Aran capping Questions/bragging over Aran caps

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Sovereign01
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Post by Sovereign01 »

I've boarded five so far, it would have been seven but the first couple of times I found it I wasn't flying a ship that could board them :shock: - first one I found was right in front of me, thanks to the model viewer I knew what to look out for :D
Rhox
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Post by Rhox »

VincentTH wrote:
Rhox wrote:
VincentTH wrote:I launched 2 Flails at the leading M5 (with a P and some Ms trailing behind), but somehow, the missiles came back to the Aran after killing the first N, instead of locking on the next Xenon. It goes without saying that the single Flail killed the Aran. Luckily, I have not launched my marines yet.
But that must have been after you boarded the Aran with marines with less than 5* in engineering, I assume? Otherwise, something would be wrong as I accidently fired a barrage of M/AML shots at one of my Arans (I was towing it to a shipyard in an Aegir) which only took parts of its damaged hull...

best regards,
Rhox
Actually no. All I did was repair it to make it hostile, go back to my M7M when red dots show up on my scanner, launch the missiles, then regret it. In retrospect, I should have lead the attacker away from the Aran, and rely on my 2x FAA to take out the M5.
Are you playing vanilla? No two flails (80 points hull damage) in the world can deal more damage than two shots from a MAML (6.166 points hull damage) in a vanilla game....
sovereign01 wrote:I've boarded five so far, it would have been seven but the first couple of times I found it I wasn't flying a ship that could board them Shocked - first one I found was right in front of me, thanks to the model viewer I knew what to look out for :D
You don't have to look at the model viewer. If it's close, you see it anyway, if it's far away, you just have to look out for a yellow cigar-shaped object...

best regards,
Rhox
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Triaxx2
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Post by Triaxx2 »

I did however confuse a broken gate for one. Yellow sun, odd angle, it wasn't until I closed inside 50km that I could see it wasn't one.

I'm sure I have a picture of one in the back ground, lets see if I can find it...

Here we are:Aran at a Distance

Oh, how I wish I'd had a Cobra...
Last edited by Triaxx2 on Fri, 21. Oct 11, 02:55, edited 1 time in total.
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VincentTH
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Post by VincentTH »

Rhox wrote:
VincentTH wrote:
Rhox wrote:
VincentTH wrote:I launched 2 Flails at the leading M5 (with a P and some Ms trailing behind), but somehow, the missiles came back to the Aran after killing the first N, instead of locking on the next Xenon. It goes without saying that the single Flail killed the Aran. Luckily, I have not launched my marines yet.
But that must have been after you boarded the Aran with marines with less than 5* in engineering, I assume? Otherwise, something would be wrong as I accidently fired a barrage of M/AML shots at one of my Arans (I was towing it to a shipyard in an Aegir) which only took parts of its damaged hull...

best regards,
Rhox
Actually no. All I did was repair it to make it hostile, go back to my M7M when red dots show up on my scanner, launch the missiles, then regret it. In retrospect, I should have lead the attacker away from the Aran, and rely on my 2x FAA to take out the M5.
Are you playing vanilla? No two flails (80 points hull damage) in the world can deal more damage than two shots from a MAML (6.166 points hull damage) in a vanilla game....
sovereign01 wrote:I've boarded five so far, it would have been seven but the first couple of times I found it I wasn't flying a ship that could board them Shocked - first one I found was right in front of me, thanks to the model viewer I knew what to look out for :D
You don't have to look at the model viewer. If it's close, you see it anyway, if it's far away, you just have to look out for a yellow cigar-shaped object...

best regards,
Rhox
It was a DiD game (__is__ actually, as I still play it). It goes without saying there was no mod. I don't have the game in front of me, but the flail damage from the Encyclopedia must be multiplied by 6, and then add the possibility of 5 more mini-flails. (I am not sure about the extra 5)

I was puzzled myself when that happened, as I did not expect 2 flails to kill an Aran after killing the M5. I was too busy to prepare launching the marines (Piracy menu etc...), when the Aran went boom (luckily or I would have lost 20 marines)!!! May be the Aran has very low hull in the first place.
brucewarren
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Post by brucewarren »

After kitting out the Scarlet Pimpernel, a question comes to mind.

