Complex planning

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Sovereign01
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Re: Complex planning

Post by Sovereign01 » Sat, 4. Dec 21, 01:37

Jimmy C wrote:
Fri, 3. Dec 21, 18:22
My agents acquired the plans for the XL upgrade but I decided 1 and a half hours per unit for 42 stations was too much. I went back to buying the upgrades.
I followed the same rationale that it's better to buy the things and only make what I cannot get elsewhere. I've been buying and using the L-to-XL upgrades and have done most of my complex, the upgrade times are not bad however I know it will be a different story with the XL-to-XXL. Surprisingly though I haven't seen any interest in either the space fuel or space weed that my complex produces so I've reduced the price to see who bites. That's the downside of building a complex in the middle of nowhere, however traders are buying up the quantum tubes and computer components even at max price. Once the XL fabs are consistently producing them the income will arrive, and the chips are enabling production of mining drones. My HQ is currently making its third mining drone out of eight and my Cormorant is full of Nividium, once its drones fill up I'll call it back to the HQ where hopefully the rest of the drones will be ready. For some reason the yield 3,5 and 7 asteroids in sectors like Perpetual Sin and the one next to Xenon 534 have yielded more nividium than the 12 & 18 ones in The Void alpha. One good thing about the mining taking so long is that it gives previously-mined asteroids enough time to respawn. P. Sin is on its second go-around, 2 of the 3 asteroids have so far respawned. No sign of the third yet.
The asteroids in remote locations (i.e. behind HSAP's) are indeed randomised at game start.
I wish I'd known this when I was deciding which sectors to claim, I'm going to have to check each one individually although the accessibility issues remain since one is behind Strong Arms and the other behind Pirates.
Last edited by Sovereign01 on Sat, 4. Dec 21, 17:11, edited 1 time in total.

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Ketraar
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Re: Complex planning

Post by Ketraar » Sat, 4. Dec 21, 15:01

Deathifier wrote:
Fri, 3. Dec 21, 21:33
The asteroids in remote locations (i.e. behind HSAP's) are indeed randomised at game start.
Very much so. This is akin to having the UFJD Sector and make each playthrough less samy.

But allow me the OT note here to say how my heart warms up reading these discussion around profit strategies. :-)

MFG

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Sovereign01
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Re: Complex planning

Post by Sovereign01 » Sun, 5. Dec 21, 17:10

Ketraar wrote:
Sat, 4. Dec 21, 15:01
Deathifier wrote:
Fri, 3. Dec 21, 21:33
The asteroids in remote locations (i.e. behind HSAP's) are indeed randomised at game start.
Very much so. This is akin to having the UFJD Sector and make each playthrough less samy.

But allow me the OT note here to say how my heart warms up reading these discussion around profit strategies. :-)

MFG

Ketraar
Cutting the price of the fuel and weed to average-1 did the trick, got a steady stream of customers buying it as fast as I can make it. Won't break even for a while though! :lol:

Jimmy C
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Re: Complex planning

Post by Jimmy C » Sun, 5. Dec 21, 17:49

I posted previously that something seems to have gone wrong with Reports on my station, no progress there. However, I found the Accounts Transaction Report, a separate report function that lists each individual transaction of a station and its homebased ships. It timestamps every time credits changed hands for one of those.
Thanks to that, I now know my Kestrel on Manual Trade Run takes between 7 and 8 minutes to make a round trip to sell a stack of EBCs. Which is good, because that means it sells 96 EBCs in an hour while my complex makes 100 EBCs per hour. one stack of 16 EBCs sells for 2,418,304 credits, so it took 414 trips to make over one billion credits. 414 trips multiplied by 8 minutes is 55.2 hours.
My MTR Blastclaw Prototype selling Hammers is also selling about the production rate of those missiles so that one's doing good too. Although I had to set it to autojump one way then fly back normally because I thought it was taking too long. I think I should do that for the Blastclaw selling the Flails too. But I'll have to check on the timing later.

The thing is, I hadn't set up the MTR loops to be this close to the production rate deliberately. Good thing it worked out for these. It didn't work out for the other missiles. I'm going to need slower ships for those.

Sovereign01
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Re: Complex planning

Post by Sovereign01 » Sun, 5. Dec 21, 18:02

I have an XL factory for Flails and Hammers, won't be selling any of those until I have enough to load up my Aquilo, haven't had a chance to test it yet.

