Always Learning

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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NewtSoup
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Always Learning

Post by NewtSoup » Wed, 18. Apr 18, 22:43

I still love this game. Just started a new one.

I always love my automated traders. The way they work like clockwork soothes my anxiety and the fact that they sometimes need a little tinkering satisfies my need ot occasionally tinker.

I am currently back in love with CLS2 rather than Universe Traders because I can assign them to specific ware and specific territories.

I've always trained my CLS in the ship they're going to live in for the rest of their lives whcih has struck me as very inefficient. They level up entirely on flight time so what I actually want to do is keep them flying as long as possible rather than doing sporadic journeys to make a bigger profit each time.

New Plan

Disco, no tunings, no cargo extension jus CLS2 and Nav 1
Assign to pick up a single e-cell in antigone memoriail
Assign to drop off at one of 3 stations in meneleaus's frontier even at a loss of 1 credit
Maximised flying time! Training time should be as close to the 8 hours as possible now.

I may modify this to 40 e-cells at 1 credit profit just to break even on the courier / forwarding agent pay requirements.
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TheDeliveryMan
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Post by TheDeliveryMan » Thu, 19. Apr 18, 06:46

To maximize flight time, pick 4 stations reasonable far apart from each other and with a safe routes in between them, for examample: Three Worlds -> Cloubase SW -> Antigone Memorial -> Cloudbase SE. Then just use "Fly to station" waypoints.

DrSuperEvil
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Post by DrSuperEvil » Thu, 19. Apr 18, 21:55

I use CLS mainly for storage of wares onto ships docked at a station/larger ship.

NewtSoup
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Post by NewtSoup » Fri, 20. Apr 18, 13:58

DrSuperEvil wrote:I use CLS mainly for storage of wares onto ships docked at a station/larger ship.
I like to maintain the NPC stations to make sure they don't get poofed. Particularly ones like weapons forges. I also use them for secondary resources to make NPC stations run faster. This also has the secondary effect of keeping my race relations always on the rise.

Incidentally - I can't remember if turning on the script editor disables the plots. Does it?
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Triaxx2
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Post by Triaxx2 » Fri, 20. Apr 18, 14:10

No, just set's it as a cheating game. Nothing but glitches or start conditions affect the plot. IE the start in the Giant Rock sector marks the Terran Plot complete.
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Post by jlehtone » Fri, 20. Apr 18, 16:41

Triaxx2 wrote:... as a cheating game.
I disagree with that assessment. Enabling the script editor is not cheating. You can cheat with or without modifying the game.

A game that has script editor enabled has "modified" flag on. That flag merely indicates that the game might have been modified. In that state one cannot be sure that every technical problem with the game is due to vanilla features.
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NewtSoup
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Post by NewtSoup » Fri, 20. Apr 18, 18:49

Well, one of my games is a micromanagement only game but I still want to do hub plot etc.

So I need to mark the main plot as completed somehow.

The pilot in this game has never fired a shot and never will. She has only 1 ship ( a personal kestrel, used only for placing stations. (If I could place stations without leaving another station I would do that )

So I'm going to be relying on a lot of OOS combat for this game most likely. The reason I can't complete the main AP plot is because it requires me to shoot stuff.

I'm hoping the "defend the station" part of the HQ plot can be done with a remote controlled task force in sector.
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Nanook
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Post by Nanook » Fri, 20. Apr 18, 21:15

NewtSoup wrote:... I also use them for secondary resources to make NPC stations run faster....
Just an FYI, this doesn't make them run faster. The only purpose of secondary resources is as a resource sink for the economy. It gives a purpose to all those otherwise 'useless' wares, and lets the player make extra credits. :wink:
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ubuntufreakdragon
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Post by ubuntufreakdragon » Fri, 20. Apr 18, 21:41

I recommend WVH(don't remember en shortcut) for supplying NPCs, it's from the same author as CLS.
Basically you get a Unitrader with a list of products to supply the producing factories.
I don't know an en mirror but the script has an en langfile.
https://www.xuniversum.info/index.php?o ... Itemid=199
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X2-Illuminatus
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Post by X2-Illuminatus » Fri, 20. Apr 18, 22:41

ubuntufreakdragon wrote:I recommend WVH(don't remember en shortcut)...
Economy and Supply Trader (EST). ;) Not part of the Bonus Package though, in case that's relevant to the OP.
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ubuntufreakdragon
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Post by ubuntufreakdragon » Sat, 21. Apr 18, 03:52

X2-Illuminatus wrote:
ubuntufreakdragon wrote:I recommend WVH(don't remember en shortcut)...
Economy and Supply Trader (EST). ;) Not part of the Bonus Package though, in case that's relevant to the OP.
As activating the Script Editor was mentioned before I guessed NO.
Any SE doesn't disable Plots but chosing the custom gamestart does, as this start is meant for quickly testing mapfiles
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Post by NewtSoup » Sat, 21. Apr 18, 14:55

ubuntufreakdragon wrote:I recommend WVH(don't remember en shortcut) for supplying NPCs, it's from the same author as CLS.
Basically you get a Unitrader with a list of products to supply the producing factories.
I don't know an en mirror but the script has an en langfile.
https://www.xuniversum.info/index.php?o ... Itemid=199
Ahh, I always thought it would knock a bit off the cycle time. Heard it on these forums years ago. Never timed an NPC factory so had no reason to disbelieve it.

However, yes. Secondary runs are quite lucrative :)
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Alan Phipps
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Post by Alan Phipps » Sat, 21. Apr 18, 16:39

I think it was broadly believed in the early game X-Tension that while player stations did not trade in secondary resources, they would not produce as quickly as an NPC factory that did have them available.

I don't know how factually true that was back then but this was not implemented in X games since (apart from the player stations not trading secondary resources bit - except with player SPPs needing crystals for balance reasons). No other station type (player or NPC) needs secondary resources.
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Ketraar
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Post by Ketraar » Mon, 23. Apr 18, 11:30

I learned no too long ago from Cycrow on the steam forums that Secondary do give stations a bonus, albeit a small one. I too was convinced they were just there as a sink.

MFG

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NewtSoup
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Post by NewtSoup » Mon, 23. Apr 18, 15:07

Ketraar wrote:I learned no too long ago from Cycrow on the steam forums that Secondary do give stations a bonus, albeit a small one. I too was convinced they were just there as a sink.

MFG

Ketraar
Now I'm confused lol But doesn't matter because my ships deal in secondaries anyway. They go where the profitsss are.

Just bought a Chokaro and sold few tons of sunrise flowers to the Yaki, now they like me well enough that I can supply the PBG Forges and SFD's in Weavers. I'm fairly certain too that now I'm true blue with them I can start building my Bliss Place and SFD's in Yaki space without fear of reprisal.

I know they'd get blown up in.. well everywhere else except bliss places in Teladi space. I don't own my own sector yet.

Once hub plot is part way through I'll connect Yaki Space through somewhere more accessible / lucrative via the hub. I hear the Boron like a bottle or two of space fuel in their tanks.
I am a rock in the wind, watch how I plummet!
Mistress of Heavy Landings since 1984 (BBC-B Elite)

Corei5 3570k, 16GB Ram, Z77X-UD3H, ASUS GTX660 TI, Sidewinder FFB2, Linux Mint 19
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