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In Praise of X3: Terran Conflict

x3terranconflict_2.jpg


I searched and found one thread on this game when it was annouced, but wanted to start a new thread since A) I think that this game is really special and deserves some serious appreciation and B) some console tool shat the bed in that thread asking for a console port.

I had always wanted to try out the X series from Egosoft, but never got around to it. However, when both X3: Reunion and the recently released X3: Terran Conflict were on sale on Steam during the Holiday Sale, I pulled the trigger. I figured I had spent far more money on much worse gaming products, after all I do own a next generation console and at one point purchased a Nintendo Gamecube.

I've been totally absorbed in X3:Terran Conflict ever since I started playing it. To the tune of about 50 or so played hours over the last 8-9 days. It's a game that doesn't shy away from details and the complexity of its simulation, and lets the player literally build their own economic and military empire from scratch while allowing them to manually control and experience that empire at any level they wish.

The X series has a trademark line to it-Trade. Fight. Build. Think.. I think the best way to describe my enjoyment for the game is to talk about each of these elements individually. Oh, there's one more unspoken part to that phrase-and MOD. . More on that as I ramble on.

x3terranconflictannounce.jpg


Trade-At the very heart of the game's simulation is that of free trading and capitalism. No matter what, at some point you're going to want to start building a economic empire-whether its for the goal of just building one or to fund your own personal military, credits are what make the X Universe go round. X3 has a wonderful, dynamic trading implementation, where supply and demand is completely dynamic-if there is a local shortage of a needed good, chances are that if you're willing to find a place that produces it you can ship in into the factories needing it and make a ton of money in the process. However, that factory might fill up with the good and not pay out as much for it as its reserves fill up. So you'll need to find another place to sell the same good, or swap to a different good. Similarly, if you buy out all the stock of a mine or factory, it'll cost way more to buy goods there until it restocks. Space trading 101, but I can't emphasize how much the fully dynamic implementation enriches the game.

What makes trading part of X3 really stand out is the elegance by which the trading in the game scales. You don't have to ferry all of the goods yourself-I started out this way, but now I have about 25 fully automated traders that search indentified systems (don't want to trade with pirates who will shoot my traders down!) and their factories for good deals. They travel and buy and sell completely without my interaction, and as they trade more and more they learn abilities like how to manage basic defenses like fighter drones and missle defenses so that they can defend themselves long enough for the jump drives to whisk them to safety if they run into aggressive patrols.

This is all possible due to some of the scripts that the fan community has written for the game to improve on some of the build in functionality in the game. The X community is incredible and the some of the trading stuff you can add in helps reduce the micromanagement of the game by huge amounts, letting you focus on other things.

Meanwhile, I can focus my attention on other parts of the game-build and fight, or the game's missions-while still earning money in the background to support those efforts, which can get really expensive.

23019_normal.jpg


Fight - For as unique as the trading simulation is in X3:TC, the combat system is even more unique. Most space combat simulations focus on letting the player control a simple fighter through scripted missions. Instead, the X3:TC simulation lets you control any ship in the game, ranging from the smallest of scout fighters to huge carriers and battleships. The combat system is unique in this scaling, and lets the player enjoy anything from a simple fighter furball during a routine patrol to a full blown fleet engagement, where captial ships, their frigate and corvette screens, and fighter and bomber compliments all can be commanded by the player with spectacular effect. Capital ships will exchange huge plasma fire at long ranges and conduct evasive manuvers, bombers and missle frigates will launch huge waves of torpedoes, etc. Combat drones and countermeasures will go flying, turrets will lay down flak fields to shoot down fighters, and so on.

There really isn't a singleplayer game that offers this kind of large scale ship combat. Last night, for example, one of my corvettes ran into a frigate, and we exchanged fire for about six minutes until the stalemate was broken when I ran out drones and countermeasures, and his missle barranges started to land. I jumped out with no damage , he lost his fighter escort to my repeater turrets but I avowed to come back with a frigate of my own to finish him off and then board his ship so I can steal it and call it mine. :D (yes, the game allows boarding and capture of ships).

x3_terran_conflict2.jpg


Build - Another key part to X3:TC is building things. Building weapons, building shields, building factories to provide raw materials, eventually building entire ships. You can create huge factory complexes in the game that can produce almost any good availble, and you can either use the good yourself or sell it on the open market for a huge profit. Again, this can all be automated with scripts-right now I have eight factory complexes with a complete logistical network supplying goods to the factories and a merchant fleet selling the finished goods to the place within 20 sectors with the highest asking price. Later on I'll need to build factories to produce weapons and missles to keep my fleet supplied and equipped as I grow it-once I get a carrier or two I'll need my own factories to equip its fighter compliment, especially as ships are destroyed in combat.

