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RAVEN.myst
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Post by RAVEN.myst » Mon, 2. Oct 17, 22:35

RainerPrem wrote:And now I found the right hunting ground for freighters. In Cold Star/Albert's Theory ATL Rahanasses are appearing very regularly at the jump beacon. The only problem is to stop them before they reach the vicinity of one of the stations.
:D
Yup, in a recent experimental game of mine (was testing some warehouse functionality - findings will be published soon, once I get a round tuit) I did the same. It is in fact so silly, like proverbial fish in a barrel - I was just busy securing one when the next one would arrive, I could have kept it up indefinitely, but ended up calling it quits after a half-dozen, which were useful for my test.
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JimmiG
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Post by JimmiG » Tue, 3. Oct 17, 12:49

Another returning player here. Just put in another ~20 hours the past weekend.

I'm surprised they haven't implemented a way to blacklist sectors for trading and/or traversal. I mean we got SETA and the jump drive, but such a simple thing...A 5-star captain should know better than to fly a slow lumbering freighter with paper-thin hull into a known hostile sector, when there are safer alternatives available.

Also I'm surprised how many of the incredibly frustrating and repetitive gameplay elements haven't been fixed. Like having to play that ridiculous small-talk mini-game to reveal skills or get trade offer updates. Imagine having to staff a dozen ships and unlock an entire system for trading, without using mods like Show Skills and TAF or Fly-by Subscribe. Did any of the Egosoft playtesters actually think that constitutes enjoyable gameplay?

The game really tries hard to be as frustrating as possible, but with mods and a ton of patience, you can find a fairly enjoyable game underneath.

RAVEN.myst
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Post by RAVEN.myst » Tue, 3. Oct 17, 13:34

JimmiG wrote:... having to play that ridiculous small-talk mini-game to reveal skills or get trade offer updates.
Apparently, as of the next update there will be another way to acquire trade agents: by killing hostile ships near the station in question. It's not ideal, but at least it's an alternative.
JimmiG wrote:Imagine having to staff a dozen ships and unlock an entire system for trading, without using mods like Show Skills and TAF or Fly-by Subscribe.
I don't have to imagine - I play pure vanilla, no mods whatsoever. In my current game I have hired 1565 staff members, on account of having to hire and fire repeatedly to find skilled labour (that, or the even more tedious expedient of "smalltalk"...) Yes, far too much time is spent (read: "wasted") on busy-work such as "smalltalking" for those trade agents and acquiring competent personnel...
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RainerPrem
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Post by RainerPrem » Wed, 4. Oct 17, 05:22

RAVEN.myst wrote:
JimmiG wrote:... having to play that ridiculous small-talk mini-game to reveal skills or get trade offer updates.
Apparently, as of the next update there will be another way to acquire trade agents: by killing hostile ships near the station in question. It's not ideal, but at least it's an alternative.
JimmiG wrote:Imagine having to staff a dozen ships and unlock an entire system for trading, without using mods like Show Skills and TAF or Fly-by Subscribe.
I don't have to imagine - I play pure vanilla, no mods whatsoever. In my current game I have hired 1565 staff members, on account of having to hire and fire repeatedly to find skilled labour (that, or the even more tedious expedient of "smalltalk"...) Yes, far too much time is spent (read: "wasted") on busy-work such as "smalltalking" for those trade agents and acquiring competent personnel...
Hi,

my opinion about that is not sooo bad. Between running/flying around as fast as possible and doing dogfights, it can be soothing to cool down enough and concentrate on those games.

If you reduce them to ONLY acquire trade agents and ask for suitable staff, they are not too annoying. For me it's more confusing when people in HoL want to talk about Plutarch (they shouldn't even know the name). Or if Split complain about human holograms.

cu
Rainer

PS: Does anybody know in which file I can find the text lines from the smalltalk and the tips? I want to send a list of typos to egosoft.

RainerPrem
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Post by RainerPrem » Wed, 4. Oct 17, 05:38

Hi,

am I the only one wondering about the pathfinder problems in Toride?

Out in the East of the sector I was scanning an anomaly, and flying through sent me directly to one of the civilized sectors in the far West.

