X3AP: Pirates / Protecting Trade Ships?

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Lotharian
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Re: X3AP: Pirates / Protecting Trade Ships?

Post by Lotharian » Thu, 13. Aug 20, 23:25

X2-Illuminatus wrote:
Wed, 12. Aug 20, 23:47
It won't. MK3-Traders don't make use of satellite networks.
Huhhhhh?? I've been using 1J and 2J local traders for a long time and it always seemed like they benefited from the networks?? How do they know where to go for trade runs then?

jlehtone
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Re: X3AP: Pirates / Protecting Trade Ships?

Post by jlehtone » Fri, 14. Aug 20, 08:06

Q: How do NPC traders know offers? They never have any satellites.
A: The game engine has a list of all stations, all prices, and search functions.

Q: But I need assets?
A: Yes, a search for player is limited to "known to player". That is actually more computation than the "search all", but there is only one of you while there are hundreds of NCP traders.

Q: My AI traders?
A: Are not limited to what you know. Not as much as you are.


You can see the best offers in a sector (even a remote sector) if ship has Best Buy & Best Sell software (or via satellite if playership has).
You can't see the best offer within N jumps. Your traders get the best offer (within N jumps) with one function call without checking each sector that has player assets and without Best Buy/Sell softwares.

I've used that occasionally: order AI trader to buy (scarce) item with large jumplimit. When/if it finds an offer, check where it is heading, stop it, and go yourself. Way more efficient than checking every sector that I have assets in (i.e. almost all).
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Lotharian
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Re: X3AP: Pirates / Protecting Trade Ships?

Post by Lotharian » Fri, 14. Aug 20, 22:34

Yeah I saw in another guide that Mk3 traders don't benefit from satellite networks. I guess the deployment of satellites is mentioned so much that people assume it's true. A persistent rumor or misinfo. I still like having the network, but now it won't act as a barrier to starting traders.

- Do you know if the Mk3 trader's information range is the same as their LT jump range?
- Any tips on equipping a large fleet, finding medium shields and drones for them?
- Can you ever get attacked by police or anyone else for selling "retrieved" ships, or is it just the reputation penalty?

I actually got a mission to retrieve an M7, and after wrestling with my conscience (and then seeing there is no reputation penalty for selling an M7 LOL) I went and sold it for 11 million. Then invested in a dozen Mistral in total. But now I've had to scrounge all over the place and manually supply some factories just to get shields for my fleet, let alone the drones. I tried supplying the stations and waiting for production but it took so long that I ended up just jumping them anywhere that had an existing stock of 25MJ shields. I really feel like the first stations I should produce are a medium SPP and medium shield facility in Argon Prime.

Fulgrymm
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Re: X3AP: Pirates / Protecting Trade Ships?

Post by Fulgrymm » Sat, 15. Aug 20, 00:46

Building stuff yourself is generally the most reliable way to equip your ships. I would also look into constructing a complex that builds 1 MJ shields and IREs, those sell like hotcakes according to a guide I read and my own observations from doing it. For your 25 MJ shield factory, if its purpose is to equip your own fleet, then don't forget to forbid NPC trading so they don't swoop in and buy up all your stock. Regarding your M7 shenanigans, so long as you sell it before the timer reaches zero, there will be no police response. Even when they do respond, it's just specifically to target the stolen ship, once they kill it they will disappear from whence they came.
Last edited by Fulgrymm on Sun, 16. Aug 20, 11:35, edited 1 time in total.

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Black_hole_suN
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Re: X3AP: Pirates / Protecting Trade Ships?

Post by Black_hole_suN » Sat, 15. Aug 20, 10:48

Lotharian wrote:
Fri, 14. Aug 20, 22:34
- Any tips on equipping a large fleet, finding medium shields and drones for them?
You can send identical ships (meaning: same ships down to their upgrades and contents of their cargo bay) to dock in a shipyard thats connected to an equipment dock.

- make sure the equipment dock sells the hardware you need
- make sure it has at least one unit of the said equipment. If no stock left then sell one to the equipment dock.
- use the feature that lets you equip multiple ships at once, buy the equipment then sell it again ~~ new stocks of it will magically appear for sale.
- do this repeatedly until you bought everything you need

This is an exploit so use at you own discretion.

As for drones, your traders can buy them on their own once they are high enough in levels.

jlehtone
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Re: X3AP: Pirates / Protecting Trade Ships?