Again, really there isn't anything like it out there. The factory complexes are massive and fit in perfectly with the game's trade and combat focus.

x3-terran-conflict-2008090803594091.jpg


Think- Perhaps the best part of the game. X3:TC will always demand you to think about what you want to do next. Sitting on 50,000 credits and a decent fighter? Think about jacking the cargo of a pirate frieighter or two, selling the cargo for huge $$$. Sitting on 500,000 credits and have a transport? Think about using the game's brilliant buy/sell interfaces to find a ore route that will earn a 300% return on investment. Sitting on 5 million credits? Think about comissioning two more Economy and Supply Free Traders to earn more cash. Or think about saving up a bit more and buying your first corvette.

And so on. The game is always allowing you to think about what you want to do next, and providing the means to do it no matter what choice you make. Heck, you can even think about doing the missions that form the plot of the game! :lol

Or, you can alt-tab and review the mod library and think about how much awesomeness the game would be if I downloaded and installed this script. :D

In closing, the game is unique and completely awesome. It's far from being a game that's for everyone-it's very micromanagment heavy and detail oriented, and to call it a spreadsheet game would be a very accurate description-but if you are into space trading games and don't mind huge detail, X3:TC delievers with a depth and scale that is unrivaled.
 
In retrospect, I REALLY wish I had done a AAR of my first three in-game "days" played. Note that due to time compression/acceleration while traveling or waiting around for funds to accumulate, it takes about 4 hours in general to complete a game day, but it's amazing to see how much you can accomplish per day.

For example, right now I am in game day seven. Today I've hired six additional Economy and Supply Free Traders to go off and basically buy and sell goods to send me the profit (the pilots get healthy wages too!), built a huge solar power plant to supply energy to most of Argon and Paranid space and assigned two commerical agent freighters to hawk the goods and one logistics frieghter to supply the station with enough silicon wafers to keep it humming.

I also got into the aforementioned scrap between my current "big" ship - a corvette-and an Xenon (sort of like the Cylons, human-created mechanical monsters) frigate that resulted in eight destroyed Xenon fighters but had to jump out due to lack of missle countermeasures before I could bring down the frigate's shields so I could board it with my marine compliment on my corvette.

Note that the fight with the Xenon frigate was the result of a message I got from one of my free traders who is currently holed up in the system due to enemy activity and is essentially afraid to undock from the station he's located at this point. He's waiting it out, hopefully soon the Paranid military will send a destroyer or carrier to deal with the Frigate since I can't. :(
 

Zenith

Banned
I played X3: Reunion.

It was awful, and I am sooooooo desperate for a space game. The terrible interface with so many redundant layers in it. I know the focus is on trade but it's such a slow plodding game. Even with mods and "rewarding" myself with 200,000 credits every time I completed a mission (it's either that or spend months stealing ships to raise enough cash for 1 corvette) it just wasn't fun. Even creating the equivalent of a "skirmish mode" by spawning a fleet and warping it in to an enemy sector wasn't fun. Not enough resources were put into combat to make it feel good. The controls just feel off and you can't feel any feedback from your weapons hitting the enemy.

and it's such a shame as the ships have such good art design, even if the alien races that pilot them don't.
 

Enduin

No bald cap? Lies!
Chris Remo said:
I've never played this series, but this post might be the push I need.

Do it, Im dying cause I want to play Terran Conflict but all I have is my shitty iBook G4 and dont have any $$ to buy a new PC. The X series is the last bastion of Space Sims, and it carries on the genre very well. While it doesnt have a narrative and mission structure as deep and strong as say the Freespace, Freelancer or I-War series its still a pretty decent one.

If I'm not mistaken one of the main points about Terran Conflict, and also the original X3 release, was to provide a larger campaign and side missions rather than a few simple story missions like previous entries that quickly left you on your own in a vast universe. X3 was a good bit better than X2 when it came to the story and available missions, though how well TC does this Im not sure, Fragamemnon would be better able to comment on that.
 

Crye

Member
Awesome awesome game, only downer is that we are still forced to use the X2 cockpits...

For people checking it out there is a demo for the last one X3:Reunion which is very similar, not sure if theres one for this newer one. Think of it as a sandbox space game, not a story structured space adventure game or anything like that. There is a main storyline but tbh, I thought it was pretty crap, have had a lot more fun just piecing my empire together ;) Very slow paced game btw.
 
The mission structure is pretty cool. The main mission line is the Terran Conflict one, which you can either start right off the bat (if you start as a Terran pilot) or pick up easily by going to the place where the mission starts in Terran Space ( Neptune). The missions are fun and have nice rewards, and let you gain reputation and rank with the Terrans so you can get your hands on their awesome ships and weaponry.

