Ozias can dock TS/TP ships, nothing else.dmk wrote: ↑Fri, 24. Sep 21, 07:47that's why i did not waste my money on m7d only marines effort,
to dock other ships you need Kyoto or Aran or goner Mobile Repair Ship (better than Aran),
but maybe Ozias may suffice for your needs (a lot cheaper and even easer to board since you can hire him).
only thing (for exception of Aran/MRS) that can carry combined 427,500 XL cargo or 500 marines, pity no scripts to auto load docked ships with stuff...
(or 52,500 Stations) as far as i know x4 don't have load/unload scripts too.
p.s. just remove notification about order completion for any m7d, it seems all m7d using additional scripts and ordering themselves something...
Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
Something that I'm wondering, is the speed of nividium gathering OOS solely determined by the top speed of the ship that's doing it? If it is then it stands to reason that a faster drill-equipped ship will gather correspondingly quicker. The fastest ship that can mount the drill AFAIK is the Sirokos which with a top speed of 210 is one of the few ships that can equip the drill that's faster than the Mistral. I've recently acquired a Sirokos and all my marines are still training, so now I need to finish kitting it out and send it to assist the other ships and see how it gets on.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
The Teladi Cormorant's drones are even faster. However, they can't break up the big rocks by themselves. So you need to slap a mining laser, mineral scanner and mining software on the Cormorant itself to get the process started without you.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
The Aran can dock anything, but has anyone played enough of the Terran plot to confirm if the Kyoto can still dock 6 internal, that included M3-M5, TS/TP/TM and M6. It can in AP. Its a top notch destroyer.Sovereign01 wrote: ↑Fri, 24. Sep 21, 19:04Ozias can dock TS/TP ships, nothing else.dmk wrote: ↑Fri, 24. Sep 21, 07:47that's why i did not waste my money on m7d only marines effort,
to dock other ships you need Kyoto or Aran or goner Mobile Repair Ship (better than Aran),
but maybe Ozias may suffice for your needs (a lot cheaper and even easer to board since you can hire him).
only thing (for exception of Aran/MRS) that can carry combined 427,500 XL cargo or 500 marines, pity no scripts to auto load docked ships with stuff...
(or 52,500 Stations) as far as i know x4 don't have load/unload scripts too.
p.s. just remove notification about order completion for any m7d, it seems all m7d using additional scripts and ordering themselves something...
Peace is a state of mind!
War is absolute!
~ Phantos ~
War is absolute!
~ Phantos ~
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
And M8, I used the Kyoto as a missile base in AP, I had an Auster and a Claymore and 2 Mistral SFs, one full of Tomahawks the other Phantoms. In AP M8s got nerfed thanks to the loss of the ability to launch barrages, otherwise I'd have used it a hell of a lot more.BrigandPhantos77 wrote: ↑Sat, 25. Sep 21, 11:29The Aran can dock anything, but has anyone played enough of the Terran plot to confirm if the Kyoto can still dock 6 internal, that included M3-M5, TS/TP/TM and M6. It can in AP. Its a top notch destroyer.Sovereign01 wrote: ↑Fri, 24. Sep 21, 19:04Ozias can dock TS/TP ships, nothing else.dmk wrote: ↑Fri, 24. Sep 21, 07:47
that's why i did not waste my money on m7d only marines effort,
to dock other ships you need Kyoto or Aran or goner Mobile Repair Ship (better than Aran),
but maybe Ozias may suffice for your needs (a lot cheaper and even easer to board since you can hire him).
only thing (for exception of Aran/MRS) that can carry combined 427,500 XL cargo or 500 marines, pity no scripts to auto load docked ships with stuff...
(or 52,500 Stations) as far as i know x4 don't have load/unload scripts too.
p.s. just remove notification about order completion for any m7d, it seems all m7d using additional scripts and ordering themselves something...
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
I thought the only thing you needed to break up the rocks was the mobile drilling system, which according to this the drone miner comes with already. The bigger stumbling block is acquiring the Cormorant, as it's not sold anywhere so is another ship I'm going to have to find and board.
EDIT: Seems it's a special ship so I'll need to send an agent to a Teladi shipyard.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
The problem is, you can't command the drones directly. And the basic "Mine with drones" command doesn't seem to include breaking major rocks for mining. So, you either had to break the big one yourself or put a mining laser and mining command on the Cormorant itself.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
I'm using an Ozias with 12x Demeter Miners, and it's been very effective in helping me greedily scoop up every bit of nividium I can find. All OOS of course.
