[TC] The ANH sector discussion

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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sleepy_head
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Post by sleepy_head »

Roger L.S. Griffiths wrote:
sleepy_head wrote:Wow 169 silicon isn't all that much. Do you have like just 1 or 2 factory of each type that the PHQ needs? I was wanting 5 or 8 each, maybe thats not realistic given the situation.
The following is the complex I was talking about. It is in a 150% sun sector and produces excess materials in approximate proportions required for ship production.
  • Bio Gas Factory L (Boron) x 5
    Bio Gas Factory M (Boron) x 2
    BoFu Chemical Lab L (Boron) x 5
    BoFu Chemical Lab M (Boron) x 2
    Cahoona Bakery L (Argon) x 1
    Cahoona Bakery M (Argon) x 1
    Cattle Ranch L (Argon) x 1
    Cattle Ranch M (Argon) x 1
    Chelt Space Aquarium L (Split) x 1
    Chip Plant (Boron) x 4
    Chip Plant (Argon) x 4
    Computer Plant (Boron) x 1
    Crystal Fab M (Boron) x 12
    Lasertower Factory (Argon) x 1
    Ore Mine L (Terran, 50) x 1
    Ore Mine L (Terran, 26) x 1
    Ore Mine L (Terran, 25) x 1
    Quantum Tube Fab (Argon) x 2
    Rastar Refinery L (Split) x 1
    Rimes Fact L (Argon) x 1
    Silicon Mine L (Teladi, 57) x 1
    Silicon Mine L (Teladi, 43) x 1
    Silicon Mine L (Teladi, 30) x 1
    Silicon Mine L (Terran, 21) x 2
    Silicon Mine L (Terran, 14) x 1
    Solar Power Plant XL (Boron) x 2
    Teladianium Foundry L (Teladi) x 1
    Wheat Farm L (Argon) x 1
And I made a slight error in the silicon total effective yield (191 rather than 169)
Thanks. So essentially it is one of everything, plus 2 Quantum Fabs and 8 Chips. Why so many chips? Was that a legacy from your Hub effort? I don't have the PHQ yet, is the ratio of all those ratios about 1:1:1:1 or do they vary so you need many more of one type of fabs to the others?

Also, why do you have mixed factory types, like some Teladi silicon mines and some Terran, is there an advantage there?

Back to the original topic : so it looks like MAYBE the AH sector can support about 2 to 3 of each of the PHQ resources. Does that sounds about right?
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

sleepy_head wrote:Thanks. So essentially it is one of everything, plus 2 Quantum Fabs and 8 Chips. Why so many chips? Was that a legacy from your Hub effort? I don't have the PHQ yet, is the ratio of all those ratios about 1:1:1:1 or do they vary so you need many more of one type of fabs to the others?
The approximate ratios of materials required:-
  • 1 x Cloth Rhimes/Computer Components/Quantum Tubes/Crystals
    2 x Rastar Oil/Microchips
    3 x Silicon/Teladianium
    4 x Ore
    96 x ECells
Microchips are produced at a quarter of the rate of Computer Components and you need twice as many thus the need for 8 chip plants to each Computer plant
sleepy_head wrote:Also, why do you have mixed factory types, like some Teladi silicon mines and some Terran, is there an advantage there?
I prefered the look of the Terran mines (plus they are the cheapest) but when I started the complex I did not have access to Terran mines so I used Teladi ones instead.
sleepy_head wrote:Back to the original topic : so it looks like MAYBE the AH sector can support about 2 to 3 of each of the PHQ resources. Does that sounds about right?
Note the required ratios above... and using that plan the construction so that you produce the resources in about those ratios.

If you produce a complex along the same lines as mine then you are either likely to run short of Energy Cells or not exploit all the Ore Asteroids (Mobile Mining could be an option to make profit from them)
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StarTroll
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Post by StarTroll »

I find better to import a cargo-full of crystals from time to time than having multiple TS ferrying E-cells. So is is better to add a SPP, as long as you overproduce enougj crystals in another complex.
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unknown1
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Post by unknown1 »

did anyone think that the inactive gate might be conectable to the hub? probably not because it needs to be linked to an exit gate in order to be able to plug the HUb between..
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

unknown1 wrote:did anyone think that the inactive gate might be conectable to the hub? probably not because it needs to be linked to an exit gate in order to be able to plug the HUb between..
Tried it and no... Hub only connects to active gates.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Kor'ah
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Post by Kor'ah »

BTW guys. After checking the Microchip requirements on alot of the ships that can be built at the PHQ. Four chip plants are perfect for 24/7 ship production. All the bigger ships I checked required 35-36 Microchips per hour to be produced. Four chips plants will produce 40 per hour, any extra needed for repairs can be provided by the NPC market with ease.

