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Manual

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Manual - 1 page  Manual - 2 page  Manual - 3 page 

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X3 Reunion: Some Argon Colossus action

 

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Comments to date: 3. Page 1 of 1. Average Rating:
Alexybu 8:29am on Monday, August 30th, 2010 
All in all a very good game. All in all a very good game. For the older game playeer who remember ELITE this is the closest thing that has tried to replace it.
Calle 10:54am on Monday, June 28th, 2010 
All in all a very good game. For the older ga...  Excellent cockpit views To many stations in each gate point All in all a very good game. For the older game playeer who remember ELITE this is the closest thing that has tried to replace it.
junkiekid 11:19am on Monday, March 22nd, 2010 
Any gamer who, like me, spent hours and hours in front of Elite will love this game. This is *finally* a worthy successor.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

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Track target Target nearest enemy Target next object Target next object Target next object Target Previous object Target Previous object Target Previous object Target next owned object Target previous owned object Target next enemy Target Previous enemy
- Information [I] [u] [y] [p] [.] [,] [g] [r] [L] - Commands & Management [ Shift+c ] [m] [ Shift+6 ] [ Shift+7 ] [ Shift+8 ] [ Shift+9 ] - Ship & Stations
Identify selected object View details of selected target Current ship menu Player menu Sector map Universe map Show selection on galaxy map Owned property Message log Command console of current ship Rename object Command wingmen: Attack target Command wingmen: Protect me Command drones: Attack Target Command drones: Protect me
Quick Menu only - Freight [f] [o] [ none ] - Upgrades [j] [ Shift+j ] [ Shift+d ] [ Alt,MMB ] [5] [6] [g] Interface - General [ Num enter ] [ RETURN ] [ Shift+o ] [ Shift+l ] [ Shift+s ] [ Shift+q ] [ RMB ] Freight menu Open/close freight bay door Freight exchange SETA time accelerator Activate Jumpdrive (repeat keys to cancel jump) Docking Computer Video enhancement goggles Best selling price locator Best buys locator Toggle Ecliptic projector Main Menu Quick Menu Options Menu Load game Save game using salvage insurance Quit game Toggle mouse cursor Select view mode Select external view Target View Toggle Hud display Select monitor Select monitor arrangement Toggle all monitors on/off Zoom in Zoom out Select camera mode
- View Controls [ F1 ] [ F2 ] [ F3 ] [ Shift+h ] [ F4 ] [ F4 hold ] [ F5 ] [+] [-] [ NUM 0 ]
[ Default View ] Num 5 [View from Northeast] POV up-right Num 9 [View from East] POV right Num 6 [View from Southeast] POV Down-right Num 3 [View from South] POV Down Num 2 [View from Southwest]POV Down-left Num 1 [View from West] POV left Num 4 [View from Northwest] POV Up-left Num 7 - Menu [ Esc ] [ LMB-JS1-Enter ] [ POV Up-MW Up-Up] [ POV Dn-MW-Dn-Dn] [ Left-POV Left ] [ Right-POV Right ] [ Home ] [ End ] [ Delete ] - Editing [ Delete ] [ Backspace ] [ Home ] [ End ] - Archival [ F9 Print Scrn ] - Maps [ Num 4 ] [ Num 6 ] [ Num 8 ] [ Num 2 ] [ Num 7 ] [ Num 9 ] [ Num 1 ] [ Num 3 ] [ Insert ] [ Home ] [ End ] - Factory Positioning [ Ins ] [ Ins,2,8 ] [ 1,3,7,9 ] [ 2,4,6,8 ] [ Home/End ] - Additional hotkeys [ Pause ] [ a-z ] [ 1-9,0 ] Move cursor left Move cursor Right Move cursor up Move cursor down Move cursor up and left Move cursor up and right Move cursor down and left Move cursor down and right Change map axis Zoom Map in Zoom Map out Change to Z Axis After Ins use 2 & 8 to change elevation Change orientation of station Position station on grid Zoom in/out at factory position Pause game Select sector in universe map by first letter Select amount in trade menu Skip cut scenes, remove screen tips Select Option Scroll Up Scroll Down Scroll Left Scroll Right Empty selection Fill selection Close all Menus Delete character Backspace Home End Save in-game screenshot These pictures are saved into

Quit Quits the game, but do you really want to?
It's human nature to stretch, to go, to see, to understand. Exploration is not a choice, really; it's an imperative. Michael Collins
TerraCorp Spacefleet Pilots Manual

INTRODUCTION

Welcome to TerraCorp, space pilot. You are now a member of the largest spacefleet in the whole of the Argon-controlled territories. You will find in these pages the basic flight controls of your craft that are based upon the unified flight-control system designed by TerraCorp. This enables you to easily move from one ship class to another, while retaining some familiarity with the control mechanisms. Read and learn these well, for knowledge of the Universe is of great importance, especially if your travels take you outside of Argon-controlled space. Good profit to you and in the words of our founder Never travel empty, a journey without profit is a journey with no purpose. Terracorp The History In 2912, following an accident which took him far beyond the frontier of Earth, Capt. Kyle William Brennan arrived in the X universe in his experimental gateless jump ship. Kyle became instrumental in the attack on the Xenon mother ship, almost bringing the Xenon race to extinction. His heroic deeds were recognised by the naming of the sector Brennans Triumph. By 2913, Kyles well-earned Credits allowed him to create Terracorp as an extension of himself to finance his research and find a way home to earth. In the year of 2934, while he was deeply involved in the tracing of the AP Gunner, he learned about his long lost son, then known as Julian Gardna. Both of their lives then became entangled with the threat of the Khaak and the destructive forces inflicted by them. This resulted in Kyle ending up in a coma and Julian Brennan coming to terms with the fact that his valiant role in stopping the Khaak threat came with a heavy price, the heroic self-sacrifice made by his closest friend Bret Serra. Over the last two Jazuras, as a response to the continuing Khaak attacks, all the races in the universe have heavily invested in new technologies, while replacing their ships and rebuilding their stations. There has also been the additional benefit of a newfound cooperation between some of the races scientists, producing greatly enhanced shield and missile innovations. Many shipbuilders, now under new pressures never faced since the Xenon war, have awoken from a developmental slumber to produce stunning new ship designs.

HOW TO TRAVEL TO DIFFERENT SECTORS
There are two very important functions of your ships systems that you will not be able to get too far without. These are the Sector map and the Universe map accessed by the comma [ , ] and full stop (period) [. ] keys respectively or the Quick Menu by selecting [ Navigation ]. The displays are overlaid onto your main view and you are advised to keep your eyes focused on your trajectory. Some pilots find it beneficial to stop their engines while accessing the navigation aids or indeed they do this from the comfort and security of docking clamps at a larger ship or station, so avoiding collisions while otherwise distracted.
The sector map is divided into two main sections. The left part is the real time top down view of the sector and is always orientated in the same direction. I.e. The North is top and the South is bottom. Navigation and travelling across big sectors
The Universe is big, and can be very big in some sectors. To give scale to the size of some of these, the above pictures show the scanning range of a Triplex scanner in two different sized sectors. The screen on the left has two ships in an unknown sector, the left one has no scanner and the right one has a Triplex scanner. The picture on the right is the same ship, with the same Triplex scanner in Argon Prime. You can get Duplex scanners from most of the
races but you will have to have a good reputation with the Boron or Paranid to get Triplex scanners. How to Find Distant Gates To complicate the navigation, many Gates are not positioned in exact North, East, West and South (NEWS) locations and can also be positioned well outside the sector grid, with as much as 200 km or more between them. Additionally some sectors have dust and nebula fog that make many objects and factories almost invisible until you are almost on top of them. Most but not all gates, where the opposing gate is also well outside the sector range, can be navigated by continuing in the same direction as you entered the sector. If you detect ships in your scanner range, you will sometimes see long lines of ships, which seem to be coming from far out of the sector. Heading in the direction they are coming from will reveal the gate that they entered the sector by. Alternatively in some very large sectors where gates are in difficult to find locations, you can find Navigation Beacons that you can follow to find the main ship traffic lane. The complications of navigation in large sectors has resulted in some abandoned ships and cargo drifting well outside the normal traffic lanes and never being recovered or discovered, if found these can then be claimed. Object Menus The right hand side of the sector display has ALL, STATIONS and SHIPS. ALL shows both stations and ships. A busy sector can contain hundreds of objects so the STATIONS and SHIPS tabs can be filtered respectively. From any menu you can highlight the object and select it. This will open that objects properties screens, from which all further options will become available, these are dependent on the object type and ownership. All your owned objects appear in green in the sector maps and menus and the shield strength of owned property is updated dynamically.

