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Triaxx2





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PostPosted: Mon, 12. Jun 17, 12:12    Post subject: Reply with quote Print

The two mods I had in mind, are CODEA, and the Security and Rescue Service, both by the author of Commodity Logistics System and Commercial Agent. (CLS and CAG.) All they'll really do is mark your save as modified and lock you out of steam achievements if you care. (They do something else related to Egosoft but it's so unimportant I don't remember what it is.)

CODEA is carrier command software. It basically lets the carrier, be it a TM, or TL, or even the M7's that can carry fighters, as well as the actual M1's, automate their fighters. They will automatically respond to threats in a certain distance of the carrier, and while they require some background logistical stuff, it vastly improves survivability over the vanilla AI which requires the carrier be under attack before they'll launch in it's defense. So you don't have to command them specifically to attack, though you can order a directed attack.

Security and Rescue Service on the other hand, is basically a combination of an enhanced patrol order, which can patrol points in a sector, rather than the vanilla multiple sectors option (though it can do that, including multiple points in multiple sectors). It can also, if setup correctly, automatically jump to the aid of CLS and CAG ships anywhere in the universe and attempt to either rescue them, or failing that, rescue a CAG/CLS pilot who has ejected.

Alternately, are two mods to improve the game's running, which then make it easier to fly and fight/evade fighting. One is a mod that removes the billboards, and thus stops the game attempting to load the videos, which improves performance a startling amount even on a moderately powerful rig. The second is X3:Unleashed, which vastly reduces the number of civilian ships hanging around, the ones that are only represented by a small dot on the sector map. This improves performance quite a lot, including of the vanilla AI, which is very useful.


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PostPosted: Mon, 12. Jun 17, 14:35    Post subject: Reply with quote Print

For scripting/modding you should first go for scripts that are similar to these in the bonus package SRS and CODEA are for example good options but you don't need them yet because you lack the money for a military taskforce, but there is another script from the same author you should look at the Economy Supply Trader it's more or less an improved version of the autotraders you already own, but it can be told to supply specific types of factories so you can get their products more easily.
If you decide to use external scripts, first update the bonuspakage ones to the unofficial versions, because these are newer and compatible to the other ones, and make a save backup before installing to do so navigate to users\yourname\documents\egosoft\x3terranconflict and copy the save directory to somewhere else.

4 mil are enough to build some factories and buy a TM if used wisely, you should keep at least 1mil as backup, you may also want to invest into some salvage insurances to be able to save in midflight, you should be able to get some at the terra corp hq in Home of Light if I remember correctly.

A satellite network is an extremely wise invention, too.


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Imgran





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PostPosted: Mon, 12. Jun 17, 15:18    Post subject: Reply with quote Print

Monkspeed wrote:
Guys, I just loaded my saved game and now the group of pirates has vanished?? WTF is going on?

I was thinking to buy a bigger ship like some of you suggested but only have about 4mil left over after the super freighter and miner purchase so need something within the budget


Since you seem to enjoy beebopping around in a fighter, let me ask -- have you invested in a TM yet? TM's are among the most versatile ships in the game, a TM with a hold full of fighters can absolutely smash anything smaller than a frigate. It's a really good mobile base of operations for players who like fighter style combat, opens up a lot of missions and quests for money raising purposes (if you get Cargo Lifesupport a TM can do everything really except TP specific passenger missions) and many of them have enough hold space to double as a merchant ship. They're SUPER useful for advancing questlines.

Even if you're not driving the Zeph it can still provide some combat use in a brawl, someone above mentioned the shield recharge exploit, and without that it's still a source of mobile point defense fire if there's a bandit on your tail that you don't have time to swat. Due to their small size and multiple turrets most TM's offer good turret coverage. And of course, all TM's hold either 3 or 4 fightes, so you can bring either AI fighter backup to the party, or different fighters for different missions.

In my current relatively new playthrough I have a Zephyrus with 3 Solanos for AI fighter backup because the Solano is a poor man's M3 which packs a reasonable punch and is easy to replace if you suffer losses, and one M5 (Octopus Raider because I got a good deal on one) which I use for missions where the only criteria is speed, such as asteroid scans and the first half of assassination missions (find the location of the idiot, drop my carrier on them, spit out the figher escort and whatever fighter drones I feel are necessary, and half the time the target is dead before I get back to the carrier..

The two best TM's by far are the OTAS Zephyrus, which has the best shielding at 600Mj, and the Yaki Chokaro, which sacrifices 1 fighter bay for a massive (for a TM) cargo hold for extra versatility and boasts the highest top speed of any TM.

An early player isn't going to have access to the Chokaro but probably hasn't spoiled his relationship with the Argon yet, so I recommend for you, the Zephyrus. If you're taking a TM into battle the Zephyrus is the best choice, and if you're going to mostly be trading, the Zephyrus is still like the second or third best choice.

