Several questions from a returning player

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UnknownObject
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Several questions from a returning player

Post by UnknownObject »

I claimed a HSAP in a sector that I wish to forfeit. Is it possible to revert the claim and to choose another point instead?
Last edited by UnknownObject on Sat, 1. Nov 25, 16:15, edited 1 time in total.
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Jimmy C
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Re: Is it possible to unclaim a HSAP?

Post by Jimmy C »

It doesn't work that way. On the bright side, if there's another sector you want more you can still claim it as long as no one else has claimed it yet. If it has been claimed already, sorry, you were too late.
UnknownObject
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Re: Several questions from a returning player

Post by UnknownObject »

I've just noticed (playing 1.3, having started at 1.1) that selling weapons to Yaki's Pirate Anarchy Port does raise the trade rank. Are the formulas similar to X3: Reunion's? Can anyone tell it?
After all, the game is 4 years old, so I politely ask a developer to make these things clear.
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UnknownObject
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Re: Several questions from a returning player

Post by UnknownObject »

And how many attempts will probably take stealing a Software Signature Scrambler from Duke's Haven?
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Jimmy C
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Re: Several questions from a returning player

Post by Jimmy C »

UnknownObject wrote: Mon, 3. Nov 25, 21:39 And how many attempts will probably take stealing a Software Signature Scrambler from Duke's Haven?
Impossible to tell. All I can say is, success will be easier the better your reputation is with them. Just keep trying until you succeed. To save time, immediately refill your influence after starting the steal attempt. Don't wait until you find out it failed.
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Re: Several questions from a returning player

Post by UnknownObject »

Jimmy C wrote: Wed, 5. Nov 25, 04:48
UnknownObject wrote: Mon, 3. Nov 25, 21:39 And how many attempts will probably take stealing a Software Signature Scrambler from Duke's Haven?
Impossible to tell. All I can say is, success will be easier the better your reputation is with them. Just keep trying until you succeed. To save time, immediately refill your influence after starting the steal attempt. Don't wait until you find out it failed.
I've already did it. I didn't even notice that an agent succeeded, probably, it was the 4th attempt. It seems a viable alternative to purchasing the blueprints.
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Jimmy C
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Re: Several questions from a returning player

Post by Jimmy C »

UnknownObject wrote: Wed, 5. Nov 25, 23:48
I've already did it. I didn't even notice that an agent succeeded, probably, it was the 4th attempt. It seems a viable alternative to purchasing the blueprints.
Depends on your circumstances. It's best used for factions hostile to you and therefore won't sell you the plans under any circumstances. Second best is where your rep with the faction can't get high enough in what you consider a reasonable amount of time to buy the plans.

If you can buy the plans, it's best to use enough tasks to push the probability of success to 100% and execute. Gets it done fastest with the least amount of influence.
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Re: Several questions from a returning player

Post by Cycrow »

When stealing plans, you rep doesnt matter, its just a ficed random chance. This chance increases each time you fail so eventually itll get to 100% success.

If you jave the rep,busing acquire blueprint is better, its success chancenis based on you rep, and it increases more when failing than stealing does.

It should take no more than 20 attempts
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Re: Several questions from a returning player

Post by UnknownObject »

Thanks to you all!
1) If an agent negotiates a blueprint, but I go hostile with that faction - can I still transfer money and finish the deal?
2) Are Aldrin and Kha'ak weapons available from an EG rep in the latest version of the game?
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Jimmy C
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Re: Several questions from a returning player

Post by Jimmy C »

UnknownObject wrote: Fri, 7. Nov 25, 22:48 Are Aldrin and Kha'ak weapons available from an EG rep in the latest version of the game?
Those can be found as plans in the HSAPs. The LFL will lead you to the crates. Pick them up and you can build them at your HQ. You'll need Focus Crystals to build them and there are only a limited number of those to be found in a game. So think carefully about which and how many of those weapons you want to build.
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Re: Several questions from a returning player

Post by UnknownObject »

Jimmy C wrote: Sun, 9. Nov 25, 08:04
UnknownObject wrote: Fri, 7. Nov 25, 22:48 Are Aldrin and Kha'ak weapons available from an EG rep in the latest version of the game?
Those can be found as plans in the HSAPs. The LFL will lead you to the crates. Pick them up and you can build them at your HQ. You'll need Focus Crystals to build them and there are only a limited number of those to be found in a game. So think carefully about which and how many of those weapons you want to build.
I recall that in 1.1 they were sold by EG reps. Has it been fixed?
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Jimmy C
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Re: Several questions from a returning player

Post by Jimmy C »

UnknownObject wrote: Sun, 9. Nov 25, 21:40 I recall that in 1.1 they were sold by EG reps. Has it been fixed?
Never saw that in 1.1. Definitely not there now.
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Re: Several questions from a returning player

Post by BrigandPhantos77 »

UnknownObject wrote: Sun, 9. Nov 25, 21:40 I recall that in 1.1 they were sold by EG reps. Has it been fixed?
The only things you'll find from the Explorers Guild weapons wise are Terran weapons once you unlock there space, and standard commonwealth. Anything from Aldrin or Kha'ak are solely made through the Spacelab once you located the blueprint for it. (I've never, not a single time, had any Kyon Emitters even drop from there ships either.) Oh, don't make the Gamma Kyon either. It is useless.