My accompanying Taranis was completely confused. It constantly switched direction between roughly South and roughly North, turboing in both directions alternately. Can it be that the distance between the zones is somehow calculated wrong? And why doesn't it just jump to the beacon in Lacrimosa?

cu
Rainer

RAVEN.myst
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Post by RAVEN.myst » Wed, 4. Oct 17, 07:10

RainerPrem wrote:am I the only one wondering about the pathfinder problems in Toride?
...
And why doesn't it just jump to the beacon in Lacrimosa?
I've had some pretty baffling and frustrating ship behaviour in that system, too, so no, you're not alone. :S

As for your last question: capitals never jump to a beacon in the same sector that they are in (unfortunately - there are plenty times when this would make sense, reducing travel time.) All of Toride is one sector, so other than as a destination point for the player's experimental jumpdrive, that jump beacon seems to serve no purpose...
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RainerPrem
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Post by RainerPrem » Wed, 4. Oct 17, 16:52

WTF???

I took a mission to destroy "intelligent mines" while keeping a ship in the middle unharmed. So I did a couple of fly-bys, dragging the whole swarm with me. Then I destroyed them away from the ship.

Then I approached the (red) ship, which turned blue, and I got the message "mission failed" ???

cu
Rainer

RAVEN.myst
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Post by RAVEN.myst » Wed, 4. Oct 17, 17:13

Strange, indeed. But I have limited experience with those missions - I did a few when they were first introduced a few updates ago (I used a similar but more painstaking approach: I'd slowly approach the nearest mine, then once it started homing on me I'd reverse, and once it was at a safe distance from the others, I'd shoot it), but haven't done any since (I generally avoid missions, both in this game and in previous Xs alike.)
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RainerPrem
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Post by RainerPrem » Wed, 4. Oct 17, 18:16

RAVEN.myst wrote:Strange, indeed. But I have limited experience with those missions - I did a few when they were first introduced a few updates ago (I used a similar but more painstaking approach: I'd slowly approach the nearest mine, then once it started homing on me I'd reverse, and once it was at a safe distance from the others, I'd shoot it), but haven't done any since (I generally avoid missions, both in this game and in previous Xs alike.)
Hi,

Minesweeping is normally simple with a railgun. You can shoot them from 5-6 km away without any pain.

You can even kill Xenon-weapon platforms from a safe distance.

cu
Rainer

RainerPrem
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Post by RainerPrem » Thu, 5. Oct 17, 09:48

Hi,

@Raven: You just mentioned the Balor in the X4-thread. I didn't realize what that ship does. Can I command it to take out a target's jump drive and engines and then stop shooting Novadrones?

cu
Rainer

RAVEN.myst
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Post by RAVEN.myst » Thu, 5. Oct 17, 10:39

RainerPrem wrote:@Raven: You just mentioned the Balor in the X4-thread. I didn't realize what that ship does. Can I command it to take out a target's jump drive and engines and then stop shooting Novadrones?
To be honest, I haven't tried specifically that. I would go about trying it by selecting the surface element and then ordering "Attack" for the squad using the radial menu (I know of no way to order a ship to specifically attack a subsystem, but this might work.) You'll then have to keep an eye on things, and once the desired targets are gone (assuming this works), you can then order the Balor to withdraw (Comm-2-1-5). Keep in mind that the above would order ALL your squaddies to attack that subsystem, if it works, but if for instance you are looking to board (as your question implies) then you would only have that Balor in-squad at the time, I'm guessing. It's a nice idea, I'll certainly give it a try when I get a chance. (*)

(*) I'm currently VERY frustrated with trying to get my ships to do stuff, mainly in Cold Star and Toride - at the moment, it's looking to me as if it's actually gotten worse since the last patch! So I may not be playing any more today - bad for my blood pressure :P heheheheh. At present I have a billion in credits (not counting a few hundred million in a few stations that aren't sending me their profits - since I don't need those funds, I'm leaving them there to see how high they get - I'm sure it keep increasing indefinitely), and 10s of millions rolling in every hour, but I can't spend any of it: buying ships is pointless, as even getting a Taranis and four Olmekrons to do anything is making me pull out my hair (if you knew how short I keep it, you'd realise what a feat that is!)

However, getting a Balor (the ones I had earlier in the game all pulled kamikaze stunts) and trying some surgical Novadroning (hahaha!) sounds like fun... (thank for the idea :) )
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RainerPrem
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Post by RainerPrem » Fri, 6. Oct 17, 05:39

Hi,

as for the pathfinder Quality: I assigned a Taranis to protect the flight of a CV from Omicron Lyrae to Toride (I wanted to set up a distillery) The CV arrived unscathed, while the Taranis was waiting in front of the gate in Maelstrom waiting for )I assume) a green traffic light.

*

Then I finally raised my reputation with the Argon government enough to get the Secret Service Missions. Being a pacifist I concentrated on the passenger transports, but finally there was only a kill mission. Hmmm, the guy to kill is sitting on a Lyranea ... not the most difficult challenge.

