea51 on July 11, 2010, 05:13:34 pm
I don't think the universe is so much 'small' as 'cramped', my problem has always been with the tiny physical size of each sector, it still boils down to the game aspect, but it plays merry hell with the purpose of sensors, after all, if you can plainly see a Solar Power Plant halfway across the sector, you would think that it would easily be in range of any sensing systems on board, but often you have to fly closer to get your system map to display it, so because of the tiny size of each sector, sensor range is actually considerably less than visual range :wtf:

To me it's actually both, "small" because it's easy to jump here and there with the script, "cramped" because everything is stuffed in one small space; good luck with the "auto-pillok"... I agree it's more on the latter though, since I tend to keep playing even when I spam jumps... kinda. Sure there's a mod or two out there that sees this issue and scales up the distances across the board, but then you get the feeling that the ships are slow (even with a double-digit % boost to all ship/weapon speeds and ranges) and the sensors... suck, like you mentioned :doubt:

And yet if they took Freelancer's trade lanes idea, it would just look like a major rip-off despite how it helps the game mechanics. At least the planet sizes/stars/background nebulae looked believable in return... :doubt: :nervous:

I never got an empire going for more than 3-5 days regardless of mod, though not directly because of the reasons above (every so often I'd find some oddity or minuscule nitpick which somehow kills my immersion into the game outright and I'd stop playing within the next hour or two).

Well damn now I feel like reinstalling it but it'd probably just sit on my hard disk (which is 98% full) and do nothing... XD
Title: Re: X3 Terran Conflict
Post by: ShivanSpS on July 11, 2010, 06:13:14 pm
The thing is, the game get boring after a while...

The main campaign is nothing more than a "Tutorial"...

The only way to get some fun in this game is choose a race and start a war whit it from hour 0.
Title: Re: X3 Terran Conflict
Post by: GoulMeister on September 03, 2010, 09:42:01 am
i downloaded a bab5 mod for this, its still in the alpha stages but it looks good so far, u cant buy stations though i think. the mod team is german but the mod is in english, heres the link http://b5.hc-gamer.de/index.php
Title: Re: X3 Terran Conflict
Post by: AlienTermite on September 05, 2010, 02:28:54 am
I bought X3 off of Steam for a very cheap price a few months ago and just play it for the pretty scenery. I've tried to really get into it but simply don't have the time or desire to do so... its just too frustrating IMO. Maybe one day when I've caught up on my long games-I-need-to-play list I'll give it another shot
Title: Re: X3 Terran Conflict
Post by: Cyker on September 05, 2010, 04:07:48 am
I just impulse bought Reunion 2.0 from a Game bargain bin; Maaan, it's like playing Frontier for the first time again, only worse!!

I made the mistake of following the campaign orders and just kept getting killed, and on reading the faqs I'm told I should completely ignore the campaign until I get some money and a better ship :lol:

I've only really just adjusted the interface to something usable; This game is almost as ridiculous as Falcon 4 for controls (One thing I do like is I can use my Sidewinder and the mouse at the same time! I might nick my brother's cougar throttle for all the extra buttons too so I can call up and control the menus a bit easier)

My main problem atm is finding trade routes; Frontier at least gave you the Ross 154 - Barnard's Star route to start off with but it looks like with X3 I'm going to have to start building my giant traderoute table from the start! :lol:

The game does seem like it has a lot more depth than any other 4X game I've played n a long time tho; Just wish it wasn't so arrrrghtfwtfwtflostlosthelp in the beginning. Heck, even X1 gave you a useful starting point!

I think my ideal would start off something like Freelancer (Stunning visuals, esp. nebulas etc., trade lanes and cruise mode!), but with the scale of Frontier/First Encounters (Moving through the galaxy, going tree-top on planets!), the level of control and expansion of X3 (Remote control resources and fleets, sortof a Battlezone 2 in space on a galactic scale!) with the ship handling and combat mechanics from FS2/XWing :)
Title: Re: X3 Terran Conflict
Post by: Flipside on September 07, 2010, 02:09:18 pm
I've found it's a good idea to get onto the Egosoft forums and download some of the plugins available, there's some pretty useful stuff in there, including the ability to create new Jump Gates (so you can skip past those Xenon sectors that your Traders insist on flying through and being destroyed). Also learning to use the Commidty Control plugin means that a single Transport vessel can supply and sell for the same station, which pretty much halves the outlay when building a new factory.

