Ameba Ownd

アプリで簡単、無料ホームページ作成

X3tc xtended handbook

2022.01.19 02:43




















This will make any shots fired using boresight that were in the general direction of the enemy hit them. If you are running low on energy then you may have to think about firing in shorter bursts or choosing more efficient weapons, such as Particle Accelerator Cannons over High Energy Plasma Throwers. With weapons that require ammo like the Mass Driver, make sure that you have enough ammo for about large missions beforehand, you may need it for unexpected fights.


Exploit your ship's advantages. You can use this to your advantage by focusing less on not getting hit but instead focusing on hitting the enemy. Strafe whenever you can using the WASD keys.


This throws off the targeting of enemy ships so fewer shots hit you. It also grants you a nice boost of speed since you have 2 directional movements causing the vector speed being faster than the advertised top speed. All ships can strafe and it is also useful for when you are heading towards a station or large asteroid as it provides extra thrust away from it.


Missiles can be your saviour When used correctly missiles can turn the tide of battle in your favour. When used incorrectly, they can kill you. This happens when your missile is shot down right next to you and the resulting explosion takes you out. To avoid this, do not launch a missile when you are taking fire. Try to fly away then turn around and launch your missile. Also, don't use the wrong class of missile on the wrong class of ship. Different missiles have different speeds and deal different amounts of damage so, using a slow, heavy missile like the Firestorm Torpedo against an M5 is not a good idea.


Sure if it hits the M5 is definitely history, but the chances of hitting are close to nil. Similarly, using the Mosquito Missile against an M2 is pointless, yes it will hit, but they won't even notice it. Separate your enemies out. Get all of their attention and run away for a little while.


This way, the ships will become divided up according to top speed making it easier to systematically remove them. This may be obvious, but even if your ship can take quite a beating, there is no reason to make it if you can avoid it.


Keeping shield strength for when it is really needed is the key to prolonging survival. Also, there is always the chance that the shot that missed you will hit one of your enemy's friends and destroy them, causing one less threat to face. Besides, better safe than sorry and dead. If you are taking too much damage, break off.


There is nothing wrong with disengaging if your shields start to get low. You can re-engage the enemy when your shields have recovered to a more sufficient level. As mentioned before, better safe than sorry and dead. Utilise your surroundings. You can use nearby stations and asteroids as cover or to mess up the autopilot of any enemies attacking you.


Although, you must be careful to not fly straight into whatever you are using as cover. If you think you are going to crash, instead of setting your speed to zero, turn degrees. Know the enemy. Such information will be invaluable in the fight. So you have a bit of experience in the universe, but still need that extra edge?


This section covers the upgrades which could give you just that. After all more upgrades equals more performance. Okay time for the expensive stuff, buying a new class of ship. Whether it is for support or personal use, you will eventually need ships of multiple classes in your fleet. The first two things to consider when getting a new ship is the money it will cost and race reputation. The money should be your first priority as you can get race rep by doing missions to get the money.


When you are shopping for a ship, it is not recommend buying a ship when you have just enough credits for it. Shielding, weaponry, software, tunings For fighters and freighters it's a good idea to have a few hundred thousand credits above and what the ship costs for upgrades and to have sufficient capital for trading. For the larger ships, M6-M1 you will need to keep at least a few million in reserve as the weaponry and shields will be much more expensive for the larger ships.


Okay, now that you have enough credits to buy that ship and equip it, but does the race selling it like you enough? They won't sell their larger ships to mere acquaintances.


You have to earn their trust to be able to buy their ships. The most effective way to get your race reputation up is to do missions for them. Even if you do have the required race rank to buy the ship, for some of their more powerful weapons you might need to be of even higher race rank.


So before buying that ship, check whether or not you are allowed buying the weapons that you want for the ship. The Split Elephant is a good starting TL as it only costs 17 million as opposed to the 28 million of the Argon Mammoth and it can hold 14 fighters compared to the 5 on the Mammoth, though this comes at a cost of cargo space, which won't matter much at the start of building up the start of your infrastructure.


To become successful in X3: TC you will need to do more than shuttle goods between stations continually. You will need to build your own.


To do that you will need a TL or you could hire one. Once you have one of those you can buy stations at the shipyard. A good starter station is a Cahoona Bakery in Argon Prime. Undock from the shipyard. Open the command menu, go into the special orders menu and select Drop Station Comm the hired TL and ask the captain to drop your freight You will then be shown the sector map with your station flashing at a position on the map. You can change the location of the station by using the 2, 4, 6 and 8 keys on the number pad.


If you press Insert then the sector map shifts so that you can position the station on the vertical axis. Once you are happy with the location of the station press enter, a short cinematic will play and the station will be placed.