I know the Aran is a Goner ship and that they are so pacifist as to make the Boron look jingoistic,
but with it's massive cargo capacity and extraordinary lack of speed, why
does it have no gun emplacements whatsoever?
VincentTH
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Post by VincentTH »

brucewarren wrote:After kitting out the Scarlet Pimpernel, a question comes to mind.

I know the Aran is a Goner ship and that they are so pacifist as to make the Boron look jingoistic,
but with it's massive cargo capacity and extraordinary lack of speed, why
does it have no gun emplacements whatsoever?
because otherwise it is too powerful. Also, the only Goner ship that has gun emplacement is the TLS.
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Automatic Jack
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Post by Automatic Jack »

Is the unfocused jumpdrive an item or is it an unlocked ability?
I ask because the ship I was flying at the time I completed the Goner quest got exploded by Xenon...
Gold Dragon
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Post by Gold Dragon »

brucewarren wrote:After kitting out the Scarlet Pimpernel, a question comes to mind.

I know the Aran is a Goner ship and that they are so pacifist as to make the Boron look jingoistic,
but with it's massive cargo capacity and extraordinary lack of speed, why
does it have no gun emplacements whatsoever?
The Aran comes not from Egosoft, but from the makers of X-tended the Mod, a mod for X3 Re-union. In that game, it was actually a mobile shipyard rather than the Carrier that it is now.

I suspect that originally, the Aran wasn't meant for more than decoration (like the broken gates and other debris).
-- GD
LTerSlash
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Post by LTerSlash »

man i just did a very stupid thing totay i want hunting for the Aran and i completely forgot about needing 5 stars eng marines hahaha...

found the Aran after 102 jumps, hell im not going to do that again, ill tap the fire button to repair the aran from my space suit while im doing something else :lol:

And looking for a way to "keep shooting" my repair laser when i minimize the game.
Rhox
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Post by Rhox »

VincentTH wrote:It was a DiD game (__is__ actually, as I still play it). It goes without saying there was no mod. I don't have the game in front of me, but the flail damage from the Encyclopedia must be multiplied by 6, and then add the possibility of 5 more mini-flails. (I am not sure about the extra 5)

I was puzzled myself when that happened, as I did not expect 2 flails to kill an Aran after killing the M5. I was too busy to prepare launching the marines (Piracy menu etc...), when the Aran went boom (luckily or I would have lost 20 marines)!!! May be the Aran has very low hull in the first place.
Strange. You're right about multiplying, the flail is a swarm missile, so the damage of 5 MJ has to be multiplied by 8. That makes 40 MJ per swarm and 80 MJ for two. Really strange. But you should never wonder when something strange happens in an X game...

best regards,
Rhox
"Warnung: Frachtraum ist.....Frachtraum enthält nun: Khaak Zerstörer" -"Cool!"

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David Howland
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Ufjd?

Post by David Howland »

Automatic Jack,
As I understand the UFJD it transfers with you but how being blown up during the plot that creates it goes, I do not know?
The UFJD if one has it, is listed in the personal stat.s menu along with personal aquisitions and the facility in navigation menu. If you as player completed the mission I would have thought you would have the UFJD but I could be wrong?
In this game it definitely pays to do a gamesave as soon as taking possession of or achieving anything!
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greypanther
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Post by greypanther »

I have a few questions regarding my new Aran.

1) Are there issues docking or undocking the Aran from EQ docks or shipyards? ( ie collision problems? )

2) I notice that the capital docking position is adjacent to the docking ports for the rest of the ships, is there any problem undocking other ships when a capital is docked? ( again collisions, this time the smaller ships undocking and hitting the capital?! )

3) When I undocked my Gannet from the Aran it got damage, down to 16% shields, is there a problem with docking/undocking a capital?

4) I seem to remember reading you can dock 30 M6s in the Aran, is this true?
David Howland
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Aran-clumsy?