And the best things you can expect from the Explorer's Guild.
- Ship blueprints (No drone frigates or rares can be obtained this way. fyi)
- Instant quantities of resources
- Agents
- Banshee, Wildfire and Firelance Missiles. (Btw, these are kick ass) Use these against M3, M4 and M5 respectively.)
Peace is a state of mind!
War is absolute!
~ Phantos ~
Jimmy C
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Re: Several questions from a returning player

Post by Jimmy C »

BrigandPhantos77 wrote: Wed, 12. Nov 25, 10:29 Anything from Aldrin or Kha'ak are solely made through the Spacelab once you located the blueprint for it.
You can get Kha'ak missiles from the EG, I picked up a stack of each of them.
- Banshee, Wildfire and Firelance Missiles. (Btw, these are kick ass) Use these against M3, M4 and M5 respectively.)
I don't consider missiles a good use of your DP... unless you cheated for said DP. If you traded for a few hundred million DP, that's a different matter.

I have to say, the Hurricane is a pretty terrifying missile against M5s and unshielded M4s.
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Re: Several questions from a returning player

Post by BrigandPhantos77 »

Jimmy C wrote: Mon, 17. Nov 25, 13:56
I don't consider missiles a good use of your DP... unless you cheated for said DP. If you traded for a few hundred million DP, that's a different matter.

I have to say, the Hurricane is a pretty terrifying missile against M5s and unshielded M4s.
Maybe not for the DP, but they are definitely useful in general. And they drop frequent enough to collect enough.

Firelance missiles will all but one shot (and can catch) most m5's, and the wildfires will just about do the same to M4's (fully shielded).
Peace is a state of mind!
War is absolute!
~ Phantos ~
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Re: Several questions from a returning player

Post by Jimmy C »

BrigandPhantos77 wrote: Sun, 30. Nov 25, 07:44
Firelance missiles will all but one shot (and can catch) most m5's, and the wildfires will just about do the same to M4's (fully shielded).
IIRC, Firelances are unguided. While Wildfires are good, Thunderbolts and Tempests have the same performance and can be bought or built yourself.
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Re: Several questions from a returning player

Post by BrigandPhantos77 »

Jimmy C wrote: Wed, 3. Dec 25, 03:46
BrigandPhantos77 wrote: Sun, 30. Nov 25, 07:44
Firelance missiles will all but one shot (and can catch) most m5's, and the wildfires will just about do the same to M4's (fully shielded).
IIRC, Firelances are unguided. While Wildfires are good, Thunderbolts and Tempests have the same performance and can be bought or built yourself.
Umm, the Firelance on FL 1.3 has full tracking. It's FF labelled with proximity detonation. Look in game and not on here. I use them frequently on N's. And if you want to build a healthy supply, Grand Exchange delta is a great place to camp for there drops. Thunderbolts and Tempest missiles I only use on slower M3s and Transports. They won't hit most turret capable craft because they are too slow and they don't track straight at the target most times. Unless of course you fire just before passing a target.

If you want a really nasty missile that you can make yourself, I've grown quite fond of the Typhoon missile. Give those to an I (eye) and watch carnage unfold. They have a higher hit rating than most other missiles because of there swarm capability.

The wildfire is attuned to M4s in both speed and damage. Half the interceptors will probably outrun it if they have upgraded engines or fighting at top speed all the time.
Peace is a state of mind!
War is absolute!
~ Phantos ~
Jimmy C
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Re: Several questions from a returning player

Post by Jimmy C »

BrigandPhantos77 wrote: Thu, 4. Dec 25, 03:50
Umm, the Firelance on FL 1.3 has full tracking. It's FF labelled with proximity detonation.
I'll remember that.
Thunderbolts and Tempest missiles I only use on slower M3s and Transports. They won't hit most turret capable craft because they are too slow and they don't track straight at the target most times.
Only Yaki M4 and M3 can outrun the Thunderbolt and Tempest. I find that the reason they can't hit turreted fighters is usually because the turrets can shot them down first. I deploy the Typhoon against those.

I didn't regard the Thunderbolt as an anti-M6 missile at first but one missile can take out half the hull of an unshielded M6.
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Re: Several questions from a returning player

Post by BrigandPhantos77 »

Jimmy C wrote: Thu, 4. Dec 25, 07:10
Only Yaki M4 and M3 can outrun the Thunderbolt and Tempest. I find that the reason they can't hit turreted fighters is usually because the turrets can shot them down first. I deploy the Typhoon against those.

I didn't regard the Thunderbolt as an anti-M6 missile at first but one missile can take out half the hull of an unshielded M6.
I've seen what an "I" can do with the tempest. I had one loaded with like 600 once and attacked Strong Arms. When the carnage was done it had about 50 left. Lagged me out a bit too. But maybe its just bad luck for me. I can almost never hit a target with the thunderbolt or tempest. It almost always circles around the target and gets taken out by the rear turret. And it don't matter what I am shooting it at. In the end I just sell them. I do sometimes get lucky by launching just before flying past my target.

I absolutely love the typhoon missile. You can take out capitals so easy with those. I load my I's with those as well. Best one I found to use on a Q though, Specter. I'm using an overtuned Kogarasu and it can't hardly hit me or the missiles I shoot at it. Just fly laps around it's body width wise. I've used this same tactic on a J and a K successfully. Those a lucky broadside from them does happen.
Peace is a state of mind!
War is absolute!
~ Phantos ~

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