questions about the PHQ
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questions about the PHQ
What is really the use of the PHQ?
is it possible to reverse engineere the hyperion?
is it possible to reverse engineere the hyperion?
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The HQ can repair ships, give ships paint jobs, store items and reverse engineer ships. You can RE any ship, including the hyperion but the initial ship will be destroyed in the process.
The HQ also offers a nice place to dock several capital ships.
The HQ also offers a nice place to dock several capital ships.
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I am unsure about the hyperion, I believe it may NOT work because you cannot get enough resources in there to build it as it only holds a certain amount.
However....
You can one of the HQ modification things and install it and deploy a new HQ and you can build hyperions all day if you like.
I would personaly recommend my mod if you wanted to go that way... but any of the ones that increase the space to 1 or 5 million units will be fine.
http://forum.egosoft.com/viewtopic.php?t=189924 for my mod.
Remember you have to deploy a new HQ for the mods to take effect
However....
You can one of the HQ modification things and install it and deploy a new HQ and you can build hyperions all day if you like.
I would personaly recommend my mod if you wanted to go that way... but any of the ones that increase the space to 1 or 5 million units will be fine.
http://forum.egosoft.com/viewtopic.php?t=189924 for my mod.
Remember you have to deploy a new HQ for the mods to take effect
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You can build as many as you wish, and have the patience for. It takes ~21 hours to build each one.Crathes wrote:but if i do that i can build several more of it?
It can easily hold enough resources to build the biggest ships in the game, let alone the Hyperion, which is actually quite small. You may be thinking of some of the modded ships from XTM that take more resources than the stock PHQ can hold.Protrader wrote:I am unsure about the hyperion, I believe it may NOT work because you cannot get enough resources in there to build it as it only holds a certain amount.....
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The storage room is not a problem, the HQ can hold resources to build and equip any ship in the game. If it's still not enough, you can dock a TL carrying shield and weapons.
You should rev-eng all ships available in the game, especially these only available once in the vanilla game as un-owned ships floating in the universe. These are really unique and priceless important ships.
You should rev-eng all ships available in the game, especially these only available once in the vanilla game as un-owned ships floating in the universe. These are really unique and priceless important ships.
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CAGS:-BugMeister wrote:how do you kick-start the PHQ's CAGs
and what is the Station Manager function for..??
Either use the Add Ware command
OR
Scrap a ship and then all the recovered wares are added to the HQ list.
Your CAG will then buy (as normal) any items on the list using the set prices.
To see the wares list just goto Station Details.
I found it wise to use the Set Storge Limit options on every ware or your CAG could come back with 40+ AHEPTs when you were expecting Silicon.
I set the storage limit to be just above the requirement for the M7.
I then set most weapons / shields to 20 so I can equip my built ships.
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You have 500,000 units of usable storage on the PHQ. Its really quite a lot to work with as far as equipping capitol ships as well as constructing new ones. As its the only structure that you can build that can hold large amounts of equipment as well as dock cap ships, its very useful to use it as both a SY and an EQ dock.
Heres the recipe I use. It holds the materials to build around 5.7 hyperions.
E-Cells - 207,649
Teladianium - 6549
Cloth Rimes - 2179
Rastar Oil - 4364
Ore - 8734
Silicon - 6549
Crystals - 2179
Quantum Tubes - 2179
Microchips - 2179
Computer Componants - 2179
The above list leaves an extra 15,162 units for the following equipment once you have the money to stock your PHQ properly as an EQ dock.
Mosquito Missiles - 1500
Drones - 600
B Pacs - 30
A-HEPTs - 30
B-HEPTs- 30
A-FLAKs- 30
B-FLAKs- 30
G-PPC- 30
1mj shield - 30
5mj shield - 30
25mj shield - 30
125mj shield - 30
1GJ shield - 30
Setting the ware limits at these values will give you a great shipyard as well as easy equipment dock. Just drop in the cash and assign a cag to keep it all full and you should never worry about finding equipment for that shiny new M7 or Python. There is a small remainder of 2202 units of space which can be used to stockpile another type of missiles or a little bit more of whatever you might need (1101 Silkworms maybe? 30 mass drivers and 2172 ammo perhaps?).
Its worth mentioning that this method can be a little expensive. You can eliminate or drastically lessen the cost by building some complexes nearby that the cags can buy this stuff from.
Heres the recipe I use. It holds the materials to build around 5.7 hyperions.
E-Cells - 207,649
Teladianium - 6549
Cloth Rimes - 2179
Rastar Oil - 4364
Ore - 8734
Silicon - 6549
Crystals - 2179
Quantum Tubes - 2179
Microchips - 2179
Computer Componants - 2179
The above list leaves an extra 15,162 units for the following equipment once you have the money to stock your PHQ properly as an EQ dock.
Mosquito Missiles - 1500
Drones - 600
B Pacs - 30
A-HEPTs - 30
B-HEPTs- 30
A-FLAKs- 30
B-FLAKs- 30
G-PPC- 30
1mj shield - 30
5mj shield - 30
25mj shield - 30
125mj shield - 30
1GJ shield - 30
Setting the ware limits at these values will give you a great shipyard as well as easy equipment dock. Just drop in the cash and assign a cag to keep it all full and you should never worry about finding equipment for that shiny new M7 or Python. There is a small remainder of 2202 units of space which can be used to stockpile another type of missiles or a little bit more of whatever you might need (1101 Silkworms maybe? 30 mass drivers and 2172 ammo perhaps?).
Its worth mentioning that this method can be a little expensive. You can eliminate or drastically lessen the cost by building some complexes nearby that the cags can buy this stuff from.
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- cheers, Psycho0124
- a most comprehensive reply..
- what's the formula for preventing your PHQ from becoming a honey-pot for the game's NPC traders..?
- and how do you prevent your CAG from selling off your PHQ's stock?
- I believe it involves setting the PHQ's ware prices above or below market averages, etc.. (?)
( Sheesh - I must've lost a couple of million already..!!)
- a most comprehensive reply..

