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UniTrader
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Post by UniTrader » Mon, 22. Aug 16, 19:19

this usually means not all Ressources can be aquired in the Range of the Station (not sure, but maybe it also includes places to sell the Products)

what kind of station is it and where did you build it?
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ADAM79
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Post by ADAM79 » Tue, 23. Aug 16, 00:14

It's a Cells Fab in Albion in a "New Player Zone" in the sector with the PMC Shipyard (i don't know the names of the sectors in the english version).

The station have almost all the modules built and the only Mantenance Mission says to build the Anti Matter Cells Fab (which i don't want to build).

The station buys all the resources she need from my other stations in the same zone and extract all the other resources from the nearby space.

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Post by Thanatos00 » Tue, 23. Aug 16, 12:32

Hi there,

Coming back after 2 years. I’ve heard that Egosoft is working on a new X game, so wanted to give a try to 4.0 and why not to encourage devs by buying HOL if I manage to enjoy the game this time.
I don’t remember anything about the game mechanics ^^’ So Here comes a very basic question :

I’ve just captured a Titurel, and tried to protect it with my Taranis until it gets repaired. So I’ve simply added my Taranis to the Titurel’s group, and set the Taranis Defence Officer to “Defend” (only these 2 ships in the group).
The Taranis command state is “Escort Titurel”. The Titurel doesn’t have any defence officer yet (the Taranis has a full 4-5 stars crew).
-> But when my Titurel is under attack (I am OoZ) my Taranis is just sitting there watching the show… If I set the Taranis Defence Officer to “Attack enemies” ofc it attacks them, but I don’t want that. I just want my Taranis to defend himself and his group when they’re under attack. How to do this ?

I’m wondering if it is caused by the absence of a defence officer on my Titurel. As it is the group leader, maybe the defence of the group is entirely managed by the leader’s defence officer ?

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Post by Snafu_X3 » Tue, 23. Aug 16, 23:21

Thanatos00 wrote:[...]
I’m wondering if it is caused by the absence of a defence officer on my Titurel. As it is the group leader, maybe the defence of the group is entirely managed by the leader’s defence officer ?
You may be correct WRT the lack of DO on the Tit: AIUI the Captain navigates the ship (taking directions from the escorted ship's captain) but doesn't get involved in combat intricacies, while the DO is involved in the more involved decisions (defend only; attack with fighters, escorts etc), & this applies to the captain's command.. so an 'escort <ship>' order will take orders for /navigation/ from their own ship (obviously), but will take (attack) orders from the DO of the /escorted ship/, as they can tell their protector who to prioritise..

This sounds extremely complex (& it is!), but I believe that it's Ego's attempt to implement a 'chain of command' structure. Once figured out fully & working properly it can be very easy to implement & powerful in battle.. until then, all is chaos :(
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.

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ADAM79
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Post by ADAM79 » Wed, 24. Aug 16, 08:45

ADAM79 wrote:Hi guys.... Can someone tell me what trigger the yellow station warning "Operational range too short" (translated from Italian game version) ?

The station have the radar, the range set to System, ships buying resource from my other stations, ships collecting natural resources from space and drones for ware transfers....

I don't know why i can't get rid of this warning....

Thanks in advice! ;)
I think i find a solution. The problem had something to do with the "Trade Limit" settings of the Manager. I noticed that the "main" setting must be set to "No" if even only one of the specific Trade Limit Setting is set to "No".

Example 1 (This is ok if you own all the stations that produce the resources in the range of the station that need them):

Limit Trade: YES

Resource 1: YES
Resource 2: YES

Product 1: YES
Producr 1: YES

Example 2 (This give the problem):

Limit Trade: YES

Resource 1: YES
Resource 2: NO

Product 1: YES
Producr 1: YES

Example 3 (This is ok):

Limit Trade: NO

Resource 1: YES
Resource 2: NO

Product 1: YES
Producr 1: YES

Hope this helps someone else!
Bye! ;)

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Post by NewtSoup » Fri, 7. Oct 16, 18:47

Is it possible to board a ship without destroying the drone bay?

