X2 The Threat news

I preordered my copy at the EB and even then, it took forever for it to arrive after it had supposedly shipped from the warehouse.

YES ! :D

Posted: Wed Jun 09, 2004 10:36 pm Post subject: 1.4 further update - interview with Apoch - Xenon Invasion

Abyss: I’ll have to try that one. So, down to the juicy stuff and the main reason you’re here. I know you are working on something special for the 1.4 update. Can you tell us a little more about it?

Apoch: My biggest project for 1.4 is a new mission involving massive (and I do mean MASSIVE) capital warship battles).

Abyss: Wow. I’ve played it, so for those who are waiting, can you give us some more information?

Apoch: Well, without ruining the surprise, players who hang around in frontier sectors will feel a lot more threatened than ever before. Some sinister things are developing in the X universe, and the future may be very bleak.

Hmmm, I saw this at my local Super Target for $19.95 the other day. I honestly had never heard of it until that moment… now I’m think I might have to run there tomorrow afternoon and pick me up a copy while it’s bargain priced.

20$ seems like a steal. The game has a slow pace and a kind of wonky interface, but there really isn’t anything else out there like it. I haven’t put much time in with X2 (I’ll wait for the next patch now and clear off a backlog), but the hours I spent with X Tension (X2’s predecessor) were very well spent.

When X2 first came out, I actually got into an argument with a clerk about the game. I said I wanted X2 for the PC, and he told me I really wanted Final Fantasy X-2 for the PS2. When he finally asked if I even owned a PS2, I said no. He responded by saying, “So why do you want to buy Final Fantasy X-2 for? It’s only for the PS2.”

The 1.4 patch is being released tomorrow (Friday), according to Gamespot and confirmed on the official forums.

Did you punch him in the face with the register? ( This didn’t happen to be at EB did it? )

… oh… and the only thing I want for X2… multiplayer. (but not Freespace multiplayer )

It’s depressing that this game sold under 2,000 copies in North America.

What? Nonsense! EgoSoft’s uber hardcore anti-piracy measures (including the fact that you can’t even READ the tech support forum without a CD-Key) didn’t help sales?

I’m shocked. Shocked, I say.

Speaking of über-hardcore anti-piracy measures, I sure hope there’s not some sneaky way for them to introduce StarForce 3 protection in a patch when none was there before. In technical terms, is this possible?-- forgive my ignorance and please enlighten me if you know.

I bought version 1.0 from gogamer.com back when the thing came out, but I figured I’d wait for a definitive patch level before getting way into it.

Wow I hope not. The X2 community would lynch the developers.

I don’t think it’s possible. From what I’ve read about Starforce 3’s implementation on Beyond Divinity, the game data needs to be encrypted by the copy protection. So, to issue a “crack”, you’d have to issue an entirely new, unwrapped disc. Presumably this works the other way around too - to introduce new protection, they’d have to reissue the protected CD-ROM.

I’ve also never heard of Publishers introducing CP with a patch, only removing or modifying it to be less intrusive (Morrowind). It’s there to help protect the first few weeks of sales.

I’ve also never heard of Publishers introducing CP with a patch, only removing or modifying it to be less intrusive (Morrowind).

Already happened several times. Two cases I remember offhand: Ubisoft adding Safedisc 3.0 to Raven Shield via patch v1.5 (I think it was v1.5) - which wouldn’t let the game run in case you had certain CD imaging software/virtual drives installed. After some protest they released another patch and removed SD 3.0 again. Claiming that had not known about that particular ‘feature’ of SD 3.0.

Wings Simulation released some patch for the German version of Söldner, which apparently also changed something about the copy protection mechanism. In a way that the game refused to launch on many systems despite the original CD being in the CD drive.

The X2 The Threat patch 1.4 has been released.

IMPORTANT NOTES:

• There are several versions of this update for different language and country versions. To make sure you always get the right version of the update, you have to register on our website using the online registration key of your product. Registration will also give you access to additional download content.

