Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

General discussion about X³: Farnham's Legacy.

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chip56
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by chip56 » Tue, 8. Jun 21, 12:21

FankX wrote:
Tue, 8. Jun 21, 12:09
RunGiantBoom wrote:
Tue, 8. Jun 21, 11:59
FankX wrote:
Tue, 8. Jun 21, 10:38
Since the are respawning it is still something which we are able to find and build, but in a low production rate.
They are not respawning. There are only 30 of them in whole universe.
There is a total amount of 30, but they are respawning if there are less than that available.
I saw it some where in a thread, sad i can't save them.
You are mixing two things up:
1) There are new discoveries spawning up to 5 at the same time. Those can be various things like pandora, special discoveries, credits,...
2) Focus crystals spawn at the beginning of the game. 30 in total. Those however are are part of the spawn table of new discoveries. So you will never get more than 30 in your game -> Those are limited.

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FankX
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by FankX » Tue, 8. Jun 21, 12:23

chip56 wrote:
Tue, 8. Jun 21, 12:21
FankX wrote:
Tue, 8. Jun 21, 12:09
RunGiantBoom wrote:
Tue, 8. Jun 21, 11:59

They are not respawning. There are only 30 of them in whole universe.
There is a total amount of 30, but they are respawning if there are less than that available.
I saw it some where in a thread, sad i can't save them.
You are mixing two things up:
1) There are new discoveries spawning up to 5 at the same time. Those can be various things like pandora, special discoveries, credits,...
2) Focus crystals spawn at the beginning of the game. 30 in total. Those however are are part of the spawn table of new discoveries. So you will never get more than 30 in your game -> Those are limited.
Thanks for the info, i thought they are handled the same.

jduato
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by jduato » Tue, 8. Jun 21, 13:21

BrigandPhantos77 wrote:
Tue, 8. Jun 21, 07:00
X2-Illuminatus wrote:
Mon, 7. Jun 21, 17:54
The duplication of wares when using the "Collect deployed item" command is the issue that will be fixed in the upcoming update.
I have to ask as I am about to cry no joy with the way my first experience is going with this expansion. I do love the changes with the diplomacy, interface and the new HQ. But what is truly frustrating me is the number of Xenon spawns in The Void which seem to be camping me. I can't even jump to them to save them. And having the Boron also destroy my laser tower set up to protect my HQ is of serious concern. Attacking it unprovoked and taking a rep hit instantly. Seriously? It was set to shoot Pirates, Xenon, Split, Dukes, and Strong Arms. Nothing else. And In the least they "Xenon" should spawn in Xenon sectors and be forced to fly all the way. Or in the very least use a jump drive like the rest of us.

Now having made several fortunes through the stock exchanges in X3AP "let's face it, it's broken and un-usable" leaves me with the only way to make money being missions. I've made several fortunes trading corporate stocks many times. Sometimes I also like to just explore or trade. And trading is no longer viable to me, to make money. Its simply a way to watch my ships get blown up one after another. Especially with remote trading. I have thus far dealt with "2 Xenon Q's :evil:" camping The Void Epsilon. They seem to spawn in The Void Theta in great numbers.

I sent an enhanced mercury via Jump Drive to Harmony of Perpetuity to visit the SPP, a Q was camping the S gate and insta-popped it. I was trying to test the stock markets tracking of stuff in ships hold. Had 170 IRE that got blown up with it.

So far it looks nice, but seems designed to stop players from making any serious credits through any means.

:oops: And by the way, I'm just venting my frustration here, don't mean anything by it.

How about any chance of SEWN (Satelite Early Warning Network) being incorporated back into it?
I understand your frustration as I had to start over again. Some people recommend moving the PHQ but you may lack the credits early in the game. So, this is what I did to make progress until I am ready to face the Xenon threat:

1) Set the Xenon Hub to disable trading with NPC ships. Bring 20.000 energy cells to the Hub. You should be able to afford this quite early.

2) Use your fast M5 (Disco, Kestrel) to explore the X universe, going directly to the south west and to the north west (in any order).

3) Once you discovered the uper and lower west sectors, realign the Hub gates so as to keep the Holy Vision + Void access, and replacing the other two connections with one in the north west corner and another one in the south west corner of the map, both located more than 10 jumps from both Xenon sector 101 and Xenon sector 472.

I did so, and no more Xenon ships neither in the PHQ nor in the Xenon Hub.

Jimmy C
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Jimmy C » Wed, 9. Jun 21, 20:49

That won't last forever though. There may be a Dark Sanctuary in the south west corner. If there isn't, it will be south of Duke's Citadel instead.

