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Valk_d
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Post by Valk_d » Wed, 9. Mar 16, 05:51

Sparky Sparkycorp wrote: Assuming there are no mod conflicts and they were in range of their targets (~ 1.5 km), is it possible that they were just no agile enough to manage to steer towards their targets? They're not as handicapped as Xenon Ps but they don't steer as fast small fighters.
No mods at all. The thing is - they didn't even attacked the carrier riever and not once they fire in a dozen of fights. No single shot.
Should I order them to attack every target or they are gonna "support" me when they are around and I am in a fight?
Can you suggest a mod where I do get more logical and manageable fleet support?
Thx for the replies!

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Post by Sparky Sparkycorp » Wed, 9. Mar 16, 09:40

I'm personally not very familiar with fighters but they've received the ability to boost and AI improvements recently so I am interested. So far however, I have only used them with manually ordered attacks against stations, ships and surface elements via the double-click menu.

I'd hope they escort/protect the player as they would a different command ship but I've not tested yet.

Valk_d
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Post by Valk_d » Wed, 9. Mar 16, 15:22

Here is one q:
So I got myself a mission "Cap ship needs to go" and traveled to a target ship to see it jump million light years away before I could reach it... So I traveled again via numerous gates and highways and it did it again. kinda stupid right? is this broken or it's supposed to drive you nuts?

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Post by Sparky Sparkycorp » Wed, 9. Mar 16, 15:33

Valk_d wrote:Here is one q:
So I got myself a mission "Cap ship needs to go" and traveled to a target ship to see it jump million light years away before I could reach it... So I traveled again via numerous gates and highways and it did it again. kinda stupid right? is this broken or it's supposed to drive you nuts?
"Cap ship needs to go" is one of the emergent missions that target ships that exist in the game already (unlike some mission that spawn targets).

If that ship was travelling somewhere, you'd have to catch it up and disable the jump drive. Without a capital ship to travel on or a playership jumpdrive, that would be tricky but in principle, the target should arrive at it's destination in the end. Then you'd need to hope to catch up before something else takes a bite!

Valk_d
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Post by Valk_d » Thu, 10. Mar 16, 08:19

I gotcha thx.
I have some more if I may :).
So I did managed to board some capitals but it's very strange how they behave:
They don't use their jump drive (fuel is ok) and just manually fly around sector.

Speaking of shipyards - I am stuck in DeVries space cos PMC hates me and this shipyard is all I got and It doesn't work cos L-ship dealer lack scanning arrays and XL-dealer is "building CV" and this building never starts - it's stuck at 0. Is there a way to build ships or this is the end of ship building segment of the game for me? And the shipyard is not offering me mods or equipment for my caps is this ok?
And I've tried to put drones on caps using shipyards and it doesn't offer that option - can this be done somehow?

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Post by Sparky Sparkycorp » Thu, 10. Mar 16, 09:28

Engineer repair speeds for capital ships can be a bit confusing. Generally speaking, repairing anything without Construction URVs on board is slow, and we can't add drones when the Drone Launch Pad is destroyed, and the pad is generally repaired after other things.

The confusing bit is that if the ship enters "low attention" (~OOS), equitable surface elements (turrets and shields) begin to be very rapidly repaired. The rapid repair issue also applies to NPC shipyards, making them pretty impossible to suppress OOS.

Regarding Scanning Array, fortunately PMC don't make all of them so whilst tricky, there's potential for profits in supplying the shipyard when you can enter Albion.

Valk_d
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Post by Valk_d » Thu, 10. Mar 16, 12:10

Thx for the reply.
And what about Xl-shipyard? Is this normal that NPC put on an order for CV and it will never be completed (it's 0% progress for hours now) making the shipyard useless?

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Post by Sparky Sparkycorp » Thu, 10. Mar 16, 12:16

It's normal that shipyards occasionally build ships (the pros and cons of doing so when low of resouces are being discussed here) including CVs. They're ware sinks that are removed from the game. Selling the missing Scanning Arrays by you or NPC galaxy traders will kick-start construction.