EDIT: Actually I lied. The Split Boa is the fastest TM, less than 1 m/s faster than the Chokaro but its shielding is substandard, which reduces its protection and its shield-ramming potential. I would never use the Boa.


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Last edited by Imgran on Mon, 12. Jun 17, 16:11; edited 1 time in total
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Imgran





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PostPosted: Mon, 12. Jun 17, 16:08    Post subject: Reply with quote Print

Triaxx2 wrote:
No worries, the Q thing wasn't aimed at you. Also, Argon Prime is protected by an invincible super carrier. I doubt they'd have noticed. Razz

If you're not a fighter, then I have to say, going with capitals is indeed your best option. I suggest acquiring yourself a TL. The Yaki Ryu if you're friendly with them, or the Split Elephant are both fast, agile ships and are more than capable of swatting anything up to an M6 out of the sky with minimal piloting skills. (Literally in the case of the Elephant, get up close and ram the buggers.)


I love the Split Elephant. Its fighter compliment makes it a great second ship when you need to really envelop an enemy in a proper furball. It's not a great LT as a station builder, but it's the LT I'd take into a war zone and it's actually really quick once it gets going. And it gets by as a station builder, it can carry 1 station and a complex connector, just rinse and repeat as needed.

Spoiler
Really helps to have a station like the Hub that can dock capitals and you can stock however you want, before you start taking capitals into battle. Resupplying a capital ship from "wild" supplies is SUPER tedious
Spoiler


Another ship that might almost be in Monkspeed's price range (although not quite, he'd need another 4-5 mill to really kit it out) is the Argon Centaur. I got super lucky in my latest playthrough and the Argon shipyard at Legend's Home had a guy selling a badly damaged one for like 1.3 mil, super sweet deal on an m6 hull.

I really like the Centaur, it's a bit underpowered for an M6, but that only counts until you can find a source of PBG's. I tend to kit a Centaur out with PRG's in the turrets, 2 PBG's, 4 EBC's a mining laser and a tractor beam, very very handy when you start getting serious about station building.

The big thing I love about the Centaur is that it's such a smal M6, it might be the physically smallest, I'd have to check. That really cuts down on the blind spots. And I use EBC's in the main guns so the turrets have sole access to the laser capacitor, so they can just keep firing. It's quite a potent mix, and if I need more, I can flamethrower my way out of trouble


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Bill Huntington



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PostPosted: Mon, 12. Jun 17, 18:10    Post subject: Tm Reply with quote Print

Boa is my favorite TM because of its speed. It's rare that a TM sees combat and I'm in a lot of it. The Chokaro is a close second however.

I love the Chok enough that I pick one up as soon as I have the price tag, which includes outfitting it. $1 Mil is more than enough. I usually have it by hour 5 of the first day.

Even if you've lost one level of Paranid rep they might allow to pass. If they don't, your fast M5 should make it, especially a Kestral.

I like to have Senator Badlands available to stash my stolen ships from Return Ship missions.

One feature about TMs. You can carry extra Jump Drives on your spare ships, saving time and avoiding problems.

It takes longer to build up the Split rep to buy a Boa. Sometimes I do but not always. The Chok is good enough. Any TM is okay but these two are the best IMO. But everyone has their own way. This is TC.

Good Hunting!.


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PostPosted: Mon, 12. Jun 17, 18:32    Post subject: Reply with quote Print

A TM is indeed versatile and within 4mil budget.

I have one, mainly for Return ship missions. The TM and one a hulk of a fighter. Both have Jumpdrives. The TM has Transporter Device and ECells. If there is a fighter to retrieve, it can dock into the TM. If the mark is bigger, then TM loans its Jumpdrive and fuel for the mark and then loans a Jumpdrive from the storage fighter. In the destination sector the Jumdrives are returned to TM and hulk.

Two ships can exchange freight (both wares and upgrades) in space if at least one of them has Transporter Device and they are within 5km from each other.

I almost never fly the TM myself.


"The best foo" ... frankly, whatever that is available and gets the job done is good enough. Naturally, a true Teladi soul would die of shame for not getting the theoretically maximal profitsss that only the best of the best can facilitate. (Considering most Teladi designs it is a miracle that the race still exists ...)


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Imgran





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PostPosted: Mon, 12. Jun 17, 19:05    Post subject: Re: Tm Reply with quote Print

Bill Huntington wrote:
Boa is my favorite TM because of its speed. It's rare that a TM sees combat and I'm in a lot of it. The Chokaro is a close second however.

I love the Chok enough that I pick one up as soon as I have the price tag, which includes outfitting it. $1 Mil is more than enough. I usually have it by hour 5 of the first day.

Even if you've lost one level of Paranid rep they might allow to pass. If they don't, your fast M5 should make it, especially a Kestral.

