Cool, I did wonder if that's how it'd changed. I've built my station and was about to try exactly that!Raaaak wrote:It's the same software and the same command. The only difference is how the ship reacts to the order.
Thanks,
Scoob.
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Hi, Yes, I was originally using an earlier version of of that but was trying to stay Vanilla LU this time around so Litcube would talk to me lol. Might run another instance modded again and have a play.kaistern wrote:@scoob: Try marine training and repairs by bullwinkle. I is his version of marine repairs and comes with a lot of costumization includding.....
drummroll
the ability for your marines to use resources instead of money for the repairs.
just fyi
If you're fairly early in the game, go look for used ships to buy, fix and sell. That's a pretty good moneymaker, especially if you find one of those new military freighters (Bragi, Drake, Orinoco, Lotan, Nexus SF or Sturgeon), as they can easily sell for up to 12-15 million. They also make good loot vessels, due to their speed, armament and heavy shields, which makes them capable of fending off the occational nosy pirate.Scoob wrote:Hi, Yes, I was originally using an earlier version of of that but was trying to stay Vanilla LU this time around so Litcube would talk to me lol. Might run another instance modded again and have a play.kaistern wrote:@scoob: Try marine training and repairs by bullwinkle. I is his version of marine repairs and comes with a lot of costumization includding.....
drummroll
the ability for your marines to use resources instead of money for the repairs.
just fyi
@Undesirable: Yeah, I'm aware there are a few epically high-yield 'roids in certain places, interestingly in a Sector I CAN scan just fine. Was just wondering what was in this sector.
I'm not really in to the whole SCH thing, maybe when I'm totally minted I will be. What I do is generally create little profit making complexes that still need some external resources. They basically stimulate the local eco creating further demand, which is cool. However, Station Agents etc. are not quite as flexible as Commodity and Logistics Software when it comes to managing Intermediate wares - though I've not tried since v1.3.4.
My traditional money making complex in multiple modded and vanilla games has been:
1) Ore Mine
2) Silicon Mine added
3) Tractor and add additional Ore mines if I'm constantly sold out of Ore
4) Once I produce more Ore than I can sell:
5) Add IRE/Mosquito(Chaff)/1mj Shield Factories
6) Set up to SELL Intermediate ware Ore - this is the bit LU struggled with
Basically I go on from there, I even used ships to BUY Ore for me if they saw it at the 50cr base price, unload it at my complex to in-turn be sold at 200cr+ - this was often a good substitute for adding additional Ore mines.
This Complex, with many ships assigned, would basically fun whatever activities I wanted to do in-game. As I BUY a lot of Meatsteaks, this does stimulate Cahoona Bakery and Cattle Ranches to produce, which consumes EC's that one of my SPP's meets the demand for
This play through of LU though I'm going UT as that seems to be the general advice here for profit making.
Scoob.
Bind player console hotkey > Export empire (it creates a file with the state of your game and your assets are saved)jacare wrote:Export--- How can I do this?
Start a new game > Import start (it loads the file and restores the gameworld)jacare wrote:Import---And this?
litcube feels that by not having all M7Ms being able to fire boarding pods then it makes you have to choose what you REALLY want. Or something like that.Coruskane wrote:what are people's opinions on not all M7M's being able to launch boarding pods?
I always loved the look of the Minotaur (ever since the trailer released by Ego) but it seems the Argon's only pod launcher is the Phantom M6.
edit: I appreciate the Minotaur is balanced by being the cheapest M7M
There is a nice spread of capabilities in the M7M's. Minotaur is cheap. Aquilo very powerful. Ares has pods etc. In vanilla, they were virtually indistinguishable.Undesirable wrote:But now the Gannet's the only choice.kaistern wrote:litcube feels that by not having all M7Ms being able to fire boarding pods then it makes you have to choose what you REALLY want. Or something like that.
bendead wrote:Hi guys
I have a problem with LU courier command.
After I am building a couple of factories, I can't use it anymore and this is what happens when I open it from the trade menu. here's a screenshot of it :
- Before
https://lh3.googleusercontent.com/-bnfi ... /002LU.jpg
- After
https://lh4.googleusercontent.com/-s15i ... /001LU.jpg
I have looked everywhere i can think of and cannot find a option to define how many satellites a ship should should keep. Is this not yet implemented?Deploy Satellite Network
The ship will place a configurable array of satellites within known sectors. When the definable number of stored satellites are used up, it will purchase fresh satellites and recommence placement.