Getting back to the item duplication bug. I haven't reached the Jump Beacon yet, but I realized, there was one other deployable item that I had that'd be useful to duplicate, satellites. I had a stack of Advanced Satellites, so I started duplicating them. It's certainly been a useful way to spend time transiting sectors when I'm not doing anything else.
In the process I discovered something I don't know is related to the duplication bug or not. I was running the duplication operation OOS, there was already an Adv. Sat. in that sector, placed there to monitor a gate and a HSAP. The TS doing the duplicating was a considerable distance from that satellite. But, as can be expected, during one duplication I accidentally ordered the TS to pick up the distant Sat. instead of the just dropped one. Somehow, it instantly collected that Sat. without moving too. There was just a crate where the Sat. had been, tens of km away. I had the TS pick up the crate and redeploy the Sat. and decided to move the operation to the adjacent sector where I hadn't deployed any satellites yet.
This time, I dropped a sat. decided to order the TS to pick up some stuff in the sector, then go back to pick up the sat. There was no instant remote collection. The TS just flew over to the sat. conventionally and collected it.

RunGiantBoom
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by RunGiantBoom » Thu, 10. Jun 21, 10:17

Jimmy C wrote:
Wed, 9. Jun 21, 20:49
The TS doing the duplicating was a considerable distance from that satellite.
Distance was more than 4000km? It is possible to move instantly in such case. Try to send ship on coordinates 3000000,3000000,3000000 for example.

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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Jimmy C » Thu, 10. Jun 21, 15:48

RunGiantBoom wrote:
Thu, 10. Jun 21, 10:17

Distance was more than 4000km? It is possible to move instantly in such case.
Like I said, it was just tens of km away from the satellite. The TS should not have been able to collect the sat. before I closed the command window.

justdrew90
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by justdrew90 » Thu, 17. Jun 21, 03:32

This has been Nerfed in 1.2

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Wou
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Wou » Fri, 18. Jun 21, 20:23

So even the single one was removed from the weapons platform?
And seems like all of the rapid response capitals have a cargobay shielding?

Also is the shielding supposed to be invisible to the scanner? I'm scanning a Rapid Response Zeus, there's none on the list but the Cargobay Hacker refuses to work claiming there's one.
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Deianeira
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Deianeira » Fri, 18. Jun 21, 23:29

Wou wrote:
Fri, 18. Jun 21, 20:23
So even the single one was removed from the weapons platform?
And seems like all of the rapid response capitals have a cargobay shielding?

Also is the shielding supposed to be invisible to the scanner? I'm scanning a Rapid Response Zeus, there's none on the list but the Cargobay Hacker refuses to work claiming there's one.
Yep, no more freebies, it's back to SINZA x10 overnight boys. :P

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Wou
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Wou » Sat, 19. Jun 21, 00:04

Deianeira wrote:
Fri, 18. Jun 21, 23:29
Wou wrote:
Fri, 18. Jun 21, 20:23
So even the single one was removed from the weapons platform?
And seems like all of the rapid response capitals have a cargobay shielding?

Also is the shielding supposed to be invisible to the scanner? I'm scanning a Rapid Response Zeus, there's none on the list but the Cargobay Hacker refuses to work claiming there's one.
Yep, no more freebies, it's back to SINZA x10 overnight boys. :P
Eh, I just want a single one to make my claimed sector easier to reach. Looks like I cannot do that without boarding a friendly ship. Or Xenon J I guess. Oh well
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Deianeira
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Deianeira » Sat, 19. Jun 21, 00:15

Wou wrote:
Sat, 19. Jun 21, 00:04
Eh, I just want a single one to make my claimed sector easier to reach. Looks like I cannot do that without boarding a friendly ship. Or Xenon J I guess. Oh well
You can damage the Rapid Response Fleet ships to the point where the cargobay shielding gets destroyed, then apologize for weapons fire and use the cargobay hacker. I highly recommend plasma beam cannons for this task :twisted:

Jimmy C
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Jimmy C » Sat, 19. Jun 21, 05:02

I'll just go back to doing things the hard way for the next game.
But, for this game, I acquired and replicated the beacon from the platform about 130 times and sold 14 of them for just under 4 billion credits.

BrigandPhantos77
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by BrigandPhantos77 » Fri, 2. Jul 21, 12:57

justdrew90 wrote:
Thu, 17. Jun 21, 03:32
This has been Nerfed in 1.2
They also made the jump beacon un-obtainable in a new game.
Peace is a state of mind!
War is absolute!
~ Phantos ~

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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by BrigandPhantos77 » Fri, 2. Jul 21, 13:09

jduato wrote:
Tue, 8. Jun 21, 13:21

I understand your frustration as I had to start over again. Some people recommend moving the PHQ but you may lack the credits early in the game. So, this is what I did to make progress until I am ready to face the Xenon threat:

1) Set the Xenon Hub to disable trading with NPC ships. Bring 20.000 energy cells to the Hub. You should be able to afford this quite early.

2) Use your fast M5 (Disco, Kestrel) to explore the X universe, going directly to the south west and to the north west (in any order).

3) Once you discovered the uper and lower west sectors, realign the Hub gates so as to keep the Holy Vision + Void access, and replacing the other two connections with one in the north west corner and another one in the south west corner of the map, both located more than 10 jumps from both Xenon sector 101 and Xenon sector 472.