If you want to impress a particular race, so you can increase your status with them quickly to buy that M3 or M6 class ship you want, there are a few additional ways to achieve this:
a) Obtaining a Police license will in itself require a reasonable status to be able to purchase one. They are only available when a race trusts you, after you have repeatedly removed the unwelcome from their sectors. With a Police license you will then get paid for each of your kills and you will also be able to use a Freight Scanner legally, which should also provide the less honest with additional bonuses of cargo you force smugglers to drop. It is not easy to discover a smuggler as they naturally do not advertise what they are doing and when you have scanned a ship and you find illegal wares you can/must ask them to drop the wares. Most smugglers will be sensible and drop the illegal cargo, but some who are natural foes of the local race may try to avoid dropping the cargo. Sometimes when scanned the smuggler may turn out to be a pirate. Scanning of large ships is recursive so if illegal cargo is in a ship that is docked within another, it will still be revealed. If you are successful with scanning and in making them drop their illegal wares, you will gain additional reputation with the local sector race. b) By accepting Xenon Taxi missions to escort shady characters, you will then have the chance to impress the locals and gain reputation at the same time, by clearing up the Xenon mini-invasion you provoked by doing this mission. c) Jumping in and out of Xenon sectors and destroying Xenon ships will cause the Xenon to call for replacements. As these replacements then travel through other race sectors to reach the Xenon sectors, you will then have the chance to help the local race remove these invaders, which will benefit your recognition with them. d) You can enlist in Xenon Invasion missions that not only provide substantial Credit rewards, but they also give you the chance to improve your reputation with the locals. e) The destruction of Khaak clusters is a great way to improve reputation as they provide a reasonably large number of ships for you to gain notoriety by eliminating. f) Trading by selling goods or containers to a race will also improve your standing with them. Setting up factories in their sectors also has the same effect.

to look for more and better profit margins, when buying or selling, as the Best Buy and Sell upgrade will allow you to then look each sector in turn to see a good deal, without having to be in that sector. Bartering spare stocks is an effective way to sell goods you do not have an immediate market for, and with a good rep also pick up some good bargains to sell. Buy the largest transporters you can afford, for example a basic Mercury with 4,000 cargo space full of resources that you can sell at 20 Credits profit per unit makes 80,000. But a cargo bay of 11,000 will make you 220,000 profits. Make sure you upgrade the speed optimisations of your ship, so you can deliver faster, time is money and delay is lost opportunity and sometimes you will have to race against a Free Trader to get your stock delivered first. Make use of the Trading Extension upgrade and check before you dock to make a delivery in case a Free Trader has wiped out the margin by delivering to the factory just before you do, if they have, use the Best Sell option to sell elsewhere, in that or another sector. Factories can hold very large stocks, so the largest cargo bay and expansions you can add to your ships will mean greater profits per trip. For instance Ore can be bought at low prices and sold for very high prices, especially in Boron sectors. You will however need a very large 4000+ cargo bay to buy all the stock in one go as Ore takes up a lot more space per unit than other wares. Exploit smaller sectors for quick profits with your slower freighters, and send your faster ones to the bigger sectors. Explore other sectors like the Borons and find additional trading routes for items like BoFu, this applies to the other race sectors and their main food resources. Opportunities also exist for good deals as mentioned in the BBS as transporting Delexian Wheat from Argon sectors to Boron Sectors will also produces good profits. Trading in food and bio offers good profits, trading in Minerals like Ore and Silicon provide even better profit margins. High tech and some illegal wares can yield very high profits, but you will need a high reputation. Complexes create additional benefits of multiple products being sold by them and a one-stop shop for you to deliver large volumes of resources. Upgrading to a Super Freighter with 11,000-cargo bay will provide a faster return for its purchase price.
Understanding the X Universe Economy
The economy in the X Universe is unique in that it is dynamically priced. What this literally means is that the prices of goods are affected by supply and demand or by wars and theft. As an example, if a Solar Power Plant is well stocked with Energy Cells then the selling price will be low this is the principle of supply. However, if a Weapon Component Factory is low on the Energy Cells that it needs to continue producing Ammunition, then that factory will pay a premium price for any Energy Cells delivered to it, as the demand is high. If you spot two stations stocks that match this criteria, then congratulations you have just discovered a very profitable trading opportunity. You may find that some sectors have what can be classed as milk runs, that is where there is (nearly) always a profit to be made. Trade routes such as this will be very important to you as you strive to gain more Credits. Later, as you gain more Credits, you will find methods and upgrades that will make trading even more profitable and easier. In addition to factories, you will also find Trading Stations scattered around the X universe which will buy and sell a limited amount of products at fixed prices.

Cost of 3 freighters = 1,800,000 Cost of kit + 1 freighter = 860,000 Which makes the Construction Kits a cost effective solution for making food, and if you total the costs for other factories you build you can work out the same cost effectiveness of the kits. When you set up factories, and set the home base of the transporters to that factory, remember to limit their range to three or four sectors from it. Should you choose to increase this, they may well take too long to deliver much needed resources. The end result being your factories may run out of supplies to keep producing. You will find more info on this and factories elsewhere in this Manual.
How to connect Factories Doing this is quite straight forward. If, for instance, you hired an Argon Mammoth to carry a Cattle and a Cahoona factory, you would also be able to load a Complex Construction Kit into it for connecting the two. This construction kit will allow you to join two or more stations within close proximity together (at least once or twice the width of your station away from the other connecting station) to form a station complex and is comprised of a Complex Hub that controls power distribution, central command and control, commodity exchange and central docking clamps to the complex. When the TL captain has been ordered to drop the two stations, and you have positioned them relativity close to each other, you can instruct the TL Captain to drop the Complex Construction Kit, and instead of a position grid, a sector listing of your factories will pop up. Select the first factory to combine. The list will change to display the remaining factories. Select another and the Complex Construction Kit will build the tunnels between them. The Hangar Complex transports supplies between the stations, so you can create a loop of factories that are dependant on each other without the need for lots of transporters delivering resources between them. Hangar complexes cost a lot less than the use of transporters, but have a weakness, you will have to protect these complexes from attack, for if they are destroyed, the stations will not be able to get the resources they need, until you buy another complex builder or assign transports to them. Selecting the command console for the Hangar Complex will show you the stations and the production cycles that are currently running. All the factories in it will use a single pool of Credits transferred to the complex. You can still set factory prices as you would a single factory and change the maximum distance that transporter ships can jump across sectors for resources. The solutions for choosing the right location will vary according to what resources are available in the sector, i.e. which factories are included in your build for the complex and the available resources in other nearby sectors. There is no hard and fast rule that will apply. You can save a lot of resource effort for your complexes by choosing your location based upon the needs of your new factories, so even if resources in the factories become low, there will be local resources to supplement them. As mentioned, the one weakness of complexes is the vulnerability of the tunnels that connect them. It would be advisable for you to set up sector patrol ships around your factories and their complexes to protect them from pirates or other enemies. Transporter ships home based to the complex can be assigned to buy at best prices from a collective list of resources for all the factories in the complex. When you add a factory to a complex all ships with Buy/Buy Best will stop and restart this command, but owned ships fighters though lose their original command, so you will need to re-command them with their new instructions. Transporter Ships The different TS class ships are the backbone of the economy and have a range of specifications. Some have large cargo bays, but may be slower in speed; these would be best assigned to buy large volumes of resources from nearby factories. Other ships with smaller cargo bays, but much faster, would best be assigned to buy resources that are a few sector jumps away like Crystals.