• This update requires version 1.2 or 1.3 to be already installed. Only older Australian and North American (US and Canada) versions can contain versions below 1.2. All European versions are 1.2 or 1.3 from the start.

• Boron Manta and Teladi Toucan TP ships now have the transport class L and thus cannot transport XL goods any more. As a compensation all TS ships have been given more cargo space and maximum speed. If you still have TP ships in your fleet which carry XL goods (e.g. Ore) you will still be able to sell, move and eject them in v1.4.

• The first time you load an old 1.0, 1.1, 1.2 or 1.3 savegame, it will have to be converted. This can take a much longer time than normal loading. This is only a one time effect. Save again and the loading time will be normal again.

IMPROVEMENTS OVER 1.3:

• Artificial Life Engine: AL plugins add atmosphere and life to the X Universe. AL settings can be changed in the Options menu. Existing plugins:
• President’s End Task Force
• Race Patrol
• TP Liners
• Trading docks and Equipment docks can be bought at shipyards! You can run them like a factory. Goods are added by moving them to the station. Note that you can set only one price for each ware.
• The collision avoidance has been improved along with the AI in general.
• Advanced players will be able to capture and pilot Khaak ships.
• Escort ships now have smoother, more consistent speed
• Defend against massive Xenon invasions in a new BBS mission.
• Many new filters and additional information in the “Property Owned” menu, and you can jump to the Adjust Station Parameters directly by pressing ‘D’.
• Suggested minimum product selling price available in the “Adjust Station Parameters” menu.
• Fewer notifications about enemy attacks on player property.
• Be aware of laser towers! They are much stronger and smarter now.
• Player-owned ships will not leave their homebase jump radius any longer.
• The station information menu now shows you the required resources per production cycle of your factories.
• The Command Console is available in stations, too. Scripters can create new station and ship commands, similar to the ship turret commands (no flight commands).
• Announcements in stations and the eject (Shift+E) confirmation can be disabled in the Options menu.
• Software (including Best Buys and Best Selling Price Locators), Engine Tunings, Rudder Optimizations and Cargo Bay Extensions will not be destroyed any more during fights.
• Police licences will no longer be lost when a ‘stray shot’ hits a friendly ship.

BUGFIX:

• FIXED: Several rare crashes
• FIXED: Game could freeze when player died
• FIXED: Using a joystick with a throttle could make the cockpit judder a lot
• FIXED: Memory leak which caused big savegames
• FIXED: Sectors in the galaxy map could have green borders although the player has no property there.
• FIXED: Various BBS missions updated, specifically no more negative rewards
• FIXED: Some missing goods have been added to several Equipment Docks
• FIXED: Ships could not dock at the Xenon K
• FIXED: H did not open the help menu
• FIXED: Shift-J skipped the jump countdown instead of aborting it
• FIXED: Releasing the Shift key when typing in input menus could cause double characters
• FIXED: Large ships were not shown correctly in warp tunnels
• FIXED: Using the parameter –noabout messed up copy protection (nevertheless using –noabout is still not recommended).
• FIXED: The main story could get stuck before the mission in Omicron Lyrae.
• FIXED: Sometimes the gravidar was not shown correctly when starting a new game or tutorial.

Very cool. I’ve been looking for a reason to fire X2 up again, and now that I seem to be on a space sim binge (purchasing Starshatter, reviewing Universal Combat, playing the hell out of Jumpgate and Freespace 2), this is just more of a good thing, IMO.

Brian the latest patch works well. Lot’s of little improvements to the trading interface and enemy ship AI. The devs have done a great job of refining X2 and it’s well worth picking up again if you had previously shelved it.

I am going to take a trip to President’s End now and check out the new Task Force.

EgoSoft have now released the Trade Command Mk3 software with Universe Trader. It’s an extremely advanced script. Here’s the detail :

The Trade Command Software MK3 now contains:

  1. The Sector Trader, which remains within one sector.
  2. The Universe Trader which will look in other sectors of increasing distance for wares to trade.

