Games PC X3 Reunion - Sector MAP
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With the shock of the last destroyers explosion still shaking the ship, the battle was now over. Gripping the controls, he strafed the ship into a slow swoop past the wreckage and towards the sun. Dropping the throttle down, he looked out of the ship interface and surveyed the wondrous sight that lay before him. He remembered all the time and effort that he had put in to getting here; the fortune, empire and fleet that had been built to achieve this moment. His heart lifted, with a wave of emotion, as he realised that despite all he had done, nothing could compare to the ultimate prize.
This is not the end. It is not even the beginning of the end. But, it is, perhaps, the end of the beginning. - Winston Churchill
GETTING STARTED..... 4 System Requirements.... 4 Installation..... 5 What are the benefits of Egosoft Game Registration?... 5 Troubleshooting..... 6 Starting the game for the first time... 8 Guide to Quick Menu Keys.... 10 Keyboard, Joystick, Mouse and Gamepad Command Keys.. 11 Controller Profile Configuration... 14 Ship Control (Joystick/Mouse/GamePad)... 14 The Options Menu..... 16 TerraCorp Spacefleet Pilots Manual... 20 Introduction.... 20 Trade, Fight, Build, Think.... 21 Getting to know your Ship Interface... 22 How to Start.... 27 Where are you?..... 28 How to Dock at Stations... 29 How to travel to different Sectors... 31 Strategies of Play.... 33 How to progress.... 33 How to start Trading.... 35 Building Factories..... 40 Where to build your factory... 41 Bartering for Wares.... 53 How to Fight and Capture.... 54 Missions.... 67 Upgrades & Equipment.... 71 Weapons.... 75 Wares & commodities.... 80 Fight, Trade and Race Ranks.... 87 Inhabitants of The X Universe.... 87 Argon.... 88 Boron.... 88 Paranid.... 89 Split..... 89 Teladi.... 90 Goner.... 91 The Terran Race.... 92 The TerraCorp Company.... 92 Xenon.... 92 Khaak..... 93 Pirates..... 93 Unlockable Game Start Positions... 94 Books based upon the X Universe... 95 Credits.... 96
GETTING STARTED
SYSTEM REQUIREMENTS
Please read the minimum specifications before you install the game. Minimum Microsoft Windows 98 SE, ME, 2000, XP Pentium IV (or AMD equivalent) 1.7 GHz 512MB RAM 128MB 3D DirectX 9 compatible card (not onboard) with Pixel Shader 1.3 support Soundcard 4.3 GB free hard disk space DVD-ROM drive Mouse + Keyboard or Joystick (Optional support for force-feedback) or Gamepad Recommended Microsoft Windows 98 SE, ME, 2000, XP Pentium IV (or AMD equivalent) 2.4 GHz 1GB RAM 256MB 3D DirectX 9 compatible card (not onboard) with Pixel Shader 2.0 support Soundcard (Surround sound support recommended) 4.3 GB free hard disk space DVD-ROM drive Mouse + Keyboard or Joystick (Optional support for force-feedback) or Gamepad EPILEPSY WARNING Some people are prone to epileptic fits or the loss of consciousness as a result of being exposed to strobing light sources. These people may have attacks while watching television or playing computer games. Fits can happen to people who have no previous history of epilepsy. If you or your family has any history of epilepsy it is advised that you contact your doctor before playing. If you suffer from any of the following symptoms: disturbed vision, eye or muscle spasm, fainting, disorientation, convulsions or other uncoordinated movements, you should immediately stop playing the game and contact your doctor. Safety Procedures Sit an appropriate distance from the monitor, ideally as far away as the cables will allow. Use a small monitor. Avoid playing the game if you are tired. Make sure the room is adequately lit. Take a 10-15 minute break every hour of playing.
INSTALLATION
Installing X: Reunion IMPORTANT X: Reunion requires Microsoft Windows 98 SE, Windows 2000 or Windows XP. 1. 2. 3. 4. 5. Quit all other applications and insert the X: Reunion CD/DVD-ROM into your CD/ DVD-ROM drive If Windows is set up to use the CD/DVD AutoPlay feature, X: Reunion will automatically display its installation screen. If Set-up does not run automatically, then proceed to Step 3. From your desktop, double-click My Computer. In the My Computer window, double-click the CD/DVD-ROM icon. Double-Click Set-up. Set-up will guide you through the installation process.
