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Carlo the Curious

Joined: 05 Mar 2007 Posts: 15512 on topic Location: London, UK

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Posted: Thu, 16. Jul 09, 13:16 Post subject: X3TC HQ Production Costs, v1.2 |
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v1.2 (X3TC 3.0)
A spreadsheet of the resource requirements for building ships at the PHQ.
I originally created it just for my own information, but it may be useful to others.
It includes every maintype 7 (SSTYPE_SHIP) - so some are not actually obtainable in vanilla.
Some of the values may not be exact (they're mainly derived from the RelVal), but it should be close enough for most.
Race, ship name, class and RelVal were exported via a script, the ClassVal and factors are from the hq.xml file, and the multiplier constants are educated guesses (originally derived by Dave Toome).
EDIT:
- 08Feb11 - v1.2 - update for 3.0.
- 29Jul09 - v1.1 - added costs per hour.
- 16JJul09 - Added PDF version, courtesy of amtct.
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Last edited by Carlo the Curious on Tue, 8. Feb 11, 19:53; edited 6 times in total |
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gunman127

Joined: 29 Dec 2005 Posts: 545 on topic Location: Terra, Sol System, Milky Way

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Posted: Thu, 16. Jul 09, 13:23 Post subject: |
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Very handy, but could you re upload in a XLS instead of XLSX format.
Damn Office07...
_________________ 2500K @ 4.6GHz Watercooled.....16GB RAM @ 1600MHz.....GTX570 @ 900MHz.....ASUS Sabertooth P67
240GB SATA3 SSD.....X-Fi Titanium.....Coolermaster UCP 900W....Corsair Obsidian 800D |
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RoadRunner12
Joined: 14 Nov 2005 Posts: 296 on topic Location: Yorkshire, UK.

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Posted: Thu, 16. Jul 09, 14:44 Post subject: |
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The converter to read the new XML format docs within Office 2003 is about 20mb from Microsoft, and it's free. Excel will even offer to auto download it when you open an office 2007 document. Not exactly a pain to get around... 
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Carlo the Curious

Joined: 05 Mar 2007 Posts: 15512 on topic Location: London, UK

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Posted: Thu, 16. Jul 09, 14:47 Post subject: |
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I did check it on my work laptop (Excel 2003) and it was fine - I guess our IT bods have already installed the converter.
Added it to the zip anyway.
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yelgrun
Joined: 25 Nov 2007 Posts: 383 on topic

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Posted: Thu, 16. Jul 09, 15:47 Post subject: |
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Do I have to put credits in HQ? Or does that amount of credits stated for how much resources requirements per ships are worth or HQ actually consume credits? I thought HQ belongs to player. Is this some sort of taxes?
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Kapakio
 
Joined: 20 Oct 2005 Posts: 3897 on topic Location: France

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Posted: Thu, 16. Jul 09, 15:59 Post subject: |
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Even if the factories should be highly automatized in the X-Universe, there's always the need of workers and they have to get paid.
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Troubleshooter11
Joined: 08 Nov 2008 Posts: 669 on topic

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Posted: Thu, 16. Jul 09, 16:03 Post subject: |
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| vbruzual wrote: |
| Even if the factories should be highly automatized in the X-Universe, there's always the need of workers and they have to get paid. |
Yet other player stations dont require credits for production. Even though there are people working on board. 
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Carlo the Curious

Joined: 05 Mar 2007 Posts: 15512 on topic Location: London, UK

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Posted: Thu, 16. Jul 09, 18:07 Post subject: |
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| yelgrun wrote: |
| Do I have to put credits in HQ? Or does that amount of credits stated for how much resources requirements per ships are worth or HQ actually consume credits? I thought HQ belongs to player. Is this some sort of taxes? |
Credits is one of the resources. Maybe they use them to decorate the captain's stateroom - all that rare art, you know .
The end column lists the total cost if you bought the wares as well (at average, but you can fiddle the prices on the Constants sheet if you want - e.g. to zero if you have a self-sufficient supply complex).
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Rednoahl

 
Joined: 03 Jan 2009 Posts: 863 on topic Location: Huddersfield. U.K.

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Posted: Thu, 16. Jul 09, 18:39 Post subject: |
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Thanks for this carlo, nice one!
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yelgrun
Joined: 25 Nov 2007 Posts: 383 on topic

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Posted: Fri, 17. Jul 09, 04:05 Post subject: |
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If I need to recycle a ship using HQ, will I also get credits among other resources out of it?
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Carlo the Curious

Joined: 05 Mar 2007 Posts: 15512 on topic Location: London, UK

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Posted: Sun, 19. Jul 09, 14:47 Post subject: |
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No.
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yelgrun
Joined: 25 Nov 2007 Posts: 383 on topic

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Posted: Sun, 19. Jul 09, 15:19 Post subject: |
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of course, I'm surprised. Putting credits in for producing ships only right? or for both RE, producing ships, even to recycle?
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Lancefighter
Joined: 19 Dec 2004 Posts: 2935 on topic

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Posted: Sun, 19. Jul 09, 20:44 Post subject: |
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repair and construction require materials and credits.
Reverse engineer just requires time.
recycle provides you with materials, for a shorter amount of time.
_________________ in the market for a new sig, willing to pay 1 billion credits for a proper sig... |
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kurush
 
Joined: 07 Nov 2005 Posts: 3853 on topic

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Posted: Sun, 19. Jul 09, 23:00 Post subject: |
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| Troubleshooter11 wrote: |
Yet other player stations dont require credits for production. Even though there are people working on board.  |
Their salaries are factored in the product price.
I noticed that Ranger is 1cr/ship. That would be awesome but now Ranger for some reason cannot dock on any carrier (may be with the exception of Aran). Otherwise Rangers would make handy freight drones. I wonder if it is a bug?
I have one Ranger waiting to get R/Ed.
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Carlo the Curious

Joined: 05 Mar 2007 Posts: 15512 on topic Location: London, UK

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Posted: Mon, 20. Jul 09, 04:25 Post subject: |
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| kurush wrote: |
I noticed that Ranger is 1cr/ship. That would be awesome but now Ranger for some reason cannot dock on any carrier (may be with the exception of Aran). Otherwise Rangers would make handy freight drones. I wonder if it is a bug?
I have one Ranger waiting to get R/Ed. |
I noticed that too, but I got the same thing from scripting in the blueprints.
I'd be interested to hear if you get similar results when it's finished REing.
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