It's like paradise, spread out with a butter knife.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
Sounds like something that needs to be patched if the command doesn't tell the drones to use their drills to break the rocks down to collect-able size. If only the Cormorant can do it, doesn't that create a huge bottleneck in the process and slow everything down?The problem is, you can't command the drones directly. And the basic "Mine with drones" command doesn't seem to include breaking major rocks for mining. So, you either had to break the big one yourself or put a mining laser and mining command on the Cormorant itself.
I've been using an Ozias with Mistrals in much the same way along with a single Consus, even with one of the smallest TS cargo bays it still takes hours before a Mistral is full.alexdefelice wrote: ↑Mon, 27. Sep 21, 04:02 I'm using an Ozias with 12x Demeter Miners, and it's been very effective in helping me greedily scoop up every bit of nividium I can find. All OOS of course.
I did notice in the list of ships that can mount the drill includes the Geochen Miner, a ship I already have access to thanks to my relationship with NMMC, a TP with a top speed of 202 and a cargo bay of 1,200. Since it has a 25% greater top speed, would it collect 25% faster? Being a TP I can base a dozen of them at another Ozias, assuming I can find enough drills for them all.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
Only a bit. I don't remember if I had to command it to break a major rock by itself or just told it to start mining for nividium. OOS, I placed it next to the one nividium asteroid in the sector and the ship broke it when it executed the command. Then I halted the command and told it to mine with drones instead and it proceeded to do so.Sovereign01 wrote: ↑Mon, 27. Sep 21, 04:54
Sounds like something that needs to be patched if the command doesn't tell the drones to use their drills to break the rocks down to collect-able size. If only the Cormorant can do it, doesn't that create a huge bottleneck in the process and slow everything down?.
The rock produced just enough to fill up the Cormorant. I've put the ship aside for now because I'm on to something that could be far more profitable.
What product in the game has the highest value density, that is, value per unit volume? The answer is the Energy Bolt Chaingun, all of its 151,144 credit value is packed into a 1S cargo space. That means you can pack more EBCs into a ship and sell the whole load for more money than any other item in the game. And with the infinite sink that is the Manual Trade Run, you can sell all the guns you can make as quickly as you can get them to a dock automatically.
Second highest is the Mass Driver for 116k in 1S cargo. Everything else is worth significantly less.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
So 10,000 credits per unit cargo? How fast can they be made though, and how many chainguns would it take to offset the cost of building the complex? Must have been a small rock then, the Cormorant does have the biggest cargo bay of the M7Ds, I would need to build another 8 mining drones in addition to the 4 the ship comes with for a full hangar.Jimmy C wrote: ↑Mon, 27. Sep 21, 16:25Only a bit. I don't remember if I had to command it to break a major rock by itself or just told it to start mining for nividium. OOS, I placed it next to the one nividium asteroid in the sector and the ship broke it when it executed the command. Then I halted the command and told it to mine with drones instead and it proceeded to do so.Sovereign01 wrote: ↑Mon, 27. Sep 21, 04:54
Sounds like something that needs to be patched if the command doesn't tell the drones to use their drills to break the rocks down to collect-able size. If only the Cormorant can do it, doesn't that create a huge bottleneck in the process and slow everything down?.
The rock produced just enough to fill up the Cormorant. I've put the ship aside for now because I'm on to something that could be far more profitable.
What product in the game has the highest value density, that is, value per unit volume? The answer is the Energy Bolt Chaingun, all of its 151,144 credit value is packed into a 1S cargo space. That means you can pack more EBCs into a ship and sell the whole load for more money than any other item in the game. And with the infinite sink that is the Manual Trade Run, you can sell all the guns you can make as quickly as you can get them to a dock automatically.
Second highest is the Mass Driver for 116k in 1S cargo. Everything else is worth significantly less.
I found that the gathering speed only translates into credits when traders buy the nividium, at the moment my station has almost 10,000 units sitting there, I wonder if I would get better results if I moved the station to some place that isn't in the middle of nowhere. I'd need a few owls, probably a full 10 of them to carry all the materials but I could do it. I won't be able to afford that until the next trader buys more nividium.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
151,144 credits per unit cargo. The forge itself is only 6 million and builds 3 every two hours. It would pay for itself in 4 hours with 6 guns. An efficient setup would start with 5 forges fed by 1 food-bio pair, then expanded to 5XXL forges with dedicated food-bio pairs. This setup can build 240 guns every two hours. That's 36,274,560 credits.Sovereign01 wrote: ↑Mon, 27. Sep 21, 21:12
So 10,000 credits per unit cargo? How fast can they be made though, and how many chainguns would it take to offset the cost of building the complex?