Save Games Your saved games can be found in the My Documents\Egosoft\X3\Save folder and will be numbered X00.sav X25.sav. These can be backed up to another folder if you wish to preserve game positions. COPY PROTECTION X: Reunion also employs a sophisticated copy protection system, Starforce Keyless. Upon installation and running the game for the first time you will be asked to reboot your machine. Note that certain DVD or CD copy or burning programs may interfere with the copy protection system, in which case you should ensure all relevant programs and drivers are fully up to date.
so affected by the object's magnetic field and the object actually stops rotating. Finding this, for most pilots, involves trial and error. Setting up Factory Loops A factory loop is where you have for instance an end product like Energy, with all its required resources supplied by your factories, which may also solve any local supply problems. The universe can often have an economic downturn and if you want to have lots of your factories working effectively, a closed loop may help supply the energy they need. There are three types of factory loops that can be set up, according to the requirements of the local supply and demand. (a) Closed loops, where only your factories supply each other. (b) Mixed loops, when some factories are open to trade with local traders. (c) Open loops, where all of your factories are open to local traders like the multiple factories above. Here is an example of a basic energy-supplying closed loop: 1 Solar Power Plant 1 Crystal Fab 1 Silicon Mine 1 Cahoona Bakery 1 Cattle Ranch Your end product and supply to your other stations Supplies the Crystals for the Solar Power Plant Supplies the Silicon to the Crystal Fab Supplies the Cahoonas to the Crystal Fab Supplies the Argnu Beef to the Cahoona Bakery
The last two are food resources that will be different for the Crystal Fabs for each race. The Solar Power Plant may not use all of its output for factory resources, which could allow it to sell the remaining portion to free traders. The above very simplified definition of basic factory loop set-up would require a number of transports to move resources between them, but there is an alternative. This is to build factory complexes where all of these factories have supply tunnels interconnecting them to each other, almost completely avoiding the need for TS Transporters altogether. How to build your first Super Factory Complex Complex Building Why is it better? Using a Boron Dolphin as an example with rounded up figures to make it easier to work out. A BoGas and BoFu factory would need 3 freighters to work. The cheapest and thus most likely to be destroyed costs 600,000 Credits each. A Complex construction kits cost 260,000 Credits to link 2 factories. So a small complex including a BoFu and BoGas factory linked by 1 construction kit would need 1 freighter to buy energy and thats it.
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.
Ware Price Variation (WPV) - is essentially where the profit margins can be found. The different race economies have variations that tend to work across those races sectors. Factory prices may also differ across races depending on what strengths a race has and what it specialises in. For instance the Boron, whose strength is energy and speciality is shields, may sell those types of factories for much less than a different race.
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.
The Pirate Sectors
Farnhams Legend Bala Gis Joy Olmancketslats Treaty Split Fire Brennans Triumph Dannas Chance Nopileos Memorial Hatikvahs Faith There are Shipyards and Equipment Docks at Argon Prime and Light of Heart nearby for you to send your captures to for stripping and selling captures.
The Teladi sectors can be good places to do some capping, because they are fairly well visited by pirates and the Seizewell Shipyard is nearby, where you can sell your captures. Be careful of any illegal ware in your cargo bay as the local police may not be pleased and if you have a police licence they will take it off you and make you dump the cargo. Debris and Cargo Another good thing is to have nearby a Hauler Transporter equipped with a Jumpdrive, Energy and Special Command software, so you can give it the command to collect the floating cargo from ships you have destroyed. Over time you can obtain a large amount of missiles and resources that will provide not only more Credits but also a better trading reputation. If you are picking up the crates yourself there is a very quick way to do this. If you have the Special Command Software fitted, command your ship to collect all wares in the sector and then press SETA. This will make the process quicker and safer. As mentioned earlier, even if fighting is not your main activity, it will be hard to avoid pulling that trigger. Others will have their greedy eyes on your freight, ships and factories, so the fight will come to you. The fighter class ships are manufactured in four main classes, M3, M4, M5 and M6. These ships are the ones most frequently used by pilots who wish to remain alive. When it comes to combat, practice makes perfect and never be afraid to run. Its better to talk about your escape than to have others talk about your death. Combat is about reflexes, the reading of the enemy and most of all - knowledge. If you attack a ship that has ten times the shielding and twenty times the firepower, you are likely to lose. Not always, but very often. Five small ships can easily overcome one single ship with five times their force if they do it correctly. The reverse is also very true. The main decision to be made if you are attacked is whether to defend yourself or run! A quick decision is usually required and for this you need to know your adversary well. Can you outrun them? What shields and hull strength are you up against? What weapons do they have? Do they have missiles and if so, what kind? Fighter Class Ships Class M3 - Boron Barracuda Heavy fighter. Normally only deployed by the military or the larger corporations these ships pack a powerful punch with impressive shielding, lasers and missile capability. An M3 is a deadly foe in any of its guises and deserves respect. During any combat, you run the risk of damaging any items on your ship, including the hull, shields, weapons and upgrades. These are not free and you will have to dig deep into your funds to replace and repair them. Add the fact that some items can be difficult to obtain and youll see why wealthy pilots have an old habit of buying more than they need of a particular item when they come across it.