I like to have Senator Badlands available to stash my stolen ships from Return Ship missions.

One feature about TMs. You can carry extra Jump Drives on your spare ships, saving time and avoiding problems.

It takes longer to build up the Split rep to buy a Boa. Sometimes I do but not always. The Chok is good enough. Any TM is okay but these two are the best IMO. But everyone has their own way. This is TC.

Good Hunting!.
For my style, where I'm the one flying the TM, not the fighter, the Zeph's superior shielding works very well for me and 140 m/s means you're faster than nearly everything you can't take on, so the speed difference isn't much of a loss. When shield ramming is one of your primary offensive strategies, the security of that third 200 Mj shield generator isn't to be underestimated.

The Chokaro is what I put my universal traders in, it's a great ship for ST and UT, I don't lose too many with that combination of top speed and defense. Oh they get attacked, but for the most part they have both the good sense and the capability to GTFO before their shields go down.


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Honved





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PostPosted: Mon, 12. Jun 17, 21:05    Post subject: Reply with quote Print

With a Perseus, scanning that Pirate base should have been a cakewalk. Run away, until they're strung out in a long line, then engage one-on-one.

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Triaxx2





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PostPosted: Tue, 13. Jun 17, 01:16    Post subject: Reply with quote Print

Ah, forgot to mention: Try Local Traders. Basically start up your Universal Trader, but with the Sector Trader menu, and you'll be asked for a number of jumps, set a number lower than the distance to the nearest truly dangerous enemy sector. Now they'll stay within that range and trade without getting themselves horribly murdered.

It's not necessary to have a huge military task force for CODEA or SRS to be useful. A TM with four fighters can be incredibly effective, especially if you're using them to chase pirates away from you or your freighters.

Personally, I prefer the Boron Pike to the Solano. It's slower, but it's so very short front to back that a lot of shots will just flash past it. Give it four PAC and it'll completely expend it's energy on a pass and then fly away while it recharges. More and you get a less potent attack, because it expends it's energy early and a lot of shots miss.


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RainerPrem



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PostPosted: Tue, 13. Jun 17, 05:47    Post subject: Reply with quote Print

Hi,

I always did the Treasure Hunt late in the game and kept the Xp only on my rare ships display. Now I started a game confining myself to only buying Argon Ships and I was wondering: Does anything speak against doing the Terran Plot in the XPerimental?

cu
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RAVEN.myst





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PostPosted: Tue, 13. Jun 17, 07:07    Post subject: Reply with quote Print

RainerPrem wrote:
Hi,

I always did the Treasure Hunt late in the game and kept the Xp only on my rare ships display. Now I started a game confining myself to only buying Argon Ships and I was wondering: Does anything speak against doing the Terran Plot in the XPerimental?

cu
Rainer

In X3TC, which is where Treasure Hunt happens, it's fine (in X3AP, you can't, as you have to turn it over to continue the plot). Having it fairly early and using it at that stage of the game can be quite fun - it's a pretty strong ship, very well shielded, very fast, though it lacks a rear turret (but it can outrun rear threats and missiles). If you can equip its 6 hardpoints with EMPCs, it's also decent in terms of firepower (failing that, PACs are ok, but may put more strain on your weapon energy generation.)

In terms of lore or role-play, that's of course up to you, but I think the notion of visiting Sol and helping out the Terrans in this originally-Terran ship has a certain elegance to it. Smile


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RainerPrem



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PostPosted: Tue, 13. Jun 17, 12:03    Post subject: Reply with quote Print

RAVEN.myst wrote:
RainerPrem wrote:
Hi,

I always did the Treasure Hunt late in the game and kept the Xp only on my rare ships display. Now I started a game confining myself to only buying Argon Ships and I was wondering: Does anything speak against doing the Terran Plot in the XPerimental?

cu
Rainer

In X3TC, which is where Treasure Hunt happens, it's fine (in X3AP, you can't, as you have to turn it over to continue the plot). Having it fairly early and using it at that stage of the game can be quite fun - it's a pretty strong ship, very well shielded, very fast, though it lacks a rear turret (but it can outrun rear threats and missiles). If you can equip its 6 hardpoints with EMPCs, it's also decent in terms of firepower (failing that, PACs are ok, but may put more strain on your weapon energy generation.)

In terms of lore or role-play, that's of course up to you, but I think the notion of visiting Sol and helping out the Terrans in this originally-Terran ship has a certain elegance to it. Smile


The missing turrets is what made me wonder. OTOH at least the start of the Terran Plot should be doable, and if not, I can switch to another ship.

I also look forward to get me a Springblossom the hard way ...

cu
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Monkspeed





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PostPosted: Tue, 13. Jun 17, 12:17    Post subject: Reply with quote Print

Honved wrote:
With a Perseus, scanning that Pirate base should have been a cakewalk. Run away, until they're strung out in a long line, then engage one-on-one.
Yep, that's what I did in the end! Very Happy

No TM yet but I'm sold on the idea for sure! Probably going to buy a Zephyrus, what weapons are best for it?

