Author Topic: Xtended Terran Conflict  (Read 10939 times)

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Offline Havoco

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Re: Xtended Terran Conflict
« Reply #15 on: January 01, 2013, 04:10:16 am »
0
My first game I started out with a weapon less starburst with 140c and enemies with the terrans, split, and paranid. I went two sectors out of my starting point and at the jump gate I was staring down an Osaka.

 :o
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Offline Vodner

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Re: Xtended Terran Conflict
« Reply #16 on: January 25, 2013, 11:15:03 pm »
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Sorry to bump this, but this thread convinced me to dive into this game again.

Has anybody had any luck getting Gazz's Complex Cleaner to work with Xtended?

I've made this:
(click to show/hide)
but now my framerate in the sector is closing on the single digits. I'm also kind of sick of watching the 'build a station' animation.

Offline Dezilagel

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Re: Xtended Terran Conflict
« Reply #17 on: January 26, 2013, 12:13:25 am »
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Sorry to bump this, but this thread convinced me to dive into this game again.

Has anybody had any luck getting Gazz's Complex Cleaner to work with Xtended?

I've made this:
(click to show/hide)
but now my framerate in the sector is closing on the single digits. I'm also kind of sick of watching the 'build a station' animation.

Whoa that looks really...

(click to show/hide)
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Offline Havoco

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Re: Xtended Terran Conflict
« Reply #18 on: January 27, 2013, 11:49:24 pm »
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Got mines?  :rolleyes:

Oh btw don't buy a thresher. Sux ass, its main weapons are inaccurate as shit. I should've stayed with the swordfish. Only reason I bought the thresher was because of the ability to use artillery arrays.
« Last Edit: January 28, 2013, 12:27:17 am by Havoco »
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Offline Kafein

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Re: Xtended Terran Conflict
« Reply #19 on: January 31, 2013, 11:15:02 pm »
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Got mines?  :rolleyes:

Oh btw don't buy a thresher. Sux ass, its main weapons are inaccurate as shit. I should've stayed with the swordfish. Only reason I bought the thresher was because of the ability to use artillery arrays.

Even though they are hands down the
Sorry to bump this, but this thread convinced me to dive into this game again.

Has anybody had any luck getting Gazz's Complex Cleaner to work with Xtended?

I've made this:
(click to show/hide)
but now my framerate in the sector is closing on the single digits. I'm also kind of sick of watching the 'build a station' animation.

Do you have stations in many sectors ? If not you might want to go for smaller, focused complex in different sectors.

Offline Vodner

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Re: Xtended Terran Conflict
« Reply #20 on: February 01, 2013, 01:11:08 am »
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Even though they are hands down the
Do you have stations in many sectors ? If not you might want to go for smaller, focused complex in different sectors.
I have a few systems with complexes. This one is my primary moneymaker, however. I usually try to avoid spreading out too much early on, because that increases the number of M7s I need gatecamping / patrolling each sector.

I rarely have to go into the sector anymore, but I still have to jump in to personally handle the (new in X-Tended) XXL Khaak clusters that occasionally show up. They will shred an M7 in OOS combat (and AI controlled M7s in-sector, for that matter).

I do really miss Gazz's Complex Cleaner. It would turn 100+ station complexes into 3-4 station ones.

Offline Leshma

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Re: Xtended Terran Conflict
« Reply #21 on: February 01, 2013, 01:15:22 am »
+1
Cool game, but Limit Theory will be better :wink:

Offline Havoco

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Re: Xtended Terran Conflict
« Reply #22 on: February 04, 2013, 03:00:50 am »
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Is it possible to build stations in enemy pirate/khaak/xenon sectors if u clear them of enemies initially? Or do they just respawn in the sector over and over.
« Last Edit: February 04, 2013, 03:12:07 am by Havoco »
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Offline Vodner

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Re: Xtended Terran Conflict
« Reply #23 on: February 04, 2013, 04:01:45 am »
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Is it possible to build stations in enemy pirate/khaak/xenon sectors if u clear them of enemies initially? Or do they just respawn in the sector over and over.
Without mods, they will continue to respawn. In X-Tended, killing the Khaak Hive / Xenon Station will prevent respawning, but be aware that adjacent Xenon/Khaak sectors will invade the shit out of you. I suspect that pirate sectors will continuously jump reinforcements in, but I'm not completely certain that's the case.