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
possible for you to buy Police licences, so you get paid for your kills. You will then have an [L] after the race rankings in your pilot info, for each race you have bought a licence from. Q: I accidentally made a Station an enemy, can I make it friendly again? A: If you manage to upset a sector station, you can find a pirate station within three sectors and look for a BBS message for any shady characters offering hacking services to change your status with that station. Q: I launched a fleet attack on a race whose sector I wanted, would they take it back? A: Yes they will start to rebuild their stations in that sector and if any of your freight/fighter ships travel through any of their sectors, they will destroy them. You will also find they will no longer sell you any goods or buy from your stations and it will take you a long time to earn their trust again. Q: Why do my ships keep attacking other race ships? A: Check the ships command console and race settings to change the Friend/Foe details and then make sure you have not left the ship setting Show as enemy if enemy to me - Yes. If you have and then make an enemy of a Paranid ship, the other ships with this setting will attack Paranid ships. Q: Is my Fighting Rank reduced if I do not fight for a long period? A: Your combat rank will decrease slightly over time if you do not fight, but the decrease is
more noticeable if you use SETA for long periods other than travelling.
Q: How do I apologise for friendly fire? A: Should you accidentally cause damage or death to a ship, to which you had no hostile intentions, you can contact local sector police or military vessels to declare the incident and avail yourself of any punishment.
"Dream the impossible dream, Fight the unbeatable foe, Strive with your last ounce of courage to reach the unreachable star." Unk Nown
MISSIONS
Non-Plot Missions (Got ship need Credits) When docked at a Station, select Station, Bulletin Board (BBS), read the news and see what missions are available. There are a number of trading and non-trading missions you can obtain from station Bulletin Boards. These can sometimes help you increase your reputation and more importantly increase your Credits. Here are some of the more basic missions you can use to get started. It is important to note that some of these will require a particular trading and or fighting rank for you to be accepted for them. Taxi Runs (Take me here, there and everywhere) This is a very simple mission that can make you some decent money at the start of a new game. It requires you to take the person offering this mission to the station of his choice within a certain amount of time. If you succeed in bringing him or her to the station on time, you get paid. If not, you get a nasty message and a bad record in your personal info screen. The time limit is very long, so it is easy to make lots of money, albeit slowly, with these missions. The higher your rank and status the higher the payments will be, as your reputation will determine how reliable you are. You can use the Jumpdrive without penalty to get there quicker. Equally if you are late you will not get paid. Unlike the next missions it will be unlikely that you will encounter hostile forces. Shady Taxi Runs (Xenon Invitations) These are like sending out invitations to the Xenon for captures, Credits and reputation. You will be asked by some character to help them get for Location A to Location B, but they will warn you that you are likely to encounter some Xenon or hostile forces that may try to stop them reaching their destination. If you have bitten off more than you can chew and are completely out-gunned, a simple strategy is to head for the nearest gate at great speed. Then on the other side of the gate you will be able to catch them in ones or twos at a time. Xenon Invasion Missions (Help wanted) Here is another chance for you to not only impress the locals and get plenty of race and fighting rank increases, but you will also get paid good Credits for your troubles. To find these missions, dock at various trading stations that are one to three sectors from any Xenon sector and check out the Bulletin boards. The amount of and types of Xenon will increase the higher your ranking, so they will always tax your current skills and abilities, but the rewards will also increase accordingly. This is also a good way to acquire lots of race rank boosts; with lots of enemies to clear up, the locals will be very grateful and your status will improve with them. Trading Missions These are usually requests to collect and deliver some urgently needed resources for a station in the same or other sectors. There are usually quite strict collection and delivery timescales, so it is important to have a Jumpdrive and a range of ships available. Some missions may require the class of your current ship and others may need a TS Transporter class ship. Plot Missions 1 to 7 [SPOILER] When you start in Argon Prime you will have an Argon Buster M4 equipped with a Jumpdrive and will receive a request from Ban Danna that you join the squadron that is waiting for you in the sector of Home of Light. In this first mission Gamma Flight will be waiting by the north gate of that sector.