anything you mine can be sold for pure profit.
Being able to remotely trade with distant sectors will produce opportunities for profit, which can be missed by travel. You can remotely trade with a sector if you have an
Advanced, standard Satellite or a ship with a Trading System Extension travelling in the sector that you can use to trade with. Tour bus missions can provide good bonuses if you take the tourists to exciting places within nebulas, and very very short trips to enemy sectors. Fitting the Special Command software to a TS Large cargo bay capacity will allow you to command it to pick up and salvage cargo floating in space.
Transporter Personnel/Passenger. This shuttlecraft can be found all over the universe ferrying passengers from one place to another. Their development was necessary as the use of cargo compression techniques caused unexpected long-term physical damage. Hence the construction of all passenger transports without the internal compression system. Q: Are there any good strategies to use? A: In two words - higher ranks, you need them for everything you want to have and need to do. If you want certain factories, ships and high-tech wares, your ability to buy them depends on your reputation with the race you want to buy them from and your trading or fighting status will also affect some purchases you may wish to make. Additionally the higher your ranks the higher the payments will be for missions as dealers will then know that they will be able to rely on your abilities. "You aren't wealthy until you have something money can't buy." Garth Bro Oks

BARTERING FOR WARES

So you have a cargo bay full of Cahoonas but you wished you had some Cloth Rimes, as your profits would be higher. Or you desperately need a 25 MJ shield and most of your Credits are tied up in the cargo bay full of Nividium. At Trading Stations you will be able to find Dealers and Merchants, who may want to offer you a deal for your cargo and have what you need for sale. You can trade the goods straight up without any Credits having to change hands. Bartering is universally the most accepted form of making deals where Credits do not have to be part of the arrangement. It will present unique opportunities to get rid of cargo that you have obtained by fair means or foul and get wares that you really need or could use better. When you dock at a Trading Station and decide to barter with your cargo, you will be able to choose from the sell or buy wares deals that are available at that station.

On firing remember to fire in short single bursts, when you have the target in your direct path. Firing curved shots (aiming at the Auto-Target too much) or continuous bursts will mean a lot of wasted shots that might drain your ships power too quickly and leave you without any weapons while they recharge. If you are taking on a group of Pirates, it is best to check what the ships weapons are with a Freight Scanner. If one of them is holding PSGs or Ion Disruptors, take that one down first or while you take on the others it will lay waste to your shields. Switch to medium power weapons or lower if the ship is fast, as you will miss a lot more, but you will have a better chance by being able to fire more continuously. If you are suddenly outnumbered by well-equipped M4s or Khaak, jump within the same sector and they will head towards your new location. Due to each ship having different speeds, the ships will form a long staggered line as they head in your direction, with the fast ships getting to you first, so you can take them down one by one. Strafing your ship is a very effective way of avoiding incoming fire. You can also use the ship drift to avoid hits while you turn or flip your ship to return fire. Some ships have a rear turret like the Nova and these can be avoided by twisting your joystick or use the [ q ] key to create a forward spin, this will reduce the number of hits from the other ships rear turret. Friendly Fire You will have to watch out for the locals when you are firing away at an enemy, your reputation may drop like a stone and as a result you may not be able to buy certain goods or they may even turn hostile to you. Should you accidentally cause damage, or death to a ship to which you had no hostile intentions, you can contact the local sector police or military vessels to declare the incident and avail yourself of any punishment. Capturing The nice thing about flying a Pirate M3 Nova is the cool paint job that you get with pirate ships. A rare and even better capture is the Raider (speed but lower shields but M5 have Triplex scanners), Vanguard (more engine, laser bank a bit faster, weapons optimisations), Sentinel (higher shields but a little slower) or Hauler (more cargo and slightly slower) variants that have been customised at unknown shipyards. Extremely rare Mamba Raiders have been seen reputed to have 2*25 MJ Shields with the speed and agility of an M4. The essential method of capturing is to remove the shields and reduce the hull to 87% or lower. To gauge the effort, fire a few shots and see how much the shield drops. If it takes three shots of fire to reduce them to 50%, then fire another set of shots to take out the shields. You can also use missiles for bringing down the shields; wasps, which fire in swarms of ten, are cheap and good for this. When the shields are down, change the weapon group to a lower-powered one and then use short bursts of fire to keep the shields down and reduce the hull. If you keep doing this the pilot will sometimes bail. Most pilots will not bail if the ship is only getting intermittent shots, so a shock volley will make them fear you are going for the kill and they then might see sense and bail. Ion weapons though good for taking down shields, will destroy all onboard equipment and as a result reduce the value of the capture. Possible capturing weapon group layouts: M3 Class use IonD and PAC for Shields and IRE for hull M4 Class use PAC for Shields and IRE for hull M5 Class use PAC for Shields and IRE for hull The ship will then go to neutral status and you will then have to take command of the on-board computer by claiming the ship.

stops between little disagreements with some of the races should be stocked with ships carrying equipment, weapon spares and energy, which can be beamed aboard your Carrier or Destroyer using your Goner Transporter Device. If you have been very busy building and carrying out shady missions for dirty money, you may even become one of the super rich with enough Credits for a fleet of M2 class ships. You may need them to protect your investments from invasions or even be able to succeed in glorious battles with acts of heroism for the highest rewards. Keep those laser banks charged, missile racks full, your wits about you and always one eye on the scanner. I don't want to know who started a fight but I know who ended it. BurnIt!

Combat Guide

The well-known author of Survival in the Universe, Los tSoul, has given permission for extracts from his works regarding Ship Management, Fighting, Reputation and Big Ships to be made available to the general public. The guide has been read by over 120,000 new pilots and is constantly updated with feedback from their experiences. Ship management Q: How do I repair the hull of my ship? A: If your ship is not going as fast as it would normally, it may have hull damage. As this damage increases the slower the ship becomes. You can go to a shipyard and trade with the station to get your hull repaired. Bigger ships have a greater hull density and will be more expensive per percentage of damage to repair. Q: How do I pick up cargo from a ship I have destroyed? A: Target the crate and when you get closer to it open your cargo bays with the [ o ] key and fly to it. If your ship has too little cargo space or the cargo is of a greater size than your ship capacity, you may experience hull damage if you approach too fast. Q: Why can I not buy some ships? A: If you want certain ships and hightech wares, your ability to buy them depends on your reputation with the race you want to buy them from and your fighting status will affect some bigger ship purchases. If you find you cannot buy a particular ship like an M2 class, then you do not have a high enough combat rank to deserve one.
Q: How do I change ships in space? A: You have a few ways to do this, if you have the Goner Transporter Device, you can beam yourself over to the ship, or if docked at a station you can change ships from the menu by selecting Personal-Change Ship, or alternatively you can eject from your ship and enter the other ship in the same way. To use the Transporter, target the ship you want you transport to, fly within 5 km and by selecting Target-Transporter or press [ i ] to bring up the target ship's menu. Scroll down with the cursor keys. If you are in range then there will be two new items in the menu, Freight Beamer and Transporter Device. Selecting Freight Beamer brings up a screen that lets you select which cargo to exchange, by selecting Transporter Device; it will beam you instantly to the other ship. If you intend to move between ships, make sure all the ships you transport to also have Transporters fitted.

