A few usefull tips (some spoliers too) for game-play.

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sideer
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A few usefull tips (some spoliers too) for game-play.

Post by sideer » Sat, 17. Jul 21, 14:37

A short list of things that can make X3:FL virtual life easier:

1. Dynamic relations.
If You have trouble with this consider doing missions only for Teladi- This way You will end up being enemies with Yaki only.
If You need to get something from race or faction use agents to boost Your relations to desired level (or just to fix it). Easiest way to get them is to do passenger missions (so fast TP class ship is usefull here) which have "+Agent" listed in rewards. If the thing You want is a station You can always use agent to steal blueprint and build it in HQ.

2. Avoid using Universe Traders.
I've given up on those after some testing. It is better to use sector trader which can trade in range of several jumps from home sector (This way You can control which race/faction reputation will decrease/increase in time). In my version of universe I have used 4 Chokaro in Teladi sectors just to supply HQ with money for basic expenses.
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Ministry of Finance is one of good sector to train Sector Traders.

3. Do not spend discovery points on things that can be obtained through agents or money
. Use it to get unique ship blueprints for HQ (like pirate ship TS as a cheap and fast TS that can be produced in HQ).

Explorers Guild Representative can be found on equipment dock, shipyard, military base, research base etc. Just not on regular station with production cycle.

4. Automated Nividium mining is good source of money.
Take a look at NNMC Shipyard in PTNI Headquarters beta. Good starting setup is to buy one Pelican Miner (TM) which will work as a carrier for 3 Falcon Miners (one Mobile Drilling System per Falcon is ok).
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In my game I have captured Pirate Mobile Station and used it as a platform for Falcon Miners. Unclaimed Sector NW (2j away) from Getsu Fune has nividium asteroids which will regenerate in time.
5. Frequent attacks from enemies in Xenon Hub.
Just make sure all gates are 5jumps away from nearest enemy sectors and it should be peacefull again. Hub is small, easy to defend so later in game consider building Lasertower production complex and install ~200 Lasertowers in it (eject 5 at once in one spot, move away like 1km, drop another 5- I have used this to guard all gates and pester ships that (somehow) manage to get through blockade). It will became deathtrap to Your enemies
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(I have used this to block endless Khaak invasion from nearby Enemy Sector)
but for heavier ships that other races can send it is good to supplement it with several M7 or M2s.

6. Access to high demand market where You can sell ANY amount of products.
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Just buy TS at shipyard, transfer wares to it than sell it back to shipyard. You can sell anything in high amount this way.
It works for Nividium too. Later in game You can buy TL to sell all those goodies from large complexes linking XXL sized factories...
7. Bioscanner allows inspecting stats of marines. Try to have at last 30 of them with combat rating >40 and train all their skills to 4 or 5 stars. Combat cannot be trained at base and You might need those marines to cap unique ship in future if You happen to find one stranded far away from sector center.

8. Cargo Bay Hacker can be used to steal wares from station too. This can be good source of income in early game.
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If You manage to steal Jump Beacon (not the one time use version of it) do not sell it unless You are 100% focused on combat.
9. You can use SETA while in space suit to reduce real time wasted on manual repairs. Again this can be very good money source in early game - look for NPCs selling expensive and damaged ships, buy them, repair, then sell to shipyard. You can check ship value in game by using in game Ship Browser by pressing Shift+B (default setting).
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At some point later in game You can find ARAN which is badly damaged. Space suit oxygen supply will last for ~13% of hull so keep this in mind and just reenter ship when it is low.
10. If You are focused on production as a source of money SETA is Your friend. Just make sure to be either in M2 or far away from sector center before engaging SETA for several hours of real time.

11. Complex planner is excellent design tool. Just remember Build Command software has limitations - final step requires sufficient cargo space in TL to load ALL extension kits at once - if it fails due to insufficient cargo space You can connect stations manually, just remember to place sub hubs 1st and connect them to final hub in one go. Alternatively You can use construction service which seems to not have such limitation. Also make sure everything is balanced in the same station upgrade level (for example XL sized stations)in case if You want to upgrade complex later. Summary shows amounts produced/required per hour.