The Trade Command Software MK3 is a software that allows a hired pilot to automatically look for good prices and trade. The pilot is ordered automatically from the local jobcenter once the software is run for the first time. (A jobcenter where you can hire experienced pilots is in preparation.)

The pilot learns to interpret the output from the MK3 software and earns experience. Every 50.000 earned credits the pilot advances by one level.

Firstly he learns to trade better.

From level 4 onwards he is intelligent enough to check the product of the station he is located at before flying to other stations for trading, avoiding empty trade runs.

From level 7 onwards he will recognise the chance to make a profit if the selling price is above buying price. Before he only bought wares where the selling price was above average price.

From level 9 onwards the pilot will steer his ship to the closest shipyard if it has been damaged.

Additionally from level 8 onwards the pilot is able to check neighbouring sectors for good trade opportunities. This requires you to start the “Universe Trader” command though. The downside is that this also means higher upkeep. The pilot demands better payment and a well-equipped ship as his journeys can be rather dangerous.

  1. at least one 25MW shield or the maximum shield strength the current ship supports.
  2. Fight Software Mk1 and MK 2

Level 8 allows the trader to use the jump drive, if the ship is not equipped with a jump drive the pilot will simply order one as soon as he reaches level 12. If the pilot order the jumps drive the price is 10% higher than the normal price as the drive will be delivered to the trader. You may take this literally as there is an actual ship that delivers the drive to your trader. Of course the risk for the ordered ware is on the buyers’ side, so if that delivery service goes boom it’s your problem. Additionally the trader will order up to 12 Fighter Drones over time which he will use in emergencies to distract attackers.

In such emergencies the pilot will try to escape to the nearest station or use the jump drive for an emergency jump to get away from the danger zone. A Universe Trader will never head for systems that have Khaak present - so you’ll have to make sure the Khaak don’t block all the trade routes of your ships. Xenon and Pirates are NOT considered lethal enemies which makes them the most common threat for your Traders obviously.

If a Trader is attacked he will tell you the ID of the attacker so you know who to look for should you feel the need for revenge.

The jump distance for buying and selling increases with the Trader achieving higher levels until the ship covers nearly the whole universe. For reasons of rationality the buying-range is limited to a max. of 5 jumps (level 21+) otherwise the ship would require too much jump energy.

Up to level 12 the selling-range is 1 sector - the pilot is learning to check his neighbourhood.

Level 13+: 5 sectors
Level 17+: 15 sectors
Level 21+: 25 sectors

As said before, the buying-range is smaller.

Up to level 15: 1 sector
Level 16+: 3 sectors
Level 17+: 5 sectors

The pilot will refuse to do trade runs that only bring minimal profit. There is no point doing a trade run to make a profit of 300 credits when the cost for fuel (energy cells) is some 1900 credits! He’ll leave such trade runs to the Sector Traders, the “newbies”. Only under extreme circumstances and with no good trade options at all he might do such “lower work” so he doesn’t have to fly with empty pockets.

Extreme high-level Traders (level 23+) will additionally co-ordinate their trade runs with each other to avoid multiple Traders heading for the same stations. ATTENTION! These radio communications can be intercepted by high-tech pirates (equipped with jump drives and specialised on expensive goods - currently under development Very Happy ) who will await your Trader at his destination. So better have your mobile task force on stand by.

Refuelling:

The jumping Trader will get the necessary energy cells from the surrounding stations. This includes player-owned SPPs. If there are no energy cells available anywhere near these will be ordered from the delivery service - causing extra costs of course.

A Trader will always reserve at least 20 per cent of his cargo space for fuel. The exact amount depends on the distance between start and target system and includes an additional 110 energy cells as reserve. A Trader will ALWAYS restock his reserve to be able to do emergency jumps in case of attacks. If there is enough energy available and the target system is close by the Trader won’t refuel.

Fees:

Every 50.000 credits profit that he makes the pilot receives a fee of 4.500Cr at max. (level 25) following this formula:
(level * 100) + 2000
Over time a pilot would be able to afford his own ship this way…

Error Handling:

No ware found - the Universe Trader will simply wait for the next good opportunity to appear.

