4/1/2023 0 Comments X3 reunion stations disappearShip movement was redesigned, giving ships some inertia and making them more difficult to control. Players were saddened by the loss of cockpit models for ships, which combined with the new station designs with external docking and hence the complete elimination of internal station cut-scenes, was criticised for losing the immersion. The new game features were organised into a new listed menu system, which took a long time to learn. It was succeeded by X3: Terran Conflict, the game that the other articles in this Wiki concern.Ī number of changes appeared in X3. Scripting and modding the game really took off with Reunion, ending with the release of a community game mod and continuing the trend into the next game. The plot dealt with the continuation of the Kha'ak War, and the events leading up to the reunion of Earth with the gate network. Ultimately, however, the game was a success, with plots being added right up to the release of the sequel. Many players complained that it lacked immersion, and with a new menu system even seasoned X2 players found themselves climbing a steep and difficult learning curve. Version 1.0 had some serious game bugs and required patching, which caused many critics to rib it for being released prematurely. Once you have contributed to the regional economy, it will improve and you'll not have to worry about stations disappearing due to the GoD engine.X3: Reunion, or X3R, was released in 2005 and used a different engine to X2. Get your own traders in those regions and do Build Station missions as they become available. But, I got worried, early on, when I found some stations missing, likely due to pirate activity and a regional drought that I quickly solved.)īut, the best way to keep stations from disappearing is to ramp up the economic activity in those sectors. I have a hundred of them parked in Terran factories, "just in case." (Though, in my game right now, Terran space is bustling with activity and it's quite crowded, making all those docked ships unnecessary, really. Most recommend a cheap M5, since it's cheap. If you're worried about certain complexes, then park a player-owned ship there. Energy Complexes are so expensive that I think I'm robbing the AI with my Complexes and Supply CAG's of all their energy until now. So, you may need to periodically check to see if this has happened if you're using this strategy to keep critical Terran/Commonwealth stations away from the GoD engine's delete button. If the factory sees a downturn of activity later in the game, it will then be available for deletion unless you dock another/same ship. However, if the station sees frequent activity, that ship may be booted out of the docks in order to make room for AI ships that have pending orders to be filled. Note: Parking a ship you own in a station will prevent that station from being deleted by the GoD engine. This works especially well, and frequently, in Terran space, where the starting economic situation is dire and Terrans frequently lose their factories unless the player takes action. If you find yourself with a galaxy that has a shortage or absence of a finished product, Tractor Beams being the most common dilemma, focusing your Station Build and trade networks in these areas, Paranid space for Tractor Beams (Third Redemption is a sector that starts with Tractor Beam factories), will increase the chances that necessary factories will be brought back into play by the GoD engine. I do as many Station Build missions as I can find and base Local Traders in the area to kickstart production and to take advantage of the new markets. When I target a region for Station Build missions, I bring along a swarm of pre-trained Local Traders. Station Build missions are an excellent way to build up a region's economy and increase your trader's profits. If I begin to miss some stations for me to supply, I can take missions and create them anyway.
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