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Re: Complex planning

Post by Jimmy C » Sun, 5. Dec 21, 18:05

Sovereign01 wrote:
Sun, 5. Dec 21, 18:02
I have an XL factory for Flails and Hammers, won't be selling any of those until I have enough to load up my Aquilo, haven't had a chance to test it yet.
I'm already fully stocked on my Flail and Hammer reserves, that's why I was selling them. This beats manually selling a TS full of them every few hours.

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Re: Complex planning

Post by Sovereign01 » Sun, 5. Dec 21, 22:48

Jimmy C wrote:
Sun, 5. Dec 21, 18:05
Sovereign01 wrote:
Sun, 5. Dec 21, 18:02
I have an XL factory for Flails and Hammers, won't be selling any of those until I have enough to load up my Aquilo, haven't had a chance to test it yet.
I'm already fully stocked on my Flail and Hammer reserves, that's why I was selling them. This beats manually selling a TS full of them every few hours.
Just to see what would happen I took my Aquilo to Sanctuary of Darkness to see if I could clear out the Xenon. The ship autofired enough Hammers for the enemy capships, I just didn't have enough of the things, I will need to be patient.

UPDATE: I managed to get enough missiles to fully load the Aquilo, the AI is intelligent enough to fire the right number of Hammers for the type of capship you're up against. Most of the time anyway. I found that the Xenon do respawn in that sector and they even have a station there. So as far as Nividium mining goes, that sector is off-limits.

Sovereign01
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Re: Complex planning

Post by Sovereign01 » Wed, 8. Dec 21, 03:57

I'm now planning my second complex, this one in Akeela's Beacon Beta which was the first sector I'd chosen to put a TOA in, back when I didn't know what I was doing :lol: The sector only has two asteroids, but those two asteroids happen to be silicon with yields of 71 and 122 and perfect for what I intend to make, there's enough silicon there to run 8 XXL Space Fuel and 8 XXL Space Weed facilities. The downside is that unlike with the previous complex being a remote sector this one needs a TOA to get to and it's a long way from the gate meaning TLs carrying upgrade kits will take forever to get there. One potential solution is to buy a pirate TL which with its superior speed and cargo capacity can carry more upgrade kits and deliver them faster than the Elephant.

Deathifier
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Re: Complex planning

Post by Deathifier » Wed, 8. Dec 21, 06:07

You could use single-use jump beacons to temporarily create a jump destination in the sector.

DanKara
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Re: Complex planning

Post by DanKara » Wed, 8. Dec 21, 07:49

Don’t you know how to get reliably JumpBeacons without searching/fighting/boarding/looting RRF- or Xenon-Capitals (vanilla, 1.3)?
:o

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Re: Complex planning

Post by Deathifier » Wed, 8. Dec 21, 12:08

DanKara wrote:
Wed, 8. Dec 21, 07:49
Don’t you know how to get reliably JumpBeacons without searching/fighting/boarding/looting RRF- or Xenon-Capitals (vanilla, 1.3)?
:o
The reusable ones are only on RRF and Xenon capitals, the single-use ones you can buy from TerraCorp.

Sovereign01
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Re: Complex planning

Post by Sovereign01 » Wed, 8. Dec 21, 15:40

Deathifier wrote:
Wed, 8. Dec 21, 12:08
DanKara wrote:
Wed, 8. Dec 21, 07:49
Don’t you know how to get reliably JumpBeacons without searching/fighting/boarding/looting RRF- or Xenon-Capitals (vanilla, 1.3)?
:o
The reusable ones are only on RRF and Xenon capitals, the single-use ones you can buy from TerraCorp.
I would have to steal those, Terracorp currently hates my guts! :lol:

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Re: Complex planning

Post by Jimmy C » Wed, 8. Dec 21, 17:10

Sovereign01 wrote:
Wed, 8. Dec 21, 15:40
I would have to steal those, Terracorp currently hates my guts! :lol:
Even if they were friendly, you'd need nearly max rep to buy. Just steal them. Get friendly and you can sell them back too, for the most valuable of such transactions!

