[3.0 Beta 6] Duke's Buccaneers
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[3.0 Beta 6] Duke's Buccaneers
What about this faction? I have never seen any of them...
Re: [3.0 Beta 6] Duke's Buccaneers
You're not supposed to, yet.
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Re: [3.0 Beta 6] Duke's Buccaneers
The duke's corsairs are known from X:TC and X:AP.
The duke's corsairs are primarily a non-governmental Paranid security organization serving the priest-emperor. In truth, however, they are a criminal organization.
The headquarters of Duke's Harbor is in the unknown sector south of Heavenly Revelation.
The duke's corsairs are pursued and shot down by the community of planets like pirates. The Corsairs in turn cooperate with pirates.
The duke's corsairs are primarily a non-governmental Paranid security organization serving the priest-emperor. In truth, however, they are a criminal organization.
The headquarters of Duke's Harbor is in the unknown sector south of Heavenly Revelation.
The duke's corsairs are pursued and shot down by the community of planets like pirates. The Corsairs in turn cooperate with pirates.
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Re: [3.0 Beta 6] Duke's Buccaneers
They are preparing for storyline or split stuff. I doubt they intended it to show. There are 0 ships or stations that are supposed to be active.
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Re: [3.0 Beta 6] Duke's Buccaneers
I'll move this as this is not remaining as comment on gameplay or issues in the current Beta.
A dog has a master; a cat has domestic staff.
Re: [3.0 Beta 6] Duke's Buccaneers
Sure about that? I was going through the highway and I am sure I saw a ship with the tag 'DUK', purple in colour like the godrealm (new game on the scientist start).
Re: [3.0 Beta 6] Duke's Buccaneers
It's possible i overlooked one in the jobs, probably a recon or something.
Re: [3.0 Beta 6] Duke's Buccaneers
Bug report: One job is missing <startactive=false>Alan Phipps wrote: ↑Thu, 20. Feb 20, 22:33I'll move this as this is not remaining as comment on gameplay or issues in the current Beta.
Code: Select all
<job id="buc_scout_s" name="{20204,2801}">
Re: [3.0 Beta 6] Duke's Buccaneers
So does that mean im not going crazy or I am? Did I see it?DeadAirRT wrote: ↑Fri, 21. Feb 20, 00:42Bug report: One job is missing <startactive=false>Alan Phipps wrote: ↑Thu, 20. Feb 20, 22:33I'll move this as this is not remaining as comment on gameplay or issues in the current Beta.Code: Select all
<job id="buc_scout_s" name="{20204,2801}">
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Re: [3.0 Beta 6] Duke's Buccaneers
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Re: [3.0 Beta 6] Duke's Buccaneers
Looking at jobs.xml the following, unreleased/WIP information, can be gleamed about Duke's Buccaneers.
It looks like relations with them are locked as well, similar to SCA. However that might be temporary so that players do not accidently make enemies of them before they are properly implemented.
Some of these jobs are referenced as "infiltrator" so there may be unique mechanics. They also appear to be using some form of plunder mode.<!-- Phase 1: Guerilla Warfare
Small and Medium ships only. No frigates. Mostly Argon with a few (5%) Paranid ships. -->
This includes the use of auxiliary ships. Appears to be largely a conventional fleet.<!-- Phase 2: Conventional Military Buildup and Deployment
Full military deployment. Mostly Paranid ships, handful of Argon ships.
Small number of large anvil fleets consisting of a carrier with destroyer escorts.
Larger number of hammer fleets primarily consisting of frigates, corvettes, and gunboats with light fighter escort. Similar to their guerilla wings. -->
It looks like relations with them are locked as well, similar to SCA. However that might be temporary so that players do not accidently make enemies of them before they are properly implemented.