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.
Rastar Oil Rastar is oil produced from the animal fat of the Chelt, a farmed sea-bound animal on Split. This oil, once refined, is very fine and is used by most races to lubricate engines and other moving mechanical parts. It is refined in Rastar Refineries and sold in large barrels known as Gretts. Scruffin Fruits Scruffin is a large type of edible vegetation similar to sweet potatoes. It is grown by Split farmers in large open fields, as well as on gigantic space installations called Scruffin Farms. It is a versatile foodstuff that, when processed, provides a number of Split food types. Even though scruffin is traded inside and outside the Split territory it is mainly demanded by various Split food factories. Silicon Wafers Silicon is the main mineral resource that all modern technology goods are based on. It is usually found just below the surface of asteroids and mined in huge Silicon mines in space. Slaves Pilots who lost their freedom and are captured by pirates often end up being sold as slaves on illegal markets. Spaceflies This creature is a small unintelligent spacefly that lives in the vast emptiness of deep space. They are the size of a small bird and seem to be made out of delicate shining gossamer that reacts to light and shimmers and shines in a multitude of colours. The Markus live in vast complex hives in hollowed out parts of asteroids and perform a valuable function by collecting space junk and other debris, which they capture and take back to their asteroids to be used in the construction of their hives. They travel together in great swarms and communicate with a series of musical notes, similar to bird song, that impossibly echo in space. Their beauty, and the beauty of their music, is famed throughout the X Universe and all intelligent space races delight in seeing them. Pilots will stop to watch a swarm fly past. Creatures working on the outside of ships and space stations have claimed that the Markus will fly near them and even perch on them, singing all the while. However, throughout space, sightings of The Markus Space Fly are becoming very rare. This is mainly due to the actions of The Split, who capture and use the small space fly to power their spaceships. Currently the Foundation Guild are pressing for the Markus to be made a protected species and pressure is being put on the Split to change their system of powering their spaceship engines. It is believed that, despite a universal ban on their capture or trading, some pirates still hunt and capture this creature in order to sell them to the Split. Space Fuel Members of the Argon race never trade Argon Whisky openly. It is known as Space Fuel and is smuggled in containers known as Fuel Tanks as only few stations have a trading concession. A cheap imitation of Argon whisky, called space fuel, is produced in whisky producing plants, and smuggled into all other race sectors.
Spaceweed Space weed can be smoked or ingested through the mouth. Because of its intoxicating effect, and the fact that it is supposedly habit forming, the governments of all races, with the exception of the Teladi, have outlawed this plant. It is suspected that the Teladi produce Spaceweed in a factory they called the Bliss Place. Soja Beans Soja beans grow naturally inside large caves found throughout the Paranid home planet. As they grow in the dark they are white in colour and retain a large amount of moisture. The Paranid farm them and gently squeeze out this moisture, which they then use as a source of water. The dry beans are then mashed, and processed to produce a type of basic foodstuff used as the base for many of the Paranid different food types. It is traded as Soja husk. The space installations growing these beans are called Soy Farms.
