Sector Trader/Universe Trader Guide Now Available (X3)

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Geggo
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x3tc

Post by Geggo » Sat, 3. Dec 05, 15:33

Well I didnt tell the location now did I, just a name. :)

But that sector is a good example of a good training sector since it has full scale food production and consumption line times 2. and that sector seems to run pretty well from energy point of view.

ggvw
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Post by ggvw » Fri, 13. Jan 06, 16:04

Does anyone know if it is possible to transport a M4 sector trader pilot to a TS freighter? I tried X-it/Bigbadorcas method but it did not work for me. Everything except the pilots level is transferred. Could it be because the M4 does not already have the trade MK1 built-in?
Someone also said that if you assign a homebase then they will try to fly home if they get stuck for ecells - .
Does anyone know if that's true?

PabloRSA
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x4

Post by PabloRSA » Fri, 13. Jan 06, 16:52

You said you dont need weapons on your ST/UT's i believe that a weapon would be an advantage if you have a rear turrent as you can direct it to protect the ships so if pirates or other enemies fire missles.

The guide seems good for noobs but i think you should add advantages and disadvantages for adding diffrent type of ware.

For example scanner, UT dosnt need it but if you dont have a sat nav in the system then the enhanced scanner can pickup new stations that have been built by the race since you last visted the sector.

Also the jumpdrive shouldnt be in the not needed list maybe make a sub needed list, that it would require xxx at this level but make it clear it dont need it before that level.

Just my thoughts.

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FyreByrd
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Post by FyreByrd » Fri, 13. Jan 06, 18:25

@PabloRSA:

Thanks for your feedback...here's my response....

Yes you can use a rear turret to help defend at st/ut but in my experience esepically since 1.3 (remember this guide hasn't been updated to 1.3 yet it is still based on 1.2.1!) that if you run into a mjor group of pirates your st/ut is a dead man walking...i equip with the bare essentials realising i will lose a few traders so i can replace them as cheap as possible...You can go the line of tooling them to the max and giving them escorts and so on...but for me st/ut's fund my operation...my operation doesn't fund them!

I hoped i had made the jumpdrive clear enough it is NOT needed but if you don't buy it it will cost you more when it is bought by the trader...same as cargo/speed/rudder upgrades

Finally scanner...

in 1.2.1 there was no evidence of new stations being built therefore there was no need for a scanner...in my testing (honest i will update the guide soon guys!) on 1.3 i still don't see a big enough profit increase when using a triplex scanner to using no scanner...and as triplex's are only available in certain places and you have to have good rep with certain races to me it is still an UNESSENTIAl luxury...it may be usuful but it isn't needed and as far as i see it doesn't increase your profit margins a huge amount if you do use it/

Hope this helps

Cheers

FyreByrd

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FyreByrd
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Post by FyreByrd » Fri, 13. Jan 06, 18:26

@PabloRSA:

Thanks for your feedback...here's my response....

Yes you can use a rear turret to help defend at st/ut but in my experience esepically since 1.3 (remember this guide hasn't been updated to 1.3 yet it is still based on 1.2.1!) that if you run into a mjor group of pirates your st/ut is a dead man walking...i equip with the bare essentials realising i will lose a few traders so i can replace them as cheap as possible...You can go the line of tooling them to the max and giving them escorts and so on...but for me st/ut's fund my operation...my operation doesn't fund them!

I hoped i had made the jumpdrive clear enough it is NOT needed but if you don't buy it it will cost you more when it is bought by the trader...same as cargo/speed/rudder upgrades

Finally scanner...

in 1.2.1 there was no evidence of new stations being built therefore there was no need for a scanner...in my testing (honest i will update the guide soon guys!) on 1.3 i still don't see a big enough profit increase when using a triplex scanner to using no scanner...and as triplex's are only available in certain places and you have to have good rep with certain races to me it is still an UNESSENTIAl luxury...it may be usuful but it isn't needed and as far as i see it doesn't increase your profit margins a huge amount if you do use it/

Hope this helps

Cheers

FyreByrd

P.s. @ggvw
I've very rarely messed around with m4 st/ut's so haven't tested it with pilot moving will add it into my test list for the updated guide

X-it
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x3

Post by X-it » Fri, 13. Jan 06, 18:50

ggvw wrote:Does anyone know if it is possible to transport a M4 sector trader pilot to a TS freighter? I tried X-it/Bigbadorcas method but it did not work for me. Everything except the pilots level is transferred. Could it be because the M4 does not already have the trade MK1 built-in?
I didn't think trading pilots could be transfered into an M4? How did you get him into that in the first place? And he's now stuck in there, poor guy?

stallion
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x2

Post by stallion » Thu, 26. Jan 06, 13:33

Does anyone have a list of the ranks for sector/universe traders. Also do higher ranks give ur UT an advantage?