There are some other plotlines in the game to follow as well, each with rewards, including one that gives you access to "The Hub"-a place where you can link your own gates to any sector-and a player headquarters where you can reverse engineer captured or bought ships and start producing them yourself.

My understanding with X3:TC is that the interface is much improved. It is still a VERY detail oriented game, anyone coming into this game and looking for something simple like a combat sim or even a Freelancer or Independence War 2 will find themselves quickly turned off by the game. If you don't mind the detail and managing things (mods help tons with automating a lot of economic activities in the game once you set things up), this game provides the reward of building an economic and military space empire with a unsurpassed level of detail.

As for the combat, I think it's great. Commanding a midsized or capital ship has a different set of demands as commanding a fighter, and the choices you have in terms of weaponry loadouts and ship choices (which all have tradeoffs in terms of armament, speed, manuverability, shielding and weapons power regeneration) is immense. Modded fire control systems exist which drastically improve the AI on both enemy ships and your own ships and turrets to make fleet combat more layered and intense.

Very slow paced game btw.

Wanted to emphasize this. It's rewarding and fun to build your empire, but it's sort of the game that's going to take weeks or even months of play to get everything out of. I expect to probably wind up spending 200 hours played total or so on my current game before "wrapping it up", so to speak. Not for the faint of heart.
 
You have convinced me to try X3 TC for the fifth time, but things will be different this time. I'm gonna MAKE an X52 profile and sit down dive deep trying to learn as I go.
 

Mindlog

Member
I've always wanted to try the X series, but I hear it's buggy. The combination 4X in real time with a touch of sandbox in space combat is basically the perfect genre to me :lol

Although I have no idea where my flight stick steup is. Wow I can't believe it's been that long since I used it.

What are the system requirements like compared to CoH. Much steeper? I was planning to upgrade my gaming rig for DoW2, but not so much atm. Now my eye is on an E:TW upgrade. I'm thinking I want to take X3 out of my backlog between the time ToV releases and E:TW.
 

FoxSpirit

Junior Member
Zenith said:
I played X3: Reunion.

It was awful, and I am sooooooo desperate for a space game. The terrible interface with so many redundant layers in it. I know the focus is on trade but it's such a slow plodding game. Even with mods and "rewarding" myself with 200,000 credits every time I completed a mission (it's either that or spend months stealing ships to raise enough cash for 1 corvette) it just wasn't fun. Even creating the equivalent of a "skirmish mode" by spawning a fleet and warping it in to an enemy sector wasn't fun. Not enough resources were put into combat to make it feel good. The controls just feel off and you can't feel any feedback from your weapons hitting the enemy.

and it's such a shame as the ships have such good art design, even if the alien races that pilot them don't.

Well, that was the first irtation of X3. This is about TC, I'm sure quite a few things have changed.
 

Leam

Member
Mindlog said:
I've always wanted to try the X series, but I hear it's buggy. The combination 4X in real time with a touch of sandbox in space combat is basically the perfect genre to me :lol

Although I have no idea where my flight stick steup is. Wow I can't believe it's been that long since I used it.

What are the system requirements like compared to CoH. Much steeper? I was planning to upgrade my gaming rig for DoW2, but not so much atm. Now my eye is on an E:TW upgrade. I'm thinking I want to take X3 out of my backlog between the time ToV releases and E:TW.

It's buggy, it's not enough user friendly, and the storyline missions can be hit and miss, but it's worth every bit if you manage to get into it. I've been playing it a lot lately. Requeriments arent really that big a problem, anything over a gf series 7 should work on mid/high settings, but the game does have some performance issues of it's own even in high end machines (nothing too bad tho)

TBH the only thing the X series needs is a publisher to throw it enough money so they can polish a bit more, and get a real voice acting and storyline set up. Anyway, if you like free sand-box like gameplay it's worth a try. Well you also need the patience of a saint :lol

BTW what other games of this kind does GAF recommend?
 
Awesome thread, Frag. Love this game. It's just nuts how much time can be lost here.

Kind of wish they'd have called it X4 or something though, I've seen people confuse it with X3 Reunion before-- and this is just very unfortunate.
 
It's always good to see X3 (TC) get love. The game's learning curve is very heavy on the 'Learning,' but the rewards for digging deep are inumarable. Congrats on the summary--its a difficult game to describe without writing a novelette.

Next Up: Although very different, I'm looing forward to giving Evochron a try. Less trade-orientated, but it offers you the ability to enter the atmospheres seemlessly in a free-form universe while sticking a relatively simple interface.
 

