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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Freenan
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Re: Factory location

Post by Freenan »

Nashaulk wrote:What are some good low budget Saturn Complexes for around 50 million a piece?

1 MJ Shields are selling like hotcakes, but I'd like to mix things up a bit.
Here u can see some good values
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
tatakau
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x3tc

Post by tatakau »

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Last edited by tatakau on Wed, 12. Jun 19, 11:08, edited 1 time in total.
Sirrobert
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x3ap

Post by Sirrobert »

tatakau wrote:Does anyone know how to set up MLCC to refuel and rearm fighters?

I have an Emeus with 80 Aamons, and the Aamons template calls for 100 Energy Cells and 4 Silkworm Missiles.

Despite the MLCC dock having plenty of both energy and missiles though, the fighters do not get refueled and rearmed after a retreat or rearm command is given. :-(
You need to set up the ships themselves for missile resupply (and jump resupply).
You can have the template make those settings.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
tatakau
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Post by tatakau »

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Joubarbe
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Post by Joubarbe »

Weapon screen, at the bottom.
Sirrobert
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Post by Sirrobert »

Jump fuel is somewhere in the middle of the command screen. (jump settings. Autojump, minimum sector distance before autojump, and refuel settings). (hotkey C)

Missiles is the weapon screen, as Joubarbe already said (hotkey G)
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
tatakau
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Post by tatakau »

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unit757
Posts: 116
Joined: Fri, 21. Feb 14, 21:20
x4

Post by unit757 »

Has anyone run into the issue of massive and very brief FPS drops during combat? Originally when I first downloaded the mod and tried it, I had no issues, however now once a ship gets low in shield every weapon impact causes a very noticeably bad stutter.

I haven't tried fighters yet, but with frigates and destroyers it happens. Clean install and no mods
Lone Machete
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Joined: Sun, 3. Dec 17, 06:01
x3ap

Post by Lone Machete »

Hey guys, Is there a way to restore all the original music or at least some of it from AP? Because some of the themes I really enjoy while some of the LU soundtrack gets very tiring after a while. If this has been asked before - I have googled it before, I'm sorry
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dizzy
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Post by dizzy »

tatakau wrote:No wares resupply for Energy Cells though. I assume fighters on carriers are not expected to have energy cells? Probably for the best, don't want fighters jumping after targets that have auto-jump.
Doesn't "fuel resupply" take care of this?
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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Scoob
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Post by Scoob »

Hey all :)

I was lucky enough last night that a Xenon J bailed when engaged by several of my M2's - amazed they didn't destroy it outright! Anyway, the Xenon J is mine and it currently docked for eventual repair and refit. However, it still has several hostile Xenon fighters docked!

Should these fighters have launched and fled after the mother ship bailed...erm, logged out? Or should they perhaps have changed their allegiance to me once I claimed the J?

Regardless, is there a way to get these fighters to go away? Once the J is ready to deploy, I'll put it in a combat scenario and see if the Fighters auto-launch. I have Carrier Command Software installed, so not sure if that will make use of the docked fighters or not.

To be clear, the Xenon Fighters are still marked as owned by the J, hence why I thought Carrier Command software might do something.

Scoob.
asdx
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Joined: Thu, 12. Jan 17, 13:34
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Post by asdx »

Playing through LU for the first time. Just setting up a mining station now so I don't have to deal with manually unloading a freighter every five minutes. Problem is I have no idea on how to properly set it up beyond keeping energy cells stocked up for jump fuel. Freighters just seem to be shipping only the ore and wafers and ignoring the much more important crystals.
Scoob
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Post by Scoob »

asdx wrote:Playing through LU for the first time. Just setting up a mining station now so I don't have to deal with manually unloading a freighter every five minutes. Problem is I have no idea on how to properly set it up beyond keeping energy cells stocked up for jump fuel. Freighters just seem to be shipping only the ore and wafers and ignoring the much more important crystals.
I set up an Argon Trading station as a mining hub quite early on - in fact it sells all the loot my Reaper collects over the storage limits.

I noticed, especially when they were low-level, that my Dock Agents set to "Sell" appeared to prioritise selling things like Ore, Silicon and Ice over other wares I had in stock. I'd regularly see my original seller doing multiple runs selling Ore, ignoring the much more valuable items I had for sale.

Eventually, I assumed as the pilot levelled up, my other wares started being sold reliably too.

Oh, do make sure you've set your limits correctly, just in case you haven't. I tend to keep a handful of potentially useful things like 25mj Shields and certain weapons I need for outfitting, but I don't add any items I just want to sell.

Edit: On an unrelated note, my captured Xenon J still has 11 Xenon fighters aboard. Still not sure what to do about that. The J is a small carrier, so I could really do with them gone. Any ideas anyone? I think I had this happen once before in a prior game but cannot recall how it was resolved, if it was at all.