12. Ultimate cash source.
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Build complex that will supply HQ with materials required for continuous Trans-Orbital Accelerator Production (which are worth 200m per one). Check materials required (calculate how many of each is needed per 1h) and use complex planner to design suitable complex that will provide it. OFC any other complex producing expensive shield or weapon will do to and You can use trick from hint nr 6 to sell unlimited amounts of it.
13. Do not build in HSPA sectors until they are connected by Trans-Orbital Accelerators or You might get nasty surprise in the form on endless Khaak attacks. You can find out what's in it by making save BEFORE telling Explorer Guild Representative that You want to build Accelerator on HSPA, then just go, build it and see what spawns inside former HSPA sector.

14. Blastclaw prototype is M3 class ship that can deploy 5 marines to capture target. You can use that to train marines when doing retrieve abandoned ship missions AND M3 class ship can be docked on TM class ship.

15. Consider carefully where You want to install Engine Tunnings which You find during exploration.
In my 1st game-play I have installed most on my M5 exploration ship (Advanced Kestrel) of choice leaving not many for TM and none for TP. Fast M5 exploration ship is nice but more than 700-800 speed is not needed while extra speed on TM and TP is a lot more usefull later in game.

16. Capturing ship in sector full of enemies.
Just fly into it within fast TM ship, go as far away from center as possible until Triplex scanner is clear, then switch ship to fast M5, order TM to fly further away and cirlce enemies in M5 ship (make sure not to be spotted by enemies on the way back). If You are carefull You can draw away enemies from gate or target slower ship giving You enough time required to capture it.
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I have managed to repair (in space suit) and capture Aran in sector full of Xenon ships this way using TM and TP full of marines.
17. Sector ownership
It is very usefull to claim sector if You want to protect it too. If AI claims it before You any kills in it will affect reputation with owning race. if You do not plan to put defenses in it just let AI do it, if not claim it to avoid reputation issues.

Lastly I would like to say Thank You for letting me play X3:FL for free. I really enjoy it despite some minor flaws it has:)
Last edited by sideer on Sat, 17. Jul 21, 18:06, edited 1 time in total.

fireanddream
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Re: A few usefull tips (some spoliers too) for game-play.

Post by fireanddream » Sat, 17. Jul 21, 16:44

Thank you.

Also here is me shamelessly begging for an option to opt out of the dynamic relation system, because No.1 is exactly how I do not want to play the game.

Novvak
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Re: A few usefull tips (some spoliers too) for game-play.

Post by Novvak » Sat, 17. Jul 21, 16:53

That is a very useful post, thanks for putting it all together in one place.

sideer
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Re: A few usefull tips (some spoliers too) for game-play.

Post by sideer » Sat, 17. Jul 21, 18:19

fireanddream wrote:
Sat, 17. Jul 21, 16:44
Also here is me shamelessly begging for an option to opt out of the dynamic relation system, because No.1 is exactly how I do not want to play the game.
Dynamic Relations were more problematic before 1.2 came out. It is still one of things I consider a flaw but only a minor one. My work around this is to focus on production as a source of money - with some simple planning and XXL station upgrades complexes can pump out incredible amounts of goods, rendering missions ineffective choice as a money source. There is also positive side - if race decides to go hostile vs player only because of being on friendly terms with its enemy it bears risk of being plundered or even wiped out by player fleet. In my present game play Strong Arms is playing dirty by attacking my ships - If I were not playing pacifist I would test performance of my little fleet of Pteranodons in sector wipe scenario :)

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Re: A few usefull tips (some spoliers too) for game-play.

Post by Novvak » Sat, 17. Jul 21, 19:33

Does only accepting missions from Teladi allow positive relations with corporations?
Aside from NMMC and Strong Arms, other corps hate my guts, even though I was never hostile towards them (except Duke's, I love to blow them up).
In my playthrough Atreus went from rank 7 to -4 in a matter of minutes, I haven't even noticed what caused it.