Donos

Member
Started this gem last year and was just totaly overwhelmed. To much fucking options and posibilities !!!!!!!!. I went to a forum just for starter-tips but after 2 hours i put this game aside.

Will pick it up soon and hopefully spend 200+ hours in it... if i can endure the slow learning curve.:D
 

dalin80

Banned
x3 was released way to early and was a buggy mess but the devs patched the hell out of it and it and TC are as close as is possible to 100% stable.

TC can also be played at a faster pace due to the increase in combat missions.

The 2.0 patch is currently being beta tested and promises to be pretty huge, but TC does have its issues the storyline sucks the big and the plot missions are awful, the new faction the terrans are pretty much broken and the ship balances are way off.

It is overall a very good game, expect to spend the first 50 hours learning to play it and setting up the controls to be how you want them. after that all is perfect.
 

Donos

Member
CabbageRed said:
It's always good to see X3 (TC) get love. The game's learning curve is very heavy on the 'Learning,' but the rewards for digging deep are inumarable. Congrats on the summary--its a difficult game to describe without writing a novelette.

Next Up: Although very different, I'm looing forward to giving Evochron a try. Less trade-orientated, but it offers you the ability to enter the atmospheres seemlessly in a free-form universe while sticking a relatively simple interface.

Shit, what do you showed me there ... never heard of Evochron but now i need to try this. ohhh god, to much backlog and now such a new time waster.
30 MB total file size ??? Some ppl are just genius.
 
CabbageRed said:
Very cool & thanks for the heads-up. Hopefully he releases it on Impulse or Steam because, as Donos points out, Evochron is currently a very easy game to accidentally ignore.
Can get both Arvoch Conflict and Evochron Renegades on Gamersgate. Guessing Evochron Legends will be at least available on there as well as from the starwraith3d site.

www.gamersgate.com/index.php?page=product&what=view&sku=DD-AC
www.gamersgate.com/index.php?page=product&what=view&sku=DD-ER
 

Mindlog

Member
Leam said:
It's buggy, it's not enough user friendly, and the storyline missions can be hit and miss, but it's worth every bit if you manage to get into it. I've been playing it a lot lately. Requeriments arent really that big a problem, anything over a gf series 7 should work on mid/high settings, but the game does have some performance issues of it's own even in high end machines (nothing too bad tho)

TBH the only thing the X series needs is a publisher to throw it enough money so they can polish a bit more, and get a real voice acting and storyline set up. Anyway, if you like free sand-box like gameplay it's worth a try. Well you also need the patience of a saint :lol

BTW what other games of this kind does GAF recommend?


Good to hear.

If the basic premise something I can get behind (which it seems to be) then I have no problem trying to overcome some issues. I'm sure I'll be slowly adding mods then learning how to tweak my own. The only real issue for me is performance. Eye candy is not that important to me, but I need steady FPS and crashes kept to a minimum. The last few posts about the Devs keeping at it is a really positive sign.

Evochron... is familiar. Hrm I have to figure out where I heard that name before!
 

Donos

Member
I really love this type of games but thats also the reason why i never touched and maybe never will touch EVE Online. Once i start this game.... i will loose my life. I'm serious. I have zero interest in World of Warcraft but EVE... man this game is calling me ... but i resist.

I remember how i played Privateer 2 - The Darkening whole nights just flying and traveling...fighting etc. , i was totaly lost in this game.
Once i get the hang of X3 ... i fear this moment for my studies.

The NASA/ESA have to step the up a little bit. 2009 and no "affordable" spacetraveling in sight -_-
 
Mindlog said:
The last few posts about the Devs keeping at it is a really positive sign.

Their support of X3 was exemplirary both in terms of squashing bugs/rebalancing/optimizing and going beyond the call of duty by yanking DRM and adding new content. It made X3 very easy to revisit since there was a "what's new this time" sense of discovery.
 
Here's a quick journal of my eighth day on the X3 Clock. Note that due to liberal (and necessary) use of time compression when waiting for things to happen and when traveling, I've only (lol) been playing about 50-55 hours or so on my current game.

So I start the day with about 60 million credits, and decide that the first thing I want to do is to set up an additional eight Economy and Supply Traders (EST) to my trading empire. Note that ESTs are an additional fanscripted part of the game ( thread here ) that make the Sector Traders and Universe Trading functions actually work properly-the default behavior is both lacking in function and sometimes likes to bug out. It's important for me to keep adding these ships and pilots to my empire, as the pilots learn the software and train up they get more and more useful and capable. This means that they can either earn more money, or they can be reassigned to factory commerce representatives to hawk my produced goods or internal logistics ships to supply distant factories in my empire with self-produced goods., both tasks which essentially require skilled pilots. For these ships I choose the trusty OTAS Mistral Super Frieghter with all the options, completely kitted out and costs about 5 million credits a piece. Pretty ship!