Fighting Q: Is increasing my fighting rank just about fighting? A: Yes and no. Yes, in as much as the more kills you make, the more your rank increases, but also the bigger your opponent the bigger the increase. If you also kill enemies not just in their own territories but also in the space of other friendly races and you have a police license for that race, your fight and your race rank will increase. Q: How do you use strafe drive? A: The strafe drive is standard equipment for all ships and is very effective in combat to avoid incoming fire. The direction of the strafe is controlled by the [ w,a,s,d ] keys.
Q: How do I set up turrets to fire automatically on enemies? A: Buy the combat software from an Equipment Dock. Then press [ Shift+c ] to call up the Command Console of the ship select Combat, Command all turrets and assign the commands Attack my target, Fire on all enemies, Defend ship and Missile Defence. Alternatively select each of the turrets for individual configurations. Q: How do I set up Wingmen? A: To make a particular ship a wingman, go into the ships details, Command Console and further down are three wingman settings, Wingman: Yes/No, Missile Fire probability: X% and Formation: X By setting this to yes the ship will show with a (W) in your sector listing. The [ Shift+7 ] hot key makes wingmen go in to formation or Attack target. The [ Shift+6 ] hot key instructs them to Protect you. You can also use sector or carrier-wide commands by selecting one and ordering All Wingman Attack Wingmen should be also equipped with Jumpdrive and energy, because if you jump to another sector, they will then follow you, but if they do not have a Jumpdrive they will travel across all the sectors to get to where you jumped. Q: If am under attack can I get some help? A: Yes, if you have a good reputation with the local race, you can comm. Destroyers, Carriers or Stations that are within 8km distance and tell them you are under attack, and they will then send you assistance, if they have fighters available. Q: Which turret commands should I use for defence? A: Missile Defence will prioritise missiles heading towards your ship and then the nearest ship. Protect Ship will target the nearest ship or missile. Attack My Target will only attack your target and Attack Enemies will just attack the nearest enemy ship. Q: How do you remotely command other ships to follow you or protect you? A: To get a remote ship to follow you, you need to install Navigation software in it and install Fight software for it to protect you or to be able to instruct it to attack. Go to you sector menu, select a drone, Command Console Broadcast to all my ships in the sector, Broadcast Sector, Fighters, and select command "Protect me", "Attack all enemies" Attack or "Protect". Q: Where can I find out how many ships I have killed or captured? A: Pressing the [ p ] key will bring up your stats, use the [ PgDn ] or M.O.U.S.E to navigate down the list which includes all the classes of ships, stations and other things you have destroyed. Reputation Q: Can I get rich as a Pirate? A: In a word yes, but at a high cost. You can run illegal goods, like Space Fuel, Spaceweed, Slaves and Squash mines, while you also carry out not so legal missions from dealers at Pirate stations and steal from innocent freighters. You may pay a heavy price with your reputation and ranking with many of the races you prey on, or whose sectors you try to take illegal goods through, and also find yourself barred from docking at their stations or even hunted by them if they have cause to be really upset with you. Q: How can I improve on my race ranks? A: You can get on their good side by proving your skills in killing Pirates, Xenon or Khaak ships and do race-specific and military missions. Most importantly, avoid collisions and fights with the races you want to improve your relations with! Improving your race ranks will make it

As you get near the section with the Pods the beeping will get more frequent until you are almost on top of them and the beep will be almost continuous. Now go through the door now the forcefield is down and at the next intersection turn right and right again. Go ahead and then left and left again. Turn right and down in to the next large area with the hatches, fire at them to release them until all six escape pod doors are blown. Carry on to the next cross-section where the red arrows indicate where you have come from and go down the corridor with the blue arrow and at the next cross section, where it goes down and then continue down the right corridor and the next cross section. Fly through the blue ring and then take the next corridor on the right, take out the two lasers and shoot at the six escape pod doors until they are blown. You will then rejoin Saya with Miria and head off to
The Marauder in Farnham's Legend and contact the station.
Note: there are a further seven missions, numbers eight to fourteen, that continue the plot storyline. By using this walk-through you should now be familiar with the requirements of the next ones.

UPGRADES & EQUIPMENT

Upgrades/Equipment There are many items that can be acquired to enhance your fleet and defend your property. Many of these come in different configurations of the same type. For instance there are various levels of each laser weapon type increasing in destructive power with the associated cost and energy drain. Be aware that some technologies are only available from certain areas of space or indeed certain races and you may need to search hard to find the most coveted upgrades. Also remember that you can only dock with races where your standing with them allows it. The enemy of a race is not a good thing to be if you need equipment that only they can supply. Advanced Satellite This satellite is the next generation of advanced communications, providing live information of ship traffic and commodity prices that are relayed to your ship computer. This model has a much larger scanning range than the standard Satellite. It still retains many of the old features that allow for navigation and information relay. Best Buys Locator The best buys locator can help you find the one location in your current system where you can buy each available product for the lowest price. Very helpful for advanced traders! Best Selling Price Locator This Upgrade can help you find the one location inside your current sector where you can sell each of your trading items for the highest price. Very useful for advanced traders! Boost Extension This boost extension allows your ship to accelerate with three times its normal acceleration. This extension is essential in some combat situations. Camera Drone New on the public market and developed by the Argon military to acquire accurate tactical information, the Camera Drone has been updated over the last decade to incorporate the newest in video capture technology to feed live information to the person who remotely controls the device. Today the device is used to survey new sectors and planets, as well as spying on neighbours and monitoring enemy activities. Camouflage Device This is a specialised device originally developed for spy missions by the Paranid; the technology behind the device is unknown. It renders the ship invisible to Radar and to sight. Because of its dangerous nature it is now considered highly illegal in most sectors as there are fears that if the device falls into either Pirate or Xenon hands, any of the sentient races would be at risk to attack. There are rumours that each race military has a covert operations squadron equipped these devices. Cargo bay extension Your cargo bay will be extended by a certain amount of cargo units using subspace compression technology. This extension will be more expensive every time you use it because of the increasing complexity of the technology used. Cargo Life-support System This life-support system allows you to transport living creatures, passengers and even slaves in your cargo bay.

Pulsed Beam Emitter The Alpha Pulsed Beam Emitter is a high-tech weapon that uses directed beams of rapidly fired enhanced energy to produce a weapon of devastating firepower.
Repair Laser This weapon is installed on repair drones to assist in the welding of new Teladianium Panelling to stations if they need to be repaired.

Missiles

Most missiles can be obtained from the complexes that manufacture them, but some missiles types are from unlisted locations and can sometimes be salvaged from ships that have obtained them from their own sources.

Missile Classes Dumbfire

Firefly Missile Yield (1500) Fusing: Contact Guidance: Dumbfire With combat increasingly being fought at ever-closer range, Argon Military specialists turned to the development of a more straightforward technology that did not require the advanced guidance systems of other missile units. The result was the Firefly Missile, a small, extremely fast projectile. With a high exit velocity and single trajectory, it is a one shot one chance armament.
Aurora Missile Yield (5000) Fusing: Synaptic/Timed Guidance: Dumbfire The Aurora is classed as a Synaptic Detonator missile, a new and revolutionary technology that allows the pilot to choose when to detonate his missile to the split-second of pressing the trigger. The pilot first fires his missile and then uses the fire missile trigger again to detonate the missile before the onboard timer expires. Dragonfly Missile Yield (9900) Fusing: Contact Guidance: Dumbfire Before developing the Firefly missile the Argon Military refitted the Dragonfly missile with Dumbfire protocols to greatly reduce the cost of manufacturing. The Dumbfire Dragonfly replaces the now obsolete original. It continues in service to this day. Windstalker Missile Yield (?) Fusing: Synaptic/Timed Guidance: Dumbfire One of the most powerful missiles in the synaptic range, the Windstalker has been proven to bring an edge to any combat pilot's weapons array. Good speed and yield make this missile a wise choice for attack runs and interception of mid-range craft. Where covert operations without scanner use are required, the Windstalker is unsurpassed.
Wasp Missile Yield (1000) Fusing: Contact Guidance: Swarm IR The Wasp missile was remodelled for use against the Kha'ak and was the prototype for the Swarm Image Recognition (IR) tracking. Launching missiles simultaneously or in succession, the pilot has the option to fire when not directly pointed at the target at hand. Typhoon Missile Yield (30000) Fusing: Contact Guidance: Swarm IR Packing a bigger punch than the Wasp, the Typhoon Missile again allows multiple armaments to be launched at the same target. Using Image Recognition guidance systems, the chances of a kill are good. Launching simultaneously or in succession, the pilot has the option to fire when not directly pointed at the active target. Tornado Missile Yield (50000) Fusing: Contact Guidance: Swarm Dumbfire The Tornado Missile improves on the one-shot one-chance performance of the Firefly by overpowering the target with a hail of missiles. Using multiple projectiles, the Tornado is