Scoob.
asdx
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Post by asdx »

I set up an Argon Trading station as a mining hub quite early on - in fact it sells all the loot my Reaper collects over the storage limits.

I noticed, especially when they were low-level, that my Dock Agents set to "Sell" appeared to prioritise selling things like Ore, Silicon and Ice over other wares I had in stock. I'd regularly see my original seller doing multiple runs selling Ore, ignoring the much more valuable items I had for sale.


Scoob.
I managed to figure it out on my own. Got two freighters selling, and one buying a good stuck of energy cells for jump fuel. Got three kestrels running around selling crystals and such. I went from twenty million to 105 million in like one trip. Now I just need to set up more Saturn complexes and traders and let the gravy train roll.

Edit: Also, Teladi trading stations are like half the price of Argon if you're in good standing with them.
Scoob
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Post by Scoob »

I chose the Argon Trading station due to gaining access to it sooner, plus it has an extra 5 Freighter / TS/TM/TP docking arms which were useful at the early game stage I was at then.

It's actually quite crazy how much money you can make just mining and scavenging. I'd need several Saturn Complex Hubs up to even come close. I got lucky and found a bailed Mercury Miner quite early on, so I just set it to work. I then bought ten Buster miners, which are a bit small, but they bring in a steady stream of crystals and minerals. I also got a bailed Falcon Miner and another TS class Miner along the way. I might buy some more TS-class miners now I have ample dosh to really ramp things up.

If I could automate the Reaper so it jumped to a Sector with above a certain credit value of loot, well, I'd be even richer lol. However, I just tend to send it to Sectors where I've been directly involved in a fight...with FTC over over 25% I get a LOT of loot...

As I've found bailed Freighters, I've taken the better ones and made them into ST's, promoting to UT's when they get to level 10. I think I have approaching 40 now. Combine this with selling claimed ships, and I'm doing pretty well.

Oh, I've found it's a GREAT idea to ally with the Pirates as soon as you can. I go to a pirate sector bordering a Xenon one and take out any Xenon I'm able to. Before long the Pirate sectors are readily traversable and a VERY good source of loot and bailed ships as the Pirates attack other races assets. One (of many) great things about this mod is that the vanilla bug that caused hostile pirates to still spawn despite being friendly with them was fixed. Even if you get hostile pirates - say you take a mission that spawns them on a patrol unexpectedly - if you leave them alone they will go neutral.

I've left Phanon alone this game so far, they've not hassled me, so I've not hassled them. It's comforting to know that I can wipe them off the map at any point though :)

Scoob.
Scoob
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Post by Scoob »

Ok, perhaps this is a silly question but I'm going for it anyway!

I set up my first Saturn Complex Hub today. It's my first time doing this because I usually make money by other methods, but I wanted have a play.

Anyway, I chose a 50 XXL Space Fuel one and got it up and running not problems. It's producing 100 units of Space Fuel every cycle, which is great. To sell this, I've assigned two (I think one might have been fine) Station Agents.

After the station had produced more than its selling threshold of Space Fuel, one of the Station Agents loaded it up and went off to sell it to a nearby Pirate Base. However, when I checked back later, the Freighter had returned empty as expected, but no Credits had been added to the stations account.

So, my question: Is money from a Saturn Complex Hub credited directly to the Players main account? I have sufficient dosh that I can't really notice income from any specific source and had hope the SCH would just build up credits like any normal factory.

Note: I've confirmed that the Freighter did not unload the wares back at the SCH - i.e. it didn't fail to sell them - they're definitely gone.

If anyone can confirm the expected behaviour, that'd be great :)

Edit: I just watched one of my assigned Freighters and something is broken. It says it's off to sell some Space Fuel, a load (1,000 units+) is taken from the SCH and the Freighter heads off to a nearby Pirate Base. However, upon inspecting the Freighter it's EMPTY! So what has happened to the wares?

To be clear: the SCH's inventory is reduced and the Freighter heads off but it has ZERO WARES so, when it gets to the Pirate Base it has NOTHING to sell. The produced Space Fuel vanishes when it's supposed to be loaded onto the Freighter.

I have Station Agent equipped freighters sell stuff just fine from my Argon Trading Station, however these guys seem broken. Any ideas?

Edit 2: I've temporarily worked around the issue by having a Courier transport the Space Fuel to my central selling Hub. Basically ALL my other loot and excess stuff gets automatically sold off here. I've already observed the Dock Agents assigned to Sell at this station correctly picking up the wares and selling it...cargo is not vanishing using this method. My only concern is that this station is on Argon space, where Space Fuel is illegal...