This information is only usefull for those that used a script to make the Hub plot easier. Vanilla players should have at least 10x that production number.

For a pure Vanilla players the PHQ will only need a modest complex makeing Comperter Componets, Quatum Tubes, Cloth Rimes and Raster Oil. The rest of the build wares they should be drowning in at this point thanks to the Hub.

Now I'm going to make my entire post totaly irrelevant. A single CAG in a Caimen Hauler, with full access to the entire galaxy, totaly eliminates the need for a PHQ supply complex. The PHQ won't be able to build/repair fast enough to outpace this little monster. So why even build the complex at all?
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StarTroll
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Post by StarTroll »

I too added a CAG to my PHQ (MSF) and it fills way too quickly that the CAG isn't even a part timer. Of course the best is to use the dockware management to limit each product in number to have the good balance for ship roduction / repair.
For the goods that are not part of the HUB plot, I simply added the fabs to already existing complexes that were not yet fully used. Rastar oil is already avaiable for most players who built some kiind of multi missile weapon complexes so as long as you produce a bit more than used in the complex, you'll never run out.

And again there is also the no buy no transfer option, cap a few ships and scrap them, it gives a lot of goods, and you might even be able to supply complexes on opened loops.
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sleepy_head
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Post by sleepy_head »

Roger L.S. Griffiths wrote:The approximate ratios of materials required:-
  • 1 x Cloth Rhimes/Computer Components/Quantum Tubes/Crystals
    2 x Rastar Oil/Microchips
    3 x Silicon/Teladianium
    4 x Ore
    96 x ECells
Microchips are produced at a quarter of the rate of Computer Components and you need twice as many thus the need for 8 chip plants to each Computer plant
That is extremely, extremely useful information. Thank you.
sleepy_head
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Post by sleepy_head »

Kor'ah wrote: Now I'm going to make my entire post totaly irrelevant. A single CAG in a Caimen Hauler, with full access to the entire galaxy, totaly eliminates the need for a PHQ supply complex. The PHQ won't be able to build/repair fast enough to outpace this little monster. So why even build the complex at all?
Probably because over the long run you save much more money by investing one time in a complex can that endlessly crank out all those resource. I'd assume that is the reason for others, but for me, the game has instilled this utter dislike in me to have freighters travelling through the universe. Why? If there are freighters flying around, you get an endless "Attention, one of your blah blah...", and that is if you are lucky. Often if your TS is one-shot by an enemy, you don't even KNOW about it because the devs decided to silently slip these death messages into our message log. So often you don't know that something has been destroyed so you can go deal with the attackers, or replace your ships. Basically, active freighters = endless babysitting nightmare in this game. In fact, it is the endless harrassment by pirates and endless Betty whine that made me left X2 years ago, and that was why I only bought X3 when it was at the bargain bin in Best Buy.
Kor'ah
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Post by Kor'ah »

Probably because over the long run you save much more money by investing one time in a complex can that endlessly crank out all those resource.
Will you be endless cranking out ships, or just building a handfull of the rare types? Since TC lacks a "super ship" that's can only be built at the PHQ I suspect many players will just build the odd Aran/Tyr and something like a few dozen Ventis/Nova Prototypes. It's not like money will ever be in short supply anyway.
I'd assume that is the reason for others
Not really. It's the misconception that stuff they produce is "free"...It isn't. I'm venturing into some dangerous territory here with that statement.
but for me, the game has instilled this utter dislike in me to have freighters travelling through the universe. Why? If there are freighters flying around, you get an endless "Attention, one of your blah blah...", and that is if you are lucky.
The CAG/CLS scripts in the bonus pack are for you. Unlike Mk3 traders and "Best Buy" monkeys these don't have the ugly habbit of jumping infront of a Q's guns. Risk can't be totaly eliminated, but the ships under the control of the CAG script do a wonderfull job of not dieing. With the CLS script risk can be totaly eliminated as the ships fly a programed course.

Although to be honest. I haven't lost any Mk3 traders and only two "Best Buy" monkeys so far in my current game. I've been playing that sucker off and on for over a year now.

Anyway, don't sweat ship loses. It's just the cost of business after all.
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There is no good or evil.
There is only the will of the client, and how much they're paying.
EnderIII
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Post by EnderIII »

Kor'ah wrote:\Although to be honest. I haven't lost any Mk3 traders and only two "Best Buy" monkeys so far in my current game. I've been playing that sucker off and on for over a year now.
wow its the exact opposite for me.

MK3 bozos always die.