The Sector Takeover mod allows you to capture sectors. It works with X-Tended, and is actually recommended by the X-Tended dev team.
« Last Edit: February 04, 2013, 04:09:04 am by Vodner »

Offline Zanze

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Re: Xtended Terran Conflict
« Reply #24 on: August 04, 2013, 01:33:24 am »
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Necroing this thread for selfish purposes...

As I posted earlier, I had the game sitting around but never truly got around to it. I got around to it very recently and now am going nuts over this. However, I am terrible at the game pretty much in my own awkward ways. Though I am probably tripping over myself in self imposed house rules for a roleplay only I know, I need help. Every damn guide out there says "Start as Humble Merchant, do this, do that." So I started it and it was terribly boring. Terribly easy, and honestly all those "Guides" didn't really teach you how to get to the point the humble merchant starts in. I like a challenge, but not something insurmountable.

So far, I started the Humble Merchant start, played around with this and then restarted:  It starts you off to generously and easy. My current game is a Boring Boron where I was only able to begin succeeding after getting a lucky 40k retrieve my ship mission. However, that was luck and I want to actually make my game not hope I get lucky. For example, how do you make money at the beginning when all you start out with is an M5 with or without weapons? I had been doing missions, but they hardly yield good returns. So I started doing combat missions to steal left over missiles and sell those, but then M3's and even once an M6 came out to play. My piddly M5 never stood a chance.

The above paragraph was done in regular xtc. I booted up the xtended version and tried that too and most starts were either terribly easy (Teladi start w/ the TS, Paranid with the TL) or Terribly Hard (Split start in the M5). Being the maniac I am, I fell in love with the concept of the Split start given the events that happened to the Split when trying to colonize.

In short, in both XTC and Xtended, how would you deal with those situations while also working around my own personal rules. Or would I simply need to loosen up on my own restrictions? Can I be pointed in the right direction on how to effectively use the scenarios that start you broke with an M5 or M4? Also, one other thing that is somewhat embarrassing on my end... how best to deal with M5's? They are annoying gnats that dodge all my shots. If the answer is missiles, what are the most cost effective that can fit in a fighter? I had tried mosquito missiles at first but wasn't impressed.

Currently I plan on the order of my games being: x3tc, x3ap, then xtended. My current game in x3tc is the boron game I mentioned earlier, in x3ap I hope to use Argon, and in extended either the paranid or split starts. (I'll probably choose the paranid start with the TL and simply self destruct the TL and go from there)

Rules:
(click to show/hide)

Starts that interest me x3tc/ap: Nostalgic Argon, Boring Boron, Unholy Traitor, Savage Split, Suicidal Squid(eventually)
Starts that interest me xtended, sorry for lack of accuracy: Paranid w/TL, Split w/ M5, Teladi w/ TS. (TS / TL would be self destructed at start)
« Last Edit: August 04, 2013, 01:38:08 am by Zanze »

Offline Havoco

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Re: Xtended Terran Conflict
« Reply #25 on: August 04, 2013, 11:16:41 am »
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Sounds like pirate is your style.

But yeah, the only two games I got anywhere on in xtc was the boron start and some of the split start.
And out of those I didn't even get to the actual scenario missions.

Though I don't know how ur gonna make a lot of money without claiming ships. That's the one of the main bonuses of fighting.
« Last Edit: August 04, 2013, 11:25:03 am by Havoco »
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Offline Zanze

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Re: Xtended Terran Conflict
« Reply #26 on: August 04, 2013, 05:33:27 pm »
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Oops, wording it wrong. Meant claiming the abandoned ships at the start. Ships I forced a bail out are ok. Got a little further last night for a bit, then made a few bad deals and backtracked. Had to sell one of my remote traders, but now I'll be building a complex so that should catch me up. The combat mode increases have been a little more lenient to me this time around. Every other game I was fighting M3's and such at half the combat rank I am now(veteran). Atm, I see mainly swarms of M5's and a few M4's thrown in.