I've managed to build my homebase/shipyard and am currently working on pushing out a fleet for a rampage through Gaian Star and the surrounding Pirate systems, I reverse engineered the Truelight Seeker and a squadron of those armed with PPCs and Phased Ion Arrays can make pretty short work of most targets, be they caps or fighters.
Title: Re: X3 Terran Conflict
Post by: Nemesis6 on September 09, 2010, 04:56:48 pm
I've put the final mission of the "Final Fury" campaign on hold. I've obtained an M7(?) Cerberus, but it seems I'll need much more to wipe clean the Kha'ak Sector 931(hive system). So, having put it on hold, I've taken up station building. Got my grubby hands on a Mammoth, and started doing station deployment missions.

However, I'm thinking - How does owning my own station pay off financially? The only experience I have is the fact that they seem to need primary and secondary resources to function. So do I just find a very populated system, find out what most of the stations need, and construct a station or two that produce these wares? In the same vein, is there any way to automate supply of my station? I mean I can do it myself, but it would be awesome of I could get a freighter to do it for me.

Edit: Just looked up the Commodity plugin thingy, found it here: http://forum.egosoft.com/viewtopic.php?t=151490
It really does look like it makes supplying stations pretty damn easy, or rather, it makes it possible, as I otherwise probably wouldn't even bother trying!  :)
Title: Re: X3 Terran Conflict
Post by: Flipside on September 09, 2010, 07:15:48 pm
This is going to be a long post....

Start with something that produces using only Energy Cells, something like a Wheat Farm in Home of Light or a Swamp Plant Factory in Greater Profit, these are the cheapest to maintain, since you can set the buying price for resources down to around 13-14Cr and sell for at least average price. Another good hint is that Herrons Nebula, north of Argon Prime, is the only place in Argon Space where you can legally build a Space Fuel Distillery, if you link that up to a Wheat Farm, and get a Transport buying Energy Cells, it can prove pretty profitable (but risky, mostly Space-Fuel sells in Pirate Stations, be prepared to lose the odd seller now and again).

The trick to automating a station is the Homebase setting in the ship control panel menu, always set your Transport ships up as well as possible, make sure they have the usual Trading System Extension, Navigation/Special Command Software, Fight/Trade Command Software 1 & 2, and Best Buys/Sells locators, a Jump-Drive helps greatly as well, but can be hard to get hold of outside the Argon Homeworlds, the Freighter will usually be more expensive to buy than the Station it works for (and, in my opinion, don't have nearly the survivability/cost ratio they should have, but there you go).

Open up the control panel for the new freighter, and make sure everythings assigned properly, particularly make sure the Homebase setting is set to the station you intend the Freighter to work for and that any Jump Drive settings are assigned. One little personal note of experience here, look for the Mosquito Missile Defence plugin here http://forum.egosoft.com/viewtopic.php?t=226431 (http://forum.egosoft.com/viewtopic.php?t=226431), load up with about 100 mosquitos and switch it on using the 'additional commands' list just under the standard list in the command console, remember to assign the mosquito to the freighters missile launchers. It adds a lot of survivability to the Freighter.

Once you've assigned your homebase, the Trade Options should have the Buy/Sell for Best Price option available, which allows you to order to the ship to perform simple buying or selling for the station, the ship will repeat the command until told to stop and will auto-drop the bought resources into the station. The Commodity Control software is more advanced, you need to assign which materials the Trader deals in, when to buy or sell, and where to buy or sell, it's probably best to get more to grips with how the whole market structure of the game works before tackling it, I'm still working on getting beyond the most basic use of it, to be honest ;)

One final hint, one of the best ways to make money is to build goods that require Silicon and mining that Silicon yourself, if you get a Demeter Miner from Paranid Prime, or simply fit any TL with an Ore Collector and a Mineral Scanner, once you have assigned a homebase, there is an option in the Special Commands menu called 'Mine Minerals', you can tell the freighter where to mine, what to mine and where to deposit the minerals once it is full. The only down side is that it doesn't auto repeat. Find a nice Silicon Asteroid, blow it up, and get the miner to collect the pieces, it can save a fortune for things like Crystal Fabs or Chip Factories.