Best buy traders seem to do pretty well (based out of the hub at least, it kinda depends on the system. They always die in queens retribution). Though I lost 10 to a single Q the other day before i noticed what was going on.
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Post by Kor'ah »

The Mk3 traders of mine are in LT mode and mostly chained to the safe areas on the map. Where the Qs roam is also where i run all my combat missions. That's why I don't lose these guys. They're not allowed to go anyplace that's really a danger to them.

The "Best Buy" monkeys all do the same thing. Run around in TS ships that go 110+m/s and buy cheap crystals from all the fabs I built for the NPCs. Crystals are my refined and compressed energy. Only ship lost I can clearly remember is the one that jumped IS right beside an Akuma that was part of my mission. My notes recorded the other lost monkey in Clarity's End with no details. Unlucky encounter with pirates I guess.
[X3] Guide to training CAG and CLS1&2 pilots
[X3T] Guide to training CAG and CLS1&2 pilots in Terran Conflict

The mercenary code
There is no right or wrong.
There is no good or evil.
There is only the will of the client, and how much they're paying.
sleepy_head
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Post by sleepy_head »

Kor'ah wrote: Will you be endless cranking out ships, or just building a handfull of the rare types?
I'm a long way from what I'm about to describe, but in X2, I have groups of fully equipped Xenon K's in just about every sector patrolling. Now that was because X2 does not suffer from the boarding hell that is now in X3. However, I would like to have heavy military presence in many many sectors, and extra heavy in the "doorstep" sectors of Xenon patrols. So yeah, I see having to build and build and build for a very very VERY long time. But heck, I don't even have a PHQ yet so its just some very distant dream. However, I actually managed to have a huge fleet legitimately in X2.
mwecom
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Post by mwecom »

If one has a PHQ setup, is there a way to move it from one sector to another? TC 2.6 Vanilla
Scarecrow
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Post by Scarecrow »

No
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TTD
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Post by TTD »

That is why I save my games at crucial intervals.

In order to do the ANH plot in my main game , I had to loose three months play , to put the PHQ in the new sector.
Annoying but useful.
I also saved where you can choose which sector to have as your own,so I can go back and try a a different path.

Using the Save-game Manager allows you to fork any campaign.
stealthhammer
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Post by stealthhammer »

I tried all of the sectors and they all seem the same far as sun strength 300%
anyone els notice that?


Also out of all the plots I think this one was the most buggiest I've ever had. :evil:
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vr01
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Post by vr01 »

stealthhammer wrote:I tried all of the sectors and they all seem the same far as sun strength 300%
anyone els notice that?
All of the ANH sectors are 300% sun. I'm sure that was posted very early on.

Also out of all the plots I think this one was the most buggiest I've ever had. :evil:
:?: :?: :?:

Don't know what you are talking about? Name one.
stealthhammer
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Post by stealthhammer »

vr01 wrote:
stealthhammer wrote:I tried all of the sectors and they all seem the same far as sun strength 300%
anyone els notice that?
All of the ANH sectors are 300% sun. I'm sure that was posted very early on.

Also out of all the plots I think this one was the most buggiest I've ever had. :evil:
:?: :?: :?:

Don't know what you are talking about? Name one.
First quote - I must have missed it someplace hmmmm

Second quote - I keep having bugs when I played this plot, first time around I dunno if it was steam but I kept having readtext errors threw out the plot and then no matter what I couldn't land on the station changed back to the DVD and didn't have any readtext errors however it wouldn't let me land on the station and finally reinstalled again and I still have no idea what happened but it worked on the 3rd reinstall. I didn't have any scripts or mods in either. Thinking it may have been a fluke though for the second install, then with steam, who knows. I only wanted the achievements anyhow.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
vr01
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Post by vr01 »

stealthhammer wrote:
vr01 wrote:
stealthhammer wrote:I tried all of the sectors and they all seem the same far as sun strength 300%
anyone els notice that?
All of the ANH sectors are 300% sun. I'm sure that was posted very early on.

Also out of all the plots I think this one was the most buggiest I've ever had. :evil:
:?: :?: :?:

Don't know what you are talking about? Name one.
First quote - I must have missed it someplace hmmmm

Second quote - I keep having bugs when I played this plot, first time around I dunno if it was steam but I kept having readtext errors threw out the plot and then no matter what I couldn't land on the station changed back to the DVD and didn't have any readtext errors however it wouldn't let me land on the station and finally reinstalled again and I still have no idea what happened but it worked on the 3rd reinstall. I didn't have any scripts or mods in either. Thinking it may have been a fluke though for the second install, then with steam, who knows. I only wanted the achievements anyhow.
Steam version - no issues.

Maybe Steam had an issue when it applied the 2.6 patch on your system? Click on "Verify the integrity of the game cache" (under Properties / Local Files) should fix it.

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