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    Thread: X-Tended - Terran Conflict Patch 2.2 (hotfix 2.2a)

    1. #1
      TXU Ultra Hero K.J.'s Avatar
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      Default X-Tended - Terran Conflict Patch 2.2 (hotfix 2.2a)



      X-Tended - Terran Conflict Patch 2.2

      This is the final version of X-Tended - Terran Conflict. The development of new features is definitely at an end now. If there are outstanding bugs they may be resolved by hotfixes, but that is no guarantee.

      This patch contains all fixes from Patch 2.1, it doesnt matter if you had installed 2.1 before or not. You can patch from 2.0 to 2.2 straight away. To see the patchnotes for 2.1, look here.

      Download Patch 2.2
      Hotfix V2.2a is in the attachment of this post, extract it after the V2.2 patch into the same directory.

      Download 2.1 Manual (still valid for 2.2)

      Download 2.1 Statistics Spreadsheet (still valid for 2.2)


      Installation
      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)

      Long Version:
      To get the most smooth transition we recommend you to fly into an empty/unknown sector prior installation, and save your game there. Backup your savegames, just in case. Then install the patch.
      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)
      Overwrite everything if asked. By default XTC 2.0 occupies cat 14 & 15, the patch (2.1 and 2.2) cat 16. If you use different numbers (because of other installed mods), you have to adjust the patch number accordingly. Beware that other mods can break xtc or the patch can break the mods.

      Q: Is this patch save-game compatible?
      A: Yes and no. You can install the patch and continue with your savegames. Some changes however will only occur after a very long time, or may not take effect at all. What you definitely can't do is install the patch, play your savegame and then revert back to 2.0 or 2.1. Once saved with 2.2 you can't go back.


      Q: I really don't want to restart, how do i get the most out of the patch?
      A: Check out this thread. Feel free to ask there if you have any questions about the procedure


      Patch Changelog

      Ship fixes
      Ship stat fixes
      • Pir. Mako Raider laser generator
      • Perseus Sentinel roll rate
      • Pirate Nova Hauler inbuilt components
      • Boreas up+down turrets
      • Tern steering
      • Starburst and Arrow stats


      Item & Station fixes
      • Tracker- & Ion Mine factories produce the correct product


      Script fixes
      • Pirate Bases in race territory are now properly equipped with shields
      • Prevented multiple Pirate Bases in a single sector
      • Reconfigured Pirate Base wares in race sectors
      • Pirate Base Lasertowers should be less inclined to shoot at trade ships
      • New routine for Pirate & Yaki Patrols -> occasionally raid unfriendly transport ships
      • New Yaki Plugin: Yaki hideout creates patrols, similar to pirate patrols (but with chance for big stuff) that will wander surrounding sectors. Requires Pirate AL to be active.
      • Relation of Yaki to other races changed
      • Added Pirate and Yaki options in the custom configuration menu
      • Added cheat to toggle plot protection on/off: "plugin.XTC.Cheat.ChangePlotProtection"
        Warning - This will break plots, use at own risk
      • Added cheat to toggle military shield building on/off (on player factories): "plugin.XTC.Cheat.ChangeAdvShieldBuilding"



      Plot fixes

      Split Loyalties
      • Fixed invincible fighters during spoiler: boarding mission

      All Plots
      • Fixed some issues causing some missions to stall in some instances


      Generic Mission fixes
      • Return Ship: Fixed Ship spawning in offer sector
      • Deliver Fighters: Fixed TextID error with contact actor.
      • Battle Ships: Fixed bonus payments
      • Assassinate Mission: Fixed mission completing on killing target


      Attached Files Attached Files
      Last edited by K.J.; 31-10-2013 at 03:58 PM.


