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*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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PostPosted: Sat, 5. Nov 05, 00:42    Post subject: *SPOILER*Excel sheet with all the asteroids in the game (X³) updated for 2.0.x Reply with quote Print

**UPDATED FOR 2.0.x**

Well, well.. Logaan's script proved to withstand the test of time and the test of a new game Smile. 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 Razz).

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 Wink.

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.


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Last edited by Merroc on Sat, 23. Feb 08, 00:37; edited 4 times in total
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Samata



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PostPosted: Sat, 5. Nov 05, 01:11    Post subject: Reply with quote Print

Well done Merroc!

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SoothSayer





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PostPosted: Sat, 5. Nov 05, 01:18    Post subject: Reply with quote Print

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

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Jaagiis





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PostPosted: Sat, 5. Nov 05, 01:26    Post subject: Reply with quote Print

Here you go rc: http://deman.co.uk/images/x3sectors-eng.jpg Smile

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SoothSayer





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PostPosted: Sat, 5. Nov 05, 01:45    Post subject: Reply with quote Print

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

RL

PS - and thx to Drow for creating...

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willbevan





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PostPosted: Fri, 25. Nov 05, 21:57    Post subject: Reply with quote Print

<3 it Smile

n1 sir Smile


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Rakeris





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PostPosted: Sat, 31. Dec 05, 04:44    Post subject: Reply with quote Print

Great job! This saves me a lot of time of scanning all the roids in the universe!!


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Merroc





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PostPosted: Sat, 31. Dec 05, 18:10    Post subject: Reply with quote Print

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


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Skillers





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PostPosted: Sat, 31. Dec 05, 18:12    Post subject: Reply with quote Print

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

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Githyanki





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PostPosted: Sat, 31. Dec 05, 18:12    Post subject: Reply with quote Print

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

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Skillers





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PostPosted: Sat, 31. Dec 05, 18:13    Post subject: Reply with quote Print

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

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Merroc





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PostPosted: Sat, 31. Dec 05, 18:17    Post subject: Reply with quote Print

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.


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jlehtone
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PostPosted: Sat, 31. Dec 05, 22:50    Post subject: Reply with quote Print

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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PostPosted: Sat, 31. Dec 05, 23:36    Post subject: Reply with quote Print

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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PostPosted: Sat, 31. Dec 05, 23:42    Post subject: Reply with quote Print

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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