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    X3: Albion Prelude

    Game » consists of 3 releases. Released Dec 15, 2011

    Latest game in the popular X Franchise, a series of 4X games published by Egosoft that take place in a futuristic space setting.

    Short summary describing this game.

    No recent wiki edits to this page.

    Overview

    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.

    Key New Features

    • A new plot that engages the player in a power struggle between corporations at a time of war. Including large scale battles that the player can participate in.
    • More than 30 new ship designs and stations
    • A Stock Exchange has been added allowing players to not only buy and sell stocks/commodities, but also influence prices through their actions in game.
    • The game uses the same basic engine as X3: Terran Conflict, however it can now take advantage of hardware improvements made in the past few years. Yielding improved graphical quality.
    • Improved UI including charts to visualize economical developments. Interactive spreadsheets.
    • Support for head tracking hardware.

    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.

    Ship Classes

    Combat

    • M1: Carriers
      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.
    • M2: Destroyers
      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.
    • M3: Fighters
      Fighters are the slowest of the small class combat ships (M3, M4, M5) but also the most powerful.
    • M4: Interceptors
      Interceptors are the middle of the road small class combat ships. They are faster than M3's but less powerful.
    • M5: Scouts
      Scouts are the fastest of the small class combat ships but this also makes them the least powerful.
    • M6: Corvettes
      Corvettes are heavily armored and well armed combat ships that are usually found as escorts for patrols or capital ships.
    • M7: Frigates
      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.
    • M8: Bombers
      Bombers use long range missiles to support fleets attacking capital ships or stations.

    Transport

    • TL: Large Transports
      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.
    • TM: Military Transports
      Military Transports are tasked with transporting small groups of fighters either to the battlefield or to different sectors for storage.
    • TP: Personnel Transports
      Personnel Transports are tasked with the transport of living beings.
    • TS: Basic Transports
      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.

    System Requirements

    Windows

    • Operating System: Windows XP (Service Pack 2) or higher
    • Processor: 2.0 GHz, Pentium 4 or AMD equivalent
    • RAM: 1 GB
    • Video Card: 256MB
    • DirectX: DirectX 9 compatible with Pixel Shader 1.1 support
    • HDD Space: 10GB free space

    Mac OS X

    • Operating System: 10.6.8 or higher
    • Processer: Intel CPU, 2.16 GHz or faster
    • RAM: 1 GB
    • Video Card: GeForce 8600, Radeon X 1600, 256MB
    • HDD Space: 7G free space

    Patches

    Version 2.0

    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
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