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Re: A few usefull tips (some spoliers too) for game-play.

Post by Hwitvlf » Sat, 17. Jul 21, 19:38

Thanks for this. Good tips! There were several in there that I didn't known - I'll have to check out the Blastclaw Prototype.
I think the Pirate Ship TS can be bought in pirate shipyards. Its class is bugged (not listed as a TS internally) so it doesn't show up in the ship browser and Station Managers won't use them, but they're still a good fast ship for.

I started a new game and I'm loving the Dynamic Relations personally. Last time I sided with the Boron/Argon and it was too easy, so this time I'm going Pirate/Teladi. As you take Build Station missions from the Pirates, the number of trade factories in their sectors grows, and your traders have very little competition serving them. I also decided not to buy any ships/stations/equipment, so I only use what I capture or make at the HQ. It makes progress slower, but there's a great sense of accomplishment when you finally get a blueprint.

A couple more tips:
You can spacewalk to enter the pilot seat of a Drone Extended. Atreus Shipyard sells the version with 3 repair lasers so it can repair significantly faster than the spacesuit. Useful for big repairs in the early game.

Deliver ship missions (NOT retrieve ship) pay better than shipyards for goods and equipment in the ship that's being delivered. If you get a deliver TS mission, you can transfer spare Nvidium or captured Turbo modules to it before delivery to get a good return.

Novvak: Teladi missions have no negative effect on any corporation, only positive on NMMC. Doing NMMC missions is safe too, as their only negative 'side effect' is on Dukes.

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Re: A few usefull tips (some spoliers too) for game-play.

Post by Novvak » Sat, 17. Jul 21, 20:45

Hwitvlf wrote:
Sat, 17. Jul 21, 19:38
Novvak: Teladi missions have no negative effect on any corporation, only positive on NMMC. Doing NMMC missions is safe too, as their only negative 'side effect' is on Dukes.
Thanks, maybe I will sink few agents' worth of influence to get my friends back :mrgreen:

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Re: A few usefull tips (some spoliers too) for game-play.

Post by Da-V-Man » Sat, 17. Jul 21, 21:22

sideer wrote:
Sat, 17. Jul 21, 14:37
16. Capturing ship in sector full of enemies.
Just fly into it within fast TM ship, go as far away from center as possible until Triplex scanner is clear, then switch ship to fast M5, order TM to fly further away and cirlce enemies in M5 ship (make sure not to be spotted by enemies on the way back). If You are carefull You can draw away enemies from gate or target slower ship giving You enough time required to capture it.
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I have managed to repair (in space suit) and capture Aran in sector full of Xenon ships this way using TM and TP full of marines.
Just curious,
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How many marines did you need to capture the Aran? Was it only 10?
Also, some tips of tip of my own:

1. Boarding training

In terms of larger ships, pirate TLS are pretty easy to capture. They don't require 5 star marines (as long as they don't have internal sentry lasers), and have no lasers, so once you clear away any fighter escorts and ensure they are easy to whittle down without having to worry about your own shields.


2. Unique Blueprints

There is one unique blueprint that you can get only from the explorer's guild and nowhere else, which is
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Boarding Pods.


If you do a lot of boarding operations, being able to make them is useful.


3. Selling Captured Ships

Once you get enough money, you should buy a Guppy (or aquire another M7D), and fill it with Drone Extendeds. Park it in a relatively safe sector with a shipyard (I was using Light of Heart), and send your captured ships there one way or another. The drones will fully repair the ship, allowing you to sell it for more. If you have a lot of ships, or a big one, you may want to have position them or idle them in the sector before sending them directly to the shipyard to allow enough time to bring their HP up.


4. Hull Damage, No Problem!

You may have seen this mentioned on the forums, but now Cargo Bay Shielding prevents equipment from being destroyed when you take hull damage. Combined with M7D repair drones, you won't have to worry too much about significant hull damage anymore on your combat-heavy ships.


