URV wharfs?

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

Post Reply
User avatar
Nick 031287
Posts: 1175
Joined: Wed, 26. Jan 05, 21:30
x3tc

URV wharfs?

Post by Nick 031287 » Tue, 30. Dec 14, 15:10

how do they work? i built a URV parts factory and it listed it could build all kinds of URVs... so i imagin there should be some selection of which URV you want to build right? how do i change it? cause its default build is for surface miners V1. how do i change this?

Snafu_X3
Posts: 4472
Joined: Wed, 28. Jan 09, 15:14
x3tc

Post by Snafu_X3 » Tue, 30. Dec 14, 15:46

The plot URV station only builds 1 type of drone: Interceptor v1. Any other URV station builds drones on a round-robin methodology, so you'll just have to wait until your required drone type turns up :(

There's currently no way of changing this that I'm aware of, unless some modder has done it or you resort to savegame editing
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

Dom (Wiki Moderator) 8-) DxDiag

User avatar
Nick 031287
Posts: 1175
Joined: Wed, 26. Jan 05, 21:30
x3tc

Post by Nick 031287 » Tue, 30. Dec 14, 16:03

Snafu_X3 wrote:The plot URV station only builds 1 type of drone: Interceptor v1. Any other URV station builds drones on a round-robin methodology, so you'll just have to wait until your required drone type turns up :(

There's currently no way of changing this that I'm aware of, unless some modder has done it or you resort to savegame editing
seriously? thats absurd lol

i dont wanna build all that crap i want what i want... surely egosoft can implement a feature to allow you to choose which URVs to build.... im no programmer but i dont think this would be a difficult task for egosoft to handle.... why hasnt this been done yet??? it makes no sense to have it this way

Snafu_X3
Posts: 4472
Joined: Wed, 28. Jan 09, 15:14
x3tc

Post by Snafu_X3 » Tue, 30. Dec 14, 23:11

Nick 031287 wrote:why hasnt this been done yet??? it makes no sense to have it this way
It's convenient (coding-wise) to have all stations acting this way. Less resources required separating player from NPC etc

Don't forget, as soon as you start a new game that 'universe' goes live in its entirety. The game doesn't wait for you to visit a certain area: it's already working there. So what /you/ want is nothing compared to what the game wants.. add a little randomisation & you have an X-universe :)

I do agree that you should be able to tune /your own/ stations into building what /you/ want, but that facility isn't there yet :(
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

Dom (Wiki Moderator) 8-) DxDiag

Carl Sumner
Posts: 5145
Joined: Mon, 23. Feb 04, 01:28
x4

Post by Carl Sumner » Tue, 30. Dec 14, 23:54

The stuff your factory makes is not really for you, it's for the economy. Sell it and make "Profitss". :)

If you need something, then buy it from a station that makes it. It should be already stored in their container stacks.

If the station does not have it, either it is the wrong station or it needs something. Bring the "something" and sell it there, or make a factory that makes the "something", nearby.

Or, if your factory will make it later, just go do other things for a while. X-Universe is "Multi-tasking", the best way to play it is to do several things at once so you don't have to wait.

I only have Four capital trade ships, that I run myself. A few more are run by my two station managers, but they seem ok. I check the stations and command the trade ships, and explore and fight the rest of the time. I never wait for anything, I just do something else. 8-)
Tinker

"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"

pref
Posts: 5589
Joined: Sat, 10. Nov 12, 17:55
x4

Post by pref » Wed, 31. Dec 14, 13:29

Carl Sumner wrote:The stuff your factory makes is not really for you, it's for the economy. Sell it and make "Profitss". :)
Normally i have an aim when i build something besides profit. Doing something just for the money is getting boring quickly.
But with current station config options the stations can unfortunately only be used to make profits, as you cant tell it to stockpile a certain ware.
I cant even use my products as they appear for about 3 secs in the trade list usually, then the offer is taken by some npc. The only way to stockpile it seems is to saturate the whole market - which is funny.
I'd say this is a missing basic feature yet to be implemented, not a challenge as you put it.