Soja Husk Soja husk is the dried and processed form of the Soja bean. It is the number one food in the Paranid territory. It can be mixed with many different indigenous things to produce a wide variety of flavours. Soja husk are produced in space factories called Soyeries Stott Spices Stott Spices also known as Boron spices are highly regarded by all races in the known universe. They are used to mix with many different basic foodstuffs to provide tastier foods with more exotic flavouring and different flavours and tastes. They are traded in containers known as Stott Jagos. It is not known to outsiders how the chefs working inside Space Stott mixeries archive those delicate products out of just Boron Plankton and only few other ingredients. Super Slave Chips Slave chips are neural implants used to allow pilots of spacecraft to have direct control over his or her ship. The Super Slave has better range using the same hub technology, improved perception, longer use and most importantly a built-in failsafe device. Sunrise Flowers Teladi sunrise flowers are large plants with blue leaves and stems and large white flowers that originally grew in the vast open swamplands found on the Teladi home planet. Sunrise Flowers are grown on Flower Farms nowadays because of the superior light and gravity conditions in space. These flowers provide the Teladi with a number of different resources. The stems and leaves are used as vegetable matter and provide the Teladi with their basic foodstuff. The flower heads of these plants are gathered and pressed to produce a crude oil, which is used for cooking and for heating purposes. Swamp Plant The Teladi Swamp plant is a small moss like plant that when dried and processed acts like a narcotic known as Spaceweed. Swamp Plants are grown on small space installations the Teladi call Dream Farms. Swamp Plants are also used as the resource for Nostrop and other Teladi food products. Teladianium Teladi mud is a very fine silty type of sediment found at the bottom of rivers and swamps on the Teladi planet. This mud when dried out becomes a hard mineral called Teladianium. This mineral later can be mixed with certain chemicals, processed and can even be added to synthetic plastics to create a tough flexible material stronger than hardened steel but much lighter. In space Teladianium is produced in chemical plants called Teladianium Foundries. Teladianium is used throughout the X universe by many races in the construction of buildings and the interior structures of spaceships and space stations. Teladianium Panelling Teladianium panelling as produced in rolling mills at shipyards and when added to a ship's hull provides extra protection from space borne particles. Very Important Passengers Very special passengers who have very special requirements when travelling. They usually have several security guards and travel with a large amount of luggage. Warheads Warheads are needed in the production process of missiles. Most technical details about the internals of warheads are kept secret. Water Water is transported in large gas-free containers all over the universe. Many sectors have few natural sources of water and have to import their water requirements for drinking and cleaning. In these sectors the water supply is the most important commodity.
THE TERRAN RACE
Earth only built two jump gates, all the others where built by a mysterious species called "The Old Ones" In the year 2066 the Terrans of earth started sending terraforming ships out in to the depths of space, which were later followed by self-replicating machine versions. Though some years later the Terrans discontinued this practice, their attempts to cancel the Terraforming process failed and that resulted in the Terraformers becoming sentient machines, to be later referred to as the Xenon. Sometime later these planet-reforming machines returned to Earth and tried to destroy it. Nathan R. Gunne led the machines through the Earth gate to what is now known as Brennans Triumph in the X universe and destroyed its gate, which led back to earth.
THE TERRACORP COMPANY
TerraCorp Headquarters,,this is the most important station belonging to the TerraCorp Company, based in Home of Light. Parts of this facility are open to the public, although most of the station is closed to personnel only. These include research facilities and company offices. A range of technology can be found here, and some rare devices that are only offered by one particular race. Materials are often required and are bought by the TerraCorp Company for a fair price. A small fleet of ships can usually be found nearby making the station highly guarded. The station also incorporates state of the art recreation and commerce facilities, including Hotels, Sport Domes, Cinemas and Restaurants. Most races are welcome here to trade.
Today throughout the X Universe there is no contact between the Xenon and any other race. The Xenon are not allied to any trading organisation or to either of the Guilds. They do not use the Credit nor is it known what currency they use. They appear to have no interest in either the technology or the trade of any other race. Despite many attempts to discover it, the location of the Xenon home planet is still unknown, so is the size of the territory that the Xenon control. Hence on most star maps possible Xenon sectors are indicated only by question marks. Not many ships dare venture into this territory and unfortunately many brave enough to do so have never returned. Xenon ships are very aggressive, their only directive is the policy - If it moves shoot it. They are fast, well protected and heavily armed, and their engines give off a distinctive blue after-glow. Xenon Ships The Xenon have also developed further still, unnoticed by all the other races. You will notice more and more new ships and they seem to be better shielded and faster too. The Xenon, if the robot psychologists are to be believed, seem to be developing more of their own self awareness, consciousness and their own understanding. Whether this development is a step in the right direction is still undecided, as the Xenon continue to attack first and dont bother asking questions after. A special undercover department, based at the Argon Federation Space Academy on Argon Prime, has researched the Xenon for many years and is currently engaged in cross referencing and documenting all positive Xenon ship sightings. There is some talk that, sometime in the future, they are planning to finance an undercover expedition, deep into Xenon territory in an attempt to locate the Xenon home planet.