5. HQ Supply Logistics

The Spacelab can only dock 5 TP/TS/TM/M6/M8 ships, but an unlimited number of fighters. You can use M3s with larger cargo bays, such as the Falcon Miner, Enhanced Kea or Blastclaw Prototype for logistics ships if you have a need to move a lot of lower volume items such as chips, shields, weapons, etc.


6. Negotiate Discount

If you're planning to build a complex, buy a fleet, or upgrade a lot of factories, especially to XXL, you can use an agent to negotiate a discount of up to 10% on what you buy at the shipyard. It takes 100 minutes to get the max 10% discount, and will stay active until you recall your agent or run out of influence (which seems to take a long time to do so).
These days I mainly just talk to plants and dogs,
all human contact seems painful, risky, odd,
so I stay acting god in my own X-Universe!

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Re: A few usefull tips (some spoliers too) for game-play.

Post by Da-V-Man » Sat, 17. Jul 21, 22:05

Actually I have a few more:

7. Docks and Trading Station

You need a trading station for unclaimed sectors. Docks do not work (I tried). In terms of docking ports, the best trading station is the Argon Trading Post because it can dock an unlimited number of fighters in its hangar, and 10 TP/TS/TM/M6/M8 ships. The Boron equipment dock has hangers for both fighters and TP/TS/TM/M6/M8 ships, meaning it can contain an unlimited number of them.


8. Un-pissing off a faction

Want to steal the IBL Forge blueprint from the pirates, but you killed/capped so many of them that you are at +100% influence cost and can no longer send your agent to the shipyard, no problem! You can use agents to acquire/steal police licenses, meaning that when you buy it and then kill an enemy of theirs in their sector, you can gain rep and some money for it. From my experience it seems to be a bit finicky. If you target a ship and then open the target menu for it, the police license disappears and you have to re-buy it. YMMV
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If your faction of choice owns the hsap adjacent to the Khaak or Xenon sector, they are good choices for rep raising.

9. Building Complexes with Build Command Mk3

I had a misconception about this, but apparently I was wrong. I was under the impression that the TL Building the complex needed a tractor beam to tow asteroid mines to the complex, but apparently that is not the case. So don't let it stop you from using an Atmospheric Lifter to build dem plexes.


10. Jumpdrive Installation Kits

These things are the best thing since sliced Albion. When you cap a ship, force a pilot to bail, or buy a ship at a shipyard, you can now easily install jumpdrives on them. I recommend aquiring/stealing them from Terracorp so then you can buy them at your Hub/PHQ as you need them.


11. Armoured Transports are Expensive

Buuuuut they are easy to capture from Dukes, and no one likes those guys anyways, so who cares if one of their ships goes missing once in a while?
These days I mainly just talk to plants and dogs,
all human contact seems painful, risky, odd,
so I stay acting god in my own X-Universe!

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Re: A few usefull tips (some spoliers too) for game-play.

Post by Ramdat » Sat, 17. Jul 21, 22:23

sideer wrote:
Sat, 17. Jul 21, 14:37
6. Access to high demand market where You can sell ANY amount of products.
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Just buy TS at shipyard, transfer wares to it than sell it back to shipyard. You can sell anything in high amount this way.
It works for Nividium too. Later in game You can buy TL to sell all those goodies from large complexes linking XXL sized factories...
I would not suggest using this tip, unless you have absolutely no other means to sell the material. The trick certainly has its uses, but you should be careful, as losing over 85% of the profits is considerable.

When a ship is sold at a shipyard, you only receive ~60% of the value of the ship and 15% of the average price of the wares. You can see my breakdown here. In this example, 39 Nividium sold at the shipyard is required to break even on the loss of the ship sale. In contrast, if you sold 39 units normally at average price, you would profit 640,000. Likewise, the entire ship full of Nividium (625 units) sells for the same price as ~100 units of Nividium sold normally at average price.

