[X3: Reunion/TC/AP] Illustrated Guide: Beautiful Vanilla Factory Complex!

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Simoom
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Post by Simoom »

Terre wrote:Re: Oversize banner.

Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked.
Sorry about that, fixed. :)
mjl1966 wrote:Great guide.

However, the way the keys work when moving the new station around totally negates the benefit of any precision. If I just *tap* one of the keys, the station moves at least 100 meters, maybe more. How the heck do you move the station around to line everything up? I can't find anything besides FCC that changes the increment by which a station moves.

For now, I just watch it zoom by in a flash any time I move it.

What's the secret to precise station movement? (In vanilla, not FCC)
Yes, the way factories tend to "slide" even at the lightest of key presses was something I was going to mention in the guide, but decided against because I figured that's something players just have to figure out.

There is a way to make the factory move/rotate only 1 meter/degree at a time, but it takes the LIGHTEST tap on the key board possible. The taps in fact need to be so light, that they barely register.

The way I started out doing it was very lightly & quickly tap my fingers against the keyboard (lightly enough that most of the taps don't register) - occasionally, one of the taps will be strong enough that the key press was registered, and you will see the factory barely move before you.

After a while I got good at it, and can now tap more firmly and have the factories move/rotate very slightly most of the time.

That's not to say the game still doesn't decide to "slide" the movement/rotation every once in a while even if I am very careful with my key presses. So in addition to practice tapping lightly, it's actually more helpful to use the on-screen sector map grids as guides when you align factories precisely.

Example: You want to move a factory slightly to the left. You locate a small dot of light on the factory as a "Reference Point", and this dot is currently sitting to the right of a sector map grid near the center of the screen, and figure the factory would be in a good position if the dot were to the left of the grid.

You try to lightly tap the keyboard but the factory just keeps sliding around too far - no worries. Slide it back and forth a few times - eventually you'll get lucky and the dot will land just to the left of the grid. :P I actually did it this way a few times, and it works fine.

To be very precise, though, I typically rely on the Save & Reload method outlined in the guide. So tap tap tap --> Movements were minor and good --> Save --> Tap tap tap, oops overshot! --> Reload. xD

I won't lie, it can be a very tedious process. :) So whether or not it's worth the time to have absolutely perfect geometry is entirely up to the player. The guide only shows how to do it.
Idleking
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Good Job on that Guide!

Post by Idleking »

Hey Simoom,

thanks for sharing this great ressource for our fellow plexers ;)

I can offer a small addition to the Mine-dragging:
If you fire your Tractor Beam to the middle of the docking clamps (of an L-sized Mine in this case, but should work similarly with Ms aswell), all you need to (make your auto-pilot) do is some more-extensive-than-not flying.
Since the Mine will orient itself with the point you fired the Tractor Beam at in your direction, all you need to to is to plan the path of flight.
But since we have a "Move to Coordinates" command, it's easy to get it done.
If the final position of the mine is (x, y, z) and you want your mine faced along +x, your previous "Move to Coordinates" should be something around (x-10000, y, z).
You can increase the distance travelled between the last two points and add some more checkpoints before them to maximize precision on the placement, but you should get the Idea ;)

Of course, this requires an obstacle-free path of flight, but since you already recommended mines to be the last stations added to complexes, this shouldn't be an issue.
Just make sure you choose the coordinates carefully, the autopillock uses to freak out if you want it to fly too close to a station, so my hint on this is:
Use the last "Move to Coordinates" command to get the vector done properly, but travel the last few hundred meters by yourself.
It may take some more time than rotating the mine yourself once it's in place, but it's way more convenient and less frustrating in my opinion.

PS:
I want a "build station at coordinates (x,y,z) and orientation to (x,y,z) command! :P
Ever tried to make your Wheat Farm or SPP actually face the sector's sun?
Sucks...
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TTD
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Post by TTD »

Now that I have nearly complete version 3.0 plots. I think I will sit down with this opened on my second monitor.

Good work :D
Aven Valkyr
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Post by Aven Valkyr »

One big question I have. How do you tell one factory to connect to another? To better explain (ask) my question I will use an example of what I'm coming across:

Simple 4 stage complex

[A] == [HUB] ==
|
|
[C]

This looks all fine and well. Great. But when I place factory C, it seems to connect to a random factory. Basically whatever it chooses:

[A] == [HUB] ==
...........................|
...........................|
[C] ==========

As you can see.. the factory drops a tube wherever it feels like. Once A and B are connected together via a hub, how do you tell C to connect to A and then potentially D to connect to B?
jlehtone
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Post by jlehtone »

Dear Grave Digger,

You have no real control over the connections. Every time you do add something to a Complex, all connections are recreated. In other words you can place the C so that the A is no longer connected directly to the Hub, but to C instead.

My guess is some shortest path graph algorithm.
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Simoom
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Post by Simoom »

Aven Valkyr wrote:One big question I have. How do you tell one factory to connect to another? To better explain (ask) my question I will use an example of what I'm coming across:

Simple 4 stage complex

[A] == [HUB] ==
|
|
[C]

This looks all fine and well. Great. But when I place factory C, it seems to connect to a random factory. Basically whatever it chooses:

[A] == [HUB] ==
...........................|
...........................|
[C] ==========

As you can see.. the factory drops a tube wherever it feels like. Once A and B are connected together via a hub, how do you tell C to connect to A and then potentially D to connect to B?


The game will form a connection between the two closest nodes on your factories. This sounds simple, but you also have to consider the number of available nodes on the specific factory.

For example, in your diagram, it seems factory C is closest to factory A. But it's possible that factory A only has one available node in its model, and the game will use this for connecting it to the hub. In which case, the game will search for the next available node to connect the complex the factory C , and it may just so happens that only factory B is available for this.

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