I found my boarding of a Rahanas would not progress until I'd taken out the drone bay, which I didn't want to do. I felt that keeping the cargo lifters and the construction drones would be a "good thing".
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Alan Phipps
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Post by Alan Phipps » Fri, 7. Oct 16, 19:07

Yes by lengthening the odds by leaving enough alternatives (force field projectors, turrets, Trojan scans, etc) available for passing all the 'assist' phases - hopefully without the RNG selecting the drone bay amongst all those. If your boarding attack vs defence points balance is very favourable you can even skip doing an assist phase without necessarily having marine losses.

If there are no real alternative options for an assist, the drone bay will almost always be selected.

You can also save after each successful assist and then reload if the drone bay gets selected next - but such save-scumming is rather boring and cheesy.
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Post by NewtSoup » Sat, 8. Oct 16, 14:41

Thanks Alan :)
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Post by Loltak » Sat, 8. Oct 16, 18:26

Hi,
Just 2 quick questions/remarks :

- Do you set-up your own sell price for station?
It seems that when market price is largely below the base ware price the manager is unable to lower it sufficiently to attract NPC buyer.

- Is it correct that an intermediate ware will not be mark as saleable by the manager until stock are almost full?

Thx
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Post by CommanderTM » Thu, 3. Nov 16, 12:35

Has anyone added SETA and jump drive to skunk by save game editing? Would like to have them from the start of the game. Not the very start but after i make the first save game. Any tips would be welcome!

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X2-Illuminatus
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Post by X2-Illuminatus » Thu, 3. Nov 16, 12:45

Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!

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Post by CommanderTM » Thu, 3. Nov 16, 18:38

Thank you very much!!! How about Jumpdrive??

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Post by Alan Phipps » Thu, 3. Nov 16, 20:31

Everything you need to know the in-game ID for is detailed here under the items in the inventory tab. Beware though as edits/cheats are addictive and can ruin your game if uncontrolled!
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Post by CommanderTM » Fri, 4. Nov 16, 07:41

Alan Phipps wrote:Everything you need to know the in-game ID for is detailed here under the items in the inventory tab. Beware though as edits/cheats are addictive and can ruin your game if uncontrolled!
Thank you.

That will not be a problem for me... It would ruin the game if i would accidentally get 1 million due to a bug or something. I cant live with a feeling that i havent achieven everything myself in a game like this. That is why i never get companions in RPG's like Skyrim and Fallout.

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Post by CptAWatts » Tue, 20. Dec 16, 14:49

Is there a way to tell the station manager to only buy a certain amount of resources? Basically I want a cap so I can actually have a profit instead of him continually buying resources?

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Post by RAVEN.myst » Tue, 20. Dec 16, 15:39

CptAWatts wrote:Is there a way to tell the station manager to only buy a certain amount of resources? Basically I want a cap so I can actually have a profit instead of him continually buying resources?
Unfortunately, no - that's one of my own pet bugbears, in fact (as well as the fact that a particular ware can only be set to both buy AND sell or not, but can't be set separately - ie. sell but don't buy or vice versa, which they ought to be able to)
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Post by CptAWatts » Tue, 20. Dec 16, 16:06

Thats what I thought. Thanks

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Santi
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Post by Santi » Tue, 20. Dec 16, 23:12

I use Medium ships like Gigurums for exactly that situation, the lower speed and smaller cargo load slows the manager buying stuff.
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Post by RAVEN.myst » Tue, 20. Dec 16, 23:31

Santi wrote:I use Medium ships like Gigurums for exactly that situation, the lower speed and smaller cargo load slows the manager buying stuff.
Also, I find that managers are actually quite smart when they have lots of freighters - in my most recent game, I was giving new stations 6-9 M-sized freighters (2-3 of each relevant cargo type) each as soon as I built them (the stations, that is), and found that almost immediately the freighters would head off for different stations to buy different things - with enough freighters, all the required resources would get collected in one set of trips (except when a radar was needed first, of course.)
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Post by CptAWatts » Wed, 28. Dec 16, 22:01

I'm also having trouble selling wares. On the offers menu I see large buy orders at prices higher than my stations sell orders but the trade ships that can carry the ware still sit there "looking for trades". The stations that are buying are also in the same sector. Any way to get them to sell without manually doing it? Maybe even a mod suggestion?

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