Post by jlehtone » Sat, 15. Aug 20, 21:30

Lotharian wrote:
Fri, 14. Aug 20, 22:34
Yeah I saw in another guide that Mk3 traders don't benefit from satellite networks. I guess the deployment of satellites is mentioned so much that people assume it's true. A persistent rumor or misinfo. I still like having the network, but now it won't act as a barrier to starting traders.
Satellites are useful:
* You can see what is going on OOS
* The Satellite Early Warning (SEWN) script can use your Advance Satellites to notify you when hostiles show up or apparently even call in a Wing, similar to the NPC RRF
* A Commercial Agent (CAG) can be told to trade only in sectors that contain an Advanced Satellite belonging to the player
Lotharian wrote:
Fri, 14. Aug 20, 22:34
- Do you know if the Mk3 trader's information range is the same as their LT jump range?
When you start LT, it will look for and trade only in the sectors that the (base,range) does specify.
When you start UT, it will look for and trade within N jumps from its current location, where N is set by level of pilot and whether it is looking for buy or sell. (Can't be sure, but I think some version of UT had at top level "buy within 5 jumps, sell within 25" limits.)
Lotharian wrote:
Fri, 14. Aug 20, 22:34
- Any tips on equipping a large fleet, finding medium shields and drones for them?
As said, you can equip multiple ships simultaneously. You can do it later too, not just during the purchase. I have bought 10*10 ships and then equipped all 100 in one step.

The regular shipyard have docking clamps for only 5 small ships. The "super" shipyards have infinite internal dock for small ships. Hence equip en masse later is better to do at supers.

If one plays the plots/stories/whatever, one ends up with couple "trading stations", stations that can trade any ware. I have them in central positions, i.e. about 15 jumps from any sector I care to trade in. They have CAGs to buy in wares. If there are shields anywhere, my station(s) can hoard them. (I have CLS2 "trap" at the station offloading the valuables that CAGs bring in.)


Disclaimer:
If I haven't mentioned it earlier: I don't trade. Not for credits. Not at start.
My path (in X3, X3TC, X3AP) was simple:
1. Get Dragon
2. Become Xtreme in combat
3. Look at plots
4. Trade for fun
The step #2 has a side-effect: credits accumulate. Obviously, having a billion first and then starting a trader does mean that the trader is rather expendable.
Goner Pancake Protector X
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Lotharian
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Re: X3AP: Pirates / Protecting Trade Ships?

Post by Lotharian » Sun, 16. Aug 20, 08:19

Interesting. I may not run so many trade ships that I need the exploit. I have 12 equipped LTs right now and they seem to be surviving. I'll probably get another 8 soon and then maybe 10 more later, might be it. Could just make do with what's available. But if I start wanting big wings of combat ships well...

And that's funny you do combat to get rich and then run traders out of boredom. I always tried running trade ships to get rich, then I wouldn't have to get too angry about combat losses. I still haven't really done much real X3 combat. I always found it aggravating. I want to get better at it though.

jlehtone
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Re: X3AP: Pirates / Protecting Trade Ships?

Post by jlehtone » Sun, 16. Aug 20, 11:55

Lotharian wrote:
Sun, 16. Aug 20, 08:19
And that's funny you do combat to get rich and then run traders out of boredom. I always tried running trade ships to get rich, then I wouldn't have to get too angry about combat losses.
Missions. I kill to get rank. Only personal kills count for combat rank. Higher rank yields larger pay from combat missions.
That phase was one man, one ship. Every combat loss was thus very personal. :twisted:

I visit neighbors of Xenon regularly. "Defend against Xenon"/"Hold Position" missions are common there. If there is mission, I call Python, place it 12 km from the Gate, accept mission, sit in Python, wipe incoming Xenon, take the cash, and continue my wandering.

Loot. Wasting a lot of red ships leaves containers in space. I have at least one TS on standby. When fight is over, I call it: "jump here, collect these". And try to remember to tell it to jump back to base afterwards, rather than forget it in dangerous zone.
Although, I rarely sell loot (except resource wares). Happiness is an Aran full of guns. :split:
For example, PALC (for Panther and Pteranodon) can be found only as loot. I had a stash before I got the ship.


When I was collecting Jump Beacons (or Valhallas), I had a fleet. Enter Terran sector, where the objective is. Deploy Beacon far out. Jump in fleet. Terran RRF appears and beelines for us (I had kill on sight status). Let the M7M and M8 barrage all incoming threats (the fleet did include supply ships, because RRF takes quite a lot of missiles). Finally, sector almost clear, board the ship that has Beacon/Valhalla. Jump everyone out.


There are thus at least four types of combat:
* You fly a small ship
* You fly a big ship
* You have (lots of) missiles
* You use fleet
They offer different "aggravation".
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

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