Other users have stated that NPC traders will continually buy Nividium from the HQ set near average price even though there is not much demand for it in the universe. I've not tried this personally, but, if true, it would vastly increase your profits on Nividium.

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Re: A few usefull tips (some spoliers too) for game-play.

Post by sideer » Sat, 17. Jul 21, 23:15

Ramdat wrote:
Sat, 17. Jul 21, 22:23
sideer wrote:
Sat, 17. Jul 21, 14:37
6. Access to high demand market where You can sell ANY amount of products.
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Just buy TS at shipyard, transfer wares to it than sell it back to shipyard. You can sell anything in high amount this way.
It works for Nividium too. Later in game You can buy TL to sell all those goodies from large complexes linking XXL sized factories...
I would not suggest using this tip, unless you have absolutely no other means to sell the material. The trick certainly has its uses, but you should be careful, as losing over 85% of the profits is considerable.

When a ship is sold at a shipyard, you only receive ~60% of the value of the ship and 15% of the average price of the wares. You can see my breakdown here. In this example, 39 Nividium sold at the shipyard is required to break even on the loss of the ship sale. In contrast, if you sold 39 units normally at average price, you would profit 640,000. Likewise, the entire ship full of Nividium (625 units) sells for the same price as ~100 units of Nividium sold normally at average price.

Other users have stated that NPC traders will continually buy Nividium from the HQ set near average price even though there is not much demand for it in the universe. I've not tried this personally, but, if true, it would vastly increase your profits on Nividium.
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I have used this to sell goods in PTNI HQ Alpha inside Vulture Tankers. Ship itself costs 207k only and it can fit a little over 1k nividium which was worth around 2.4m* when sold back to shipyard. If the amount of wares is low it certainly isn't worth it but if You have TL cargo hold full of nividium... bulk sale at lower price turns out to be still quite a good deal. Not to mention there are wares like big shields, heavy weaponry that are very hard or impossible to sell in bulk amounts. There is also special hardware type like Trans-Orbital Accelerator which can be sold only through this method - take 3 of those, buy TL, transfer it there, sell TL (600m minus price difference of several milions of credits for buying and selling TL).
*Edit: Corrected vulture tanker resale value to 2.4m after checking it again in game version 1.2. Looks like I have remembered wrong value.
I think the Pirate Ship TS can be bought in pirate shipyards. Its class is bugged (not listed as a TS internally) so it doesn't show up in the ship browser and Station Managers won't use them, but they're still a good fast ship for.
That is true but getting back good rep with pirates will damage all other races standing so in this sense it is unique ship blueprint. My own favorite TM class which I like to use as a sector trader (Chokaro- fast, good shielding, decent cargo space) requires Yaki reputation so I have classified it as a "must have, unique blueprint" too and therefore I have used discovery points to get it.
Just curious,
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How many marines did you need to capture the Aran? Was it only 10?
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I have used 20 marines for that but only after repairing hull up to ~50%.
Last edited by sideer on Mon, 19. Jul 21, 11:42, edited 1 time in total.

Ramdat
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Re: A few usefull tips (some spoliers too) for game-play.

Post by Ramdat » Sat, 17. Jul 21, 23:52

sideer wrote:
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I have used this to sell goods in PTNI HQ Alpha inside Vulture Tankers. Ship itself costs 207k only and it can fit a little over 1k nividium which was worth around 8.4m when sold back to shipyard. If the amount of wares is low it certainly isn't worth it but if You have TL cargo hold full of nividium... bulk sale at lower price turns out to be still quite a good deal. Not to mention there are wares like big shields, heavy weaponry that are very hard or impossible to sell in bulk amounts. There is also special hardware type like Trans-Orbital Accelerator which can be sold only through this method - take 3 of those, buy TL, transfer it there, sell TL (600m minus price difference of several milions of credits for buying and selling TL).
Yes, the profit should be better for ships which have a better storage to price ratio. However, the ware price per volume is the most important part, as it is the source of the money.