No profit made during the last trade run - again the Universe Trader will wait some time and tries again later.

Not all wares were sold (not even in a second attempt) - Universe Trader doesn’t care and continues trading - sooner or later he’ll be able to sell superfluous wares. Temporarily this decreases available cargo bay size but there is no real point in bothering the player with such minor problems. Sector Traders however will stop their actions and ask for assistance.

No free space in the cargo bay - well there’s no free space so listen to what the Trader has to say

Cannot trade here, no docking rights - “so what, let’s move on” will be the motto of the Universe Trader. Again a Sector Trader will stop here.

Ship too damaged. You get this message after an attack or, should the situation arise, in continuing use in “acid fogs” which “guzzle” the ships hull.From stage 9 on the pilot jumps into the next shipyard. Then the player can decide, if he orders a new ship and transfers the pilot (look for “Transfer into another ship”), or if he repairs the ship, if it’s not that damaged. Automatically ship repairs are expensive and are hard on the players’ money. Very Happy

After the ship is repaired the trader is able to be restart trading in his sector, just like after transferring into another sector. The available, learned pilot continues trading then.

Bugfixies:

More than I can even list.

I will mention the most strikingly ones.

– Experience stages limited on 10 (Sector Trader) and on 25 (Universe Trader). This was causing, that the payment went bigger and bigger.
– Little negative payments were possible, if another ship was faster. It was just sold without taking care on profit.
– Ship waits, if no products were found.
– Ship doesn’t bring ware from Equipment dock <-> Trading Station back and fourth. Very Happy Just from Trading Station to Equipment dock, but this really wanted.
– Upgrade routine doesn’t buy complete cargo bay extensions, (god willing, this is too expensive!) 70% Sector Trader, 80% Universe Trader
– Upgrade routine first buys engine tunings now. Speed rules!
– Experience system is changed to internal variable. Salvage insurance’s will ALL be transferred to player account, after all he paid for it.
– Description corrected. Pilots should be always on board. In the new version this really applies. The pilots are visible in the name field.
– Experience stage is shown in the start message as well.
– In the property list is now shown, what the trader is doing. And what it carries.
– A few infinitive loops removed. If it wasn’t able to sell the products, he wobbled endless.

Special:

The logging

In the new MK3 trader there’s an additional “Trader” folder. Within this folder there are two sub directories “Logging on” and “Logging off”. If you want to activate the log, which is standard deactivated, you have to copy the “plugin.autotrade.logging” located in the corresponding folder “Logging on” into your “scripts”-folder located in your game directory. If you want to turn Logging off again, you have to choose the corresponding file located in the "Logging off folder. With it you have to heed, that the logging is first changing when the trader starts a new selling series. So delays for turning on or off of the logging can happen!

But this possibility was deactivated by us as a default, because the expenditures could have no direct relation to the Save game. And because it’s in principle about an “abuse” —I say sensible use — of the debug output of X2 to make out a very detailed report. In the XML-Logfiles are also entries, which contain a “load game”, located so that an very exact analysis per save game is possible.

This logging gives very exact information about every step, the trader took . Profits, costs, sector changing by jump drive - even attacks, waiting period, and the “death” of a pilot are recorded there.

The file itself is in XML. And there already exist XSL-converter for HTML, which you view as an Event-Log, and CSV-converter, for only financial transfer, to import to Excel/Open Office. We have also made analyses with surprising results. But we leave it out to the analysts to find out that.

If the logging is activated, in the game index a file named log1500.txt will be extrapolated. In the trader-directory a log2xml.bat come in, which is copying this log1500.txt in the trader index, footers and headers completes and renames to x2trade.xml. For archiving and deleting the log1500.txt the interested player has to take thought for, because we really cannot know, how the individual wants this to be done.

Therefore the MK3 trader has become now fundamentally more transparent than a factory. All his steps are comprehensible and he is no longer an anonymous thing in the background anymore, which is only making money, without you knowing, how it is doing that.