High-Yields

Hurricane Missile Yield (6000) Fusing: Proximity Guidance: IR After some concern that this armament would be nothing more than a continuation of the SQUASH Mine's unethical usage, the Hurricane Missile firmly rooted itself in military circles as being the weapon of choice when dealing with large numbers of small targets. Perfect for both Kha'ak cluster engagements as well as breaking up tight formations of Pirates. Hornet Missile Yield (49000) Fusing: Contact Guidance: IR The Hornet Class Missile is the most powerful weapon known today. The gigantic resources needed to produce this monster also make it extremely expensive. The missile works by setting off a small nuclear charge causing a reaction between three differing elements that are then combined on impact to create a large explosion powerful enough to disrupt even the largest shields. The hornet is, on the other side, the slowest of the known missiles, and is best used against immobile or slow moving targets. Firestorm Torpedo Yield (50000) Fusing: Contact Guidance: IR One of the slowest and most powerful projectile weapons in the current armoury, the Firestorm Torpedo possesses devastating destructive force, at the expense of speed and manoeuvrability. While remarkably easy to shoot down, this weapon, if successful, can inflict great damage to a station, and in volume, even destroy it. Its success against large combat craft can be equally devastating when employed on close-range attack runs. This missile even has some hull protection, so it can survive a few hits before it blows up - needless to say big bangs require big Credits Wildfire Missile Yield (?) Fusing: unknown Guidance: unknown The Wildfire missile is a prototype missile developed by the Industritech Corporation before the Kha'ak attacks. However a production stage has not yet been reached. Some missiles have reportedly gone missing, but official sources have denied that this is the case.

Other Missiles

Remote Guided Warhead - Yield (100000) Fusing: Contact Guidance: Remote The Remote Guided Warhead is designed to be part missile and part drone. It is fired normally however the pilot remotely controls the missile into an accurate firing line. This projectile is similar in build to the Torpedo but with the ability to be guided remotely by the pilot to avoid missile defence fire. It inflicts slightly less damage than the torpedo, however if the player controls it well there is a good chance of causing critical damage to the target. Khaak Sting, Needle and Thorn missiles - Yield (4000, 7450, 15000) Fusing: Proximity These are fast missiles that will explode near the target ship. They have a deadly power against all fighter ships.
Shields Shields are vital for survival in space. They protect the ship from small impacting objects like mini asteroids as well as during fights. Their one weakness is that they do not inhibit electrical current. Their inability to inhibit current makes them susceptible to ion disruptors. Shields are an energy field, and MJ are the units for quantifying their performance. Shields project field strength of X MJ - they don't "absorb" X MJ of energy.

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STARTING THE GAME FOR THE FIRST TIME

Starting X: Reunion

1. From the Start Menu, point to Programs, point to Egosoft, and then point to X: Reunion. 2. At the initial start-up screen, you may change some basic settings, such as Screen Resolution and other Graphics Settings. It is recommended that settings such as antialiasing are selected here rather than on your graphics card settings. The Effects factors (4x etc) are automatically selected for your graphics card, raising these numbers above the suggested ones will decrease performance, lowering them will improve performance. You will also get the chance to alter some of these graphics settings from within the game.
EAX - stands for Environmental Audio Extensions. This Creative Labs technology provides an improved audio experience including special audio effects such as "occlusion". You can read more about it on the page: http://eax.creative.com Ignore last settings and start with default is an option for resetting the game start options to their default settings if you experience any start-up problems, for instance after an upgrade. Run as Benchmark will provide you an output of FPS (frames per second) performance measurements of the game. 3. Click Start X. You may skip the opening sequence, if you wish, by pressing the [Esc] key. Note: The game name will have the version on the above start-up screen, which will be relevant for Technical Support and for any upgrades that may be available.
Getting Started Welcome to X: Reunion
Say goodbye to social life and/or sleep It is recommended that you at least play through the combat training whether you are new to the X-Universe or not, before progressing into the game proper. Otherwise, pressing NEW GAME will start a new game from the beginning. If you have a savegame, then you should instead select CONTINUE. From here, you will be taken through the first parts of the storyline in X: Reunion. You will meet one of the main characters and they will help you to get started. Once youve finished your introduction to the plot, youll be flying your new ship in no time at all. From this point on, its all up to you. You can follow the plot or go off and have your own adventures. You can jump in and out of the plot, as you dont have to respond to the requests immediately. This will allow you to start building your resources by trading, building, fighting and exploring the universe, as parts of the plot may require considerably more than what you start with. A little tip: you can delay meeting friends on missions until sometime later into your travels. They will wait for you, and so you dont forget, they will send you a reminder message every now and then. Keys, Controller settings, Profiles and Menus will be detailed in the following sections or you can jump to the Main Menu if you are very familiar with the X series already; even so, you are advised to familiarise yourself with the controller profiles, which are new to X. With such an open-ended X universe, many have joined the very extensive and helpful online community at the Egosoft forums. Exchanging their experiences, providing help and answers to each other and producing topics with ideas and hints, they have taken their gaming experiences much further. Join the community in the X Universe at http://www.egosoft.com/ Sometimes I think we're alone in the universe, and sometimes I think we're not. In either case the idea is quite staggering. Arthur C. Clarke

Track target Target nearest enemy Target next object Target next object Target next object Target Previous object Target Previous object Target Previous object Target next owned object Target previous owned object Target next enemy Target Previous enemy
- Information [I] [u] [y] [p] [.] [,] [g] [r] [L] - Commands & Management [ Shift+c ] [m] [ Shift+6 ] [ Shift+7 ] [ Shift+8 ] [ Shift+9 ] - Ship & Stations
Identify selected object View details of selected target Current ship menu Player menu Sector map Universe map Show selection on galaxy map Owned property Message log Command console of current ship Rename object Command wingmen: Attack target Command wingmen: Protect me Command drones: Attack Target Command drones: Protect me
Quick Menu only - Freight [f] [o] [ none ] - Upgrades [j] [ Shift+j ] [ Shift+d ] [ Alt,MMB ] [5] [6] [g] Interface - General [ Num enter ] [ RETURN ] [ Shift+o ] [ Shift+l ] [ Shift+s ] [ Shift+q ] [ RMB ] Freight menu Open/close freight bay door Freight exchange SETA time accelerator Activate Jumpdrive (repeat keys to cancel jump) Docking Computer Video enhancement goggles Best selling price locator Best buys locator Toggle Ecliptic projector Main Menu Quick Menu Options Menu Load game Save game using salvage insurance Quit game Toggle mouse cursor Select view mode Select external view Target View Toggle Hud display Select monitor Select monitor arrangement Toggle all monitors on/off Zoom in Zoom out Select camera mode
- View Controls [ F1 ] [ F2 ] [ F3 ] [ Shift+h ] [ F4 ] [ F4 hold ] [ F5 ] [+] [-] [ NUM 0 ]
[ Default View ] Num 5 [View from Northeast] POV up-right Num 9 [View from East] POV right Num 6 [View from Southeast] POV Down-right Num 3 [View from South] POV Down Num 2 [View from Southwest]POV Down-left Num 1 [View from West] POV left Num 4 [View from Northwest] POV Up-left Num 7 - Menu [ Esc ] [ LMB-JS1-Enter ] [ POV Up-MW Up-Up] [ POV Dn-MW-Dn-Dn] [ Left-POV Left ] [ Right-POV Right ] [ Home ] [ End ] [ Delete ] - Editing [ Delete ] [ Backspace ] [ Home ] [ End ] - Archival [ F9 Print Scrn ] - Maps [ Num 4 ] [ Num 6 ] [ Num 8 ] [ Num 2 ] [ Num 7 ] [ Num 9 ] [ Num 1 ] [ Num 3 ] [ Insert ] [ Home ] [ End ] - Factory Positioning [ Ins ] [ Ins,2,8 ] [ 1,3,7,9 ] [ 2,4,6,8 ] [ Home/End ] - Additional hotkeys [ Pause ] [ a-z ] [ 1-9,0 ] Move cursor left Move cursor Right Move cursor up Move cursor down Move cursor up and left Move cursor up and right Move cursor down and left Move cursor down and right Change map axis Zoom Map in Zoom Map out Change to Z Axis After Ins use 2 & 8 to change elevation Change orientation of station Position station on grid Zoom in/out at factory position Pause game Select sector in universe map by first letter Select amount in trade menu Skip cut scenes, remove screen tips Select Option Scroll Up Scroll Down Scroll Left Scroll Right Empty selection Fill selection Close all Menus Delete character Backspace Home End Save in-game screenshot These pictures are saved into