For example, assuming all materials are bought at minimum and sold at maximum:
Cloth Rimes have a per unit profit of 282, while Crystals have 506. Rimes require 2 volume per unit, and Crystals require 4 volume per unit. The per unit value makes it appear that Crystals are 44% better (506 vs 282), but Crystals are actually 10% worse by volume (127 vs 140).
Crystals and Silicon have a similar per unit value (506 vs 540), but Crystals are 4.2x more volume efficient (127 vs 30).

Are you sure it sold for 8.4m? That would indicate that it sold the Nividium near minimum price, rather than at 30% of minimum as in my experiment. I'm not sure what caused the discrepancy.

The shipyard trick is useful in the cases you described. Using the mechanic requires some caution though, as it can be a detriment in other cases.

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Re: A few usefull tips (some spoliers too) for game-play.

Post by ranzolger » Sun, 18. Jul 21, 08:31

If you do an 'deliver ship' mission and put wares in the cargo hold, you'll get the average price.

This way i delivered a TS with 625 nividium and got ~10M credits. The same ship sells for ~2.5M at shipyards.
(Another mission: 1450 nividium for >23M credits :mrgreen: )

So, do missions to get rid of your excess stuff.

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Re: A few usefull tips (some spoliers too) for game-play.

Post by sideer » Mon, 19. Jul 21, 11:38

Are you sure it sold for 8.4m? That would indicate that it sold the Nividium near minimum price, rather than at 30% of minimum as in my experiment. I'm not sure what caused the discrepancy.
That is value I have remembered but I have abandoned nividium mining long time ago. I've send my ship to mine again and this time it was 2776892 for Vulture Tanker with 1087 Nividium on board (game version 1.2). I've been mining Nividium before update 1.2 so this might be the case too.

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Re: A few usefull tips (some spoliers too) for game-play.

Post by sideer » Mon, 19. Jul 21, 11:44

ranzolger wrote:
Sun, 18. Jul 21, 08:31
If you do an 'deliver ship' mission and put wares in the cargo hold, you'll get the average price.

This way i delivered a TS with 625 nividium and got ~10M credits. The same ship sells for ~2.5M at shipyards.
(Another mission: 1450 nividium for >23M credits :mrgreen: )

So, do missions to get rid of your excess stuff.
That's very good tip - very useful at early stage of the game and I'll try it on my new game:)

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Re: A few usefull tips (some spoliers too) for game-play.

Post by BrigandPhantos77 » Wed, 21. Jul 21, 09:14

I can confirm that Nividium does sell from the PHQ. I can also confirm that your Nividium mine will also get regularily depleted if you set one up at the average price.

Mobile mined a full rock of Nividium and deposited in my HQ. Set to allow NPC traders and set it to sell. Within an hour it was gone and my PHQ had a good chunk of credits.
Had a mine in
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The Void Alpha
It got emptied regular.

A couple notes, I set my HQ to allow trading to build up a few resources. For some reason I set Crystals to storage only, NPC traders still sold it to my station depleting it's credits.

Also,

Station Managers exceed the mandates of the trade range. I have buy and sell both set to 2 sector range. They regularily send them out 3 sectors away into a pirate sector, "which I hate". I also saw in the notes that one of the updates was access to commands that station managers control, that is not the case for me. And my station manager will frequently send the traders through xenon fleets with me having no ability to stop, or get them safely away. Really annoying. I have to turn off the station manager, wait several minutes to regain control, and hope for the best.

I have also noted numerous fleet stalls where they sit in a system and not move. IE: Split M7 sitting at the W gate in Aladna Hill and not doing anything. I have never encountered any Khaak in any system. Weird seeing some people posting it. How long does it take for a faction to claim a HSAP? Once I unlocked a couple I saw it immediately claimed by Paranid or Boron. The paranid one was understandable, but the Boron one was connected to a pirate sector nowhere near Boron territory.

Tip: Bailed ship in one of these HSAP spots. Take a TM in. Also, the Hub will connect to the gates in them if they have one.