79e1bfd802310sc.jpg


I have some sectors that have been explored by my scout ships but lack satellites that will relay real time trading data and that "light up" safe trading sectors for my freighter pilots. So I spend the next few hours in game setting up satellites in about 20 additional sectors. The traders are already hard at work selling goods to the NPC stations in these sectors that are essentially stalled due to lack of raw materials for HUGE profits.



At this point I am back up to about 70 million credits, which means to me that I need to do some reinvestment. I set up a 21-factory "high tech fab" complex that is fully self-sufficient for food and power, and generates sizeable quantities of Quantum Tubes, Computer Parts, and Microchips. My traders will be able to sell these high tech goods to all of the sectors within 20 jumps, which is a very wide range. The factory sets me back about 60 million credits, but will increase my income by approximately 1.3 million or so credits per hour, so it should pay itself over time. That's one of the keys to the game-reinvesting your earnings so you make even more money, while at the same time starting to divert more and more of your income to defense and military instead of economy.

x3terranconflict02.jpg


I then do some combat missions in my Skiron corvette to start working up my Paranid reputation. I have an eye on one of their frigates-the Deimos-as my next command ship upgrade and need to have the proper racial reputation in order to buy it. This goes pretty easy, as most missions are against nothing more than a couple of ill-equipped Pirate corvettes and their light fighter escorts, which have no hope of dealing with my exceedingly well equipped OTAS Skiron corvette that is basically designed to deal with exactly that fleet composition.

c3a30d22dd258sc.jpg


My ship has better frontal guns for dealing with corvettes and even lesser-quality frigates, and I've put fast firing repeaters into the turrets to ensure that fighter and missle coverage are handled. I use the MARS Fire Control System to manage my turret's targeting and firing priorities as well as manage fighter drone usage, and it does a simply wonderful job. I also use the Mosquito Missle Defense script, which lets me use quick, agile, low damage missles as anti-missle countermeasures along with my fighter drones.

I love these scripts on the bigger ships as it makes me feel more like the commander of a ship instead of a fighter pilot in a really big and slow (well the Skiros is not that slow, very agile ship for its class) ship. It's a high tech world, and systems should be smart enough in this world for these kind of things to be around! :D

Later on in the day I get about 100 million credits and buy another 10 frieghters and set them again all to EST duty. During the day I had to pull four ESTs off to start doing other tasks. At the present I have 50 or so frieghters in my employ, all completely automated doing exactly what I want them to do without any fiddling by me thanks to the EST script and the other two scripts by the same author that do similar tasks (CAG and CLS).

Day 9 starts with about 90 million credits (I am making money very fast now), and enough Paranid reputation to buy a Deimos when I start seeing frigates as part of my combat missions. However, I'm noting that my ore mines are still selling their goods extremely well, so I am going to build some more Ore mines (they are pretty cheap) and then probably build a 5MJ self-sufficient shield production complex with Paranid factories for a initial payout of about 45 million credits which should earn about 1m credits per hour.

I'll keep doing combat missions for faction rep until I start seeing frigates. Meanwhile I am training marines and planning on using my corvette for managing boarding and capture operations as soon as I upgrade to my frigate, which looks badass:

c438ccf7e0101sc.jpg


Fun times. I should finish this day around Tuesday or so, so I'll update the thread then with my progress.
 

Mindlog

Member
Donos said:
I really love this type of games but thats also the reason why i never touched and maybe never will touch EVE Online. Once i start this game.... i will loose my life. I'm serious. I have zero interest in World of Warcraft but EVE... man this game is calling me ... but i resist.

I remember how i played Privateer 2 - The Darkening whole nights just flying and traveling...fighting etc. , i was totaly lost in this game.
Once i get the hang of X3 ... i fear this moment for my studies.

The NASA/ESA have to step the up a little bit. 2009 and no "affordable" spacetraveling in sight -_-


I follow EvE a bit. From everything I've heard it's more interesting to read about than it is to play :] Although atm 0.0 politics seems to be dominated by each coalition trying to fail harder than the other. I heard good things about the latest Jumpgate a while back, but not much for the last few months or so.

X3 sounds like the best parts of EvE rolled into something any single player can control.

Frag, are you using a stick or a mouse to control ships?
 

Hazaro

relies on auto-aim
My ship has better frontal guns for dealing with corvettes and even lesser-quality frigates, and I've put fast firing repeaters into the turrets to ensure that fighter and missle coverage are handled. I use the MARS Fire Control System to manage my turret's targeting and firing priorities as well as manage fighter drone usage, and it does a simply wonderful job. I also use the Mosquito Missle Defense script, which lets me use quick, agile, low damage missles as anti-missle countermeasures along with my fighter drones.
Now I have to at least give it a solid try.
 
