Sirrobert wrote:Mission rewards are the same, software is expencive yea.
Make sure you pick something VERY heavy shielded for your universe traders (I use minstral SF. 1GJ of shielding gets them out of every situation alive)
Luckily it's not like if you started the game with two poorly shielded ships and 30k credits !
Seriously, I was interrested by this mod for the new ships (since I got a lot of them in my past games) new sectors and all the good stuff, but pushing the price of the Trade Software Mk3 through the roof is plain derping.
It's not called "boring" it's called "merchant gameplay" if you don't like it it's your problem but don't force others to fight for their money.
I built some huge complexes almost without having to fight anyone, it's what X3 is about, being able to build an empire with or without fighting (it's all about choices !)
If I wanted fights I would have played Freelancer.
Well, I think I'll go get the free ships scattered around the game's universe in order to start my trading "company" I hate the idea of doing this, it's almost like cheating, and having to cheat to start a game is not normal.
Sorry if I'm harsh but the Trade Software Mk3 price is far too expensive and just makes the merchant gameplay too hard. (You need to rebalance your rebalancing, I'm not against a slight price augmentation but 3M is just crazy.)
Yeah, 3m is insane, because you cannot really trade with all these NPCs around. I am stuck to around 40k creds profite per trade run, and that in about 5-10 Minutes. That takes forever to get the UT going.
Vanilla Mk3 traders are IMO too much of a "fire and forget" exploit. In vanilla they make money way too easily. The price hike is to make mk3 traders less of an easy money route and more of a long term investment. They will make you money - it just takes a lot longer.
There are plenty of alternatives for the humble merchant - bartering for example is greatly enhanced in the xrm.
BTW - most of the "free" ships have been removed in the xrm.
And to top it off: I wanted to build a station so i ordered a Cargo ship for it in red light. shortly before it docked it was shot down by Paranid ships. I guess that is not AP vanilla mechanics, is it?
Keridos wrote:And to top it off: I wanted to build a station so i ordered a Cargo ship for it in red light. shortly before it docked it was shot down by Paranid ships. I guess that is not AP vanilla mechanics, is it?
And: Any tutorial to how to barter?
It's because you have to fight for your money !
paulwheeler wrote:There are plenty of alternatives for the humble merchant - bartering for example is greatly enhanced in the xrm.
Indeed, bartering is a bit more interresting than before, but still, after about 5 hours of gameplay, I only got 1.9M and that is because I sold a ship !!!
With the Trading Software at 3M Credits it'll take YEARS before I can build my trading fleet !
Trading and merchanding became indeed long and boring as hell now, thanks a lot.
anyone else having enemies suddenly unload all the missiles on board in no more than a few seconds. I have not played in a while just getting warmed up a bit and some TM flying by harassing me. so I go start to shoot it down and right before it dies it unloads >50 missiles in about 2 seconds needless to say that was a insta death for me. . . is that not pretty far in excess of the rate of fire for missiles? I was in a M6 so were not talking about mosquitoes here I didn't get to see what he did shoot but surely there's nothing that dose that much damage that is meant to fire that fast?
only-one-jack@hotmail.com wrote:anyone else having enemies suddenly unload all the missiles on board in no more than a few seconds. I have not played in a while just getting warmed up a bit and some TM flying by harassing me. so I go start to shoot it down and right before it dies it unloads >50 missiles in about 2 seconds needless to say that was a insta death for me. . . is that not pretty far in excess of the rate of fire for missiles? I was in a M6 so were not talking about mosquitoes here I didn't get to see what he did shoot but surely there's nothing that dose that much damage that is meant to fire that fast?
That doesn't sound at all right, you can't fire missiles that fast, even M7M's can't fire that fast in XRM as there is no barrage option.
@Tableuraz You can apparently make millions of credits per hour bartering, but don't ask me how as I just use it to get Khaak weapons and blueprints. I just play the bounty hunter with some OK Traders on the side. The thing with that is that it doesn't require any software, still costs a lot to set up my Mistral Super freighters though.
Its not too hard to make money, I always start off in an M5 explorer and make my first millions selling missiles, repairing ships and transporting people. I don't try to trade properly because I've never enjoyed that.
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just had it happen agin. . . this time a blast claw. with a turbo boost this time i got better data the blast claw all the sudden started firing fire lance missiles and never stopped. i used boosters to get some distance and survived for about 40 seconds as i ran could have got out of there but had to go back to see it for my self. the blast claw was firing a constant string of of missiles so close together they look like pulse beam emitter fire. and just kept firing with no end in sight something is clearly bugging some where. honestly i don't know where to begin.
Some where there is a script that starts firing missiles and gets stuck in a infinite loop but where.
The merchant is really really boring in XRM, you seriously need to tweak that. By answering "Fight for your money" You are just forcing people to play how you want the game to be. I do pretty much enjoy trading in X3 but it is a pita in my current XRM game.
only-one-jack@hotmail.com wrote:just had it happen agin. . . this time a blast claw. with a turbo boost this time i got better data the blast claw all the sudden started firing fire lance missiles and never stopped. i used boosters to get some distance and survived for about 40 seconds as i ran could have got out of there but had to go back to see it for my self. the blast claw was firing a constant string of of missiles so close together they look like pulse beam emitter fire. and just kept firing with no end in sight something is clearly bugging some where. honestly i don't know where to begin.