When I arrived in the assigned sector, there was the Lyranea ... guarded by TWO Olmekrons and more fighters than I could count. Well ... Did you ever encounter a solid wall of fire? I did. I was dead faster than I could think "cheater".

I noticed that the ships first had the "CHOW" designation but changed to Heretics after my first attack.

Okay, reload. Buy some Novadrones and look what happens when I immobilize the target from far away. Guess what: Those innocent guys ratted me out to the Argon sector police for attacking them. My Argon reputation dropped THREE levels. Sneaky, very sneaky.

cu
Rainer

RainerPrem
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Post by RainerPrem » Sun, 8. Oct 17, 09:46

RainerPrem wrote:Hi,

@Raven: You just mentioned the Balor in the X4-thread. I didn't realize what that ship does. Can I command it to take out a target's jump drive and engines and then stop shooting Novadrones?

cu
Rainer
Hi,

I bought me a Balor, but nothing points to any special features with Novadrones. Can it be that this was removed during one of the patches?

Edit: Another question: Is there any chance to repair the reputation with UA? It's at -15 at the moment, so we don't shot at each other, but I am not allowed to dock at their stations. And it seems that the X3-feature to find any of their members on other stations doesn't exist any longer. And if ... the Plutarchs were also hostile to me. Tse only possibility I see is to kill enemy ships in their sectors. But who are their enemies - apart from me?

cu
Rainer

RainerPrem
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Post by RainerPrem » Sun, 8. Oct 17, 18:04

Hi,

I think I'm going crazy. I found an ATL Arawn far away from support. I killed all its drones, I demolished everything on its surface, even the two drone bays deep in its bowels. And now I'm shooting at it like for an eternity and can't get its hull below 40%. Each time it reached 39 it goes up again.

What the ...?
Rainer

Alan Phipps
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Post by Alan Phipps » Sun, 8. Oct 17, 20:15

You may find that as soon as hull goes below 40%, the probably excellent engineer on board (aided by any surviving CURVs) switches from repairing jumpdrive or engines to repairing hull. You just need to out-match the repair rate with damage rate - I think. Maybe guns + attack drones + missiles + any assisting ships of yours will do the trick.
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RainerPrem
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Post by RainerPrem » Sun, 8. Oct 17, 20:50

Alan Phipps wrote:You may find that as soon as hull goes below 40%, the probably excellent engineer on board (aided by any surviving CURVs) switches from repairing jumpdrive or engines to repairing hull. You just need to out-match the repair rate with damage rate - I think. Maybe guns + attack drones + missiles + any assisting ships of yours will do the trick.
Hi,

that sounds reasonable. I called one of my military ships to aid me, which together with my shooting was finally enough. Now I need to bring my trophy back to known space...

cu
Rainer

RAVEN.myst
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Post by RAVEN.myst » Mon, 9. Oct 17, 03:21

RainerPrem wrote:
RainerPrem wrote:@Raven: You just mentioned the Balor in the X4-thread. I didn't realize what that ship does. Can I command it to take out a target's jump drive and engines and then stop shooting Novadrones?
I bought me a Balor, but nothing points to any special features with Novadrones. Can it be that this was removed during one of the patches?
No, it's like I said, unfortunately: the only way to direct other ships to specifically attack a particular surface element MAY BE (I haven't tested this yet) to be in your Skank, targeting that element, and using the radial menu to designate it as target. Firstly, though, as mentioned above I haven't yet tested to see whether the ships will target that element, or the ship that it's on - if the latter, that means the method isn't valid, and there's no way at all to order ships to focus (unlike in X3, where you could order ships to attack shields, for instance.) Secondly, only you squad can be ordered to attack a designated target, and the WHOLE squad - which can be inconvenient unless your "squad" consists of just a specialist ship.

You'd think that a specialist-role ship with a specialized co-axial-mounted weapon would have command options pertaining specifically to that, right? Oh well...
RainerPrem wrote: Edit: Another question: Is there any chance to repair the reputation with UA? It's at -15 at the moment, so we don't shot at each other, but I am not allowed to dock at their stations. And it seems that the X3-feature to find any of their members on other stations doesn't exist any longer. And if ... the Plutarchs were also hostile to me. Tse only possibility I see is to kill enemy ships in their sectors. But who are their enemies - apart from me?
Unfortunately, the only way I know of to repair a reputation at that level (I think below -7 is where the difficulty starts, with loss of docking privileges and willingness to even talk ie. no missions) is what you described. They do have one enemy I can think of, off the top of my head - Xenon, which do roam around the Fields of Opportunity. Sadly, because the UA stations don't have neighbours, you can't summon up Xenon by taking missions from another faction and then intercepting them on the way in and hoping they're in the UA station's "airspace" - so you will have to hang around and wait, and/or roam around a bit, snag the attention of any Xenon you find, then laboriously lure them toward any UA station, and execute them. Fortunately, as you observed when repairing your Plutarch reputation, at that level each enemy killed has a significant positive impact on your relations.