Post by David Howland »

greypanther congratulations on your recent prize!
You really need more tech. knowledge than I can give I am running a sizeable fleet of Arans so as no one else is answering your questions I will.
1. Docking and undocking Eq. docks: This can be problematic but I think you have been unlucky coming across it so early. Yes it is a large ship problems can occasionally occur but honestly I have had far more problems with smaller ships. The boron capitals and hydra, large and with large wing designs are very problematic. I also remember when my personal ship was a dragon, it would be a pain when a Hydra or Springblossom used to park next to me trapping me on the dock for hours. If you observe simple rules like always equip them with a docking computer, which should be standard for any large ship. If you encounter a problem manually taking off, try auto pillock, it usually does a better job. If you have problem when not aboard but IS, try leaving the sector.
As I say my problems with this have been rare, I have had more problems with smaller ships in the past!
2. Again I have had a couple of instances of crashing fighters: I did once crash in my Hyperion on landing on auto pilot, when I replayed I docked with the docking computer and all was well. The there was the instance of hunting Aran with an Aran in UFJD sectors. I was loosing Kestrals on landing, I was able to land them by transferring on board and landing them myself. Again though this is a common problem with kestrals which are high speed and poor steering, I have had them crash on landing on other carriers and my Hyperion. I would mention here though that the capitals I dock most with the Aran are Borious and M7Ms.
3. I have had no problems yet undocking capitals but a couple of times my Hyperion has taken shield reduction on undocking!
4. As I understand it, 30 is the maximum number of ships it can dock, it can dock up to 6 TS, TP, TM, M6s.

As I say my experience is limited and I have no tech. knowledge on the subject but I find the Aran no more problematic than other smaller carriers!
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deca.death
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Re: Aran-clumsy?

Post by deca.death »

David Howland wrote: I also remember when my personal ship was a dragon, it would be a pain when a Hydra or Springblossom used to park next to me trapping me on the dock for hours.

You should undock via auto pilot, shift+C order it to dock somewhere else, move to position or whatever. Collision id off then iirc.
greypanther
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Post by greypanther »

Thanks David for answering, nice that someone did! :)

Yes I know well the problems with the Springblossom, if its no worse than that, I can certainly live with it! :)

I certainly remember someone saying they had docked 30 springblossoms in it, perhaps this has changed, anyway I think I can make six work. I will also experiment tonight. Again thanks. :)

This is where I read about 30 M6 I think?
http://forum.egosoft.com/viewtopic.php?t=307151
Its this thread that got me into finaly trying to find one!
Gold Dragon
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Post by Gold Dragon »

Up to 30 of any combination of the following: M5, M4, M3, M6, M8, TS and possibly TM.

Up to 29 of the above + 1 of the following: M1 (including another Aran), M2, M7, TL

AFAIK, this is still true.
-- GD
greypanther
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Post by greypanther »

then I think my first one will become the flagship for my corporation's trade arm!
Buy the freighters in bulk, store in the Aran until needed. However I have not lost a single trader yet, though I do only have about a dozen UTs, the rest are LTs. ( In this playthrough. ) I can also store all the rest thats needed on the Aran.

Now all I need is a Name for it. :gruebel:

* edit * I have just repaired it, it cost 134 million! Knew it would be expensive, but still. I may wait a while before I get another. :roll:
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Uses-names!

Post by David Howland »

I must admit six of my present 11 Aran are just storage units docked at Eq Docks and shipyards, these obviously are named after where they are!
I find for any ship worth naming, its use dictates the name ie. my last Aran project was hunting Aran with Aran so that became Seeker Aran, my present one is my Dukes Marine Fight Training Centre, as most of the ships there are my Pirate boarding fleet it is Pirate Aran!
When I get around to doing a Russian Doll style stack of 5 Arans it will probably be Pirate Aran!
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greypanther
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Post by greypanther »

Then with that logic it should be O.C.S. Trade Centre.

Out of curiosity, does anyone know how long it takes to repair an Aran with a repair laser? ( Yes I know a long time! An acurate fact would be useful! :roll: )
Gold Dragon
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Post by Gold Dragon »

greypanther wrote:Then with that logic it should be O.C.S. Trade Centre.

Out of curiosity, does anyone know how long it takes to repair an Aran with a repair laser? ( Yes I know a long time! An acurate fact would be useful! :roll: )

Approximately 17,000 seconds for one Repair Laser. RL does 20 pt/sec, and Aran has 340,000 hull.
-- GD

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