![]() ![]() Once you start building a real fleet and production empire, you are going to need it. ![]() The threats add motivation to be efficient in getting to that point and continuing to build past that point. So the early game all the way to the point where you are building a fleet with a couple of M7s and considering your first M2 isn't vastly changed. It isn't until later that they start actively trying to mess with you. The first corp, Tandi Corp is very passive militarily but will steal your UTs trade runs. Each time it earns enough money through trading or you destroy their HQ, the corp becomes more powerful and aggressive. You might see their TSs flying around and want to steal or kill them. Phanon Corp will just be trading and really not bothering you too much initially. Your intervention isn't required until the late game. The NPC races will always be unable to stop the attacks and will one day need your help to stop losing ground. In the early game you will see a bunch of mail about the OCV taking sectors somewhat quickly but it slows down as they expand further from their home world. Yes, both Phanon Corp and the OCV will be doing their thing while you are doing yours. Is the progression of the threats timed? Do you have to keep up a pace? as far as eve offline is concerned, there was a megamod with eve ships floating about, but I have no idea what happened to it. I've played more engaging free flash games.Īlso, for those that have not tried it, XTL is also excellent. But after playing for only a few hours one struggles to come up with a reason why anyone would ever play that atrocious game. On release day I was excited that it didn't crash to desktop and delete all of my system files. That mod does look pretty good, thanks for sharing. Let me tell you of the world I used to know VDay fucked around with this message at 01:39 on Jun 27, 2014 At the very least it looks like it has a ton of really nice QoL features (ship compendium to easily compare stats in-game ) so looking forward to messing around and seeing how it actually plays. Flying a terran ship and having your lasers make the Tie Fighter laser sounds while you kill things is worth the price of the download.īumping this so it doesn't get lost on the last page, but just looking at the list of features on the site and this looks pretty drat impressive so far. There is so much content in that mod, it feels like a full sequel to X3:TC/AP. The creators have redone every aspect of the game to be more functional, interesting and meaningful. It is an amazing complete overhaul of X3:AP. Instead, spend $5 on X3:AP and install Litcube's Universe. And he's already talking about a new version, which I think is extremely premature. Or better yet, adding more flyable ships, or adding a centralised station management and trade function.īasically, the way I read it, Bernd is saying they might add a few low level things like they added autopilot, targeting controls, etc, but nothing that will make a real change to this version of the game. A real feature would have been to add some meaningful weapon and systems choices to enhance the ship. Changing the way the highways work is more of a "feature" but even that is correcting a ridiculous design decision, and the same goes for removing the need for interacting face to face with NPCs. I mean, adding a control for "target closest enemy" can hardly be called a real feature. Controls and targeting are on the verge of being bug fixes rather than features. Well, it seems their approach is to fix up the bugs and to add little things. 2.1 was an attempt to drag it's metacritic score out of the shitter. Having said all that, pass on it during this sale. They've patched in controls, targetting and other things to mitigate the terrible design decisions, and while it can be argued that it's a piece of poo poo, they never claimed that the only thing wrong was 'bad quality', they're just avoiding saying 'we hosed up' due to damages. ![]()
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