Donos said:
I really love this type of games but thats also the reason why i never touched and maybe never will touch EVE Online. Once i start this game.... i will loose my life. I'm serious. I have zero interest in World of Warcraft but EVE... man this game is calling me ... but i resist.

I remember how i played Privateer 2 - The Darkening whole nights just flying and traveling...fighting etc. , i was totaly lost in this game.
Once i get the hang of X3 ... i fear this moment for my studies.

The NASA/ESA have to step the up a little bit. 2009 and no "affordable" spacetraveling in sight -_-

That's what I thought..and then I touched it. It was amazing the first time I dived in, and it seemed like the deepest, most "realistic" MMO I'd played. The whole player run economy, the complexities of the ships, everything was fresh. After a week or so, though, I found that what I was doing mostly amounted to mining or doing missions, the latter not having much variety other than courier or NPC killing. Sure, there's much more I can do later on, but that's much later on. Getting into any of the really interesting things doesn't just take a time investment in the game, it takes a time investment in the real world, due to the way the skill training works. I could see myself loving higher "level" EVE play, but the months of grinding up to that point did not seem worth it.

X3: TC, though, looks like something much more my style. If my joystick hadn't broken and I had a decent computer, I'd jump on it in an instant. Maybe later this year.
 
I'm using my X52 pro (w/ an X3 config that I got off the saitek boards and then added onto) to fly the ships, but not using my pedals or anything (sadly the game doesn't have TrackIR support).

That being said, I also have my mouse on my desk and my keyboard in reach as well. I honestly think that the game is easier to play with a mouse and keyboard than with a full HOTAS setup, but I am (from this thread, obviously) a believer that ships in space need a joystick. Even when they don't, like in X3:TC. Anyone without a fancypants setup will find the mouse and keyboard controls just fine, especially once they get to the heavy fighter and above craft that aren't super twitchy anyway.
 

Hazaro

relies on auto-aim
Looks like I'd be pulling about 75fps with my setup on max settings.

Is the benchmark a good way of telling what fps you get?
Any texture / performance mods?
 
Hazaro said:
Looks like I'd be pulling about 75fps with my setup on max settings.

Is the benchmark a good way of telling what fps you get?
Any texture / performance mods?

The rolling demo is ballpark accurate. I will say that things might drop off a good 25% or so in the game, between all of the logic going on in the background to run the simulation and the fact that the sectors can be very cluttered at times. Combat can also get choppy when some capship weapons start shooting. There are some mod fixes for these weapons but it doesn't bother me too much so I haven't changed it up yet.

I use the Complex Cleaner mod to keep framerates decent in sectors where I build huge factory complexes and consider it essential.
 

Hazaro

relies on auto-aim
Fragamemnon said:
The rolling demo is ballpark accurate. I will say that things might drop off a good 25% or so in the game, between all of the logic going on in the background to run the simulation and the fact that the sectors can be very cluttered at times. Combat can also get choppy when some capship weapons start shooting. There are some mod fixes for these weapons but it doesn't bother me too much so I haven't changed it up yet.

I use the Complex Cleaner mod to keep framerates decent in sectors where I build huge factory complexes and consider it essential.
Under the trades benchmark I see a minimum of 20fps as the lowest, why is that?

Either way pulling a goof 40 fps in a space environment should be fine. Doesn't need 60.
 

Fio

Member
It's a shame that the game has an abusive DRM method (5 machine activation limit), I'd have bought it for sure during the holidays sale if it didn't have it.
 

Mindlog

Member
Fragamemnon said:
I'm using my X52 pro (w/ an X3 config that I got off the saitek boards and then added onto) to fly the ships, but not using my pedals or anything (sadly the game doesn't have TrackIR support).

That being said, I also have my mouse on my desk and my keyboard in reach as well. I honestly think that the game is easier to play with a mouse and keyboard than with a full HOTAS setup, but I am (from this thread, obviously) a believer that ships in space need a joystick. Even when they don't, like in X3:TC. Anyone without a fancypants setup will find the mouse and keyboard controls just fine, especially once they get to the heavy fighter and above craft that aren't super twitchy anyway.

Just needed the reassurance. I have no idea where it is, but I'll keep a keener eye out on where my HOTAS ended up :lol

I'm going to buy the game now, but set it aside for when I have all the pieces ready. The HOTAS, new upgrades, scripts/mods and time. Really every description seems like a continuation of my imaginary ideal game.

