flatbush71 wrote:
I'm running 3 full plants and about 20 ships.
Albion is getting very healthy.
About 3 more strategically placed stations and it will be good to go.
If we could only get auto-trade to expand to the other side of the gate to DeVries.
they should make universal trade back in the game again
personal and npc
at the start of the plot if ur past 4 jumps u cant trade with the stations u did scanned b4
real anoying
Gr D
Keep a eye on ur enemys but Keep an closer eye on ur friends .
Is there a way to increse the range of trade-ships past the gates? NPCs will suffice for me atleast.
Albion is the ONLY place where "reinforced metal plates" are made(important part in station building). Also Omicron seems to have no production of "micro-chips"
Ps: ETA when the extension-conversion is ready? Also, WIP needed a restart when installed and/or uninstalled? Can the extension be installed or uninstalled without a restart?
According to Jey's last post it's gonna take another 2-4 days.
I'm testing beta 1.20 right now (fresh campaign start) and my Rahanas doesn't really want to trade any more. I was able to do one successful trade run in about 3 hours of trying. It keeps sitting near the docking ports for at least 30 minutes when trying to sell sth. Buying seems to work - i'll keep testing.
<EDIT>
Just after ALT-tabbing back to X I received the message saying that the wares are going to be transferred soon. Coincidence maybe... Also there seem to be no other ships that could block the station.
this is a problem that is pretty much fully fixed in this WIP. Freighters just plain simply cannot get stuck for more than 10ish mins (in worst case scenario), and most cases where they currently get stuck, are actually successfully handled (the only remaining ones are inside functions that i have no control over and are part of the engine itself).
Testing this with the 1.20 beta. I need someone else to confirm this please!!! (tested with new save-game in freeplay mode):
Ships, especially near shipyards if not at shipyards, are (after trading) stacking up on top of stations like they would in previous patches with the difference that they usually don't stay there for long and boost out or jump somewhere else. Still, this was a bit alarming when I first observed the behavior. I know 1.20 changes several files. Here is the list of aiscript/index/md files changed for reference:
The above list might be incomplete but I cross referenced file sizes and these were the ones that did not match the 1.19 files within the .07 dat group, the only dat file modified by the 1.20 patch. Just a friendly community update is all.
I cant get it to work no matter what I did... I put the "-prefersinglefiles" in my launch options na it crashed 9 times in a row. Removed it an the game loaded again but nothing at all of the mod loaded in.
ahh ok, trouble is It doesn't let me get into the game when I use the - prefixes.... it crashes on loading the game itself... so I have to remove it to get game ot run
bah I giver up, an hour trying to install this ... sounds good, but not worth the anurisum I am about to have lol
ahh ok, all I was doing was what he said at toip of the thread.... But I unpack the zip file into the root directory of Steamapps/common/X rebirth or whatever it is...... an doesn't even show up in extensions in game.
its not supposed to because its not an extension. You place the files in your root folder and use the -prefersinglefiles launch command so it loads up those files instead of the vanilla/original ones.
Well, started a new game now and trade seemed to work now (only 1 Test was done). All Freighters i saw so far nearly permaused theirs booster (which is good!) and which also speeds up the whole proces alot.
Alhtough:
Before the ship is aligning to the station (moving parallel to get in range for the drones to pick up stuff) it stops in that position for a really long time doing nothing. THen, after a while, it start aligning, the screen message appears "rdy for unload" and it works as intended.