BTW whats the highest rank your UT can go to?

X-it
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Post by X-it » Thu, 26. Jan 06, 14:30

Yes, higher ranks means smarter pilots! :) They make better deals.

Max rank is 25. They are sector traders from level 1-7. At level 8 you can set them to universe traders. They will trade in surrounding sectors. At level 12 they will start using the jumpdrive, if they have one. From then on they reach level 25 in no time...

Darklight86
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Post by Darklight86 » Thu, 9. Feb 06, 14:16

This is great, I was just thinking to myself - I need to use sector traders to get higher rep boosts - but didn't know the first thing about them, I thought it was a longshot to find anything with any useful info on sector traders, but look! An entire guide dedicated to them!

Nice One. :D
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>SB X-Fi

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FyreByrd
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Post by FyreByrd » Fri, 10. Feb 06, 20:51

Hey Guys,

Just to let you know the promised update to v1.3 of the sector/universe trader guide is now indefinatly on-hold, just don't have the time to play x3 at the mo let alone test everything for traders, but there are a couple of other good guides out there so check them or pm me if you're really stuck and i'll answer if i can.

Cheers

FyreByrd

hova
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hi

Post by hova » Mon, 17. Jul 06, 12:49

Ive got mercurys large and small and ive equipped everything uve said and they are lvl 10 and the universe trader is still not highlighted

yanqi
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Post by yanqi » Fri, 16. Mar 07, 04:21

thanks a lot

Draygor69
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Post by Draygor69 » Fri, 20. Apr 07, 14:42

You have just made a headache of mine - sector to universe trader go away, thanks so much

sickforska
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awesome

Post by sickforska » Sun, 1. Jul 07, 02:03

this is a great help to anyone starting out, thanks

stonyclaws
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x2

Post by stonyclaws » Sun, 1. Jul 07, 12:45

FyreByrd wrote:Although i'm still going on my already admitted dodgy ship information but....

the express,manta,iguana, and toucan all have "S" restrictions so they won't mount a jumpdrive. but all the rest have "L" restrictions so they can - my utility ship is an Iguana Vanguard (I'm sure you know the one!) which is dead useful to resupply with - and i have another capped one that I tested the tp sector trading stuff on. and once he's up to the grade I'll check the uni trader stuff with him too!

Cheers

FyreByrd
My Iguana resupply fleet all have Jumpdrives! And they use them too!

ShrunkenQuasar
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xr

Post by ShrunkenQuasar » Thu, 28. Jan 10, 21:32

So I followed this guide and got my two Mercury's set to sector trade. I have one set to trade in Home of Light, and the other in Antigone Memorial. The problem is, they never move off standby. I played for a couple hours and they didn't budge. Figuring it would take some time, I left the game running all night long. Still hadn't moved, and my credit account was untouched. I'm not sure what is the matter. I tried moving them to other sectors and that didn't help either.

Any help would be appreciated.

Gruber1232002
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Post by Gruber1232002 » Thu, 28. Jan 10, 21:52

This thread is a little old as the last post was July 2007.

1) There is an issue with the poisoned Paranid start where ST's & UT's don't work till you finish the miniplot.

2) I haven't checked but are you sure there are things to buy and sell in those two sectors? Make sure there is an active source of products which are resources for other factories in the sector.

3) I'm almost positive there is a UT guide in the stickies that's more modern than this one. The X games change subtly over time.

4) Good luck.

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perkint
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Post by perkint » Thu, 28. Jan 10, 23:14

What game are you playing? If you're playing X3TC this thread is not about the same game!

Here is a thread you may find more useful :)

Tim
Struggling to find something from the forums - Google it!!! :D

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FyreByrd
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Post by FyreByrd » Sat, 3. Apr 10, 17:45

Ok without wanting to bump this thread past the already mentioned necromancy - this thread was written (flip me nearly 5 years ago!!!) as a guide to making sector traders into uni traders for X3 Reunion as at the time millions of threads were being created daily (NOT an exageration!) to ask the question. This guide was for v1.2.1 of X3 Reunion..it was superseded, and improved on by willwilk and was kept updated better http://forum.egosoft.com/viewtopic.php?t=121043

Sector/Uni trader scripts were re-written(then re-written again!) for TC so this guide is not useful in the slightest.

As willwilk's guide is pretty much the be-all and end-all for sector/uni traders in X3 Reunion, I'll PM a mod, to lock this thread off and let it disappear!

:::: Hey look my spelling hasn't improved in 5 years! :::::

Cheers

FyreByrd

Deleted User

Post by Deleted User » Sat, 3. Apr 10, 17:57

Please stick to the more recent guides regarding uni and sector traders.

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