Offline Vodner

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Re: Xtended Terran Conflict
« Reply #27 on: August 04, 2013, 07:32:09 pm »
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...
In short, in both XTC and Xtended, how would you deal with those situations while also working around my own personal rules. Or would I simply need to loosen up on my own restrictions? Can I be pointed in the right direction on how to effectively use the scenarios that start you broke with an M5 or M4? Also, one other thing that is somewhat embarrassing on my end... how best to deal with M5's? They are annoying gnats that dodge all my shots. If the answer is missiles, what are the most cost effective that can fit in a fighter? I had tried mosquito missiles at first but wasn't impressed.

Currently I plan on the order of my games being: x3tc, x3ap, then xtended. My current game in x3tc is the boron game I mentioned earlier, in x3ap I hope to use Argon, and in extended either the paranid or split starts. (I'll probably choose the paranid start with the TL and simply self destruct the TL and go from there)

Rules:
(click to show/hide)
I would recommend saving self-imposed rules for subsequent playthroughs.

I would recommend trying to cap an M4 as soon as possible. See if you can get one to bail with decent hull. After that, get enough money together to repair and outfit it.  From there, try to get an M3. M3s can fit jumpdrives, which make the game a lot more fun, and less tedious. On any difficulty past 'easy' in X-Tended, your spacesuit does not have a repair laser, so you will have to pay for repairs.

In X-Tended, any ship that drops below 50% hull has a chance to bail, even when attacked by an AI ship. You can sometimes get lucky early on and find a batch of bailed M5s, which can net you a decent amount of cash. Also, unlike vanilla X:TC, even capital ships can bail (albeit with a very, very small chance). I once found an M1 that bailed during a Khaak invasion.

Be careful with complexes. They can make fantastic money, but you need an enormous investment to make them 'closed-loop' (not requiring any external resources). If a complex isn't closed-loop, then you will usually need to dedicate a TS to purchasing resources for it; I have never had any luck with getting NPC traders to supply my complexes at a decent price. It usually costs around 30-45 million to build a simple closed-loop complex. If you are going to run an open-loop complex, then try to make crystals the only resource you need. They are light, and a small number of them can produce a lot of e-cells in an SPP. Naos Nihal is an amazing system for building truly enormous complexes.

Stay away from marine-boarding unless you enjoy the prospect of save-scumming a million times before your marines get their combat skills up. The boarding system in X3 is a clunky, poorly implemented mess. XRM has a pretty fantastic replacement for it, but unfortunately X-Tended does not (it adds a boarding transporter extension that removes a lot of the pain, but you are still pretty much required to save-scum).

I'm not sure if things changed significantly with the most recent patch, but in the version of X-Tended I played you were on something of a time limit. Once the Xenon/Khaak systems are explored, these races will shortly begin invading and capturing surrounding systems with enormous death-fleets. In my game the AI stood no chance - the Khaak almost made it to Sirius II before I intervened. I was forced to manually pilot an M2 and destroy hives with hornet missiles. Destroying all the hives in a Khaak sector will revert it to the original owner (or neutral, if you liberate one of the starting Khaak sectors).

Be very, very careful with Khaak XXL clusters. They turn into a mass of Khaak M6s when engaged. Either ignore them, or try to snipe them with hornet missiles from a distance. Failing that, a manually piloted M2 can take them out fairly easily. Anything smaller than a player-piloted M2 is in considerable danger in-sector, and I suspect that even M2s are in danger in OOS combat (although I have never been inclined to try my luck).

e:
The Khaak invasions in X-Tended make it my favourite mod. There are no other mods I'm aware of that allow you to have such massive engagements (other than the boring single-system Argon/Terran fight in Albion Prelude).

(click to show/hide)
« Last Edit: August 04, 2013, 08:09:43 pm by Vodner »

Offline [ptx]

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Re: Xtended Terran Conflict
« Reply #28 on: August 06, 2013, 08:38:48 am »
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There are different weapons, some of which are more useful against M5s, usually the faster firing, not-so-hard hitting ones.

Also, for repairs - you can repair ships yourself. Your spacesuit is equipped with a repair laser - just eject and fire it at your ship. It's a bit slow, especially for anything above M4, but it's free and useful, if you get your ship damaged somewhere far from the closest repair spot.

Offline Vodner

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Re: Xtended Terran Conflict
« Reply #29 on: August 06, 2013, 07:03:16 pm »
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Also, for repairs - you can repair ships yourself. Your spacesuit is equipped with a repair laser - just eject and fire it at your ship.
You don't get a repair laser in X-Tended, unless you set the difficulty to 'easy'.