UA and Cartel are odd and tricky beasts - you'd think that they have TU as an enemy, since they constantly prey on their ships, and yet... you likely noticed how the Marauder Phoenixes are often docked at Overwatch to offload the loot they just shot out of TU (and other) ships! Right under Overwatch's nose! I understand what Ego were trying to do with those two dodgy factions, but the implementation is highly inelegant, by dint of being nonsensically inconsistent.
RainerPrem wrote:I think I'm going crazy. I found an ATL Arawn far away from support. I killed all its drones, I demolished everything on its surface, even the two drone bays deep in its bowels. And now I'm shooting at it like for an eternity and can't get its hull below 40%. Each time it reached 39 it goes up again.

What the ...?
The reason why the engineer is so effective on an Arawn (and, you'll find, also on Fulmekrons and Lyramekrons) is that engineers repair hulls as a percentage-over-time, and those particular ships' hulls being very thick, the result is a high number of hull-points repaired per unit time. The Skank's weapons have a hard time keeping up unless, as Alan pointed out, you supplement with ammo expenditure - or, as Alan suggested and you already discovered, you simply enlist the help of a capital ship's weapons.
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RainerPrem
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Post by RainerPrem » Mon, 9. Oct 17, 06:10

Hi,
RAVEN.myst wrote:
RainerPrem wrote: I bought me a Balor, but nothing points to any special features with Novadrones. Can it be that this was removed during one of the patches?
No, it's like I said, unfortunately: the only way to direct other ships to specifically attack a particular surface element MAY BE (I haven't tested this yet) to be in your Skank, targeting that element, and using the radial menu to designate it as target. Firstly, though, as mentioned above I haven't yet tested to see whether the ships will target that element, or the ship that it's on - if the latter, that means the method isn't valid, and there's no way at all to order ships to focus (unlike in X3, where you could order ships to attack shields, for instance.) Secondly, only you squad can be ordered to attack a designated target, and the WHOLE squad - which can be inconvenient unless your "squad" consists of just a specialist ship.
This is not correct. I ordered two of my squad members to stay away, and only the Balor to attack the ship I was boarding. It worked. The Balor attacked with its normal weapons, and from time to time there was kind of big bang with not so much effect. Perhaps that was a novadrone?
RAVEN.myst wrote: You'd think that a specialist-role ship with a specialized co-axial-mounted weapon would have command options pertaining specifically to that, right? Oh well...

...

UA and Cartel are odd and tricky beasts - you'd think that they have TU as an enemy, since they constantly prey on their ships, and yet... you likely noticed how the Marauder Phoenixes are often docked at Overwatch to offload the loot they just shot out of TU (and other) ships! Right under Overwatch's nose! I understand what Ego were trying to do with those two dodgy factions, but the implementation is highly inelegant, by dint of being nonsensically inconsistent.
Yes, I noticed the same with the TU Forge.

There is a kind of mission (the one I happened to get my Arawn as a side dish) telling you to kill the leader of an enemy squad somewhere else in the same sector. It directs you to a group of Xenon with two Ks and a handful of small fighters. In my case this squad spawned near an ATL station. So finding that in FoO might give me the opportunity.
RAVEN.myst wrote:
RainerPrem wrote:I think I'm going crazy. I found an ATL Arawn far away from support. I killed all its drones, I demolished everything on its surface, even the two drone bays deep in its bowels. And now I'm shooting at it like for an eternity and can't get its hull below 40%. Each time it reached 39 it goes up again.

What the ...?
The reason why the engineer is so effective on an Arawn (and, you'll find, also on Fulmekrons and Lyramekrons) is that engineers repair hulls as a percentage-over-time, and those particular ships' hulls being very thick, the result is a high number of hull-points repaired per unit time. The Skank's weapons have a hard time keeping up unless, as Alan pointed out, you supplement with ammo expenditure - or, as Alan suggested and you already discovered, you simply enlist the help of a capital ship's weapons.
It took me three hours and myriads of reloads ... but I got the Arawn. And the engineer I supplied managed to repair the jump drive in time. Now it's on its way to the shipyard in Albion to get its final repair and outfit.

For those who want to do it themselves:
Spoiler
Show
There is a niche at its back only protected by a Hydra (Astrobee?) launcher. Kill it faster than you are killed and you can work your way along the ship from there.

