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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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dizzy
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Post by dizzy » Fri, 8. Jun 18, 23:15

Action station should work just fine, unless there are any ships docked at it, check your message log. You can sell stations carried by a TL in its cargo hold (they have to be docked to a shipyard that you can trade with).
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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Szynszyl
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Post by Szynszyl » Sat, 9. Jun 18, 06:03

Ok, docked ships was a problem with selling station

vellarain
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Post by vellarain » Sat, 9. Jun 18, 07:43

Anyone else have the weird issue with UT ships just vanishing off the property list?

Nothing was mentioned on the message list about it being destroyed or anything of the sort.

... oh wait, there is a button that hides them that I must have hit.

Szynszyl
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Post by Szynszyl » Sat, 9. Jun 18, 09:34

There is any mod for ship repair not in shipyard? I use ADS but repairing cerberus hull is very very slowly (i have 40 mechanics), maybye some repair lasers with more power that space suit laser

Freenan
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Post by Freenan » Sat, 9. Jun 18, 11:44

http://litcube.xtimelines.net/wiki/index.php/Main_Page

jesus who put that ugly photo there^^?

Szynszyl
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Post by Szynszyl » Sat, 9. Jun 18, 18:34

Ok i stay with ADS repair system, but i want to know that is possible to relocate builded saturn complex hub? There is no tractor beam and plutarch tractor system can relocate only asteroids.

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dizzy
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Post by dizzy » Sun, 10. Jun 18, 08:31

You cannot relocate SCH. You will have to dismount it (load all factories into TLs and sell them or reuse them for another SCH). Don't forget to unload all asteroid resources from the SCH or you will permanently erase those from your game. Then when everything is clear you can auction the SCH.

All this is explained in my series as well :D
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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Szynszyl
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Post by Szynszyl » Sun, 10. Jun 18, 17:11

Maybye it is in your series but like i said i dont have 3h per episode, sorry bro.

How to sell factory from TL?

curlsworth
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Post by curlsworth » Sun, 10. Jun 18, 17:53

Szynszyl, if you don't have enough time to take advantage of the learning resources at hand - like that video - maybe you should make time to read through the answers to your questions. Memeics has literally given you this answer above.

Please be respectful of other's time and effort when they give it to you.
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Szynszyl
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Post by Szynszyl » Sun, 10. Jun 18, 19:20

curlsworth, be cool. Honestly i dont see answer where memeics said how exactly sell factories from TL, i dock TL on shipyard, but shipyard dont buy stations. I like to watch tutorial movies but memeics stream is helpless. I dont want to write this but in first episode after 30mins of watching i know nothing. Maybye in next episodes there are some informations but after first i've been bored. Im not lazy as some of you think, but i like short rich information

Sirrobert
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Post by Sirrobert » Sun, 10. Jun 18, 20:06

When was the last time you read through the LU wiki? Cause it's also already explained in there.
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Uncle Benis
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Post by Uncle Benis » Fri, 15. Jun 18, 11:44

I remember litcube mentioning a "next update" on multiple occasions, does a time frame for release exist already or are we betting on Duke for now?

Scoob
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Post by Scoob » Fri, 15. Jun 18, 23:21

Hey all :)

I started playing again recently and have been having a blast as usual. However, I have a query if anyone can help...

Very luckily a Skirnir bailed during a fight with some Pirates and I got to it before the salvage crews. It had 200 or so of the Ghoul light - anti-fighter - missile as well as the heavier Shadow missile.

After I'd got it up to spec, equipped and shielded I had a play around with it. I set one Missile Turret to attack capitals and the other to attack fighters. However, it appears to always use its most powerful missile - the Shadow - against all targets. Is there any way to have it behave more sensibly? Most of my heavy missiles got spammed vs Fighters. Sure, they were very effective, but I'd rather the lighter missiles got used first.

Is there some setting / equipment option I'm missing perhaps? I've noticed AI M7M's behave similarly, only launching their lighter missiles once the heavies are gone.

Note: I'm aware I just *just* equip the light missiles, but that's not really the point, I'd like this ship to be multi-role without re-equipping each time.

All advice welcome :)

Scoob.

