autominer and autotrader range too low
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autominer and autotrader range too low
With 2.0, the range of autotraders and autominers was made too low. It was too high before. Average the pre 2.0 ranges and post 2.0 ranges and I think it will be good.
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Re: autominer and autotrader range too low
I sure hope you are correct because now in 2.0 I have to manually control mining support ships for 5 ship tech centers that no longer have any resources. It is a big PITA and I spend all my time in the map mode now and zero in my ship. This game has just become a fancy expensive "Command and Conquer" game for me.
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Re: autominer and autotrader range too low
Thats true, you need to use way more time in map mode than flying your ship...
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Re: autominer and autotrader range too low
limit L and XL ships to lower jumprange look good to me cause these bricks are so damn slow, stations have to wait years if the ship does a huge amount of jumps
but s&m ships with the highway usage are quick and the amount they could carry arn't that important to stations, it is more like a constant flow slowly pile up stuff
at the moment i have no idea how the exp gain from pilots is calculated, i liked the version lucike used at the x3 scripts, exp gain based at flight time/credits earned
if they improve the exp gain stuff:
->normal traders could rank up by starting at a sector trading, may improve by 1.5 range buy and 1 range sell for each rank up, so at 3 stars they have 4 buy and 3 sell range and at rank 5 they improved to 7/5
oh and thinking about lucikes x3 scripts...i even could think about limiting l/xl ships to 3 star pilots only
->miners often don't have deposits right next to a demanding station so gathering is limited here
miners should always start with a gather range at 1
so basic miners start at gather range 1 / sell range 0, may they improve for each rank up with 1 point into gather range and 0,5 points at sell range so a basic miner at rank 5 has a gather range 6 and sell range 2
advanced start with gather 3 / sell 2 and improve 1 point every rank up ending at 5/4
experts are kinda strange, cause they got a range of 15? think something like 6/4 to start with and improve to 9/6 could fit
oh and may i didn't noticed it till now...but do we have a option to set a home sector for ships? (or does the sector you start it in count as home sector)
i would rly like to have a option to set a home sector for miners and some traders (and ofc no home sector for free traders
)
but s&m ships with the highway usage are quick and the amount they could carry arn't that important to stations, it is more like a constant flow slowly pile up stuff
at the moment i have no idea how the exp gain from pilots is calculated, i liked the version lucike used at the x3 scripts, exp gain based at flight time/credits earned
if they improve the exp gain stuff:
->normal traders could rank up by starting at a sector trading, may improve by 1.5 range buy and 1 range sell for each rank up, so at 3 stars they have 4 buy and 3 sell range and at rank 5 they improved to 7/5
oh and thinking about lucikes x3 scripts...i even could think about limiting l/xl ships to 3 star pilots only

->miners often don't have deposits right next to a demanding station so gathering is limited here
miners should always start with a gather range at 1
so basic miners start at gather range 1 / sell range 0, may they improve for each rank up with 1 point into gather range and 0,5 points at sell range so a basic miner at rank 5 has a gather range 6 and sell range 2
advanced start with gather 3 / sell 2 and improve 1 point every rank up ending at 5/4
experts are kinda strange, cause they got a range of 15? think something like 6/4 to start with and improve to 9/6 could fit
oh and may i didn't noticed it till now...but do we have a option to set a home sector for ships? (or does the sector you start it in count as home sector)
i would rly like to have a option to set a home sector for miners and some traders (and ofc no home sector for free traders

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Re: autominer and autotrader range too low
In practice it's not making all that much difference in my game. Don't make much use of independently operating auto-traders or auto-miners, however my stations do & they seem to be managing fine with the reduced range for traders & miners. After all a range of 4 gates from Profit Centre Alpha, where most of my stuff is located, still covers more than half the map (i.e. all the way to Second Contact to the west & Pious Mists to the south). It's still a huge operational area, with more than enough customers/suppliers & places to mine resources. The only places I've identified that are more than 4 gates away are HOP & a couple of Antigone sectors (all literally on the far side of the map from where my stations are located). Think it's entirely fair that if I want to trade with them I should maybe think about building some stations a little bit closer to them than PCA.
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Ships jump range.
I took a notice a moment ago that ships jump ranges have been drastically reduced.
It used to be around 10-20 jumps, and now it's only about 2-4. Even for pilots with 4+ stars in piloting.
Is this correct?
It used to be around 10-20 jumps, and now it's only about 2-4. Even for pilots with 4+ stars in piloting.
Is this correct?
AMD FX 8320e @4000MHz, 32Gb RAM, Gigabyte RX580 8Gb (Drv: 19.2.2), Windows 8.1 x64.
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Re: autominer and autotrader range too low
Yes this is correct, with the upcoming patch the minimum-maximum jumprange is 3 gates, though.
*Edit for clarity:
0-3 stars: 3 jumps
4-5 stars: 4-5 jumps
*Edit for clarity:
0-3 stars: 3 jumps
4-5 stars: 4-5 jumps
Last edited by Tamina on Tue, 5. Mar 19, 20:09, edited 1 time in total.
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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Re: autominer and autotrader range too low
They read, they evaluate, then they do their own thing 

