(X3:TC) Wingmen and SETA

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Khaysis
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Joined: Fri, 19. Mar 10, 21:03
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(X3:TC) Wingmen and SETA

Post by Khaysis » Mon, 16. Mar 15, 08:57

Is there any way to set a distance restriction for your wingmen AI? I'm talking about say "Wingmen cannot approach XXX meters to my ship in follow mode"

A little back story: Playing through the main Terran storyline and received the Rapiers and the Advanced Escort.

I thought it would be a good idea to upgrade my wing mate's ships to full engine speed.

Due to the fact that I upgraded them to a speed faster than my Sabre, all of the ships continuously swerve and weave behind me and get frighteningly close to hitting my ship when in follow mode.

Any help would be appreciated. I'm getting sick and tired of having to hit the SETA key no less than 8 times in a sector.

ancienthighway
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Post by ancienthighway » Mon, 16. Mar 15, 11:59

The best thing to do with those Rapiers is to park them at a station. If needed pull the guns for your Sabre. There is no way to change the distance parameters, and even if you did, they'd still play chicken with each other, gates, asteroids, stations, and other ships.

Bill Huntington
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Wingmen are a waste.

Post by Bill Huntington » Mon, 16. Mar 15, 21:01

I tried many ways to use wingmen. On rare occasions, they tied up an enemy until I could get to it in my personal ship. They never did kill anyone. The usual experience was doing something stupid in combat, requiring my attention when I had my own combat, crashing when docking, crashing at the gate, crashing when docking on a TM. One wingman was bad enough, but with more the trouble was exponential. The best use I found for them was selling them for the $.

To sum up: Wingmen are a waste of time and $.

Note: Wingman and Wing are two different things.
Bill in S.F., enjoying the game

Khaysis
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Joined: Fri, 19. Mar 10, 21:03
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Post by Khaysis » Tue, 17. Mar 15, 04:17

Thank you for the tips. I appreciate it. I need to sell them anyway to get a transport for the next mission.

Bill Huntington
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Post by Bill Huntington » Tue, 17. Mar 15, 05:01

It would be smart to keep one. You can use it to deliver Transporters quickly wherever needed. You can park it in the Solar Station in Heretics so it doesn't disappear by an Act of God. You can sell it if you get a deal for it on a Ship Delivery Mission.

Good Luck!
Bill in S.F., enjoying the game

ancienthighway
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Joined: Tue, 24. Apr 07, 05:25
x4

Post by ancienthighway » Tue, 17. Mar 15, 07:37

Actually keeping all of them and parking them at critical Terran stations is a better idea than selling them, especially if you plan on staying with Terran ships. Lock in as many of the weapons and missiles that you'll want, then pick up some cheap traders to start trading with bio and food producers.

There's no need to rush through the plot. Take your time and build up your assets and profiteers.

Lea Flamma
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Post by Lea Flamma » Tue, 17. Mar 15, 10:52

Wingmens are the major evil in this game. Due to the way pathfinding works, they will do "things" to themselves.

If I am to use additional ships in combat, I have them as a wing, on seperate orders. Like attack all enemies or something like that. But still, they will occasionally crash into random stuff, because of speed, acceleration, stearing and AI ships not looking around themselves at all.

It's best to either sell those ships and up your personal one, or use them as something else. The Rapiers are too low on shields and hull to fight for my likings either way. Considering you face PBEs early in the terran plot.
Wherever we want to go, we'll go. That's what a ship is, you know. It's not just a keel and a hull and a deck and sails, that's what a ship needs but what a ship is... what the Black Pearl really is... is freedom.

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