After you destroyed the engines you can fly to 6..7km distance and use the railgun for target shooting.
You definitely need another ship to reduce the hull once you have dismantled all the turrets.

cu
Rainer

RAVEN.myst
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Post by RAVEN.myst » Mon, 9. Oct 17, 12:41

RainerPrem wrote:
RAVEN.myst wrote: No, it's like I said, unfortunately: the only way to direct other ships to specifically attack a particular surface element MAY BE (I haven't tested this yet) to be in your Skank, targeting that element, and using the radial menu to designate it as target. Firstly, though, as mentioned above I haven't yet tested to see whether the ships will target that element, or the ship that it's on - if the latter, that means the method isn't valid, and there's no way at all to order ships to focus (unlike in X3, where you could order ships to attack shields, for instance.) Secondly, only you squad can be ordered to attack a designated target, and the WHOLE squad - which can be inconvenient unless your "squad" consists of just a specialist ship.
This is not correct. I ordered two of my squad members to stay away, and only the Balor to attack the ship I was boarding. It worked. The Balor attacked with its normal weapons, and from time to time there was kind of big bang with not so much effect. Perhaps that was a novadrone?
I'm afraid you've misunderstood me: yes, you can order a single ship (or a selected few and broadcast to them) to attack a particular SHIP - but I was referring to attacking a particular *surface element* on a ship. There is no way to designate a surface element through the interface, but if you have it selected and use the radial context menu (default F, if I recall correctly) and select "Attack", that surface element MAY be used as the target - but I'm not sure at this point (the squad may merely attack the ship the surface element is on instead) - I haven't played in a few days, so haven't had an opportunity to test it yet. As for the Novadrones, they can be identified as flying in a group of four in a parallel flight path, with purple trails, and they show up as red dots (as do all missiles) on the radar, again in a tight group of four.
RainerPrem wrote:
RAVEN.myst wrote: You'd think that a specialist-role ship with a specialized co-axial-mounted weapon would have command options pertaining specifically to that, right? Oh well...

...

UA and Cartel are odd and tricky beasts - you'd think that they have TU as an enemy, since they constantly prey on their ships, and yet... you likely noticed how the Marauder Phoenixes are often docked at Overwatch to offload the loot they just shot out of TU (and other) ships! Right under Overwatch's nose! I understand what Ego were trying to do with those two dodgy factions, but the implementation is highly inelegant, by dint of being nonsensically inconsistent.
Yes, I noticed the same with the TU Forge.

There is a kind of mission (the one I happened to get my Arawn as a side dish) telling you to kill the leader of an enemy squad somewhere else in the same sector. It directs you to a group of Xenon with two Ks and a handful of small fighters. In my case this squad spawned near an ATL station. So finding that in FoO might give me the opportunity.
Good luck! That would certainly save you some bother... :D
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RainerPrem
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Post by RainerPrem » Wed, 11. Oct 17, 05:52

Hi,

so I finished exploring Toride and Cold Star, and all that remains to complete the mission is the northern "tail" of West Gate. To find the zones I took a mission with apparently was located in the northernmost zone.

After having collected my squad (2 Taranis, 1 Balor, 1 Arawn) I set sail straight north to the mission icon. Halfway there I noticed that my squad was not even following me. While one of the ships was still in the zone we last met (Nirin Treaty) the other three were at different "Empty Space" zones to the west, apparently where the Xenon zones are located I haven't found yet.

A closer look told me that some of them were sometimes inverting their course and flying back where they just came. Well, I made my way to the target, a Xenon K, accompanied by around twenty M, N and Ps and another K. A challenge but not a too big one. So I started decimating the escort, until one of my Taranises arrived. Then I ordered it to attack and made my way into the bowels of the K to destroy it from within. That finally having done, I docked at the T, and ordered it to fly back to Nirin Treaty, calculating that it would take the same route through the to me still unknown zones. I was rather astonished when the ship - still under fire from the rest of the escorts - immediately jumped to the beacon in Serra's End. Hu??? Apparently it was too damaged.

So I reloaded, ordered it to leave the immediate vicinity, and killed some more Xenon escorts while it repaired its hull. Then I hopped on again and gave it the "fly me to Nirin Treaty" command. I was rather astonished when the ship flew farther to the Northeast, apparently roughly to where "Faraway" is located. Since my main motivation was to find the missing zones, I didn't object. Five minutes later, still in "Empty space" the ship suddenly made a 180 turn and flew Southwest again.

Summary: How the Heck do those ships navigate? Based on die rolls???

Question: How can I reliably find those missing zones?

cu
Rainer

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