GCU Grey Area
Posts: 7776
Joined: Sat, 14. Feb 04, 23:07
x4

Post by GCU Grey Area » Wed, 31. Dec 14, 13:39

pref wrote:But with current station config options the stations can unfortunately only be used to make profits, as you cant tell it to stockpile a certain ware.
Could try setting the price of anything you want to stockpile to max & restricting it for trade with other factions. That should severely limit the ability of your manager to sell any of it & completely prevent any NPC traders from buying it at all.

pref
Posts: 5589
Joined: Sat, 10. Nov 12, 17:55
x4

Post by pref » Wed, 31. Dec 14, 13:51

I have it on max price. Was wondering about that if it could help to have a much higher max. And the wares sit there in storage for quite some time, but i cannot get them.
Have this issue with both my RMP and Fusion fab. It would feel so natural to be able to directly manipulate stock, and not have this trade offer system between me and my stuff. Also i would like to trade with NPCs as i need the income - and these fabs have other products that i need to sell to avoid filling up storage. I just need enough RMP and Fusion Reactors for my next fab.

Edit: and the managers often don't post an offer for the whole amount in stock, but just for a part of it. Rest is sold to NPCs before the first offer is made i assume..?

User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths » Wed, 31. Dec 14, 14:14

Personally, I have been using the Interceptor Mk1 drones built by the Integrated URV Forge as cheap disposable defence drones for my stations and traders (put enough of them together in a swarm and they are effective enough even if they are individually fragile and weak).

Currently working on building up a supply chain to produce building materials and other drones.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

pref
Posts: 5589
Joined: Sat, 10. Nov 12, 17:55
x4

Post by pref » Wed, 31. Dec 14, 14:25

Just building the two URV fabs - was wondering if the parts supply will really help the BTO one. Would be so nice to have the required resources displayed in the plan, or in the encyclopedia.
Not sure if Roguey's site is updated still..?

Rail_Balco
Posts: 146
Joined: Sat, 28. Jul 07, 21:29
x4

Post by Rail_Balco » Wed, 31. Dec 14, 15:57

I believe roguey posted somwhere that site is being updated from game database, so if thats true, site is still up-to-date. Try to find things from TO or 3.0 there and you will see

User avatar
jasonbarron
Posts: 733
Joined: Sun, 27. Mar 11, 16:25
x4

Post by jasonbarron » Wed, 31. Dec 14, 17:17

Roger L.S. Griffiths wrote:Personally, I have been using the Interceptor Mk1 drones built by the Integrated URV Forge as cheap disposable defence drones for my stations and traders (put enough of them together in a swarm and they are effective enough even if they are individually fragile and weak).

Currently working on building up a supply chain to produce building materials and other drones.
Interesting. I have been wondering about the difference between equipping a drone swarm to a hauler as a cheap alternative to assigning it a destroyer escort. Couple of questions: how many Interceptor drones per hauler to be effective, and does the Defense Officer make intelligent use of them?

If the drones are used effectively, I could also see another serious advantage over an escort in that the drones are always with their assignment and you never have to worry about them being off filling their fuel tanks or being out of position if the manure suddenly hits the fan.
Ayn Rand was correct.

User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths » Wed, 31. Dec 14, 18:04

@jasonbarron: Too many questions really ;)

All I can say for certain is that I follow a general formula and it has not let me down yet - I think (not had any capital losses yet - but then I am on good terms with the PMC and most of my fleet are in DeVries)... other regions may get less mileage out of my approach.

For stations: if the drone capacity is 150 or above then I do a 1:2 split between cargo drones and interceptors.

For trading ships: typically 25-50% of the capacity are combat drones, I try to ensure that they have a good number of cargo, construction, and collector drones as appropriate to their intended deployment.

In addition to this, each station has a capital squad consisting of at least a succellus and balor assigned to their defence officer.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams

User avatar
jasonbarron
Posts: 733
Joined: Sun, 27. Mar 11, 16:25
x4

Post by jasonbarron » Thu, 1. Jan 15, 17:02

Thanks for the info, Roger.
Ayn Rand was correct.

Post Reply

Return to “X Rebirth Universe”