The Teladi Falcon in Xtended has a nose-mounted Gatling gun which carries the majority of the ship's firepower.Don't let the fact that it sounds like a coffee fool you: it has dual wing-mounted gatling lasers. In a space fighter dogfight, the Commonwealth and Xenon are more likely to win due to their better variety of weaponry and numerical advantage. Ironically, Terran/ATF fighters and frigates in gameplay have a painfully limited gun and missile arsenal and their guns are rather particularly ineffective compared to their Commonwealth and Xenon counterparts in a straight capital-to-capital battle, the Terrans/AGI Task Force would win soundly except for their frigates ( albeit the Skirnir takes an emphatic exception to that). This is not true in gameplay for reasons of Competitive Balance: the Terrans have a definite edge in speed, maneuvering, and defenses, but Commonwealth energy weapons are good enough to compensate. In the story, the Terrans' military technology is well in advance of the Commonwealth's, which was why the Argon deemed it necessary to develop AGI warships to fight them.Officially only the Kha'ak have these, and they aren't likely to share. This means that NPCs seem to possess a point-to-point, gateless jumpdrive. When ships spawn, they do so with a white flash, same as when a player-owned ship uses its jumpdrive.The destruction of the Kha'ak hive nearest to the Commonwealth during the TC plot Operation Final Fury reduces their spawn rate to almost zero, and by Albion Prelude the few remaining Kha'ak have apparently died: AP has no live Kha'ak, and there are Kha'ak derelicts floating around provided you get lucky with the derelict spawning code. Kha'ak ships are correspondingly much less common in Terran Conflict. Gameplay and Story Integration: At the end of Reunion, the Terrans destroyed the bulk of the Kha'ak fleet.Advanced Complex Hub swaps out the default docking hub for factory complexes with one that has two capital ship berths and internal docking for fighters.The only downside is that, due to compatibility issues, you can't play it and Albion Prelude's main campaign at the same time. Another very popular mod is the "X3 Rebalance Mod", which, aside from doing what it says on the tin, adds new ships, new items, new sectors, and much more.The result is completely different gameplay mechanics: waiting plays a much smaller part, fighting is much more dynamic and challenging and everything requires significantly less Willing Suspension of Disbelief to digest. It's worth mentioning that there are at least two mods that attempt to solve one of the game's worst problems: the extreme slowness of the ships, which is a source of all kinds of bad things.Arguably most famous of these is X3's Xtended mod, which impressed Egosoft so much that several elements ( and the modders that developed them) were integrated into Terran Conflict, and Xtended has being remade for Terran Conflict. And how! With the in-game script editor and external modding tools, players can do pretty much anything from simple tweaks and added ship functionality to new ships and full-blown conversions.The only way to get rid of them was to manually kill them or add a stopgap script a modder wrote, whereby players could delete them. Except they would simply float in space, and instead of having a couple dozen there would be hundreds or thousands, sucking down CPU cycles and rendering the sector a slideshow if you were in-sector. Game-Breaking Bug: Albion Prelude had an issue turn up after a patch, wherein the game would spawn race military fighters meant to be attached to a rapid response fleet.
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