- what's the formula for preventing your PHQ from becoming a honey-pot for the game's NPC traders..?
- and how do you prevent your CAG from selling off your PHQ's stock?
- I believe it involves setting the PHQ's ware prices above or below market averages, etc.. (?)
( Sheesh - I must've lost a couple of million already..!!)

- the whole universe is running in BETA mode - we're working on it.. beep..!!



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Why thank you! My poor calculator has filed assault charges on me unfortunatelyBugMeister wrote:- cheers, Psycho0124
- a most comprehensive reply..![]()

I just kinda figured it would be best to turn off "Allow trading with other races" for the PHQ. Between complexes, selling capped vessels, and your UT fleet there should be enough profit being earned to support the PHQ without the need to put the station into a money-making role.BugMeister wrote:- what's the formula for preventing your PHQ from becoming a honey-pot for the game's NPC traders..?
I have been using the PHQ to train new CAGs so its rare that they are high enough level to actually sell any wares. Even then, I usually do set the prices at maximum so that its highly unlikely the cags could find a place to sell the stuff at that price. I really haven't seen anything sell from the HQ so far with this config.BugMeister wrote:- and how do you prevent your CAG from selling off your PHQ's stock?
- I believe it involves setting the PHQ's ware prices above or below market averages, etc.. (?)
I noticed the PHQ can really soak up the credits at first as its filling its stockpile. I think mine has eaten close to 60 million now but most of that was the initial investment to get things going. If your low on cash and want to start building ships quickly, leave off the slots for the equipment at first. Its expensive running your own shipyard!BugMeister wrote: ( Sheesh - I must've lost a couple of million already..!!)

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Maybe I was lucky in my last game but I didn't seem to have any of these problems with my HQ.
As far as I could tell, no NPC ships ever docked there, let alone traded with it. None of my CAGs ever sold off any of my weapon/shield/missile stock even though I left all prices at average. None of my UTs bought any resources even though I had all buy prices at close to minimum and I couldn't even entice my UTs to drop off resources by setting the prices to maximum when I was low on one or two of them.
I was playing clean Vanilla with bonus pack that game, and I had the HQ probably 3-4 gamedays before I restarted my current game (with some good fps-increasing mods like XXL fabs and transparent complex tubes).
Basically it seemed to work flawless and did exactly what I wanted it to do with no adjustments.
As far as I could tell, no NPC ships ever docked there, let alone traded with it. None of my CAGs ever sold off any of my weapon/shield/missile stock even though I left all prices at average. None of my UTs bought any resources even though I had all buy prices at close to minimum and I couldn't even entice my UTs to drop off resources by setting the prices to maximum when I was low on one or two of them.
I was playing clean Vanilla with bonus pack that game, and I had the HQ probably 3-4 gamedays before I restarted my current game (with some good fps-increasing mods like XXL fabs and transparent complex tubes).
Basically it seemed to work flawless and did exactly what I wanted it to do with no adjustments.
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I havent been so lucky with my UTs so far.. One of the damned things just dropped 3000 mosquito missiles into my hq. Not too big of a deal.. this time..
Hey I found a working link for the Station to Station Credit Transfer script. With it, you could make a truly self-sufficient HQ by setting other stations and complexes to feed money into the HQ. An additional "Auto transfer credits to player account" at the HQ will dump the excess into your account kinda like the platter at the bottom of a pyramid of wine glasses. Ive been using it for a little while now and it works like a charm to keep the HQ funded.
Heres the links (theyre also in the scripts thread in the scripting and modding forum)
[Script] Automatic Moneytransfer from Player/Station to Station
SPK version:
http://cms.x-tec-online.de/downloads.ph ... l&df_id=55
RAR version:
http://cms.x-tec-online.de/downloads.ph ... l&df_id=54
Hey I found a working link for the Station to Station Credit Transfer script. With it, you could make a truly self-sufficient HQ by setting other stations and complexes to feed money into the HQ. An additional "Auto transfer credits to player account" at the HQ will dump the excess into your account kinda like the platter at the bottom of a pyramid of wine glasses. Ive been using it for a little while now and it works like a charm to keep the HQ funded.
Heres the links (theyre also in the scripts thread in the scripting and modding forum)
[Script] Automatic Moneytransfer from Player/Station to Station
SPK version:
http://cms.x-tec-online.de/downloads.ph ... l&df_id=55
RAR version:
http://cms.x-tec-online.de/downloads.ph ... l&df_id=54
Intel I7 3770K OCed @ 4.2Ghz
ASRock Z77 Extreme4
16Gb Mushkin DDR3 @ 2800
SanDisk Ultra Plus 128GB Solid State Drive
EVGA Nvidia 660Ti w/3GB GDDR5
Enough fan noise to raise the dead
ASRock Z77 Extreme4
16Gb Mushkin DDR3 @ 2800
SanDisk Ultra Plus 128GB Solid State Drive
EVGA Nvidia 660Ti w/3GB GDDR5
Enough fan noise to raise the dead

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