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Sirrobert
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Post by Sirrobert »

Scoob wrote:
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.
Shut down the SCH. Load all stations on your TL. Fly the TL to a shipyard, and sell the stations with extra commands on the TL. All money back.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
Scoob
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Post by Scoob »

Sirrobert wrote:Shut down the SCH. Load all stations on your TL. Fly the TL to a shipyard, and sell the stations with extra commands on the TL. All money back.
Thanks, hadn't realised it was quite that simple - I might do just that. It'll be interesting to see if it happen with whatever other wares I set it up with.

Scoob.
Freenan
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Joined: Tue, 5. Aug 08, 18:46
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Post by Freenan »

Scoob wrote:
Sirrobert wrote:Shut down the SCH. Load all stations on your TL. Fly the TL to a shipyard, and sell the stations with extra commands on the TL. All money back.
Thanks, hadn't realised it was quite that simple - I might do just that. It'll be interesting to see if it happen with whatever other wares I set it up with.

Scoob.
Just take a look at this here I really use the IRE SCH and it works GREAT anytimes!!
Scoob
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Post by Scoob »

Freenan wrote: Just take a look at this here I really use the IRE SCH and it works GREAT anytimes!!
Thanks. I actually set up a Wasp Missile SCH as a test - I was thinking I might equip my own ships with Wasps more for the distraction than damage.

I've also been dabbling with MLCC - I had a bunch of captured ships so thought I'd have a play - Was wondering if I can automate their response to threats? Currently, I'm manually issuing the command to send ships to various Security Complaints, but I wonder if they respond automatically if one of my ships is actually attacked?

For me, Phanon have just gone aggressive, though they've been at the "Nova Ltd" stage for ages. I took out their patrol that attacked my UT, then I took out of of their station as pay back. Surprisingly, I lost a chunk of rep with the faction who's space the station was in - that's annoying! I wonder if Phanon lose rep when they attack me in a race sector? That'd be cool.

Oh, funny thing, when I was attacking their station, their Tokyo M1 jumped me...I was in my Excalibur though, so they didn't last long - and the Tokyo bailed! Nice.

Scoob.
Sirrobert
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Post by Sirrobert »

Wasps are pretty good for all Fighters. As long as you have enough.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
asdx
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Joined: Thu, 12. Jan 17, 13:34
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Post by asdx »

Scoob wrote: 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.
Not got much expirence with SCH's. Might be to do with how traders won't touch illegal goods if they can help it?

Anywho my problem wasn't them trying to trade. It was them jumping into pirate sectors to travel, or escape from fights. Since it was a known location, but with no player property present, they couldn't detect enemies and figured it was safe. Despite being a pirate/xenon sector full of things just itching to blow them up.

Edit: Aaaaaaaand they're still jumping into pirate sectors for some reason, maybe they just don't have enough jump fuel? I don't know how they're programmed but they just keep jumping into pirate sectors on the way back from selling things.
Last edited by asdx on Sun, 19. Aug 18, 10:51, edited 1 time in total.
Freenan
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Post by Freenan »

Scoob wrote:
I've also been dabbling with MLCC - I had a bunch of captured ships so thought I'd have a play - Was wondering if I can automate their response to threats? Currently, I'm manually issuing the command to send ships to various Security Complaints, but I wonder if they respond automatically if one of my ships is actually attacked?

Scoob.
Here u go!!
Freenan
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Joined: Tue, 5. Aug 08, 18:46
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Post by Freenan »

so im wondering why i only have a FLC of 0,26% with a combat rank of 24

if i look herehttp://litcube.xtimelines.net/wiki/inde ... eature_FLC than i should have plenty more or am i wrong?
asdx
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Post by asdx »

I'm wondering something. Is there a way to automate drone carriers and such? I'm asking cause I can afford a Griffon now and it mentions being able to drop a bunch of drones quickly. Not sure if carrier command software does anything for drones...

(it is now 6 AM and I need to get to bed before it's suddenly noon, again)
Freenan
Posts: 110
Joined: Tue, 5. Aug 08, 18:46
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Post by Freenan »

asdx wrote:I'm wondering something. Is there a way to automate drone carriers and such? I'm asking cause I can afford a Griffon now and it mentions being able to drop a bunch of drones quickly. Not sure if carrier command software does anything for drones...

(it is now 6 AM and I need to get to bed before it's suddenly noon, again)
https://forum.egosoft.com/viewtopic.php ... sc&start=0 maybe this helps u
Sirrobert
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Joined: Wed, 21. Aug 13, 13:55
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Post by Sirrobert »

Freenan wrote:so im wondering why i only have a FLC of 0,26% with a combat rank of 24

if i look herehttp://litcube.xtimelines.net/wiki/inde ... eature_FLC than i should have plenty more or am i wrong?
Rank 24 puts you at 85-140k points. Which is still in the very first box of chances.
0,26% fits.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
Scoob
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Joined: Thu, 27. Feb 03, 22:28
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Post by Scoob »

Freenan wrote: Here u go!!
Thanks, will check it out.
Freenan wrote: so im wondering why i only have a FLC of 0,26% with a combat rank of 24
I think that's as high as it goes. I'm "Extreme" in Combat and it's stopped at just shy of 25% chance. This gives me LOADS of loot, especially from my own kills. I use a Drake with over 20,000 cargo as a Reaper, and sometimes it takes two trips to collect all the loot from Patrol and Invasion missions.