Now that it is built, you will need some ships to ferry goods to and from the station. For the bakery you will need 3 freighters, one to buy Energy Cells, one to buy Argnu Beef and one to sell Meatsteak Cahoonas. You should also come up with a naming convention so that you know what ship is doing what and is owned by what station.


Once you have the ships named, select the Cahoona Bakery as the home base for each of them. Once the ships are purchased be sure to equip them with Trade Command Software Mk II , named and home based you will need to set them out on their job. Once that is done, give the station some money, say , credits. You do this by selecting the station, going into the Station Properties tab and transferring k credits from your account to the station's account.


Also set the maximum jumps to 3 so that the freighters don't go into pirate space and get blown up. Once that is done, select the Command tab on the station, and select Automatically Transfer Credits to Account, enter , This means that when the factory gets over , credits, the excess gets transferred to your account.


That should keep you with a steady income, but it will take time before it really gets going so you should go about completing more missions in the meantime. One of the most important things to do in X3 is to keep even or above the enemy in terms of tech. There's nothing as bad as getting attacked by a M1 when you are still buzzing about in a M3. As such it is good to keep your fight rank and trade rank as close as possible. I should be able to build up some credits by that time.


We're talking abou days of ingame time right? Last edited by Skipp ; 3 Oct, am. Well the plots in the main game have been made easiar overtime, some of them used to be very difficult and egosoft listended to the whinning and made them all ridiculously easy. Even the hub is a breeze compared to what it was. You should have more that days for most of the plots as the plots require certain sectors to be revealed and these can often be in the last stages of the expansion so it could even be 10 days before you can do them all.


Note that its not just sectors that needed but also race rank might be required. The xtended pirate plot is probably the hardest although I have never been able to start the split plot. Well, I'm just cruising around doing tons of missions I pick up while exploring sectors. The overhaul is just amazing and it makes the game look much better.


I still have one problem - and that's SETA turning off when one of my wingman ships gets close to me i'm in a M4 with 3 M5s in my wing set on follow and attack targets.


So since all 3 are at least twice faster than my M4 class ship - they keep running circles around me and every time they pass close - SETA turns off Also, they tend to crash into my ship aswell. Happend to me twice already - but it seems to happen only when i undock from a station and start moving away.


Any ways to set minimum distance for wing members? What about SETA turning off while flying near obstacles? Last edited by Skipp ; 4 Oct, pm. Those two sites still relied on the old method, the database. So just recently ive been working on X2 and X3 sites, making them use in-game files too. They both had their own challenges, X2 being very old and X3 require more sections lasers, missiles, shields, wares, etc. During the process however I noticed the universe maps werent showing correctly.


The reason for this is that they used flash. Flash itself isnt supported that well by browsers nowadays. The new map also shows sectors containing mines, pirate bases, equipment docks and shipyards, with a little icon at the bottom right of the sector box.


Search Advanced search. Quick links. As soon as it is done. Do I have to start a new game? Yes, XTC includes a completely new universe with roughly new sectors and many other new settings and scripts. There is no way to avoid a new start. Can I play with my old savegames? As there is a completely new universe, new ship and factory layout and major edits to all game files, every non-XTC savegame will not work. Can I return to the old universe from inside XTC? The old universe is not available within the XTC.


However, you will have completely new sectors to explore. This was done for performance reasons as well as lore and integrity. There is no hope of ever having the old sectors back.


There is currently no way to know this. XTC makes changes in nearly every game file, thus installing any other mod or script will most likely lead to an incompatibility. It is up to the authors of these mods to release a XTC-compatible version of their work. XTC itself comes with a ton of features and scripts, so a good part of third-party scripts will be redundant anyway. We will not make XTC compatible with the hundreds of scripts out there. Will I be able to play the Terran Conflict Plots?


But we plan to do our own plot s. Will the ships, weapons and missiles be rebalanced in the XTC? Yes, we are putting a huge effort into balancing everything from scratch to give a better feeling to gameplay.


Will there be new weapons? Yes, there will be a large number of new weapons, which will be re-divided in sets that only certain races are able to use, each race having its own set of weapons compatible to their ships. Additionally we have generic weapons, which are available for every race. Will there be new ships? Yes, there will be new ships. W have also created a number of new ship designs.


Will there be new sounds? Yes, there will be new sounds: A large variety of new ambient sector tracks, completely new weapon-sounds and new battle tracks as well as a few other improvements sound-wise. Will cockpits be included in XTC? Will there be ships of other mods or SciFi-TV-movies included?


We only use models created by our team and imported from the XTM. There will be no ship included that you have already seen in any other mod apart from XTM. Last edited by enenra on Sat, Dec 10, , edited 22 times in total. Sep 09, We will aim to make it more challenging again while keeping the game in balance.