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X3 albion prelude nexus3/15/2023 I like the reworked maintenance system, because nothing was more annoying than seeing how ships that are frequently sitting for minutes in outposts before resuming work to not reset their maintenance levels. For some reason, if I try it over and over again, it works at some point. I assign them to Outposts that don't have any miners yet, and when I assign them as Miners and tell them to mine any, the homebase gets cleared and the miner doesn't do anything, having no command. All of them have their four Mining Lasers. BUG: I've noticed a weird issue when assigning miners. The Administration Tab feels a bit more bloated, maybe Perks and Worker Assignments can be put in separate sections? Weird, because it is SO MUCH FASTER than Mayhem 3 the last time I played it. Good, because especially on smaller galaxies, this is very useful to claim turf. Being able to churn out Outposts directly after dropping the first one feels both good and weird. Really rewarding if you focus on credits instead of resources! Map Generation: I like how the asteroids and debris are following the same tentacle-ish spawn formations as well as a cluster around pirate bases, but I think having some stray asteroids a bit further away or more in the center of the system but off-plane would make the systems feel a bit less generic While I know the story says that nobody but TerraCorp was in this galaxy before, I think it would be cool if there were at least wrecks spawning even in unclaimed sectors from the start, and maybe billboards could spawn once a sector has reached the initial max station support capacity? Map Generation: The No-Progression start leaves all unclaimed sectors empty in terms of special objects, meaning you won't see any billboards or wrecks in the non-starter systems. I like the Terran Jump Beacons at the beginning. I loved seeing other races using the Ring of Fire perk. Seeing the Aran getting used in a cool way for the first time in X3's history is awesome, I love how the Nomad Flagship just roams my otherwise empty sectors Betty's message about finding the location of the Maelstrom portal by browsing through the spam mails was hilarious! Fighting the Khaak M4s in the starter M3 (Kea) is fun and doable on Easy, so clearing a path for the TL is doable with that specific start. Starter TL getting attacked by Khaak is frustrating since it will always try to fight them instead of moving away, fleeing does not work since the TL has no homebase Game Settings: Quickstart, Easy, Teladi M3, known sectors, fair amount of credits Universe: No Progression, shattered, extra sector stats, dynamic races, clustered Xenon ![]() Disclaimer: I haven't played Mayhem 3 in a long time, so I don't know exactly what tweaks were done by Joubarbe's Mayhem 3 and which are specifically from Zero Hour, so bear with me for not differentiating here. The problem with the automated command from the Explorer Command Software is it keeps trying to cover the warzones which is a futile process and often forgets sectors in corners.Okay, so while playing, I made some notes on everything that I've noticed. ![]() If you order to place an advanced satellite it will only use advanced satellites for the network. Else manually cover a sector using the move to position command and ejecting one. You could also use CLS to keep your ships supplied with satellites. Make a self sufficient complex with 2 adv satellite factories (Barren Shores is good) and get some Springblossoms to place the network since they can carry the 240 satellites needed for the whole universe. If you want to have a chance to spot Mobile Pirate Base Haulers then the satellite coverage will need to be at least +30% of the sector diameter. Have one in the middle of the sector and one on either side at a distance of 10 squares then have 4 at an x offset of +/- 5 squares and a y offset of +/- 8.5. Place each layer 7 squares above and below the eclyptic. Each Advanced Satellite has a 40km radius so a hexagon two layers thick is enough to get all info from most sectors.
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