@EvE, there are a few ways to get into combat quicker and a few ways end-game can be just as lame. The fleet LAG and some of the gameplay mechanics seem like a really huge chore. At least with Stackless IO they're trying to make it better.


VVV Excellent.
 
Mindlog said:
I'm going to buy the game now, but set it aside for when I have all the pieces ready. The HOTAS, new upgrades, scripts/mods and time. Really every description seems like a continuation of my imaginary ideal game.

By then Egosoft will probably have the 2.0 free patch out for X3:TC, which will probably integrate a lot of the best user scripts into the game, add new content and missions, fix more bugs and improve performance. The community will also have brought over more of the scripts in X3: Reunion to X3:TC as well. Nice plan. :)
 

Hazaro

relies on auto-aim
Fragamemnon said:
By then Egosoft will probably have the 2.0 free patch out for X3:TC, which will probably integrate a lot of the best user scripts into the game, add new content and missions, fix more bugs and improve performance. The community will also have brought over more of the scripts in X3: Reunion to X3:TC as well. Nice plan. :)
Would there be an ETA to this?
Can I use mods with this if I buy through Steam?

This looks like a great game to play over the summer.
 
Hazaro said:
Would there be an ETA to this?
Can I use mods with this if I buy through Steam?

Probably sometime in the next couple of months. They are currently doing the beta testing. Mods work fine with the Steam version (what I bought and am using), most either install via a nice mod manager or the scripts are just drop from the zip file to E:\Steam\steamapps\common\x3 terran conflict or what not.

This looks like a great game to play over the summer.

Yeah, it definitely strikes me as the kind of "dog days of summer" game as much as it does a "long winter nights" game. Either way, you'll want to reserve a huge chunk of time to play it.
 

Hazaro

relies on auto-aim
Fragamemnon said:
Probably sometime in the next couple of months. They are currently doing the beta testing. Mods work fine with the Steam version (what I bought and am using), most either install via a nice mod manager or the scripts are just drop from the zip file to E:\Steam\steamapps\common\x3 terran conflict or what not.



Yeah, it definitely strikes me as the kind of "dog days of summer" game as much as it does a "long winter nights" game. Either way, you'll want to reserve a huge chunk of time to play it.
Sounds good. :D
 
I loved the epic scale and awesome atmosphere, but I got very confused quick without a good clear objective, and also it was too slow.

If you are a patient person who loves exploring and doing their own thing, I would recommend this to them though.
 

Enduin

No bald cap? Lies!
CabbageRed said:
Their support of X3 was exemplirary both in terms of squashing bugs/rebalancing/optimizing and going beyond the call of duty by yanking DRM and adding new content. It made X3 very easy to revisit since there was a "what's new this time" sense of discovery.

So true, the amount of support Egosoft puts into X3 and then the extremely avid and talented community around the game is quite rare, as well the relationship between the two. I really love when developers not only allow for and support a mod community but then embrace it and incorporate things the community created into their own games. Stuff like the Xtended mod are quite remarkable.

And its this strong community that has kept the X series alive and will give people a reason to keep coming back to the game, much like Freespace community which has kept FS 2 alive for more than a decade after its release, improving upon it and making it a continually viable game to keep coming back to even after all this time.
 

AlexM

Member
havent tried it but always thought SC2 was the game to transcend generations as the way to go for gamplay. I'm sticking with Xcom 1 for now.
 
A friendly bump after putting another fourty or so hours into the game since my last post.

I've now got 13 station complexes running, comprising of about 250 individual factory complexes. These, combined with my fleet of 30 free traders, are providing me with what is right now a "critical mass" of income-even if I have two TLs dragging stations and building new stations (a very expensive activity), by the time I am done setting everything up I will have "earned back" almost 50% of what the effort cost in the first place just from my sources of income. At this point, further economic expansion doesn't seem necessary.

I've purchased and outfitted my first two "real" capital ships-the Deimos frigate above, and the following Boreas-class destroyer ( more like a BB than a DD, though, so think Freespace 2 and not World War 2):

1eeb236a5b252sc.jpg


Easily one of the best destroyers in the game-fast for its class, great shielding, great weapons choices, and lots of turrets. Its main guns are PPCs-the primary long range anti-capital ship laser-but it also has enough flak, pulse generators, and railguns to handle incoming missle threats and fighters without the need for a fighter screen, provided that there isn't something like 30-40 heavy fighters or what not attacking it.

Funny thing is, I came *this* close to losing the ship. I was on the last mission of one of the four "story arcs" of X3: TC, this one involving a offensive push against the hive mind insectiod, race, the K'haak (lol COCK) . I do not directly pilot and command the destroyer-it's too slow and bulky to get around in-so I jumped into the K'haak sector with my frigate (basically a heavy cruiser/CA) and found myself ambushed by a carrier, a destoyer, and three escort emplacements. BAD news. My frigate was able to outrun the destroyer, but not before having my shields dropped to 30%.