So the pirates are back but in another sector harassing my trader in Teladi Gain, Ceo's Buckzoid, Profit Share and surrounding areas? My trader is level 11 so he drops a load of drones and docks to the nearest station but they just wait outside...

I have no idea why they've started singling out my traders? I'm guessing because my fighter rank is high (veteran 1%) or I pissed them off when I did the Terran plot and killed them off and scanned the base? So, at the moment two of my best traders are docked and the other two are most of the time on standby because of their low rank (4, and 2) so my profitssss have taken a hit Sad

You reap what you sow I guess. The game maybe thinks I know what I'm doing and presumes I have fighter escorts for every trader?

On the plus side, I'm seeing more damaged ships for sale near gates and grab them when I think it's a good deal. And, my since my miner was left unmolested this time he filled the cargo (7000 units) with ore.

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RAVEN.myst





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PostPosted: Tue, 13. Jun 17, 12:33    Post subject: Reply with quote Print

Monkspeed wrote:
So the pirates are back but in another sector harassing my trader in Teladi Gain, Ceo's Buckzoid, Profit Share and surrounding areas? My trader is level 11 so he drops a load of drones and docks to the nearest station but they just wait outside...
...
I have no idea why they've started singling out my traders? I'm guessing because my fighter rank is high or I pissed them off when I did the Terran plot and killed them off and scanned the base? So, at the moment two of my best traders are docked and the other two are most of the time on standby because of their low rank (4, and 2) so my profitssss have taken a hit Sad

I know you're already sold on the idea of a TM, so this isn't a sales pitch Very Happy With a TM, it becomes trivially easy to go put out fires such as this - the TM has a capacious cargo hold, so it can jump far, delivering you and your fighter/s to the sector in question, where you can do the whole lure away thing. Since you are conscious (and in my opinion, rightly so) of your relations with pirates, I would suggest you try to draw them away and into local security forces, and not kill any of them yourself, in order to not aggravate the situation.

While doing plot missions will usually incur benefits and penalties to your standings with various factions depending on who you kill and where, a single mission will usually have a relatively small impact (in some cases, when you have NPC allies, you can try leave them to do the heavy lifting, to minimize the antagonism you generate). In the mission you mention, the effect is really minimal, especially since some of the ships you have to kill are specially generated for the mission as factionless, so you won't be annoying anyone by killing them.

Something you need to check regularly on your freighters: once they have been attacked by pirates, their IFF setting regarding pirates will automatically change to Foe - you need to manually change this back to Friend, so that they don't INITIATE combat against nearby pirates that might otherwise leave them alone. At present, I can guarantee that those freighters in question are set to "Foe" vs pirates - they've seen enough action for it to have gone that way. (You can alternatively do it with a global command also, but I prefer to do it manually and individually, at least early in the game, so I can see whether it is needed and how often - it's just another small way of keeping my finger on the pulse of my automated activities.)

Monkspeed wrote:
The game maybe thinks I know what I'm doing and presumes I have fighter escorts for every trader?

Just in case you were considering doing it: escorting your freighters with fighters is an expensive and very micromanagement-intensive proposition, which I would not recommend for a novice. Also, it is generally unnecessary and is pretty much guaranteed to lower your freighters' profitability and incur more losses. In many years of playing, I have yet to find it necessary to escort any of my traders (well, there is ONE possible context that I was experimenting with a while back, but it's a very specific special case...)


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PostPosted: Tue, 13. Jun 17, 15:34    Post subject: Reply with quote Print

Monkspeed wrote:
I have no idea why they've started singling out my traders? I'm guessing because my fighter rank is high (veteran 1%)

High rank? See the FAQ
Veteran is rank 10. Veteran 1% has 252-253 combat points. The scale goes up to rank 30, that requires a million points.


No, the combat rank makes no enemies. Individual Pirates can always spawn angry, even when the Pirates at large are non-hostile. Hostile ships might have a slight preference for the player, but not always.

When a ship has chosen a target, it will (with some exceptions) chase and attack the target until the target is no more. (There are two variations of this: for one a ship leaving the sector is "no more", for the other they do follow sector after sector.

If an armed ship is interrupted (being attacked, i.e. hit enough), then it will interrupt its current task, choose the damager as its target and attack. Once the damager is no more, the original task resumes.


If the red Pirates have task to "attack all" and have chased your ship into a Station, they either still "know" that their target is present, or continue attacking other ships. With plenty of blue traffic, they might have a lot to shoot at before drifting elsewhere.

Ships (and combat resolution) behave very differently when you are in the same sector, and when not (aka OOS).


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