Litcube's Universe
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Are all NPC supply management real or fake ?
I want to start scripting in Litecube and I have a few questions but I will only put one of them here.
For all NPC stations/docks in the whole universe, is the supply management based on player/NPC ships buying/selling products/ressources or are they random generated buying/selling ?
If everything is not based on real live buying/selling actions, then there is no point in going ahead with my idea. I know the general market trading in Litecube is random but I am interested only in station/dock trading.
For all NPC stations/docks in the whole universe, is the supply management based on player/NPC ships buying/selling products/ressources or are they random generated buying/selling ?
If everything is not based on real live buying/selling actions, then there is no point in going ahead with my idea. I know the general market trading in Litecube is random but I am interested only in station/dock trading.
Ubuntu 24.04 playing with ProtonDB
Intel I7-12700K
32Gb Memory
Nvgidia RTX-3060
Intel I7-12700K
32Gb Memory
Nvgidia RTX-3060
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[X3AP-LC] How to move stations if there are no tractor beams ?
If there are no tractor beams in Litcube, then how am I supposed to move stations close together to be able to connect them ?
I am not talking about those with a few km in between but rather when I have stations spreaded in any of the four corners of the sector.
I am not talking about those with a few km in between but rather when I have stations spreaded in any of the four corners of the sector.
Ubuntu 24.04 playing with ProtonDB
Intel I7-12700K
32Gb Memory
Nvgidia RTX-3060
Intel I7-12700K
32Gb Memory
Nvgidia RTX-3060
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Re: Are all NPC supply management real or fake ?
Browser_ice wrote: For all NPC stations/docks in the whole universe, is the supply management based on player/NPC ships buying/selling products/ressources or are they random generated buying/selling ?
I probably don't follow your question. Are you asking if npc ships actually buy and sell goods to and from stations? If so, yes.
As to your tractor beam question, place the stations closer when deploying from your TL.
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Hello, friends I'm glad you are all still here and updating/playing this nice game and mod. Also I managed to find one again Joubarbe your soundtrack.
Have you updated it since you uploaded it here: http://www.mediafire.com/download/31jcm ... dtrack.rar
Cause I remember in the LU updates there were some changes to the universe could this affect negatively on your soundtrack.
Have you updated it since you uploaded it here: http://www.mediafire.com/download/31jcm ... dtrack.rar
Cause I remember in the LU updates there were some changes to the universe could this affect negatively on your soundtrack.
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[X3AP-LU] Market Capacity vs Market Average ?
Can someone explain the differences and usages of these 2 Player Console options ?
Once I know what they are, then maybe someone can explain how they can be used for me to know where I should concentrate for profit making and station building ?
Once I know what they are, then maybe someone can explain how they can be used for me to know where I should concentrate for profit making and station building ?
Ubuntu 24.04 playing with ProtonDB
Intel I7-12700K
32Gb Memory
Nvgidia RTX-3060
Intel I7-12700K
32Gb Memory
Nvgidia RTX-3060
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Re: [X3AP-LU] Market Capacity vs Market Average ?
Market Capacity should estimate the market capacity for each ware and the total amount of revenue you would get by selling that ware until filling out the market capacity for it. Note that it currently runs into an integer overflow when the computed value goes over 2^31 (fixed in the upcoming 1.6.0) so it's not useful for very valuable wares right now.Browser_ice wrote:Can someone explain the differences and usages of these 2 Player Console options ?
I believe Market Averages computes the average price of each ware universe wide and orders it by how much it deviates from the ware price average.
You should try to make complexes that make wares which are highly over the average price (according to Market Averages) and also provide a ton of money according to Market Capacity (but because of the integer overflow you cannot trust it that much).Once I know what they are, then maybe someone can explain how they can be used for me to know where I should concentrate for profit making and station building ?
That's only one aspect of it. The other is that you want to sell wares that have a very high selling price / ware volume ratio. Example: small weapons like Mass Driver, Impulse Ray Emitter and Alpha Particle Cannon. The reason for that is because otherwise it takes way too many traders to make the same amount of money with say a ware that has a much lower ratio. For example, a single SCH150 making Energy Cells in a 400% sun intensity sector can supply the whole Universe, however, actually transporting all the produced ECs off the SCH to their buyers would probably take you >50 TS+ ships. Compare that to a single TS ship (that sits bored most of the time) which will sell the IREs of a complex making the same amount of money or more.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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Well, not sure is it already known (was long time away) but I think I found one possible exploit how to destroy OCV ships (especially slow ones). You could build a cheap factory on top of one of them, on the same coordinates. If you order your TL to drop a factory, by pressing "5" on numerical keyboard the drop-place homes in on object you can select in the sector, so you can position a drop place of a factory precisely on OCV ship. A near instant kill...
If possible, the factory should be built near the ship, not "in him" (it should behave something similar like as if we are trying to drop a new factory on the position of already present one)....
If possible, the factory should be built near the ship, not "in him" (it should behave something similar like as if we are trying to drop a new factory on the position of already present one)....
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It's called "station bombing," and it's an exploit that has been around for ages. Not sure if it's something that can be fixed, though.grayx wrote:Well, not sure is it already known (was long time away) but I think I found one possible exploit how to destroy OCV ships (especially slow ones). You could build a cheap factory on top of one of them, on the same coordinates. If you order your TL to drop a factory, by pressing "5" on numerical keyboard the drop-place homes in on object you can select in the sector, so you can position a drop place of a factory precisely on OCV ship. A near instant kill...
If possible, the factory should be built near the ship, not "in him" (it should behave something similar like as if we are trying to drop a new factory on the position of already present one)....
I'm sorry, I can't hear you over the sound of how awesome I am 
DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
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Eh, didn't know that.Zaitsev wrote:It's called "station bombing," and it's an exploit that has been around for ages. Not sure if it's something that can be fixed, though.
Hmm, don't wanna spoil the fun for anyone, and there is always that cheapshot like "don't use it if you think don't like it" but it's kinda a serious flaw in the game's mechanics... You could "finish" the main plot for a couple of mil. worth of factories. It would be strange if nothing could be done about it.
Maybe there shouldn't be allowed factory building if OCV is in the sector. Or something like it... Just a suggestion.
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Think on how many exploits have been revealed/told/fixed by LU ; how many discussions we had on how things should be improved ; on how hardcoded stuff should be open to the modding community... And on how insulting this post is, regarding all that has been discussed on this forum for years.
You wanna patch something Egosoft ? Then talk to your community. Homeworld would never have been remastered if it weren't for one talented modder ; we have the same thing here, maybe better, because it's a whole talented team.
The sleeper must awaken!
You wanna patch something Egosoft ? Then talk to your community. Homeworld would never have been remastered if it weren't for one talented modder ; we have the same thing here, maybe better, because it's a whole talented team.
The sleeper must awaken!
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