0 KINGDOM END
1 ROLK'S DRIFT
2 QUEEN'S SPACE
3 MENELAUS' FRONTIER
4 CEO'S BUCKZOID
5 TELADI GAIN
6 FAMILY WHI
13 THE VAULT
16 UNKNOWN SECTOR
17 XENON SECTOR 534
19 XENON SECTOR 596
THREE WORLDS
POWER CIRCLE
ANTIGONE MEMORIAL
ROLK'S FATE
PROFIT SHARE
SEIZEWELL
FAMILY ZEIN
SHAREHOLDER'S FORTUNE
MINES OF FORTUNE
GETSU FUNE
MENELAUS' PARADISE
XENON SECTOR 597
CLOUDBASE NORTHWEST
HERRON'S NEBULA
THE HOLE
ATREUS' CLOUDS
SPACEWEED DRIFT
GREATER PROFIT
THURUK'S PRIDE
FAMILY PRIDE
PATRIARCH'S RETREAT
UNKNOWN SECTOR
HOME OF OPORTUNITY
BLUISH SNOUT
RINGO MOON 3
ARGON PRIME
THE WALL
FARNHAM'S LEGEND
BALA GI'S JOY
BLUE PROFIT
RHONKAR'S FIRE
RHONKAR'S CLOUDS
THRAKA'S SUN
CHO'S DEFEAT
FAMILY TKR
TKR'S DEPRIVATION
GHINN'S ESCAPE
HILA'S JOY
OCEAN OF FANTASY
RED LIGHT 4
HOME OF LIGHT
PRESIDENT'S END
ELENA'S FORTUNE
OLMANCKETSLAT'S CEO'S SPRITE TREATY
FAMILY RHONKAR
PATRIARCH'S TWO GRAND KEEP
HERETICS END
FAMILY NJY
NJY'S DECEPTION
FAMILY RYK
CLOUDBASE SOUTHWEST
ORE BELT
CLOUDBASE SOUTHEAST
SPLIT FIRE
BRENNAN'S TRIUMPH
COMPANY PRIDE
THURUK'S BEARD
PROPHIT CENTER ALPHA
PTNI HEADQUARTERS
CIRCLE OF LABOR
ELYSIUM OF LIGHT
XENON SECTOR 472
THYN'S ABYSS
FAMILY Z'RT
Z'RT'S DOMINATION
EMPEROR MINES
PARANID PRIME
PRIEST RINGS
PRIEST'S PITY
DANNA'S CHANCE
NOPILEOS' MEMORIAL
HATIKVAH'S FAITH
ALADNA HILL
AKEELA'S BEACON
SCALE PLATE GREEN
NYANA'S HIDEOUT
OMICRON LYRAE
TREASURE CHEST
BLACK HOLE SUN
XENON SECTOR 598
SAVAGE SPUR
EMPIRE'S EDGE
DUKE'S DOMAIN
EMPEROR'S RIDGE
FREEDOM'S REACH
XENON SECTOR 101
LIGHT OF HEART
EIGHTEEN BILLION
XENON SECTOR 347
NATHAN'S VOYAGE
WASTELANDS
MIDNIGHT STAR
BELT OF AGUILAR
GRAND EXCHANGE
OCRACOKE'S PREACHER'S STORM VOID
PONTIFEX'S REALM
LIGHT WATER
MONTALAAR
NEW INCOME
IANAMUS ZURA
INTERWORLDS
MERCHANT HEAVEN
SENATOR'S BADLANDS
DUKE'S VISION
EMPEROR'S WISDOM
TRINITY SANCTUM
PREACHER'S REFUGE
SHORE OF INFINITY
LUCKY PLANETS
ROLK'S LEGACY
GREAT TRENCH
v3.0 CEO'S DOUBT
RGON BORON
LEGEND
SHIPY RD EQUIPMENT DOCK GONER TEMPLE TER CORP HQ SPECI L F CILITY PIR TE B SE
MAELSTROM
BAD DEPT 10
LOOMANCKSTRAT'S LEGACY
SPLIT TEL DI
RHY'S CRUSADE
RHY'S DESIRE
MINISTRY OF FINANCE
MI TON'S REFUGE
TES KI
FAMILY RHY 12 MOO-KYE'S REVENGE
UNKNOWN SECURITY LE EL: CORE SECTORS BORDER / OTHER SECTORS
DEPTHS OF SILENCE
DARK WATERS
RESERVOIR OF TRANQUILLITY
BARREN SHORES
PRIEST REFUGE
CARDINAL'S DOMAIN
SACRED RELIC
SHINING CURRENTS
GREAT REEF
SPRING OF BELIEF
FRIAR'S RETREAT
PONTIFEX' SECLUSION
15 MISTS OF ELYSIUM UNKNOWN SECTOR UNHOLY DESCENT CONSECRATE D FIRE
REUNION - SECTOR M P
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