Some where there is a script that starts firing missiles and gets stuck in a infinite loop but where.
The XRM doesn't alter the missile firing scripts. There have been one or two reports of something like this, but no one has ever discovered the cause.
It could of course be a vanilla bug that is only noticeable with the XRM due to the much larger numbers of missiles in XRM ship's cargo bays.
Last edited by paulwheeler on Mon, 23. Sep 13, 11:03, edited 1 time in total.
Keridos wrote: You are just forcing people to play how you want the game to be.
Well it is my mod... you could always make your own.
For all those complaining about trading... Yes the XRM makes things more expensive and takes away the MK3 trader easy money - but there are many other options for those who don't want to fight. Bartering can make you huge money if you trade in goods rather than pay cash and are willing to go to the more remote areas of the universe - salvaging can make you huge money with all the battles going on, especially if you install the npc bailing script - there's always mobile mining.
BTW - The Truelight Seeker is most players trade ship of choice.
Keridos wrote:And to top it off: I wanted to build a station so i ordered a Cargo ship for it in red light. shortly before it docked it was shot down by Paranid ships. I guess that is not AP vanilla mechanics, is it?
And: Any tutorial to how to barter?
Paranid and Argon are enemys, so ofcourse they shoot down an argon ship
PS: Use CLS if you want to set up easy and cheap traders. Or build a station. An ore mine on a good astroid will make you a fortune
I love how the luxury items really are luxury, rather than stuf you put on every damn ship you have
I don't really understand why people use a mod if they are so much unsatisfied by the changes made
@Paulwheeler, as a long time user of XRM, i really like your mod (i actually can't play X3 without it), so thank you for your work.
Btw, Any news on the 1.30 update? Thanks
anachron13 wrote:
Btw, Any news on the 1.30 update? Thanks
I know I said last week it was nearly ready... its still nearly ready. I had a bit of a nightmare at work last week and I've arrived this morning to a server failure, so I've not had time to finish it off. There is just the upgrade scripts to write and one issue I just want to check. Hopefully I'll get it done this week.
Playin a peacefull trader in xrm is quite hard. But one should revise his approach to the trading business perhaps. Compared to vanilla you are rather forced to protect your investments more actively then rely on others to do it for you. By this I mean setting up escort task forces and small convoys to defend your traders for example. Also a thing rather known to the majority of exp x3 players, watching a fight OOS might lead to very undesired results, rather then let your UT escape quick enough using the roundbased OOSmechaichs.iirc, the improved mk3 script can make use of blacklisting dangerous sectors; so one could also start on the smaller scale allowing your traders to work in safer sectors onlybat the begginning esp witbout the much needed protection. There are additionaly other trader scripts like those from lucike which cost peanuts but are also full compatible with his other scripts like srd, which actively patrols predefined sectors, and even more, not only hurries those patrol ships to cover your tradeships, but is even able to rescue the pilots if their ships got destroyed.
Aside from all that the xrm bartering system is even more profitable then any remote money maker. Seriously, if you'd wwanted you could make 10-50 millions within half an hour of realtime ( just keep a fast cargoship full with many different goods ready to jump and dock at your current place).
d_ka wrote:Playin a peacefull trader in xrm is quite hard. But one should revise his approach to the trading business perhaps. Compared to vanilla you are rather forced to protect your investments more actively then rely on others to do it for you. By this I mean setting up escort task forces and small convoys to defend your traders for example. Also a thing rather known to the majority of exp x3 players, watching a fight OOS might lead to very undesired results, rather then let your UT escape quick enough using the roundbased OOSmechaichs.iirc, the improved mk3 script can make use of blacklisting dangerous sectors; so one could also start on the smaller scale allowing your traders to work in safer sectors onlybat the begginning esp witbout the much needed protection. There are additionaly other trader scripts like those from lucike which cost peanuts but are also full compatible with his other scripts like srd, which actively patrols predefined sectors, and even more, not only hurries those patrol ships to cover your tradeships, but is even able to rescue the pilots if their ships got destroyed.
Aside from all that the xrm bartering system is even more profitable then any remote money maker. Seriously, if you'd wwanted you could make 10-50 millions within half an hour of realtime ( just keep a fast cargoship full with many different goods ready to jump and dock at your current place).
I believe you, but I quit on this mod, I did a clean install and downloaded an other total conversion (I won't tell the name here, by respect for the XRM mod creator)
This is too bad, I liked the new ships and new sectors, but I love playing a peaceful trader (or at least until I get a centaur ) and this mod doesn't allow it.
paulwheeler wrote:The XRM doesn't alter the missile firing scripts. There have been one or two reports of something like this, but no one has ever discovered the cause.
It could of course be a vanilla bug that is only noticeable with the XRM due to the much larger numbers of missiles in XRM ship's cargo bays.
I had a problem like this a long time ago shortly after installing the game and this mod so that is likely. as a note it seems to resolve it self after several hours of game play. When I first started it happened in 50% of fights now its 2%. Could be something odd with ships spawned at start of game or. . . something. also never see it unless I'm in a M6 or bigger they never fire like that at fighters. so likely its not common because most people don't jump in a M6 and drive into pirate sectors within there first hours of play. or if they do then they get the hint and stay away for a while. Where I keep going back for more.