Lastly, dynamic relations suck. But they have no impact in the start zone. But what does bother me is the fact that I start as an Argon and when you complete the start, it resets your Boron rep and completely boosts your paranid. :?:

Question: How many times does it take to steal a blue print for a factory? I could really use the ability to make my own Chelt / Rastar Oil since the Split are my enemy.

Another "dumb" question: Why the heck does a Teladianium Foundry want me to return a Shrike when the stupid Teladi know full well the thing can't dock there. LMAO!! :twisted: I did enjoy selling it.

Hint: Great location for a factory.
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PTNI Headquarters Alpha - Sun Oil Refinery
I made a killing with this in a few hours. The only down side I had was the Xenon were using the Jump Beacon there to attack it frequently. And had to constantly replace my Satelite and protect my freighters all the time.
Peace is a state of mind!
War is absolute!
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Re: A few usefull tips (some spoliers too) for game-play.

Post by Snafu_X3 » Wed, 21. Jul 21, 23:52

BrigandPhantos77 wrote:
Wed, 21. Jul 21, 09:14
Question: How many times does it take to steal a blue print for a factory? I could really use the ability to make my own Chelt / Rastar Oil since the Split are my enemy.
Lots: it depends upon your rep as well as your diplomat (spy)'s skill. Failed attempts will still increase the future success chance tho..
Another "dumb" question: Why the heck does a Teladianium Foundry want me to return a Shrike when the stupid Teladi know full well the thing can't dock there. LMAO!! :twisted: I did enjoy selling it.
Doesn't matter: all X3 series games have this odd & confusing issue. Simply take it to its destination & the popup will appear to turn over the ship's command: station docking ability is irrelevant
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

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Re: A few usefull tips (some spoliers too) for game-play.

Post by Sovereign01 » Fri, 23. Jul 21, 21:32

One tip I wish I'd known before starting was to pick the Teladi game start because the Advanced Kestrel is way faster than the Adv. Discoverer, so now I have to track one down if I can.

Ramdat
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Re: A few usefull tips (some spoliers too) for game-play.

Post by Ramdat » Fri, 23. Jul 21, 22:47

Sovereign01 wrote:
Fri, 23. Jul 21, 21:32
One tip I wish I'd known before starting was to pick the Teladi game start because the Advanced Kestrel is way faster than the Adv. Discoverer, so now I have to track one down if I can.
Yeah, it's a nice early game advantage. However, I think the normal Kestral which you can buy at shipyards is a little bit faster than the Advanced Kestral, but has weaker stats in other areas.

The Boron Arrow is way faster, at 1320 m/s. Or, the Argon Starburst at 1140m/s. They are relatively common patrol crafts in their space, so you can capture them through bailing.

Sovereign01
Posts: 2128
Joined: Wed, 25. May 05, 14:38
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Re: A few usefull tips (some spoliers too) for game-play.

Post by Sovereign01 » Sat, 24. Jul 21, 00:08

Ramdat wrote:
Fri, 23. Jul 21, 22:47
Sovereign01 wrote:
Fri, 23. Jul 21, 21:32
One tip I wish I'd known before starting was to pick the Teladi game start because the Advanced Kestrel is way faster than the Adv. Discoverer, so now I have to track one down if I can.
Yeah, it's a nice early game advantage. However, I think the normal Kestral which you can buy at shipyards is a little bit faster than the Advanced Kestral, but has weaker stats in other areas.

The Boron Arrow is way faster, at 1320 m/s. Or, the Argon Starburst at 1140m/s. They are relatively common patrol crafts in their space, so you can capture them through bailing.
Yes, however the Adv. Kestrel and the Enh. Jag are the two fastest ships that can equip a Jumpdrive due to having M cargo like the Disco. Both are in my ingame encyclopedia so I must have encountered at least one of each in the past. I've taken to dropping sats in Teladi sectors to see if I can find any, I'll do the same in Split ones, see if I can get lucky! :D

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