Your biggest complex ?

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szuur
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Post by szuur »

This is my strategy to sell it:
buy a lot of trading docks from argon or teladi and place em every 3/5 sector's or so.
now every trading dock has it own fleet of busters, or nova's for the expensive and L type cargo, (argon and teladi dock's can dock an infinite amount of lil schips)
the first trading dock buys everything for average price -10 from my complex
the first trading dock sells them also, for -10 average price
if the first one spots an equipt dock or an trading dock it will sell it at average price, so those are the first target, if there not seeing on of those it will pick the 2nd trading dock with buys and sells at -9.

the 2nd trading dock gets his stuff delverd and does the same, lil busters cheak for the best price exct..ect..
this works for a line of 10 trading docks, if u want 20 just make em sell at -20.
usualy let stuff like energycells ar average, ure not controlling where its going butt it will still spread out under ure stations, (realy only using for jump refuel spots)

not sure if the new logistic commands from the last update make this absolute, but thats my strategy
jlehtone
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Post by jlehtone »

szuur wrote:not sure if the new logistic commands from the last update make this absolute, but thats my strategy
The logistics allows you to leave out those relay-stations that have no customers in their operating range. You do know exactly what each NPC EQdock does buy, so you know the location of the market, and it will not shift.

And there is always the manual selling option. Use scripts (bonuspack is sufficient) to load all the products into Mammoth. If you produce 20 Mil/h, that is about 20 GPPC per hour (actually a bit more). Mammoth can hold almost 400 GPPC, so you do not have to clear it manually more often than once per 18 hours.
szuur
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Post by szuur »

i have been cheaking out what the commidity logistics script does from the bonus pack, its realy nice i guess if i play it roght i don't need the stations but one question.
with schip carrying xl can dock at a mammoth.
or let me refraze that how cani get GPPC in my mammoth?
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Kymura
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Post by Kymura »

unless im mistaken falcon haulers can take XL cargo

EDIT: they can! i forgot i use them as ferries for my TL's .... :headbang:
Fleet Commander Kymura, Flag Ship - "Vorador"
szuur
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Post by szuur »

i have been fideling with commodity 1 and 2 and i can't get the hang of it i read the official post from teh bonus pack
(falcons can carry xl it was named there also sorry about that one)
is there anywhere a kinda guide becouse this command is realy confuzzing.
how do i get them to level? i need a courrier lvl before it will do anything with my my mammoth.
jlehtone
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Post by jlehtone »

1. The Transporter Device should work now too (in 3.1.04).

2. It does take a bit of learning to understand the commands, but both CLS versions and CAG follow the similar "you can (and have to) configure many things" philosophy. You may even peek the X2 Scripts&Modding Forum for the thread there, because the predecessor of CLS Mk1 was already in X2 Bonuspack.

3. I did wrote something here about training.


Short course.
1. Get ship with required other upgrades.
2. Dock it at TradeDock of HN and buy CLS
if you choose CLS Mk1
3. Set Homebase
4. Add Product
5. Add Consumer Station
6. Start internal logistics.
7. Move ship to operation zone and restart the logistics.

If you are lucky, the (6) given for ship docked at the TradeDock of HN will already be of sufficient level.

I've had both CLS Mk1 and Mk2 Teladi Falcons haul products from complex to Mammoth. I almost got the transporter equipped Dolphin do the deed with earlier Bonuspack. I do believe that Lucike rewrote that logic for the latest version.

CLS1 is easier to start up than CLS2. CLS2 can do other interesting things.
CreHater
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Post by CreHater »

Regarding my planned complex... I found out that I made an error in my planning. I want to add 12 more factories. So I need to drag 6 extra silicon mines into postion. Using up almost all silicon asteroids in Mines of Fortune.

So I'll definately won't have all the mines in place this sunday. It will take one or two more weeks.

Bummer...
szuur
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Post by szuur »

@jlehtone
thx for the quik guide, its helpfull, i set the traders to do some station, station trading first to get there lvl's up, haven't tried doing it with a transporter yet

@crehater
better that u just now found out then when it was finisched. dragging those mines is hell in a fully build sector, thats why i useded every mine (even if i now make an acces of 10 thouzend ore an hour.

i just found out the cheaker Selle ore and silicon and crystals and i found out i make an acces of 75000 energy cells so i am gona recacluate a bit
think ill add more squash mines fac's
edit:
ill add
3 more Cahoona L's
3 more cattel L's
1 more soyfarm L
1 more soveryL
10 GPPC
5 Squash mine fac's (gona be using this a lot to clear sector's since u ain't getting rep hits when using this one's
the civilian schips will never know what blew up there sector, imagine this a fully loaded mammoth flying to the center of the a sector like argon prime unloading all of his mines at once and jumping out, detonate command sure would give a nice firework.
jlehtone
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Post by jlehtone »

Not the largest, but part of the largest concrete plan to date:

Herron's Nebula.

Boron:
1x SPP XL
8x Crystal M
4x BoFu L
4x BoGas L
2x AFAA
2x BFAA
Argon:
1x Cattle M
1x Cahoona M
2x 1MJ Shield
Teladi:
3x Silicon L
2x Ore L

30 connected stations. 100 million investment. Includes one unconnected Ore L too. Not totally selfsufficient on Silicon. Produces Crystals for the other part of the complex. As you see, I like sparse builds. Have not had need for compact yet.