AdriPL
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Post by AdriPL » Sat, 16. Jun 18, 01:23

Check MLCC page at Litcube's Universe Wiki. There is feature which perfectly match your needs.

Scoob
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Post by Scoob » Sat, 16. Jun 18, 14:12

AdriPL wrote:Check MLCC page at Litcube's Universe Wiki. There is feature which perfectly match your needs.
Thanks for the tip. I'm sorta a bit too early-game currently, not having an appropriate dock for the Skirnir in order for MLCC to be set up. My query was more asking about a more basic solution, but I guess there isn't one.

Ah well, not to worry, I just need to work up the rep to get an appropriate station :)

Scoob.

Scoob
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Post by Scoob » Tue, 19. Jun 18, 01:03

Another question, if anyone can help...

The Anti-Fighter Ghoul Missile my M7M uses looks like a multi-warhead missile judging by its Icon and the fact that it's M7M only. However, every volley my Skirnir fires uses lots of Missiles.

When using the larger Shadow Missile, the missile count goes down much less per volley fired, yet multiple warheads are still seen.

When one 45k cr missile has multiple warheads, it makes it fairly effective cost-wise, however I'm spamming through missiles at an alarming rate currently. Considering it takes between 2-5 of these missiles to take out one M3 fighter, depending on hull and shielding...

Note: out of interest I have the "Types" folder extracted, so I could poke around to see what's going on... I might just do that. Anyone else noticed this oddity with the Ghoul missile?

Edit: I just checked with X3 Editor 2 and neither the Ghoul or the Shadow are showing as Multi-warhead. Interestingly, neither is the Wasp, which does fire multiple warheads...most odd.

Edit 2: Perhaps I'm just miss-remembering how these missile work....or I've gotten myself confused from using another mod. I suspect M7M's are designed to be VERY costly as they're hugely OP vs. anything when in-sector...

Scoob.

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Joubarbe
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Post by Joubarbe » Tue, 19. Jun 18, 07:57

In X3 Editor, multi warheads missiles are noted with the "Fragmentation" checkbox. That is indeed the case for Wasps, Ghouls and Shadows.

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dizzy
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Post by dizzy » Tue, 19. Jun 18, 20:01

Yes, M7Ms could be OP against capitals because the enemy isn't using countermeasures that well (although LU has added Chaff and Missile Defense Only for missile turrets that should effectively counter missile spam but I haven't noticed OCV or Phanon making much use of that). There's a bit of balance against missile spam from the fact that missiles cost a lot and/or require some significant investments to produce large quantities of them.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]

Scoob
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Post by Scoob » Tue, 19. Jun 18, 20:04

Joubarbe wrote:In X3 Editor, multi warheads missiles are noted with the "Fragmentation" checkbox. That is indeed the case for Wasps, Ghouls and Shadows.
Thanks for the clarification... however, why do the Ghoul missiles on my Skirnir not break into separate warheads then?

The Skirnir has 2 x 8 missile tubes and, if I turn one off, it fires 8 missiles each salvo and uses 8 missiles from inventory, as you'd expect. The 8 missiles then form a circle and spiral towards their target, they do not become multiple separate warheads.

I'll watch again closely next time I fire up the game, but the 8 missiles launched do not break up into separate munitions.

It's not a huge deal, but when you expect a missile to break into several warheads each doing a set amount of damage the missile looks like ok value. When however you realise that you're not getting a damage multiplier in this way they become...well, not great.

Scoob.

Scoob
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Post by Scoob » Tue, 19. Jun 18, 20:06

memeics wrote:Yes, M7Ms could be OP against capitals because the enemy isn't using countermeasures that well (although LU has added Chaff and Missile Defense Only for missile turrets that should effectively counter missile spam but I haven't noticed OCV or Phanon making much use of that). There's a bit of balance against missile spam from the fact that missiles cost a lot and/or require some significant investments to produce large quantities of them.
The M8 class - which has very effective anti-missile potential of course - is a very rare sight in my game. Additionally, while I see ships with CCDS (usually Mk1) installed, these ships don't appear to be any better protected. Perhaps they're running out of Chaff.

Scoob.

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