*SPOILER*Excel sheet with all the asteroids in the game (X³) updated for 2.0.x

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Merroc
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*SPOILER*Excel sheet with all the asteroids in the game (X³) updated for 2.0.x

Post by Merroc » Sat, 5. Nov 05, 00:42

**UPDATED FOR 2.0.x**

Well, well.. Logaan's script proved to withstand the test of time and the test of a new game :). Hence a somewhat faster creation of a nice big informative sheet. The one that contains all asteroids!! (and their locations).

I made some improvements as opposed to the X2 one (the one you non-dutchies will like is the total vanishment of the Dutch :P).

Now there are two pivot tables, one per type, the other per yield.

New in 1.4.03: A map of the universe with the average yield per asteroid type. (sum of all yields divided by the number of asteroids). To give an indication where you can find the best asteroids.

Be sure to check it out if you dont mind a *cough*small*cought* spoiler ;).

here it is (zip 145kb). Happy mobile mining!!

Note: the former versions are still on the server, find them in the parent directory of the file above.
Last edited by Merroc on Sat, 23. Feb 08, 00:37, edited 4 times in total.

Samata
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Post by Samata » Sat, 5. Nov 05, 01:11

Well done Merroc!

SoothSayer
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Post by SoothSayer » Sat, 5. Nov 05, 01:18

Thanks to all. This is awesome. Now if only there was a new universe map...

I'm willing to bet someone is working on that as we type.

Thanks again. rclloyd <----off to setup some mining.

RL

Jaagiis
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Post by Jaagiis » Sat, 5. Nov 05, 01:26


SoothSayer
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Post by SoothSayer » Sat, 5. Nov 05, 01:45

Jaagiis <---diamond in the rough. You're da man. Thank you!

RL

PS - and thx to Drow for creating...

willbevan
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Post by willbevan » Fri, 25. Nov 05, 21:57

<3 it :)

n1 sir :)
<3 my mamouth

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Rakeris
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Post by Rakeris » Sat, 31. Dec 05, 04:44

Great job! This saves me a lot of time of scanning all the roids in the universe!!
If it moves shoot it, if it doesn't pick it up.

Merroc
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Post by Merroc » Sat, 31. Dec 05, 18:10

Updated to match 1.3
(and added useless info and credits)
See original post

Skillers
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Post by Skillers » Sat, 31. Dec 05, 18:12

This is a great spreadsheet. Saves a lot of time.

Githyanki
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Post by Githyanki » Sat, 31. Dec 05, 18:12

Do yields affect mine's, or only mobile mining?

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Post by Skillers » Sat, 31. Dec 05, 18:13

Higher yeilds are better for mines. Think it decreases production time.

Merroc
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Post by Merroc » Sat, 31. Dec 05, 18:17

Githyanki wrote:Do yields affect mine's, or only mobile mining?
If you look at the Complete sheet, you will notice that every asteroid with a yield of 25 or more hae a yellowish background, while everything less has a grey background. This is done to easily spot which asteroids are good to put a mine on, because a station requiring ore or silicon use the production of 1 25 yield (ok, some claim its 26) mine.

jlehtone
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Post by jlehtone » Sat, 31. Dec 05, 22:50

Merroc wrote:
Githyanki wrote:Do yields affect mine's, or only mobile mining?
If you look at the Complete sheet, you will notice that every asteroid with a yield of 25 or more hae a yellowish background, while everything less has a grey background. This is done to easily spot which asteroids are good to put a mine on, because a station requiring ore or silicon use the production of 1 25 yield (ok, some claim its 26) mine.
For Ore, 25 is exactly sufficient, and for Silicon 25 is actually more than sufficient. More yield (and more crystal fabs) would be needed per SPP if there would be more than 100% sunlight anywhere.

See this for mine production math.

The point is, it is not a waste to build mines on low-yield asteroids. One such Mine L will not be able to support 5 weapon factories, as a mine on 25-yield would, but will support some, and a group of such mines will do the job. It just ain't integer addition, as the rest for complex matching is. :wink:


But a Q for mobile mining, how about all the smaller non-buildable roids added by 1.3?
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Merroc
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Post by Merroc » Sat, 31. Dec 05, 23:36

jlehtone wrote:But a Q for mobile mining, how about all the smaller non-buildable roids added by 1.3?
To be honest, i have no idea. I knew there was a change in the asteroids, so i just reran the script and modified what i got from it. I have in no way checked ingame to see the situation. But since the script was pretty accurate in X² and X³ (pre 1.3), i may assume its no different now...
Then again, it only returned two subtypes, while I know there are more (since you can break them up and all). That leads me to believe that the smaller ones arent in the list. But on the other hand, i have no idea whether the smaller ones are actually in the game, prior for some player to bust the bigger ones up...

Im sure someone can check this and report back here. Since I probably dont have time for that (nor have i played X³ in quite some while...)

If there are some errors, im all to happy to try and modify the script in such a way, that i contains the little ones too (if that can be done).

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moggy2
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Post by moggy2 » Sat, 31. Dec 05, 23:42

the 'other' 'roids are debris. At the moment the script editor cannot see them at all, I'm not even sure they're the same in each game.

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