Scoob.
asdx
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Post by asdx »

Well It appears it was the jump fuel being too low, so that's one problem sorted out. I'm rank 7 with the Argon now, so I can buy an M7 finally. Going to rank up with the Teladi next, any of you recommend a specific M7 for player use?
BlackArchon
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Joined: Wed, 4. Feb 04, 17:37
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Post by BlackArchon »

I had quite some fun with the Teladi Geochen in the past. It's reasonably fast, especially for a Teladi ship, has quite a strong weapon energy generator and a huge cargo bay for storing missiles. :)
Freenan
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Post by Freenan »

So my SA just startet not selling all my IRE i produce on my SCH´s, they´re just selling one at a time, what makes no sense at all, they got more than enough energycells, there are MORE THAN enough buyers for my IRE and the SCH´s configuration is at max range for selling/buying and the export threshold ist at 0% so they SHOULD sell all of them, it started from one second to another at no reason why... help save my profitssssssssss :lol:
Sirrobert
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Joined: Wed, 21. Aug 13, 13:55
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Post by Sirrobert »

Freenan wrote:So my SA just startet not selling all my IRE i produce on my SCH´s, they´re just selling one at a time, what makes no sense at all, they got more than enough energycells, there are MORE THAN enough buyers for my IRE and the SCH´s configuration is at max range for selling/buying and the export threshold ist at 0% so they SHOULD sell all of them, it started from one second to another at no reason why... help save my profitssssssssss :lol:
Check that there are still stations buying more than 1 at a time.
It's possible you saturated the market.
9 out of 10 voices in my head say I'm crazy. The 10th is singing the music from Tetris
Scoob
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Joined: Thu, 27. Feb 03, 22:28
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Post by Scoob »

asdx wrote:Well It appears it was the jump fuel being too low, so that's one problem sorted out. I'm rank 7 with the Argon now, so I can buy an M7 finally. Going to rank up with the Teladi next, any of you recommend a specific M7 for player use?
I do notice that, from time to time, UT's run out of fuel. It's rare, but they seem to jump to a location, buy something, then try to refuel but they've not left enough space. Not common at all, but does happen. I usually give my freighters enough fuel for 60 jumps, which covers them, so they can jump out and back again without issues. I only tend to use freighters with at least 6,000 cargo, ideally 10,000+ for ST/UT's.

I went with an Argon Cerberus as my first M7. Fairly middle of the road, but it made a decent Player ship for a while. I only bought it because I was quite a way ahead rank-wise with the Argon and I wanted something right away.

I was going to replace it with a Shrike once I gained the Teladi rank required, but I stuck with the Cerberus. Only once I gained a LOT more rank (and other ships) did I finally switch from the Cerberus, and it was to the Argon Flagship "Excalibur" - basically Litcube's Argon One. Dead slow but very tough and with M6 & below docking.

Scoob.
asdx
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Post by asdx »

Scoob wrote:
asdx wrote:Well It appears it was the jump fuel being too low, so that's one problem sorted out. I'm rank 7 with the Argon now, so I can buy an M7 finally. Going to rank up with the Teladi next, any of you recommend a specific M7 for player use?
I do notice that, from time to time, UT's run out of fuel. It's rare, but they seem to jump to a location, buy something, then try to refuel but they've not left enough space. Not common at all, but does happen. I usually give my freighters enough fuel for 60 jumps, which covers them, so they can jump out and back again without issues. I only tend to use freighters with at least 6,000 cargo, ideally 10,000+ for ST/UT's.

I went with an Argon Cerberus as my first M7. Fairly middle of the road, but it made a decent Player ship for a while. I only bought it because I was quite a way ahead rank-wise with the Argon and I wanted something right away.

I was going to replace it with a Shrike once I gained the Teladi rank required, but I stuck with the Cerberus. Only once I gained a LOT more rank (and other ships) did I finally switch from the Cerberus, and it was to the Argon Flagship "Excalibur" - basically Litcube's Argon One. Dead slow but very tough and with M6 & below docking.

Scoob.
I'm going with the Tern for now, plan on stocking it with a bunch of Falcon Sentinels later for funsies. Going to have to grind a bunch of combat missions with it tomorrow, should be a lot faster and safer then puttering around in my Quasar trying to swat down P's and L's before blowing twenty minutes trying to swat down a half dozen M's and N's.
Freenan
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Post by Freenan »

Sirrobert wrote:
Freenan wrote:So my SA just startet not selling all my IRE i produce on my SCH´s, they´re just selling one at a time, what makes no sense at all, they got more than enough energycells, there are MORE THAN enough buyers for my IRE and the SCH´s configuration is at max range for selling/buying and the export threshold ist at 0% so they SHOULD sell all of them, it started from one second to another at no reason why... help save my profitssssssssss :lol:
Check that there are still stations buying more than 1 at a time.
It's possible you saturated the market.
Excuse me if this Sounds rude but did u read my Post? I wrote there are more than enough buyers for sure THAT includes more than 1 at a time buyers, checked it myself with the trade product finder so thats really not the Problem, but i saw later my SA selling all of them, and i checked the buyers ALOT Times even when my SA just went of to sell 1 IRE. Thats a little Bit ****** up :lol:
kecin25
Posts: 36
Joined: Sun, 13. Aug 17, 19:58
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Freezes around Xenon fleets

Post by kecin25 »

So I have started a new run through the game and now a few min after my save the game keeps freezing. I fly to a sector with a Xenon J, Q, P, and a few smaller crafts of theirs. The game freezes but the sounds keep going and get stuck on a loop. My task manager says the game is not responding. I am about 4 in game days in and about 23 hours of IRL time in the game and I can' get it to stop freezing, Ive tried creating a new export and importing it. I've tried to reinstall the mod but nothing I've tried works. Does anyone know what I need to do to fix this issue?

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