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Post by Valk_d » Fri, 11. Mar 16, 12:26

Sparky Sparkycorp wrote:It's normal that shipyards occasionally build ships (the pros and cons of doing so when low of resouces are being discussed here) including CVs. They're ware sinks that are removed from the game. Selling the missing Scanning Arrays by you or NPC galaxy traders will kick-start construction.
L-shipyard needs scanning arrays - I will supply them. But XL-shipyard is just building CV 0% - I don't get the info what resources are missing to start construction. So I don't know which and how much do they need.
And one more - can I add drones to my Titurels and where and how do i do it? Do I need to dock em to shipyards or smth?
Can't find licence broker for DeVries - is there one?

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Post by Sparky Sparkycorp » Fri, 11. Mar 16, 12:51

Valk_d wrote: L-shipyard needs scanning arrays - I will supply them. But XL-shipyard is just building CV 0% - I don't get the info what resources are missing to start construction. So I don't know which and how much do they need.
And one more - can I add drones to my Titurels and where and how do i do it? Do I need to dock em to shipyards or smth?
Can't find licence broker for DeVries - is there one?
XL ships use the same component types as the L ships made at same shipyards. Generally speaking, if a shipyard is missing some components, there will be buy offers up for the most % above average. If you can still ask the same shipyard about building an L ship, it will give an idea of what's missing because CVs need relatively few components so whatever is missing for L ship construction is probably missing for CV construction.


You can add drones to a Titurel by either speaking to an XL ship dealer that is not building something, or issuing a Transfer order to it if you have spare drones on one of your stations (e.g. drone-producing stations). Both options can only be done after the Drone Launch Pad is repaired if it was damaged during boarding or in combat.

DV and Fields of Opportunity (TTO DLC) have no licenses. Albion, OL and HoL (HoL DLC) do.

Valk_d
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Post by Valk_d » Fri, 11. Mar 16, 13:06

Thanks you for your answers!
Ruturning to the Titurel drones
Does it matter what type of shipyard it is? Can I do this and HoL dlc shipyards?
I've tried to buy some drones but they went to the "storage" section and not "units" - so I am guessing trasfering also must be done from "units" and not "storage"?
Can I "force dock" a Titurel to a station? Or it's just automated process when they execute a trade order?

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Simoom
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Post by Simoom » Sun, 13. Mar 16, 04:03

Hello dear Moderators,

I have made several guide-type threads which I think may be useful for inclusion here (two of them are linked in my sig, the Cap Ship guide and Useful Save Game Editing guide; the latter is not redundant to the other save game editing guide already included here, as it addresses different issues)

I also made a station-building guide which I will be updating soon, will come back with link when I do.

P.S. The galaxy map included in the opening post is outdated... I have taken screenshots of the new HoL sectors, can probably upload them until someone makes an updated map (if not I'll make one when I get time, or something....)

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Post by BlackRain » Sun, 13. Mar 16, 14:35

Simoom wrote:Hello dear Moderators,

I have made several guide-type threads which I think may be useful for inclusion here (two of them are linked in my sig, the Cap Ship guide and Useful Save Game Editing guide; the latter is not redundant to the other save game editing guide already included here, as it addresses different issues)

I also made a station-building guide which I will be updating soon, will come back with link when I do.

P.S. The galaxy map included in the opening post is outdated... I have taken screenshots of the new HoL sectors, can probably upload them until someone makes an updated map (if not I'll make one when I get time, or something....)
Let me know useful links and I will update

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Simoom
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Post by Simoom » Tue, 15. Mar 16, 21:58

Hey there BlackRain!

Just finished a complete re-write of my XR Stations guide.
http://forum.egosoft.com/viewtopic.php?p=4344760

Took me a really long time, hopefully people find this helpful!

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Post by Loltak » Wed, 16. Mar 16, 10:43

Hi,
It's about the quest "another gate".
I'm at the step"Continue to map out the area". The visual briefing, with the map, seems to be "focused" on Cold Star : OM -Longest Reign.