Joystick Control

Mouse Control The mouse is by far the most powerful instrument to play X: Reunion. The Mouse operates in two modes, Semi-automatic and Manual. You can switch between these modes by clicking the RMB (right mouse button). Use the Wheel to navigate the menus and the LMB to select. Press the RMB again to exit the current menu and return to the previous menu or, if you wish to exit the menu system altogether, press and HOLD the RMB. X supports two input methods: Manual ship control and mouse cursor mode (aka. semiautomatic mode). You can switch between these two modes by pressing the right mouse button by the (X3 Default Controls profile but can be changed to any key). In manual control, the left mouse button fires your selected lasers, whereas the mouse wheel can be used to switch targets. In semi-automatic mode you activate a mouse cursor, which you can use to control all elements of the game with simple mouse clicks: Quick menus Context menus Laser configuration Mini monitor activation and configuration
These and many more things can all be controlled with simple mouse clicks Gamepad Controls
You can change all the above controls to ones you prefer using the Controller profiles

THE OPTIONS MENU

The Options Menu is accessed within the game by pressing Quick Menu [ Return ] [ Options ]. This enables you to change some features, such as Graphics, Audio, Controls, Gameplay and the Monitors.

Graphics

Fast Menu Control
The Fast Menu Control option changes the key repeat behaviour in menus. Specifically, enabling the option decreases the delay between when you first press a key and when it begins to repeat, and increases the rate at which the repeat occurs.
Use Postprocess Filter Post processing defines how some effects are implemented and rendered, giving the universe a softer look. If you have performance issues with slower/older graphics cards, you can also disable this with the Glow enabled option in the Start-up screen Graphics Options. 3D: AQC Automatic Quality Control is a system that attempts to keep the frame rate of the game above a certain minimum by reducing the visual quality gradually.

Quantum Fab Seeker Plant Crystal Fab Laser Equipment Cahoona Bakery Swarm Equipment Weapon Comp Chip Plant TS Weapon Comp Trading Station Cahoona Bakery Ore Mine HEPT Weapon Trading Station Pirate Base Trading covered six Sectors
These first trading details quickly netted a very good profit and they built up a good cash pot for larger purchases. The last trade in buying the Space Fuel from Herrons Nebula took advantage of a large stock that could be sold to a range of high-paying buyers at the Trading Station and Pirate Bases in other sectors, pirate bases will buy/sell at very high prices, wares that are illegal in the sector that the pirate base is in. Making Better Trades The Free Traders are actively seeking the same opportunities that you are, they are very competitive, and will often have an advantage with the large cargo bays of their Super Freighters. Here are some options that will help; Place Satellites in sectors that you intend to trade in a lot, the advanced satellites in the larger sectors as they have a wider scanning range. Place them in the middle of a group of factories or the sector, well above the highest factories. They will allow you
to look for more and better profit margins, when buying or selling, as the Best Buy and Sell upgrade will allow you to then look each sector in turn to see a good deal, without having to be in that sector. Bartering spare stocks is an effective way to sell goods you do not have an immediate market for, and with a good rep also pick up some good bargains to sell. Buy the largest transporters you can afford, for example a basic Mercury with 4,000 cargo space full of resources that you can sell at 20 Credits profit per unit makes 80,000. But a cargo bay of 11,000 will make you 220,000 profits. Make sure you upgrade the speed optimisations of your ship, so you can deliver faster, time is money and delay is lost opportunity and sometimes you will have to race against a Free Trader to get your stock delivered first. Make use of the Trading Extension upgrade and check before you dock to make a delivery in case a Free Trader has wiped out the margin by delivering to the factory just before you do, if they have, use the Best Sell option to sell elsewhere, in that or another sector. Factories can hold very large stocks, so the largest cargo bay and expansions you can add to your ships will mean greater profits per trip. For instance Ore can be bought at low prices and sold for very high prices, especially in Boron sectors. You will however need a very large 4000+ cargo bay to buy all the stock in one go as Ore takes up a lot more space per unit than other wares. Exploit smaller sectors for quick profits with your slower freighters, and send your faster ones to the bigger sectors. Explore other sectors like the Borons and find additional trading routes for items like BoFu, this applies to the other race sectors and their main food resources. Opportunities also exist for good deals as mentioned in the BBS as transporting Delexian Wheat from Argon sectors to Boron Sectors will also produces good profits. Trading in food and bio offers good profits, trading in Minerals like Ore and Silicon provide even better profit margins. High tech and some illegal wares can yield very high profits, but you will need a high reputation. Complexes create additional benefits of multiple products being sold by them and a one-stop shop for you to deliver large volumes of resources. Upgrading to a Super Freighter with 11,000-cargo bay will provide a faster return for its purchase price.

Class TS Paranid Demeter TS ships can be bought at Shipyards individually or in quantity. It is important to ensure that not only do you have the Credits for a number of ships, but also enough to purchase all the shields and upgrades. If you press the [ i ] key while in the Shipyard trade menu you will get to see the full details of the ship, including the upgrades that it does and does not come with. Setting up all the transport ships can be easier, if you buy them in bulk, allowing you to select the upgrades for all the ships in one go. Ships will be available from the Shipyards in S, M, and L specifications, the S ships have minimal equipment; M have medium-level; L have high-grade shielding and weapons. If you do not want your transporters to engage enemies (the weapons that they can fit are only low class defensive one), dont equip them with fighting upgrades or weapons. Ships travelling across dangerous sectors can have fighter escorts as well as defensive weaponry. A typical Transporter configuration would be: 5 or 25MJ Shields important if travelling across dangerous sectors. Engine Tunings - time is money, speed for resources is good. Rudders good turning will reduce accidents and aid evasive manoeuvres. Cargo extensions to suit the cargo, the standard install will work for most. Duplex or Triplex Scanners duplex will suffice for most. To assign a transporter to a Station so it can buy resources or sell products you will need to make sure it has either or both of the Trade MK1 or MK2 software installed (available at all good Equipment Docks). To assign that station as the ships home base, while targeting the ship you press the [ c ] or [ i ] keys, select the Command Console, scroll down to the configuration section and select Home base, then select the sector and station that you want to assign as the home base for that ship.

Universe Economy Guide

The rebel Teladi economic guru, Hilibis Yalos Trosulis IV, broke with Teladi custom by publishing the UEG, the manual that Teladi students use on their first trading exercises. A summary of the guide contains an overview of the differences encountered when you trade with the different races.

this will stun them, and then allow you to collect them as any normal piece of space freight. You may have to repeat the stunning after collecting a few, as they will wake up after a short while and fly away. Q: How do I set-up Sector and Universe traders? A: The Trade Command Software MK3 is a software upgrade that allows you hire a trader to work for you, buying and selling resources and products for profit. Once you have properly equipped a ship, the pilot can then be assigned to a sector to build up their trading experience, i.e. learn on the job. When the pilots experience has reached a good enough level (Level 8) they will be skilled enough to become so-called Universe Traders. You will have to issue a new command at this time for them to start universal trading. Note: if the ship does not meet the requirements for trading or you have not given it all the correct equipment, the Sector and Universe trade commands will be unavailable. The pilots skill level can be viewed by selecting the ship and the level can be seen in brackets after the pilots name, from Level One upwards. After being assigned a sector the Trader will start to look for profitable opportunities and start to make some trades. Initially they will need to learn to check their current station for products to sell before flying to reduce empty runs. Then they will recognise a profit opportunity if the selling price is above the buying price and later they will take the ship to the closest shipyard if it has been damaged. A good training sector for new pilots to develop their skills is Home of Light. At level eight onwards the pilot is able to check neighbouring sectors for good trade opportunities, so at this time you can activate the "Universe Trader" command. The pilot may demand better payment and a better-equipped ship, as their journeys into many sectors could be hazardous if pirates or other enemies are there. Good employers will ensure that the ship has at least one 25MJ shield or the maximum shield strength the current ship supports and that Fight Software Mk1 and MK 2, a Triplex scanner and Jumpdrive are installed from the beginning, because if you have not installed the Fight extensions, Jumpdrive and 25MJ Shield, the pilot may not get around to ordering one until they reach level twelve when charges for equipment delivery are higher than average. Additionally, the Trader will order up to twelve Fighter Drones over time, which he will use in emergencies to distract attackers. In such emergencies the pilot will try to escape to the nearest station or use the Jumpdrive for an emergency exit, to get away from the danger zone. If a Trader is attacked, they will tell you the ID of the attacker so you know whom to look for, should you feel the need to take revenge. The pilot may also hail you for assistance and stay at a station until you give the all clear to continue trading. The jump distance for buying and selling increases as the Trader continues achieving higher levels until the ships range more or less covers the entire universe (dependent, of course, on the number of energy cells being carried). Q: How do I move a MK3 pilot to a new ship? A: Have your new ship (all optimisations installed, but not the MK III or any Fight Software) and have it and the other MK III ship move to your position. Make sure you have the Special Command Software installed. You can a access the move pilot option by using the Menu Ship, Orders Special or the [ Shift+c ] keys, then Special, then select Move Pilot to New Ship. Select the sector and the MK III ship and repeat with the new ship. Then choose the sector and station where the move is to take place. After the above has been done, you just have to give the pilot the Universe Trading command again. Q: Is there any good advice you would give to a new trader starting out?