Scoob.
asdx
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Post by asdx »

Scoob wrote:I chose the Argon Trading station due to gaining access to it sooner, plus it has an extra 5 Freighter / TS/TM/TP docking arms which were useful at the early game stage I was at then.

It's actually quite crazy how much money you can make just mining and scavenging. I'd need several Saturn Complex Hubs up to even come close. I got lucky and found a bailed Mercury Miner quite early on, so I just set it to work. I then bought ten Buster miners, which are a bit small, but they bring in a steady stream of crystals and minerals. I also got a bailed Falcon Miner and another TS class Miner along the way. I might buy some more TS-class miners now I have ample dosh to really ramp things up.

If I could automate the Reaper so it jumped to a Sector with above a certain credit value of loot, well, I'd be even richer lol. However, I just tend to send it to Sectors where I've been directly involved in a fight...with FTC over over 25% I get a LOT of loot...

As I've found bailed Freighters, I've taken the better ones and made them into ST's, promoting to UT's when they get to level 10. I think I have approaching 40 now. Combine this with selling claimed ships, and I'm doing pretty well.

Oh, I've found it's a GREAT idea to ally with the Pirates as soon as you can. I go to a pirate sector bordering a Xenon one and take out any Xenon I'm able to. Before long the Pirate sectors are readily traversable and a VERY good source of loot and bailed ships as the Pirates attack other races assets. One (of many) great things about this mod is that the vanilla bug that caused hostile pirates to still spawn despite being friendly with them was fixed. Even if you get hostile pirates - say you take a mission that spawns them on a patrol unexpectedly - if you leave them alone they will go neutral.

I've left Phanon alone this game so far, they've not hassled me, so I've not hassled them. It's comforting to know that I can wipe them off the map at any point though :)

Scoob.
Heh, I've thoroughly pissed off the pirates, and ate Phanon's first Mammoth with some torpedo's and a Quasar I managed to snag and repair early on.

I've had to drop a satellite in most pirate sectors because my traders kept jumping in and dieing like complete morons. I'm kind of alarmed at how some sectors have frigates and pirates galore.
Scoob
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Post by Scoob »

asdx wrote:Heh, I've thoroughly pissed off the pirates, and ate Phanon's first Mammoth with some torpedo's and a Quasar I managed to snag and repair early on.

I've had to drop a satellite in most pirate sectors because my traders kept jumping in and dieing like complete morons. I'm kind of alarmed at how some sectors have frigates and pirates galore.
Pirates are great for early-game rep with the Argon, I used to camp out in Elena's Fortune and snag rep, loot and the odd bailed ship. Making friends with the Pirates makes the initial game a bit slower, but opens up their sectors for traversal and trade. Also, you can just sit and watch any Pirate vs. Race fights and collect any loot without any real danger.

Odd about your trade ships, I know UT's will only trade in a Sector with Player Property present, and I thought other (Station Agent equipped) ships followed the same rule. I've placed nav sats in every sector pretty much, so I can check for Xenon activity.

Oh, the best earner for me is being lucky enough to get a Xenon invasion and anti-Xenon Patrol mission in the same Sector at once. The former pays a LOT higher per ship, but the latter spawns a LOT more ships for a given difficultly. I made over a billion credits on one of these combo's, but it was a HUGE fight with all my heavy military ships involved. The Xenon Z's (18gj shielding) generally prove the toughest to take down.

Btw: do you have much experience with SCH's? Mine appear to be slightly bugged as per my post above. Perhaps it's some mod conflict as I do use a couple of additional scripts, thought they're all Litcube Mod approved I thought.

Scoob.
BlackArchon
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Post by BlackArchon »

Space fuel is an illegal ware in most race sectors. If a police patrol ship catches your freighter, it should automatically eject the illegal wares to avoid being attacked by the police.

Does your problem also occur if you try to sell illegal wares in pirate sectors?
Scoob
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Post by Scoob »

BlackArchon wrote:Space fuel is an illegal ware in most race sectors. If a police patrol ship catches your freighter, it should automatically eject the illegal wares to avoid being attacked by the police.

Does your problem also occur if you try to sell illegal wares in pirate sectors?
My Space Fuel producing SCH is in an Unknown Sector, and the Station Agents selling it don't appear to actually load the ware, though it vanishes from the station. If it were being ejected then I'd see the ejected Space Fuel on the sector map surely?

The setup isn't ideal, I'd not intended to have to sell the wares from my main Trading Station in Argon space (Presedent's End) but I'm sorta stuck using that method now. I chose Space Fuel as it was the top of the demand list.

I'm sorta stuck with the station now as a couple of hours have passed since I set it up. I guess I could auction it off at a push and try to recoup my expenses. Regardless, I do think I'm experiencing some sort of bug / conflict.

Scoob.

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