Crystal array
[ external image ]

Forge array
[ external image ]

Top view
[ external image ]

South view
[ external image ]
szuur
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Post by szuur »

Nice complex but why made one big line outa it usualy schips get tangled into that, for the rest great work :)
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Geggo
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Post by Geggo »

Here's one of my 3 big complexes, this one has 15 missile forges fully self sufficient.

http://koti.mbnet.fi/~kauhanen/x3screen00630.jpg

Range is extreme and the Python's "nose" is kinda on the way but gives a good overview on it.
jlehtone
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Post by jlehtone »

szuur wrote:Nice complex but why made one big line outa it usualy schips get tangled into that
Less mine-towing. Besides, the line is mostly 20 km above the eplictic plane. No ship has real business "up there".
szuur
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Post by szuur »

Yes but that sector is alrdy rocky and the autopillok still got probs with it:P

here is an update from the empire mines project:
[ external image ]

added the soyfarms and soyery's
jlehtone
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Post by jlehtone »

How do you get tight packing?

For some stations I can 'Num5' snap one over the other and nudge nicely, but others jump around wildly until I have moved then far away. :? :?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
szuur
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Post by szuur »

i snap on old factory's with num 5 after that i move em a bit in x and or y direction so they line up nicely.
after a bit of practise and a hell lot of save games u will know the right amount of distance u need.
i basicly never ever rotate em, only did that on the xl Spp's

ill post new update pics when i can build a hell lot of stations since laste update, got most of the missiles and all of the schield fac's placed
jlehtone
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Post by jlehtone »

szuur wrote:i snap on old factory's with num 5 after that i move em a bit in x and or y direction so they line up nicely.
So do I. Works fine for most stations. But when I did snap Cahoona L on top of old Cahoona L (or Cattle L), I had to move more than 3 km to stop the jumping. In X2 the ghost was jumping wildly around too, when it would have collided with existing station/ship.

Another example was Crystal Fab. I did rotate 180 around Y, so the nodes on the end faced each other. I would have placed them just one tube length apart, but the ghost went nuts. I think the stations were 5 km apart by the time it settled.

Of course it is nice if the system does warn you about collision, but I have visually verified that there would have been no collision. And other stations you can snap perfectly superimposed and they do not jump at all.
szuur
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Post by szuur »

i know what u mean with jumping i have played x2 also, but haven't seen station jumping now in X3.
in x2 if they would collide it jumped random a bit in x y and z direction, here the game just let em collide, my first complex ever made i just pilled all stations directly on top of em, wasn't a whonder that the factory's got blown up in no time.
i just cheaked how much i spaced my cahoona l's
i have rows with cahoona l's i measured a bit using sector map and this is how there spaced about there not rotated i think.
X -> 1.3 km
Y -^ 3.3 km
Z 1.3km
update pic with lotsa factory's added:[ external image ]
CreHater
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Post by CreHater »

jlehtone wrote:
szuur wrote:i snap on old factory's with num 5 after that i move em a bit in x and or y direction so they line up nicely.
So do I.
And so do I... :)
jlehtone wrote:But when I did snap Cahoona L on top of old Cahoona L (or Cattle L), I had to move more than 3 km to stop the jumping. In X2 the ghost was jumping wildly around too, when it would have collided with existing station/ship.
Jumping only occurs when there are ships or asteroids in the way. Or even the smaller unminable asteroids. Strange thing is that it even happened when I cleared the small 'roids in Ore Belt. Still jumped...
Stations do not cause this. But anyway, you should never let stations overlap.

I never rotate factories, just drop them and move them in straight lines.
As a rule the distance should be 2 km. But some factories require more distance in certain directions.

Some observations regarding distances:
If you place several Cahoona Bakeries in a line from north to south: For Cahoona Bakeries, because they are so long, you must move north or south 2.5 km. They will not touch then. For any other direction 2 km is fine.

Mines you should put 5 km away from each other.

Wheat farms, about 3 km. But I am not really sure, all my space fuel complexes are old and overlap. I created those complexes when I was not aware about the hull damage issue... My mistake :cry: .

When placing other factories next to SPP XL's, move them 5 km to the side.
jlehtone
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Post by jlehtone »

szuur wrote:in x2 if they would collide it jumped random a bit in x y and z direction, here the game just let em collide
Not always, at least for me. :cry:

Cahoonas and BoGas elongate naturally along X-axis. Would, if Cahoona would not jump. Last time I tested in The Hole. Foggy place, no visible rocks.

Crystal Fabs stack neatly in Z-direction. Four tubes, one from each node and two connecting ones in between. 1 km spacing. No collisions.

For two Cattle L I think I tried 1.8 and 1.85 (or was it 1.75 km) and those were a notch too close. Two tubes.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
szuur
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Post by szuur »

hmm i neverever have seen factory's jump in x3 can u tell with sector and what 2 stations did it?
i have placed a diverse range of stations and i would have noticed if it would be mis placed.

about the tubes i realy don't care how they go like, if u see in the update pic i build boxy on a big scale i don't even notice the tubes exept the only big one goin to the hub.i place the hub a far distance xyz in relation with the rest of the complex so a schip will never have to cross a tube to get docked.

is this still ure complex in herons nebula or an other one?

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