I did so, and no more Xenon ships neither in the PHQ nor in the Xenon Hub.
So in my latest play through, I no longer have a Q camping me. In fact, my first try there was a Q in about 2 dozen sectors during my exploration.

Now I have Xenon fleets spawning on the West Accelerator Gate in PTNI Alpha and Yaki in The Void Eta off the West one there.

I'm on my 3rd try / attempt, and I am finally about to break the 100 mil mark.

Going with the riches guide title of this thread, has anyone realized you get paid for dropping off passengers yet? And I aint referring to the missions. I am referring to bailed pilots. Open your freight, read the info, and take them to the station they want. Applies to all bailed pilots. (Purchases, Pirates and Enemies).

Oh and if you are at war with the Split Strong Arms (Like Me), a great place to camp is Shore of Infinity / Lucky Planets Gamma and Beta.
Enhanced Chimera sell for 3.8 - 4.8 million a piece. Asp Prototypes about a million. I have a pretty high bail rate. Using the Nemesis I got from the prologue. Just make sure to upgrade it with engine tunings.

Loadout: 4 Concussion, 2 Plasma Burst, 2 Ion Shard. Dukes Transports (Athena's) have a good bail rate as well. They sell for 7 mil? Roughly?

Oh, and I have a question. Why does the game throw an M7 to "retrieve / return" at you thinking you can dock it at a Silicon Mine to turn it in?
Peace is a state of mind!
War is absolute!
~ Phantos ~

Deianeira
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Deianeira » Fri, 2. Jul 21, 14:03

BrigandPhantos77 wrote:
Fri, 2. Jul 21, 13:09
Oh, and I have a question. Why does the game throw an M7 to "retrieve / return" at you thinking you can dock it at a Silicon Mine to turn it in?

Because you can give up control of the ship when it's within a few km of those stations. It then either magically jumps away or idles around and can be boarded again :arrow: a good opportunity to train marines for free.

And yes, ejected pilots often pay around a million credits to get to the next station. During the early game, I like defend station missions against yaki, as they pay the most and even their M5s often have turboboost mk1 still installed after bailing. And dont forget to buy every second-hand ship and scoop up the ejected pilot for up to 40% "refund" :twisted:

Jimmy C
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Jimmy C » Sun, 4. Jul 21, 06:37

Deianeira wrote:
Fri, 2. Jul 21, 14:03

Because you can give up control of the ship when it's within a few km of those stations. It then either magically jumps away or idles around and can be boarded again :arrow: a good opportunity to train marines for free.
In AP, if it was too large to dock with the target station, the turned over ship will head towards the nearest gate and be removed from the gate after transiting. But yeah, until then it's a free opportunity for a second boarding. Just remember to use spacewalk boarding to save on pods.

Chull
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Chull » Sun, 4. Jul 21, 11:56

BrigandPhantos77 wrote:
Fri, 2. Jul 21, 12:57
justdrew90 wrote:
Thu, 17. Jun 21, 03:32
This has been Nerfed in 1.2
They also made the jump beacon un-obtainable in a new game.
You can still aquire them though after 1.2 from RRF ships, just takes more effort/time.
All religions are all nonsense

Deeparth
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Deeparth » Tue, 6. Jul 21, 19:24

Chull wrote:
Sun, 4. Jul 21, 11:56
BrigandPhantos77 wrote:
Fri, 2. Jul 21, 12:57
justdrew90 wrote:
Thu, 17. Jun 21, 03:32
This has been Nerfed in 1.2
They also made the jump beacon un-obtainable in a new game.
You can still aquire them though after 1.2 from RRF ships, just takes more effort/time.
They have cargo bay shielding though.

Hwitvlf
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Hwitvlf » Tue, 6. Jul 21, 23:51

Deeparth wrote:
Tue, 6. Jul 21, 19:24
They have cargo bay shielding though.
Every Rapid Response ship that I have seen with a Jump Beacon had Cargo Bay Shielding, but not all of them do. There's at least one post saying they found a Beacon on a Response ship which didn't have Shielding and acquired it with the Cargo Bay Hacker. I'm guessing the odds are low, but possible.

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Wou
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2

Post by Wou » Wed, 7. Jul 21, 10:44

Hwitvlf wrote:
Tue, 6. Jul 21, 23:51
Deeparth wrote:
Tue, 6. Jul 21, 19:24
They have cargo bay shielding though.
Every Rapid Response ship that I have seen with a Jump Beacon had Cargo Bay Shielding, but not all of them do. There's at least one post saying they found a Beacon on a Response ship which didn't have Shielding and acquired it with the Cargo Bay Hacker. I'm guessing the odds are low, but possible.
Guess it may have spawned in the game before the patches? Wonder if there is a random chance for every RR ship to have one, or there is a set number of them in the universe, or maybe if the few that are already in got destroyed then you're out of luck.
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