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Author Topic: X3 Terran Conflict  (Read 101300 times)

Neruz

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Re: X3 Terran Conflict
« Reply #210 on: January 24, 2010, 08:29:52 pm »

The NPC Bailing addon is fun, unfortunately it doesn't really work all that well because NPC's shoot to kill and usually when a ship bails the shots already in the air finish it off anyway.

alexwazer

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Re: X3 Terran Conflict
« Reply #211 on: January 24, 2010, 08:37:53 pm »

The NPC Bailing addon is fun, unfortunately it doesn't really work all that well because NPC's shoot to kill and usually when a ship bails the shots already in the air finish it off anyway.

The old script Bail signal extension for reunion was working well in that regard because it wasn't actually making pilots bail, but rather destroyed the ship and spawned a new damaged one with an astronaut about a dozen meters away. Still the NPC Bailing addon might be useful with wingmen. Just make sure not to give them a full HEPT loadout and a few ships should survive long enough (M3 and above at least).
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Smitehappy

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Re: X3 Terran Conflict
« Reply #212 on: January 24, 2010, 08:53:55 pm »

Well my ever expanding trading fleet has finally reached 10 UTs. So far my trader ships are an even mix between Mercury Super Freighters and OTAS Mistrel Super Freighters but I've been leaning more and more towards the Mistrel. With it's smexy 14k cargo bay and 6 25MJ shields it's hard not to love.

My military branch is finally capable of doing more then taking potshots at M6s with the addition of my TM Lost Pride. It boast a full wing of 4 Solano M4s. 3 25MJ shields, a full array of 6 Mass Drivers and a max speed of 210 m/s make these things perfect for a interceptor role.

Sadly my two escort Novas met tragic fates at the hands of the docking AI which means I'm lacking any sort of heavy support. Hopefully I'll be able to replace them with a M6 soon.

Onward to Galatic Domination!

(A quick question: Does the AI only bail if it's hull is low AND it's shields are gone? I'm not getting as many bails as I usually do and I think it has to do with Mass Drivers only dealing hull damage)
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Interestingly, Armok's name actually originates from arm_ok, a variable in one of Toady's earlier games that kept track of how many of your arms weren't missing.

Rilder

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Re: X3 Terran Conflict
« Reply #213 on: January 24, 2010, 10:40:25 pm »

They bail if their moral is low enough and their shields are down. Don't know the specific details though.

Also... Station Construction missions ftw.



(Paranid snail ranch M's are like 300k)
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It felt a bit like a movie in which two stoners try to steal a military helicopter

Smitehappy

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Re: X3 Terran Conflict
« Reply #214 on: January 24, 2010, 10:49:42 pm »

You bastard with you damn TL!!!!  >:(
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Interestingly, Armok's name actually originates from arm_ok, a variable in one of Toady's earlier games that kept track of how many of your arms weren't missing.

Lightning4

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Re: X3 Terran Conflict
« Reply #215 on: January 25, 2010, 02:53:12 am »

Yeah, they give you so ridiculously much money in the later game that I avoid them. That and I want to at least leave a few resource holes for me to fill as my empire continually expands.
I'm doing ridiculously well paying taxi/transport missions instead. :P

4 million to transport these people to a station I can get to in a minute flat? Sure, I'll take it!
I haven't yet had a transport/taxi mission I've been unable to complete due to time, even the radioactive waste ones now.
« Last Edit: January 25, 2010, 02:57:33 am by Lightning4 »
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Neruz

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Re: X3 Terran Conflict
« Reply #216 on: January 25, 2010, 02:55:39 am »

Bah.

Kha'ak weapons are even worse than i thought. Their damage output is alright, but their best fighter can only mount 3, and at anything over a range of about 1km their accuracy is pants.

I'll stick with my guns that can actually hit things at a reasonable range thanx.


For the lols i cheated myself a Kha'ak Destroyer and gave it a full array of Gamma emitters, then flew it into a Xenon sector.

It performed pretty poorly all things considered.
« Last Edit: January 25, 2010, 02:57:37 am by Neruz »
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Lightning4

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Re: X3 Terran Conflict
« Reply #217 on: January 25, 2010, 03:00:05 am »

And I do hate you. I want some Kha'ak ships for my collection. :(
Finally starting OFF though. I should probably gear up my ships for maximum chance of making things bail. Maybe try putting Ion Ds in every slot of my Cerberus. Won't kill things but DAMN it'll sure look cool. Getting one with guns intact... that's a slightly different matter.