Now, I bought that Boreas specifically to deal with capital ship threats like heavy frigates ("pocket battleships", frigates that can mount PPCs and such), other destroyers, and carriers. My own ship handles light frigates and corvettes and eats fighters for breakfast. So I call in my own destroyer into the sector to help me fight. Note that if I had wanted to, I could have called in my entire fleet of ships to fight. That's one of the neat things about the game, as the enemy escalates his presence, so can you, and the result is delicious huge space battles between all sorts of ship classes. FUN.

Anyway so my destroyer jumps in, but comes in about 90 degrees of bearing of its main guns from the K'haak destroyer, which immediately starts opening up on him along with the carrier and the two emplacments. Things get intense and I notice that I could very well lose the fight. I move in and start to try to screen for my battlehship as much as possible, to the point where the shields on my frigate were at critical. At that point I had to back off and hope I bought enough time for my destroyer.

When my Boreas' shields were down to 10% (!), the K'haak destroyer finally bit it. I ordered an emergency jump on my destroyer out of the line of fire and it jumped out with 3% shields remaining, battlestar galatica style.. At that point I was able to wait it out and take down the carrier (they aren't heavily armored, a frigate has more direct firepower) and its escort.

Fun fight. The naval implementation in the game is really sort of glossed over in reviews as most reviewers don't get to the point in the game where things really turn into fleet engagements battles like that. It's totally awesome.

Anyway I just bought a good M3 fighter, kitted it out with energy bolt chainguns and some ammo, and am now going to do the Terran missions. I'm spending some time with the missions in the game because the X3:TC 2.0 patch is coming out in a bit and it will have a whole new storyline (with rewards!) that can only be started if you've finished out the other storylines. It'll also have some other additional content and tweaks, too. Oh, and it's FREE because it's a PC game and not one of those stupid console DLC deals.

Lastly, I am also awaiting a few scripts to be translated to english before playing around with some of the other parts of the game. One german script completely reimplements carrier operations, and some other scripts re-work some simulation variables to cause the X universe to be an even less peaceful, more dynamic place. Once they are done I'll check them out too. Modding is a big part of the X3:TC experience and I hope that any new player will be sure to check out the Egosoft forums for the latest scripts. Stuff like Luckie's trade scripts, MARS fire control, universal buy/sell, etc. are just essential stuff after you try them out.

Game continues to rock the house. It's still a spreadsheet game at heart, but all the combat so far has shown me that there's a pretty innovative combat implementation too, it just takes a while to unfold because of all the time playing in and attacking just fighters and what not and not involving the big ships.
 

Hazaro

relies on auto-aim
Can you make or import ship designs?
I want to make a dirt cheap ship this is basically a wall :lol
 
Fragamemnon said:
...X3:TC 2.0 patch is coming out in a bit and it will have a whole new storyline (with rewards!) that can only be started if you've finished out the other storylines.

Oh, shoot. :p I've been avoiding the plot because of all of the freebies it throws at you (along with some annoying glitchs/oversights that may have since been dealt with), and have not played at all for some time since I was planning to restart when 2.0 is released. Looks like I need to rethink things. Thanks for the heads-up and good read, Fragamemnon.
 

Hazaro

relies on auto-aim
A friend I know bought this, but hasn't gotten to playing yet.

So many games coming out over summer though, still really want to sit down and give this a go though.

Any word on the upcoming patch?
 

-tetsuo-

Unlimited Capacity
I have this sitting in my Steam cart, and I'm trying to decide if I should pull the trigger >.>

I want a new 4X game and I kinda want a space one and this thread does a good job of hyping me up. On the other hand, I've been looking at Europa Universalis as well. I tried the demo and enjoyed the small amount of (confused) time I spent with it. No demo for this though....
 
If you want a 4x-style game, go with EU3 complete. It is terrific and fits the traditional expectations of a seasoned 4x player really well.

X3:TC is really more of a trader/management simulation with lots of eye candy and some really cool combat. It's not a 4x game.

Though both are unabashed "spreadsheet" games will all sorts of wonderful knobs and levers for a curious player to meddle with and tune.
 

Zhuk

Banned
Great games, but only the hardcore space/trade sim enthusiasts will appreciate it (as it should be). I put hundreds of hours into X2 and X3, honestly i'm just waiting for X3:TC to mature more with the patches and stuff as Egosoft's games are usually buggy at release.

Can anyone tell me what the game is like now with the 2.1 patch?? reasonably safe to jump in yet?
 
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