Sovereign01
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Re: Complex planning

Post by Sovereign01 » Wed, 8. Dec 21, 20:40

By "single-use", does that mean "only good for one jump", or as in "cannot be picked up again once placed", or both? I had a feeling those guys were good for more than just jumpdrive installation kits. I need to take the edge off their hostility anyway, got half a dozen of their ships red to me in the Xenon hub. I should get an OTAS Boreas while I have the necessary rep.

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Re: Complex planning

Post by Jimmy C » Wed, 8. Dec 21, 21:07

Sovereign01 wrote:
Wed, 8. Dec 21, 20:40
By "single-use", does that mean "only good for one jump", or as in "cannot be picked up again once placed", or both? I had a feeling those guys were good for more than just jumpdrive installation kits. I need to take the edge off their hostility anyway, got half a dozen of their ships red to me in the Xenon hub. I should get an OTAS Boreas while I have the necessary rep.
From what I heard, cannot be picked up again and they expire after a while. However, at the low, low price of 2.2 million, they are worth deploying for things like complex construction in a remote sector or bringing in a ship to capture an M1 or M2. After all, you need an alternate before you can go after a beacon.

And since it's more practical to steal it, who cares about the price?

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Re: Complex planning

Post by Cycrow » Wed, 8. Dec 21, 22:09

The single use jump beacons can not be picked up once deployed, and they last for 5 minutes.

so you can jump a whole fleet into them

Sovereign01
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Re: Complex planning

Post by Sovereign01 » Thu, 9. Dec 21, 00:46

If it's only 5 minutes then I definitely need to board some Atmo Lifters so I can carry as many station upgrades per trip as I can.

EDIT: seems it's the kind of equipment that can't be stolen using agents but with a suitably-equipped ship, and Terracorp HQ only has 4 of them at a time.

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Re: Complex planning

Post by DanKara » Thu, 9. Dec 21, 08:05

Deathifier wrote:
Wed, 8. Dec 21, 12:08
DanKara wrote:
Wed, 8. Dec 21, 07:49
Don’t you know how to get reliably JumpBeacons without searching/fighting/boarding/looting RRF- or Xenon-Capitals (vanilla, 1.3)?
The reusable ones are only on RRF and Xenon capitals, the single-use ones you can buy from TerraCorp.
No, that’s not the case.
Spoiler
Show
To get reusable JumpBeacons reliably, order HephCorp to build something somewhere with some distance to the nearest Jumpgate. They send a M4 Sabre with a JumpBeacon. Ask him to bail. But be quick about it afterwards (they self destruct in 1 to 10 seconds). Optional: Rinse and Repeat. After 6 tries HephCorp will terminate the build order.

Sovereign01
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Re: Complex planning

Post by Sovereign01 » Fri, 10. Dec 21, 19:31

DanKara wrote:
Thu, 9. Dec 21, 08:05
Deathifier wrote:
Wed, 8. Dec 21, 12:08
DanKara wrote:
Wed, 8. Dec 21, 07:49
Don’t you know how to get reliably JumpBeacons without searching/fighting/boarding/looting RRF- or Xenon-Capitals (vanilla, 1.3)?
The reusable ones are only on RRF and Xenon capitals, the single-use ones you can buy from TerraCorp.
No, that’s not the case.
Spoiler
Show
To get reusable JumpBeacons reliably, order HephCorp to build something somewhere with some distance to the nearest Jumpgate. They send a M4 Sabre with a JumpBeacon. Ask him to bail. But be quick about it afterwards (they self destruct in 1 to 10 seconds). Optional: Rinse and Repeat. After 6 tries HephCorp will terminate the build order.
So if I was to place that build order in ABB, would the Sabre appear in AB and from there fly to the TOA?

I was eventually able to procure the 4 beacons at Terracorp HQ, I had to survive the two medium orbital weapon platforms lobbing missiles at me to get close enough and then beam them out.

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Re: Complex planning

Post by DanKara » Sat, 11. Dec 21, 05:03

Sovereign01 wrote:
Fri, 10. Dec 21, 19:31
DanKara wrote:
Thu, 9. Dec 21, 08:05
...
So if I was to place that build order in ABB, would the Sabre appear in AB and from there fly to the TOA?
Yes. So nab 5 JB and proceed with complex-building. :twisted:
Up until now I considered the build-fee as a compensation for 6 JB. But you.... Do you happen to be a TELADI in the disguise of a REAPER?

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