HQ Construction chart
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i actually have 2 chip plants because that was the only way i could get enough microchips for my hyperion by the time it was reverse engineered (i had 15 hours left). in my game (2.0.0.2, only started playing after install latest patch and bp) i need to provide as many microchips as computer components and quantum tubes. a chip plant produces 0.1(6) microchips per minute, while a quantum tube fab produces 0.6 quantum tubes per minute and a computer plant produces a whooping 1.25 computer components per minute, so microchips are about 8 times harder to come by than computer components, as well as being 10 times as expensive.pjknibbs wrote:The requirements for Microchips have already been halved since 2.0.1, and if you're having difficulty finding some, build your own--a chip plant is hardly an expensive investment!
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Tip: You only need 2 Microchip fabs.kotekzot wrote:does anybody else think that the microchips requirements are ridiculous? there probably aren't as many microchips available for purchase in the entire universe as required for a single hyperion (380 or so).
If you own these fabs, you only need 1 ship with CLS MK1 to carry the Chips to the HQ.
If you need to buy the Chips from NPC fabs, use a TS ship with CLS MK2: doc at the fab, add intermediate waypoint "0, fab, fab, chip, 0, 1", start external commodity logistics. Then the ship will buy all chips produced until the average price.
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Can't see any reason why not, good idea, not sure why that hasn't already been done.tantanoid wrote:I'm going to make a sheet with HQ production costs fof XTM ships. Can I use this sheet as a base?
It's a bit of a manual chore though, having to type in the NPC RelVals into column G,
also the value in column E could be replaced with a conditional switch:
i.e M1/M2/TL = 25000, M3/M3+ = 16666, M4 = 12500, M5 = 10000, TS/TP = 5000.
Plus if you're going to do columns AA to AG (profit / saving) accuratley, you'll need to get the actual
ship selling price at a shipyard in the game for column AA, and work out any 'built-in items'
good luck
DT
Yeah, I already studied it a little and it appears to be much typing ahead of me. To minimize that I would like to put as many formulas as I can, for starters I tried to figure out how the buying price can be calculated.
For most of the ships it is INT(NPCRelVal*80.721263) plus the preinstalled equipment and the shield, though there's a variance of a couple of credits, probably rounding errors.
The trickiest part is the selling price. Seams that even if you sell a ship in a different race shipyard you don't get always the same price (for instance compare Mammoth and Orca in split and paranid SY at rank 4). What I did was to calculate the selling price for the same race as the ship (since this is also the most useful one). Early tests indicate that the formula is the same for all the ships of a race (with the usual exceptions of Collossus, Titan and Phoenix). Of course the coefficients vary between races.
I will try this new formula for different ships, races and ranks when I get some more free time and report my findings.
For most of the ships it is INT(NPCRelVal*80.721263) plus the preinstalled equipment and the shield, though there's a variance of a couple of credits, probably rounding errors.
The trickiest part is the selling price. Seams that even if you sell a ship in a different race shipyard you don't get always the same price (for instance compare Mammoth and Orca in split and paranid SY at rank 4). What I did was to calculate the selling price for the same race as the ship (since this is also the most useful one). Early tests indicate that the formula is the same for all the ships of a race (with the usual exceptions of Collossus, Titan and Phoenix). Of course the coefficients vary between races.
I will try this new formula for different ships, races and ranks when I get some more free time and report my findings.