Here's one example setup. This is for the unclaimed sector next to Unseen Domain. I'm not building here though, but where I have my existing complex.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
oh thx, i must have missed itStu Austin wrote: ↑Tue, 21. Sep 21, 04:32Hello. I already posted the co-ordinates as a "spoiler" to you on previous page.
stu
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
I didn't realize you could tell your freighters to sell items to docks that don't normally stock that item. I assumed that was a player only convenience. Nice.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
I wouldn't use TS for this application though, too big. You should be aware that the docks will only take a set maximum number of each item, correct? Indefinite Trade Run can continue indefinitely only if you sell under that limit each run. If the ship has more, it halts. A complication to this is the player-controlled docks have a higher limit than the npc docks for every item. So you have to get creative in stuffing the ship doing the trade run so that can't ever carry more than can be sold automatically.Iwantyoursmiles wrote: ↑Tue, 28. Sep 21, 08:02 I didn't realize you could tell your freighters to sell items to docks that don't normally stock that item. I assumed that was a player only convenience. Nice.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
18 XL expansions applied to food production???Jimmy C wrote: ↑Tue, 28. Sep 21, 05:18 expanded to 5XXL forges with dedicated food-bio pairs. This setup can build 240 guns every two hours. That's 36,274,560 credits.
Here's one example setup. This is for the unclaimed sector next to Unseen Domain. I'm not building here though, but where I have my existing complex.
each of them cost 17 mln. (+6 mln for L expansion)
at least in
Spoiler
Show
Harmony of Perpetuity beta
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
HSAP sectors are randomly set, so you might not get the sectors you want. If I could game for the sectors I want, I'd go for the one in the Unclaimed Sector next to Unseen Domain and Unseen Domain beta. That puts three claimable sectors in reach of one gate link.
I'm aware the complex is expensive, but this is the most profitable item to sell, yes?
I'm aware the complex is expensive, but this is the most profitable item to sell, yes?
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
it's most cheap item to transport,Jimmy C wrote: ↑Tue, 28. Sep 21, 13:46 HSAP sectors are randomly set, so you might not get the sectors you want. If I could game for the sectors I want, I'd go for the one in the Unclaimed Sector next to Unseen Domain and Unseen Domain beta. That puts three claimable sectors in reach of one gate link.
I'm aware the complex is expensive, but this is the most profitable item to sell, yes?
with current system of upgrades most profitable in long run is heaviest weapons i.e. most expensive factories (because only for 1 mln you got twice productivity, next upgrade for 3mln, and so on).
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
I misread the S as a 5Jimmy C wrote: ↑Tue, 28. Sep 21, 05:18151,144 credits per unit cargo. The forge itself is only 6 million and builds 3 every two hours. It would pay for itself in 4 hours with 6 guns. An efficient setup would start with 5 forges fed by 1 food-bio pair, then expanded to 5XXL forges with dedicated food-bio pairs. This setup can build 240 guns every two hours. That's 36,274,560 credits.Sovereign01 wrote: ↑Mon, 27. Sep 21, 21:12
So 10,000 credits per unit cargo? How fast can they be made though, and how many chainguns would it take to offset the cost of building the complex?
Here's one example setup. This is for the unclaimed sector next to Unseen Domain. I'm not building here though, but where I have my existing complex.


I need to start visiting the NPC chip plants, there's plenty of them that only have a capacity of 20 unsold. Once I finish building that TOA I can move the station without huge quantities of materials to worry about.
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Re: Quick guide to infinite riches... and more! - improvements in upcoming update 1.2
The EBC forge is less than half the price of the PSP forge for example. In the time it takes to produce 1 PSP, those 2 EBC forges can produce 12 EBCs that can be sold for about 50% more than one PSP. Those 12 EBCs can be packed into an M5 to be sold at a dock. You'd need a TS at least to sell that PSP quickly.
The Boron PPC forge is actually just a bit less than 2 EBC forges. But even then, 3 EBCs produce more than 2 PPCs.
At XXL scale, the initial cost disparity for the forges is such that, at 5 forges for both guns, I've saved enough with EBCs to buy one more EBC forge and upgrade it to XXL scale for the same cost as 5 PSPs upgraded to XXL scale.
But 6 forges is not an efficient initial layout. To make it efficient, it would have to be 30 EBCs compared to 25 PSPs.