Yes, the analyses of Sector Traders is in my opinion even absolute, because you can see it the further use in a particular sector is still worth it, or if it would be better to find a new sector in time. Because if the trader is waiting all the time, it would be better to change the sector.

Because he doesn’t loose experience anymore, because of the new transfer system, the player has always the possibility to send the trader for somewhere else. Even the maximum profit, which the pilot has made is recorded by the script.

The enclosed programs (saxxon, etc.) were added to it by me, EGOSOFT has nothing to do with the analyses of the files and the XML officially. As already mentioned, some of them are not happy about the abuse of the debug-funktion.

In my opinion this is a nice way, put down bigger data quantities, e.g. the production data’s of the factories. With correct use you would be able to see which factories is running and which is only visited once in a blue moon.

Back to the logging. Therefore is valid:

  1. Who activates logging, does this on his or her own risk. Although a 250 SETA test has shown nothing more dangerous, than a dubious mass of the XML-files. Very Happy

  2. Who doesn’t activate, misses a big thing. Very Happy

  3. For all people which want to know everything clearly, its necessary!

  4. For the one, who wants to have the trader only in the background, it is not necessary

The transfer into another ship.

With the new version it is possible to transfer the pilot into another ship. To do this a special menu a script available, where you have to fill in the start and target ship as well as the station, where the ships should meet. Because of the insufficiency of the script engine, it necessary, that both of the ships are located in space. Grml. As well both ships should be in the same sector to prevent accidents (crossing enemy sectors).

The new ship, which has to be “empty”, so no pilot must be on board, gets the name of the old ship, all important properties are transferred, and the pilot is placed into the new ship with all his experience. After this the trader can be started like normal and goes on the currently reached level. It is not possible to preserve the experience level of the pilot through simple transferring the MK3 software. Do you transfer the MK3 on the normal way, the pilot stays and you take on a new inexperienced pilot when you start the MK3 software.

The old ship gets the name ‘—’.

General effect of the traders to the factories

The traders, especially the Universe Trader take care of crisis regions, and that they are provided with all products. With that, that they bring along resources everywhere very fast, it come to following, observed effects.

  1. The KI stops its own transports slowly and surely. If a Sector Trader works in a sector, then you will only see external transports coming after a while. If you out 10 Universe Trader there as well, even this ones will get more rare. This effect is over a long distance VISIBLE.

a) This causes that the player just because of the probability will be more frequently attacked
b) The game performance will become better, because less objects are on its way.

  1. The maximum profit in the universe is limited by the time. Some time it wouldn’t make sense to take on more trader, because they can’t make more money and then they will wait most of the time.

  2. Al KI factories always have enough goods to produce, almost no one is trading. This boosts the industry, but it automatically worsens the selling of own products. The trader spoil their own business with the time.

Planned:

Job exchange

Wing men for trader

Mobile strike force which takes care on attacked traders

Intelligent pirates, which have the high level trader as preferred victims, because they carry very expensive things. The trader has the possibility to save itself by ejecting products, if its shield is almost down. The pirates will be adapted as AI Routine and act independent to the real trader. They will get experience levels as well and will get more intelligent by the time. (hey, yes - we’re evil, didn’t you know? That’s why we can plan. Very Happy )

Sean, got a link? I’d love to try this.

Hmm I can’t link directly to the file. It requires you to register at the Egosoft board and then it shows up in your customised list of patch downloads. I’ll save you the trouble and email it to you directly.

I haven’t played X2 much since the original unpatched release. Have the skittish joystick controls been improved by all this patching?

The joystick issues were largely taken care of in 1.2–it’s a real shame you missed the hilarious approach to “fixing” them they tried with 1.1.

The joystick controls are very good now. They have implemented a deadzone and scaled down the XY movement. For those of us who also have analog throttles they also removed the annoying cockpit jitter when you increase or decrease thrust.

Space combat is actually playable and enjoyable now. :wink:

There is also a setting now in Graphics to enable 3D object caching. This has improved the framerate especially in sectors with many objects like that in the Boron and Teladi sectors.