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Re: autominer and autotrader range too low
That has been true since X2...well, at least for me

I think I've read somewhere that the "ring" counts as a single jump despite of the starting-ending sector: is it true?
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Re: autominer and autotrader range too low
Right now, 0-5 star pilots have a 0-5 maximum jump range respectively.
In the next patch (if it stays) the 0-2 star traders have a maximum jumprange of 3, like the 3 star trader.
That's what I meant with minimum-maximum range of 3 jumps.
I have no influence on the next patch and I don't know if it stays but for now the next patch is going to improve it like that.
Sorry for the confusion, I edited my first post

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
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Re: autominer and autotrader range too low
Ah ok, thats better, even tho its still low.Tamina wrote: ↑Tue, 5. Mar 19, 20:08Right now, 0-5 star pilots have a 0-5 maximum jump range respectively.
In the next patch (if it stays) the 0-2 star traders have a maximum jumprange of 3, like the 3 star trader.
That's what I meant with minimum-maximum range of 3 jumps.
I have no influence on the next patch and I don't know if it stays but for now the next patch is going to improve it like that.
Sorry for the confusion, I edited my first post![]()
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Re: autominer and autotrader range too low
Actually I do not like it. Could it not just like: No limit for being autotrader and then Stars times 1 or 2? Then the autotraider could also increase automaticly its range (if wished).
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Re: autominer and autotrader range too low
If you wanted to increase the range it might be more interesting to add a new module type like the Rebirth comm dish, which runs on ecells and adds jump range for subordinates and sensor range to the station for each one you build.
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Re: autominer and autotrader range too low
That'd actually be a fair solution. It's the limit to Station-assigned ships that hurts the most. You go to all that trouble of setting up a station - a huge investment in time and credits - only you have it totally crippled in regards to its own freighter fleet.
Scoob.
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Re: autominer and autotrader range too low
The problem with this is the inability to restrict station traders to sell/buy/specific wares.Scoob wrote: ↑Fri, 8. Mar 19, 22:01That'd actually be a fair solution. It's the limit to Station-assigned ships that hurts the most. You go to all that trouble of setting up a station - a huge investment in time and credits - only you have it totally crippled in regards to its own freighter fleet.
Scoob.
They will just go around with some ecells and fill up their own cargo sooner or later..
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Re: autominer and autotrader range too low
Yeah. I don't really understand what's so hard about being able to set an assigned ship to just buy or sell and just using a Whitelist / Blacklist. Low-level Captains having a smaller list is actually a nice restriction. So, dumb Captains = you need more ships. However, as your Captains train up, you might get away with just one ship assigned to your next station - or send them off free-trading if you desire.
I'm constantly craving more fine control over my ships as they regularly do utterly dumb things when what theyshould be doing is blaring obvious based on stock levels etc.
Scoob.
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Re: autominer and autotrader range too low
Not liking the new limits on trader and miner jump ranges at all.
I do agree that the prior range was too high, but the massive reduction in 2.0 is Excessive and cripples my station traders. My auto traders spend too much time idle now. I think that the original range should have been reduced by 50%ish, and not nearly 90%.
I had just finished building a self-sufficient 8 module Claytronics station hours before 2.0 released. Took me a long time to get here, only to be hamstrung when it finally completed. Was really enjoying myself before 2.0 playing Vanilla, however, with 640 game hours clocked, this new jump limit is so frustrating that I find myself looking for other things to do.
*Hey, does anyone know if the AI traders are also limited to a 5 max jump? tnx!
Cheers
I do agree that the prior range was too high, but the massive reduction in 2.0 is Excessive and cripples my station traders. My auto traders spend too much time idle now. I think that the original range should have been reduced by 50%ish, and not nearly 90%.
I had just finished building a self-sufficient 8 module Claytronics station hours before 2.0 released. Took me a long time to get here, only to be hamstrung when it finally completed. Was really enjoying myself before 2.0 playing Vanilla, however, with 640 game hours clocked, this new jump limit is so frustrating that I find myself looking for other things to do.
*Hey, does anyone know if the AI traders are also limited to a 5 max jump? tnx!
Cheers
X: Beyond the Frontier | X-Tension | X2: The Threat | X3: Reunion | X3: Terran Conflict | X3: Terran Conflict | X3: Albion Prelude | X Rebirth | X4: Foundations
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