On firing remember to fire in short single bursts, when you have the target in your direct path. Firing curved shots (aiming at the Auto-Target too much) or continuous bursts will mean a lot of wasted shots that might drain your ships power too quickly and leave you without any weapons while they recharge. If you are taking on a group of Pirates, it is best to check what the ships weapons are with a Freight Scanner. If one of them is holding PSGs or Ion Disruptors, take that one down first or while you take on the others it will lay waste to your shields. Switch to medium power weapons or lower if the ship is fast, as you will miss a lot more, but you will have a better chance by being able to fire more continuously. If you are suddenly outnumbered by well-equipped M4s or Khaak, jump within the same sector and they will head towards your new location. Due to each ship having different speeds, the ships will form a long staggered line as they head in your direction, with the fast ships getting to you first, so you can take them down one by one. Strafing your ship is a very effective way of avoiding incoming fire. You can also use the ship drift to avoid hits while you turn or flip your ship to return fire. Some ships have a rear turret like the Nova and these can be avoided by twisting your joystick or use the [ q ] key to create a forward spin, this will reduce the number of hits from the other ships rear turret. Friendly Fire You will have to watch out for the locals when you are firing away at an enemy, your reputation may drop like a stone and as a result you may not be able to buy certain goods or they may even turn hostile to you. Should you accidentally cause damage, or death to a ship to which you had no hostile intentions, you can contact the local sector police or military vessels to declare the incident and avail yourself of any punishment. Capturing The nice thing about flying a Pirate M3 Nova is the cool paint job that you get with pirate ships. A rare and even better capture is the Raider (speed but lower shields but M5 have Triplex scanners), Vanguard (more engine, laser bank a bit faster, weapons optimisations), Sentinel (higher shields but a little slower) or Hauler (more cargo and slightly slower) variants that have been customised at unknown shipyards. Extremely rare Mamba Raiders have been seen reputed to have 2*25 MJ Shields with the speed and agility of an M4. The essential method of capturing is to remove the shields and reduce the hull to 87% or lower. To gauge the effort, fire a few shots and see how much the shield drops. If it takes three shots of fire to reduce them to 50%, then fire another set of shots to take out the shields. You can also use missiles for bringing down the shields; wasps, which fire in swarms of ten, are cheap and good for this. When the shields are down, change the weapon group to a lower-powered one and then use short bursts of fire to keep the shields down and reduce the hull. If you keep doing this the pilot will sometimes bail. Most pilots will not bail if the ship is only getting intermittent shots, so a shock volley will make them fear you are going for the kill and they then might see sense and bail. Ion weapons though good for taking down shields, will destroy all onboard equipment and as a result reduce the value of the capture. Possible capturing weapon group layouts: M3 Class use IonD and PAC for Shields and IRE for hull M4 Class use PAC for Shields and IRE for hull M5 Class use PAC for Shields and IRE for hull The ship will then go to neutral status and you will then have to take command of the on-board computer by claiming the ship.

Battleships Maybe some pirates from a nearby Pirate Station just took a shine to your ship, or maybe you even have a mission that requires you to have a small fleet or armada of ships, or maybe you are just greedy and want the sector that someone else has. There will be times you will want to assemble a large fleet of big ships, to let the universe know that you are not to be messed with. Here are a few tips to make those memories good ones. Capital ships can have an extensive array of weaponry and shields fed by their powerful generators. With large stocks of lasers and missiles they can intelligently use laser loading to change the class of laser used; so they can fire endlessly or even with the next class down from the optimum they will still be able to fire three or four times longer. Additionally they can re-direct power from their very powerful generators, so that the lasers on one side of the ship
can use the energy of the lasers currently not firing on the other side. Their powerful multiple Giga Joule shields provide an almost indestructible barrier even though they are very slow to recharge.
Class M2 Teladi Phoenix Destroyer. Your first destroyer is going to be one of your first 100 million+ Cr investments. To get one you will have to be very wealthy, will also have reached a high enough fighting rank and be on good enough terms with the race you are buying it from. An M2 Destroyer costs more than just its purchase price, you will have to buy all the upgrades and equipment, several high-grade Giga Joule shields, multiple sets of all laser cannons and missiles. With a destroyer costing around ninety million Credits, you can add another fifty percent to that purchase price to the cost of fully maxing it out with everything it will need. So make sure you are wealthy enough to bear the full cost, as there is nothing worse than seeing a slow, toothless, and half-baked destroyer limping across a sector. Class M1 Paranid Zeus Carrier. Carriers are large ships with formidable shielding, point defences and a large capacity for carrying a number of different smaller ships within their hangars. They are crewed by highlytrained personnel and captains chosen for their skill and aggression. Carriers rarely change their direction to avoid smaller ships. Remember that due to the size and density of the hulls of these great ships, to repair one percent of damage to their hulls will cost you more than what you would spend on a new M3 class ship, but that should be small change to some one as wealthy as you will be. Yes, when you fly one of these giants other ships do look like insects and if you plough through one, as well as scratching your hull and making a mess of the paintwork, the cost to your reputation could be very high. When you arrive in a sector, it is suggested that you rise high above the main travel lanes before you carry on flying. Plan ahead. The universe does not carry enough stock of big guns and shields for when a rich player like you arrives. So set up some factories early on in your empire building, which will serve as stock building complexes and stores for your fleet of big ships. Likewise your pit

As you get near the section with the Pods the beeping will get more frequent until you are almost on top of them and the beep will be almost continuous. Now go through the door now the forcefield is down and at the next intersection turn right and right again. Go ahead and then left and left again. Turn right and down in to the next large area with the hatches, fire at them to release them until all six escape pod doors are blown. Carry on to the next cross-section where the red arrows indicate where you have come from and go down the corridor with the blue arrow and at the next cross section, where it goes down and then continue down the right corridor and the next cross section. Fly through the blue ring and then take the next corridor on the right, take out the two lasers and shoot at the six escape pod doors until they are blown. You will then rejoin Saya with Miria and head off to
The Marauder in Farnham's Legend and contact the station.
Note: there are a further seven missions, numbers eight to fourteen, that continue the plot storyline. By using this walk-through you should now be familiar with the requirements of the next ones.