Is it normal as I totally discovered CS, Torride and theoretically HOL?
Theoretically for HOL as normally I discovered all the zones but something does remain as I have not unlock the steam achievement; perhaps because I just pass through some. Need further investigation :)
Bye

Edit : Lol, that's finally ok. As soon as I go out the last discovered zone and arrive in a other one all was validated
X4: Fondations Vanilla all extension.
Casual ineffective player at slow pace

DarthNihilus
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Post by DarthNihilus » Sat, 19. Mar 16, 23:37

Heya, I have two questions
0. The assigned-to-station ships are BUYING only?
1. what is the CV "Deploy to station" command for?
2. How the rep with a faxtion is going down by itself, with me sitting in one place, SETA-ing, watching my ships fly around my stations, supplying them with wares? (While I was sitting in AL the rep with terracorp went down from 7 to -6)

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Post by Sparky Sparkycorp » Sun, 20. Mar 16, 00:44

0. Predominantly yes, as far as I can tell. I think some selling occurs.
1. It's the backup option if you have a station who's CV has been destroyed.
2. Not sure. I didn't realise it could. Maybe you are trading illegal goods there without a license? Perhaps that hurts rep.

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Post by Loltak » Sun, 20. Mar 16, 09:15

For the first time I try to repair a heavy damaged of my M ship (even if it not work at the moment) and I saw that the price is very huge.
From 10% to 100% of hull it's practically the price of a new one, so I suppose that from "0->100%" it like to pay a new one; was it always the case?
if so, why bother us to do repair.

Small question/confirmation:
I've try to equip drone (or repair) a ship assigned to a station, the only way for it appears in the list of the ship dealer was to remove it from its assignment, equip it and re-assigned it to station. That the only solution, no possibility without remove assignment or I miss something?

bye
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Post by Sparky Sparkycorp » Sun, 20. Mar 16, 10:52

Loltak wrote:For the first time I try to repair a heavy damaged of my M ship (even if it not work at the moment) and I saw that the price is very huge.
From 10% to 100% of hull it's practically the price of a new one, so I suppose that from "0->100%" it like to pay a new one; was it always the case?
if so, why bother us to do repair.
Unfortunately it has always been this way so I personally see no point in repairing damaged S/M ships. They're sold in bulk and cheaper than capitals so for use in bulk. I could micro-manage finding many skilled pilots, micro-manage individual repair orders and micro-manage setting up the Squad positions. Or I could sell them and either buy new ones or capitals that repair themselves.

Whilst fighters typically do 2x the 'damage/purchase cost' compared to capital Fight ships and will focus on surface elements, they typically cost about 4× the 'purchase cost/hitpoint' and cannot generally kill a surface element in one strafe (so their shields recharge a bit too). Costs and statistics for ships can be found on the wiki in child pages of the NPC ship page.

For me, this makes them relatively expensive in addition to being fragile and non-repairing. I'd personally rather use a small number of large Fight Ships than several fighters, and sell any bailed fighters to upgrade the Skunk or save towards capitals.
Loltak wrote: Small question/confirmation:
I've try to equip drone (or repair) a ship assigned to a station, the only way for it appears in the list of the ship dealer was to remove it from its assignment, equip it and re-assigned it to station. That the only solution, no possibility without remove assignment or I miss something?
Equpiping drones (or missiles) to ships assigned to a station can be done by issuing a Transfer order to a different ship that has spare drones (whether in its cargobay or ones that are equipt).

For repair, there isn't an alternative to bringing the ship into you Squad but 5* Engineers repair to 100% hull now so for capital ships it probably isn't worth using a shipyard (they'd probably fix most damage before arrival).

DarthNihilus
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Post by DarthNihilus » Sun, 20. Mar 16, 12:57

BTW why the game always mentions Wielder drones (Upkeep missions for ex.) if there aren't any only construction URV? Does the Egosoft guy forgot to change the string in the t-file? :)

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