It probably won't work but it's worth a try.
« Last Edit: January 25, 2010, 03:03:13 am by Lightning4 »
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Neruz

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Re: X3 Terran Conflict
« Reply #218 on: January 25, 2010, 03:10:10 am »

Well i had to cheat the destroyer into existence because apparantly Kha'ak capital ships are unboardable, i havn't bothered trying, but i wanted to test and see if getting a Destroyer and equipping it would be worth it.

I do have three Fighters and a pair of Scouts, i've managed to outfit two of the Fighters with Beta emitters and both the Scouts with Alpha emitters to try and see if it would be worth chillaxing in a Kha'ak sector to get a wing or two, the numbers on the Kyon Emitters are incredible, they look awesome, but their actual performance is sub-par. My Nova is substantially better than their Fighters, and i've just gotten access to the Springblossom, so Kha'ak fighters pale in comparison.

I jacked the #deca as well, apparantly you're supposed to let the Terrans cap it or something, but i went and capped it, it switched to their control, then i suddenly got a report that my marines had gotten through the second floor or something and a few minutes later it switched to my control. Apparantly it's indestructible and cannot go below 93% hull, but it can only mount Kyon emitters, although it can mount 8 per turret, with 4 turrets.


The indestructibility is nice, but the damn thing is so fat and so slow that it's impossible to manuver around, and even with all my salvaged Kyon Emitters on it, it's still pretty average. If the Emitters were accurate they'd rape, but they can't hit anything reliably.


The #deca is quite awesome though, being indestructible and all. I shall look forward to reverse engineering myself a few dozen for the hell of it. Although i imagine the reverse engineered ones will not be indestructible.

Pity the normal #deca ships can only mount those EMPC's, it would be fun to field a #deca fleet.



I must admit, the Kha'ak and Xenon ships in general are rather dissapointing. They're a bitch to acquire in any real numbers, so i feel they should really be worth it, but they're just not.

Now to work out how to build stations, find and complete the HQ quest and start doing stuff with this stupid-huge pile of ships i've been stashing in an empty unknown sector.
« Last Edit: January 25, 2010, 03:11:53 am by Neruz »
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Neruz

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Re: X3 Terran Conflict
« Reply #219 on: January 25, 2010, 03:48:08 am »

This game desperately needs an RTS interface and AI that is actually I.

jnecros

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Re: X3 Terran Conflict
« Reply #220 on: January 25, 2010, 12:03:16 pm »

There are plenty of mods that affect AI, and several that increase kha'ak and Xenon threat. The reason why both races are a threat to the X universe is numbers, and the unwillingness to enter into negations with anyone, for the most part.  A RTS interface will never happen.
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Mindmaker

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Re: X3 Terran Conflict
« Reply #221 on: January 25, 2010, 12:09:38 pm »

What are the new features in TC?
Anything major I'm missing out?
And are the requirements much higher than Reunion?
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jnecros

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Re: X3 Terran Conflict
« Reply #222 on: January 25, 2010, 01:55:39 pm »

1. Lots of new missions, ships and new gameplay dynamics

2. Yes

3. I doubt it

In essence, if you like X3 R then it is worth buying the upgrade, but you can still have a bunch of fun with X3 R. XTC just adds more things to do
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Mindmaker

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Re: X3 Terran Conflict
« Reply #223 on: January 25, 2010, 02:37:00 pm »

1. Lots of new missions, ships and new gameplay dynamics

2. Yes

3. I doubt it

In essence, if you like X3 R then it is worth buying the upgrade, but you can still have a bunch of fun with X3 R. XTC just adds more things to do

Sounds good.
Well I just hope my laptop's good enough.
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Smitehappy

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Re: X3 Terran Conflict
« Reply #224 on: January 25, 2010, 09:10:49 pm »

Anyone know a way to gain rep with the Terran? Since I'm only allowed in Heretic's End and that never gets attacked by pirates I'm a little stumped.
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Interestingly, Armok's name actually originates from arm_ok, a variable in one of Toady's earlier games that kept track of how many of your arms weren't missing.
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