UPGRADES & EQUIPMENT

Upgrades/Equipment There are many items that can be acquired to enhance your fleet and defend your property. Many of these come in different configurations of the same type. For instance there are various levels of each laser weapon type increasing in destructive power with the associated cost and energy drain. Be aware that some technologies are only available from certain areas of space or indeed certain races and you may need to search hard to find the most coveted upgrades. Also remember that you can only dock with races where your standing with them allows it. The enemy of a race is not a good thing to be if you need equipment that only they can supply. Advanced Satellite This satellite is the next generation of advanced communications, providing live information of ship traffic and commodity prices that are relayed to your ship computer. This model has a much larger scanning range than the standard Satellite. It still retains many of the old features that allow for navigation and information relay. Best Buys Locator The best buys locator can help you find the one location in your current system where you can buy each available product for the lowest price. Very helpful for advanced traders! Best Selling Price Locator This Upgrade can help you find the one location inside your current sector where you can sell each of your trading items for the highest price. Very useful for advanced traders! Boost Extension This boost extension allows your ship to accelerate with three times its normal acceleration. This extension is essential in some combat situations. Camera Drone New on the public market and developed by the Argon military to acquire accurate tactical information, the Camera Drone has been updated over the last decade to incorporate the newest in video capture technology to feed live information to the person who remotely controls the device. Today the device is used to survey new sectors and planets, as well as spying on neighbours and monitoring enemy activities. Camouflage Device This is a specialised device originally developed for spy missions by the Paranid; the technology behind the device is unknown. It renders the ship invisible to Radar and to sight. Because of its dangerous nature it is now considered highly illegal in most sectors as there are fears that if the device falls into either Pirate or Xenon hands, any of the sentient races would be at risk to attack. There are rumours that each race military has a covert operations squadron equipped these devices. Cargo bay extension Your cargo bay will be extended by a certain amount of cargo units using subspace compression technology. This extension will be more expensive every time you use it because of the increasing complexity of the technology used. Cargo Life-support System This life-support system allows you to transport living creatures, passengers and even slaves in your cargo bay.

Laser tower

A defence installation typically found around stations or factories to help them defend against invaders. Lasertowers are normally equipped with a 25 MJ shield. Lasertower Weapon This is the primary high-energy plasma beam that is used in Lasertowers. Its main energy systems make this weapon incompatible with large ships for the time being, although scientists are trying to find a way to remedy this situation. Argon scientists first developed this weapon by accident when using photon-enhanced gamma radiation, which created a beam laser.
Mass Driver This weapon is unique in that it is the only type of non-energy-based projectile weapon available. It consists of a rapid-feed multi-barrelled cannon, which is capable of delivering a large number of small projectiles to its target in a short period of time. It inflicts damage not due power of individual projectiles but because of the large numbers of projectiles delivered. Due to the unique nature of this weapon's ammunition it has almost no effect on a ship's shields but instead delivers heavy damage directly to the target's hull. It also causes very little power drain due to the fact that its ammunition supplies all energy requirements. Currently the weapon can only be fitted to Argon and Split ships, as they are the only ships that can accommodate the ammunition feed system. The true power of this weapon comes from its ammunition. Mass Driver Ammunition This is special ammunition for use in the Mass Driver. Each projectile is a self contained unit consisting of the projectile itself and a small armour-piercing shell which is then encased in a unique crystalline matrix, which allows the shells to pass through ship shields unhindered, by producing a tiny spatial distortion using the shields own energy. One pack contains 200 rounds. Particle Accelerator Cannon The Paranid and Argon developed the first of its class. The particles are accelerated to a speed faster than nearly most currently-known spacecraft. When they are then polarised and focused into a tight energy pulse. They have been around since the Xenon conflict. Phased Shockwave Generator This weapon was developed jointly by the Teladi and Paranid. It works by sending out a phased package, which reacts and expands, creating a shockwave of phased energy. This area weapon should be used carefully when friendly ships are around. It is quite effective in a missile defence role. Photon Pulse Cannon First developed by Professor Jo Bydnah of the Argon, the Photon Pulse Cannon became a favourite of the Argon Military, who then sold the original designs on to the other races. This slow-firing weapon is extremely powerful and can only be fitted on the larger Capital ships. It works by sending highly charged photon radiation through a series of coils that multiplies the charge, creating a very deadly pulse of radiation.

The various races that make up the X-Universes inhabitants come from many areas of space normally linked by jump gates and have varied and detailed backgrounds.
Hero of the Federation Protector of the Federation Federation Overwatch Federation Marshall Federation Guardian Trusted Ally Accepted Adviser Confirmed Friend Federation Associate Federation Member Citizen Suspected Foe Known Antagonist Confirmed Insurgent Confirmed Enemy Enemy of the Federation Today the Argon Federation is wealthy and encompasses a large number of very different types of planets. Some are deserts while others are icy wastes. The planet Argon Prime is heart of the Federation and is the residence of the government and all administration. It is also one of the most exciting planets in the X Universe. As well as being the home of culture, science and learning, it is also home to the finest entertainments. In addition housing the finest geodesic holiday homes it also has thousands of bars, restaurants, theatres, casinos, hologramic cinemas, holiday villas, everything in fact that makes it the finest rest and recreation centre in any known universe. The Argon Federation is governed by an elected parliament, with each city colony and space station represented by senators elected by their own people. The leader of the Argon Parliament is called President. Currently a male Argon called Frann Herron holds this position.
Argon Ships The Argon create the most balanced ships and you can see the Boron influence that mirrors their joint development. When you buy an Argon ship you have a good all-round versatile ship. But as the Argon do not share the peaceful Boron nature they also use, together with the Split, the Mass Driver Gattling gun. The Argon developed this weapon according to old documents and the Split were so impressed they paid immense licence fees for their own manufacture. With the development of the Nova, the successor to the ageing Elite, the Argon was the first race to install a rear turret into a heavy fighter. All other races except the Split followed this new design in due course. The use of technologically advanced shipyards enabled them to strengthen and increase shield capacity, together with engine performance. When in the past you may have laughed about the old Elite, it is a different story now. She is still one of the slowest heavy fighters but her firepower will quickly silence any critics. Similar changes also took place with the Buster and a new type of ship, the Argon Centaur Corvette, was also introduced.

Argon Male 46 Pretty darn hard Disabled

Kzkkns rkst

Khaak Invader
Crush the insolent and unworthy realm of inferior beings that so thoughtlessly invaded your world and destroyed your home. Let nothing stand untouched!
Khaak ? ? Are you insane?! Disabled
BOOKS BASED UPON THE X UNIVERSE
You can follow up your interests with the X Universe with some fictional novels, written by fans, which can be obtained from the Egosoft Online Shop. It has been said that each release of the X series, are chapters in one big continuing story, and this is an accurate description. Farnhams Legend is without doubt, the Book of Truth for all X-fans. It represents the first and second chapters of the X story, brought to life in X - Beyond The Frontier and X-tension. This book successfully explains, in stunning depth, the story behind the X Universe, while also providing the best possible historical account of the events leading to X2: The Threat and X: Reunion, the third and fourth chapters in the epic saga of the X Universe. Reading the book will have X-BTF and X-T veterans scrambling for their copies of these games once more. If you want to fully understand the story of the X Universe, there is no other greater recommendation I can give than Farnhams Legend terrabyte Available for the Egosoft Online Shop
A novel from the X-Universe

HELGE T. KAUTZ

Translated from German language by Steve Miller and Andreas Fuchs
Ayse continued to study the object, gripped by the feeling that something was wrong and unable to put words to her fear. A craft of a type normally used for orbital transport found in deep space, travelling at near light speed? For a moment her thoughts went back to Earth and the entrancing vision of the blue planet from space. It was a sight shed witnessed on a hundred shuttle trips and every time she yearned for more. John she started, her tongue suddenly large in her mouth. John, there arent any view ports or windows, not even a cockpit! Friedmann frowned and shrugged his shoulders. Youre right but, but that doesnt necessarily atsui! Ayse winced when she realized why John had made this outcry of surprise. She sat rooted in fear, a wave of horror flooding her body as the under-side of the rotating ship tumbled into view, revealing a large symbol emblazoned onto the light-swallowing alloy. A simple drawing, a few distinct lines. Almost child-like. John and Ayse recognized it at once. The symbol of the Terraformer Fleet. Other X Universe novels There is a list of online mini X novels, available in the Creative Universe - Fan Fiction forum and some PDF novels available to be downloaded from the Egosoft Site. Dominion (English) by Darren Astles (30188_49) X-universe: v. 1 (English) by Darren Astles (ISBN: 1412019559) Traders Tale (English) by Stephen Haworth NOPILEOS (German) by Helge T Kautz (ISBN: 3833210419) Farnhams Legende (German) by Helge T Kautz (ISBN: 3833212047)

 

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