![]() ![]() ![]() The shield problem for pirate bases appears to be fixed. The reports of missing pirate patrols and missing laser towers appear to be correct, but I can't be absolutely certain - my attention has been elsewhere, and it's difficult to prove a negative. There are definitely pirate ships offering combat missions Not sure how relevant these observations are to the TC version: I have been running the AP version of Xtended, which has more serious problems of its own. Some people say no pirates patrol and no lasertowers are there, that would be a bug then if true. Return Ship: Fixed Ship spawning in offer sectorĭeliver Fighters: Fixed TextID error with contact actor.Īssassinate Mission: Fixed mission completing on killing target Warning - This will break plots, use at own riskĪdded cheat to toggle military shield building on/off (on player factories): ""įixed invincible fighters during boarding missionįixed some issues causing some missions to stall in some instances Requires Pirate AL to be active.Īdded Pirate and Yaki options in the custom configuration menuĪdded cheat to toggle plot protection on/off: "" New Yaki Plugin: Yaki hideout creates patrols, similar to pirate patrols (but with chance for big stuff) that will wander surrounding sectors. New routine for Pirate & Yaki Patrols -> occasionally raid unfriendly transport ships ![]() Pirate Base Lasertowers should be less inclined to shoot at trade ships Reconfigured Pirate Base wares in race sectors Prevented multiple Pirate Bases in a single sector Pirate Bases in race territory are now properly equipped with shields Tracker- & Ion Mine factories produce the correct product Feel free to ask there if you have any questions about the procedure Q: I really don't want to restart, how do i get the most out of the patch?Ī: Check out this thread (). What you definitely can't do is install the patch, play your savegame and then revert back to 2.0 or 2.1. Some changes however will only occur after a very long time, or may not take effect at all. You can install the patch and continue with your savegames. Beware that other mods can break xtc or the patch can break the mods.Ī: Yes and no. If you use different numbers (because of other installed mods), you have to adjust the patch number accordingly. By default XTC 2.0 occupies cat 14 & 15, the patch (2.1 and 2.2) cat 16. Then install the patch.Įxtract the patch zip file into the folder of your X3:Terran Conflict installation that has XTC 2.0 or XTC 2.1 installed (the folder where your x3tc.exe is located) To get the most smooth transition we recommend you to fly into an empty/unknown sector prior installation, and save your game there. Short Version: Extract the patch zip file into the folder of your X3:Terran Conflict installation that has XTC 2.0 or XTC 2.1 installed (the folder where your x3tc.exe is located) Hotfix V2.2a is in the attachment of this post, extract it after the V2.2 patch into the same directory.ĭownload 2.1 Manual () (still valid for 2.2)ĭownload 2.1 Statistics Spreadsheet () (still valid for 2.2) To see the patchnotes for 2.1, look here (). You can patch from 2.0 to 2.2 straight away. This patch contains all fixes from Patch 2.1, it doesnt matter if you had installed 2.1 before or not. If there are outstanding bugs they may be resolved by hotfixes, but that is no guarantee. ![]() The development of new features is definitely at an end now. This is the final version of X-Tended - Terran Conflict. ![]()
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