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X3: Albion Prelude marks the last game to use the engine that's been iterated upon for nearly all of the X franchise's games. It also bridges the story events from X3: Terran Conflict to X: Rebirth focusing on the war between Earth and the rest of the X Universe. Although a separate game, X3: Albion Prelude uses most of the assets contained in X3: Terran Conflict and as such requires purchase of that game to play for the PC. The Mac version is standalone and does not require X3: Terran Conflict to be purchased. Most, if not all, of the in-game features from X3: Terran Conflict carry over into this game.
X3: Albion Prelude is available for PC on Steam and for Mac on the app store and Deliver2Mac. This game has been automatically added to some Steam collections, such as the X: Superbox, and does not require additional purchase for owners of those collections.
Carriers are capital ships that are able to have smaller classed ships (M3's to M5's) dock in them. This allows easy transportation of a large fleets of fighters to the battlefield.
Destroyers are capital ships focused on combat. These ships use turrets (which are usually located on all sides of the ship) to defend itself and attack enemies.
Fighters are the slowest of the small class combat ships (M3, M4, M5) but also the most powerful.
Interceptors are the middle of the road small class combat ships. They are faster than M3's but less powerful.
Scouts are the fastest of the small class combat ships but this also makes them the least powerful.
Corvettes are heavily armored and well armed combat ships that are usually found as escorts for patrols or capital ships.
Frigates are larger and more powerful than the M6 but much slower. They have a docking bay for several smaller ships that can be used as defense against fighter attacks since they can have trouble with them due to slow maneuverability.
Bombers use long range missiles to support fleets attacking capital ships or stations.
Large Transports are the only transports capably of carrying the parts needed for building stations. This makes them essential late game for setting up a network of factories and trading posts.
Military Transports are tasked with transporting small groups of fighters either to the battlefield or to different sectors for storage.
Personnel Transports are tasked with the transport of living beings.
Basic Transports are usually used as traders or to supplement factories with resources that are needed to keep it running. You can see a ship's class when you target them. Every ship has a name as well as a call-sign of sorts which is a mixture of letters and numbers. In the center of this call-sign is the ships designation (ex. M5) which allows you to quickly tell what kind of fight you are getting into.
This patch was released 2/25/2012 and contained minor bug fixes and improvements as well new mini-plots for the Player HQ and The Hub. These mini-plots are based off of the original plots in X3: Terran Conflict and allow X3: Albion Prelude players to get the main rewards that were given at the end of the X3: Terran Conflict plots. The new features and fixes are listed by Egosoft's CBJ in this forum post
New Features and Improvements:
- New mini-plot: The HUB - New mini-plot: Player HQ and UFJD - New ships - New graphs - Added option to disable war reports - Megalodon and Xenon I rebalanced and adjusted - Introduced setup time for new lasertowers - Made USC Baldric Miner available for purchase - New sector music tracks in certain sectors - Prevent purging all marines, so theres always some available - Improved UI handling of typing repeated letters in text fields - Improved graph axis display to use round numbers where possible - Added minimum notoriety requirement for buying Lasertowers. - Added achievements for new mini-plots - Added war missions to stats export - Added new script commands to support new graphs - Added script command to get complex hangar of factory - Added missing beacon, drone and mine classes to script editor class list - Added <set_notoriety> action to Mission Director for setting notoriety between non-player races - Added {object.realigntime@hub} variable for Mission Director for next available HUB gate realignment - Added hue/saturation global parameters for "spare" races for use by modders
Fixes:
- Fixed more cases of stuck comms windows - Fixed formatting of numbers in certain cases - Fixed issues with missing voice when loading saved game in a different language - Fixed attacked signal for Sector/Universe Trader - Fixed weapon switching when going out of sector - Fixed menu display for Defend Sector command - Fixed RRF stopping ship commands when it shouldn't - Fixed emergency jump and 100% shield recharge for RRF ships. - Fixed duplicate actions when using Force option in Mission Director debug window - Fixed duplicate events in Mission Director when a variable refers to the player ship
- Fixed changing of current sector background using <alter_sector> in Mission Director