    2. #2
      TXU New Member Pierre70's Avatar
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      Quote Originally Posted by K.J. View Post
      New routine for Pirate & Yaki Patrols -> occasionally raid unfriendly transport ships
      I was wondering about this in previous versions - I realised that the only abandoned transport ships I ever seemed to find were in range of pirate lasertowers. It was as if pirates weren't doing any piracy! Also, I never saw a Yaki ship outside Tortuga - will they be cruising around looking for trouble now?

      Thanks a lot for this continuing support. My dilemma is whether to install this or wait to see if the AP version is viable.


    3. #3
      Moderator Support Loriel's Avatar
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      Quote Originally Posted by Pierre70 View Post
      My dilemma is whether to install this or wait to see if the AP version is viable.
      The AP version is not currently viable (in my opinion) - so the choice is between playing this and testing/debugging the AP version.

      UODATE - following the release of the AP hotpatch, I now consider the AP version playable, though still suffering some non-critical problems.

      Loriel

      Last edited by Loriel; 26-09-2013 at 11:22 AM. Reason: Updated for AP hotpatch

    4. #4
      TXU Jr. Member Spikebhaal's Avatar
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      Thanks for the Patch just one question how do i use this "Added cheat to toggle military shield building on/off (on player factories): "plugin.XTC.Cheat.ChangeAdvShieldBuilding"? Hope someone can explain it to a noob like me^^


    5. #5
      Moderator Support Loriel's Avatar
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      Quote Originally Posted by Spikebhaal View Post
      Thanks for the Patch just one question how do i use this "Added cheat to toggle military shield building on/off (on player factories): "plugin.XTC.Cheat.ChangeAdvShieldBuilding"? Hope someone can explain it to a noob like me^^
      I haven't tried it, but I assume it involves running that script in the editor - similar to the one described here.

      Loriel


    6. #6
      TXU Jr. Member Spikebhaal's Avatar
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      It worked thanks Loriel!


    7. #7
      TXU New Member Makkenhoff's Avatar
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      It still appears that my mission plot is still broken post 2.2 install, spoiler: Tomes has still not undocked from the station he's already in his new ship The Holy Light, do I need to start a new game for the fixes to work?


    8. #8
      TXU Sr. Member Dillpickle's Avatar
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      Quote Originally Posted by Makkenhoff View Post
      It still appears that my mission plot is still broken post 2.2 install
      If you don't report it, it won't get fixed....

      If you're referring to this issue - Divine Retribution issue, then it was marked as fixed, and having no further feedback since the 2.1 patch was released presumed it was no longer a problem.


    9. #9
      TXU New Member Makkenhoff's Avatar
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      To be fair, it is related to that post. spoiler: It seems The Holy Light is just stuck in the trading dock, its been quite awhile in my game. I started this game with the 2.1 patch, and applied the 2.2 patch immediately after noticing it on the Egosoft forum, by this point he was already stuck presumably. However, I just installed 2.1 less than a week ago, as my desktop hadn't been working since mid 2012, due to it overheating and shutting off, I had a netbook that was not able to run it... I'm only now experiencing the problem, so I wouldn't have reported it sooner, if you follow me.


    10. #10
      TXU Ultra Hero K.J.'s Avatar
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      i'm back from vacation (not sure if or ):P
      Quote Originally Posted by Pierre70 View Post
      I was wondering about this in previous versions - I realised that the only abandoned transport ships I ever seemed to find were in range of pirate lasertowers. It was as if pirates weren't doing any piracy! Also, I never saw a Yaki ship outside Tortuga - will they be cruising around looking for trouble now?

      Thanks a lot for this continuing support. My dilemma is whether to install this or wait to see if the AP version is viable.
      That was the intend, yes. Piratebases in 2.0 and 2.1 spawned patrols every now and then that flew through the sectors and did... nothing except attacking the player if hostile and getting attacked by race military. 2.2 changes this, they will attack unfriendly transports (reputation points below 0) some times, and collect their loot if they drop some.
      Some people say no pirates patrol and no lasertowers are there, that would be a bug then if true.



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