A complex for ship building mats. SPoilers possible

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Incubi
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A complex for ship building mats. SPoilers possible

Post by Incubi »

I am trying to figure out exactly what I need to be able to keep a working cue on my hq.

From what I gather a single L mine on a high yeld ore and silicon roid, 1 L teladianium, 1 L rastor oil , 1 L Chelt, 1 m spp, and UTs assigned to Hq as homebase would do the trick,

But how many Microchips ( I am assuming a lot more than 1 lol ) computer parts, tubes, cloth rimes and crystal fabs do you think I should need? Once I have this figured out I can figur eout the ecell needs and silicon roid needs.

I have a feeling this will be a huge Complex. Maybe we can figure out a reliable standard? I know each ship has diff requirements.... so an average should work. Probably best to figure this out based on a 21 hour 40 minute cycle of the m7. If we have that down I am sure all other ships will fall in line. The idea is to be able to constantly roll out the ships with no lag in the cues.

the info in this thread http://forum3.egosoft.com/viewtopic.php?t=161155
I know will be usefull to this.
dragonemp
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Post by dragonemp »

you definitely need lots lots of microchips(at least 8 imo), all other thing just build the amount you see fit because you can buy them easily. only microchips is the bottleneck for shipbuilding.
Parazac
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Post by Parazac »

dragonemp wrote:you definitely need lots lots of microchips(at least 8 imo), all other thing just build the amount you see fit because you can buy them easily. only microchips is the bottleneck for shipbuilding.
i started with 4 chip fabs, then 8 and now im looking at 16. the fact there is no L chip fab causes big problems considering how many chips you need to build most things :(
lordphelan
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Post by lordphelan »

Parazac wrote:
dragonemp wrote:you definitely need lots lots of microchips(at least 8 imo), all other thing just build the amount you see fit because you can buy them easily. only microchips is the bottleneck for shipbuilding.
i started with 4 chip fabs, then 8 and now im looking at 16. the fact there is no L chip fab causes big problems considering how many chips you need to build most things :(
why not join them all together in one big complex..... single point of sale and resource supply.

of course i haven't got that far yet... still working on the plot. i hate paranids now!!
ChrisF0001
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Post by ChrisF0001 »

My component manufacturing complex started with one of each endpoint fab (other than minerals), and I concur that microchips are the bottleneck. Quantum Tubes and Computer Components follow, but at some distance - If I lack them I can round up enough extras from existing AI fabs.
jlehtone
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Post by jlehtone »

I think I'll order one of these.
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Incubi
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Post by Incubi »

jlehtone wrote:I think I'll order one of these.
WHere is C2po when you need him? Translation please. :P
jlehtone
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Post by jlehtone »

I have to resort to Google translation myself. Not sure if it is even more misleading than regular C3PO. :wink:

Anyway, that 35 station complex is in Montalaar. (He has HQ in Avarice.) The factory names are rather easy to guess, aren't they?

He seems to estimate that it should produce enough in 21 hours for M7. One will still need the 10 mil credits for the M7 build, but one has 21 hours to get that sum. And the complex has surplus resources, so one could make it even bigger, if needed.

Agrar-Rheim is naturally Wheat Farm-Rhimes. Sonnenkraft is SPP. Bauteilsatz is connection kit, etc. Total price: 95 mil.

Took a while to realize that GKS must mean grosskampfsh**, ie M1/M2. PIK is PPC. Generally, the sector names and weapon abbreviations are the hardest part.
Deleted User

Post by Deleted User »

The German HQ supply complex is (click link to enlarge):

[ external image ]

but it's 35 stations, I reckon you can do it with 28 stations for around
the same cost.


.
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Incubi
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Post by Incubi »

Dave Toome wrote:The German HQ supply complex is (click link to enlarge):

[ external image ]

but it's 35 stations, I reckon you can do it with 28 stations for around
the same cost.


.
Wow thank you :D That translated is a good thing to sticky I think :D
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NUKLEAR-SLUG
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Post by NUKLEAR-SLUG »

Here's what I'm planning. Bit cheaper and less factories.
http://www.dbbr17626.pwp.blueyonder.co.uk/hq.jpg

[excessively large image replaced with link--PJK]
frymaster
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Post by frymaster »

it's been calculated that 4 chip plants (plus a fraction, 0.5 of a station at most) are needed to feed the fastest building ships (m1/2/6)
Math problems? Call 0800-[(10x)(13i)^2]-[sin(xy)/2.362x]
dalin80
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Post by dalin80 »

a friend of mine uses a fleet of disco haulers to buy everything bar the chips, for the chips he uses a fleet of 5 caimans.

i think production is a tiny bit out of proportion.....
jlehtone
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Post by jlehtone »

As an update to my previous plan, I think the following is more close to what I shall go for. It is over the need, and does not even use one Ore asteroid from the sector, but at least it makes some equipment for the ships too. Selling the surplus will be the fun part. And I'll put 17 Ore-based factories into Light of Heart. Plenty of guns.

The output is from X-Freak Cartman's sheet and in german, but should be quite obvious.

Sektor: Montalaar
Komplextyp: stabil selbstversorgender Standardkomplex
Kosten: 187.669.016 Credits
Profit: 1.989.968 Credits/Stunde
Amortisierung nach: 3 Tagen 22:19 Stunden
53 Stationen

Argonen:
1 × Agrarzentrum M
1 × Ranch L
1 × Cahoona-Presse L
1 × Rheim-Werk M
1 × Quantumröhrenfabrik
1 × Alpha EPW Schmiede (AHEPT)
3 × Panzerungsfertigung 1 MJ
Boronen:
1 × BoGas Produktion M
4 × BoGas Produktion L
1 × BoFu-Chemielabor M
4 × BoFu-Chemielabor L
8 × Kristallfabrik M
1 × Sonnenkraftwerk L
1 × Sonnenkraftwerk XL
3 × Chip-Werk
1 × Computerwerk
1 × Laserschmiede Flakbatterie (BFAA)
1 × Panzerungsfertigung 1 GJ
Split:
1 × Chelt Raumaquarium L
1 × Rastar Raffinerie L
2 × Beta EPW Schmiede (BHEPT)
1 × Laserschmiede Beta PS (BPBE)
1 × Panzerungsfertigung 25 MJ
Teladi:
1 × Teladianium-Giesserei M
3 × Erzmine L
8 × Siliziummine L
Alle:
52 × Komplex-Bauteilsatz
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Geggo
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Post by Geggo »

Well here's mine....I based the complex on the max values in HQ Production Costs sheet on some other thread.


1xTeladi Ore Mine L 10 Yield
1xTeladi Teladianium foundry M
2xTeladi Silicon Mine L 64 Yield
1xSplit Rastar Refinery M
1xSplit Chelt Space Aquarium M
1xArgon Rimes Factory M
1xArgon Wheat Farm M
1xBoron Quantum Tube Fab S
1xBoron Computer Plant S
4xBoron Chip plant S
2xBoron Solar Power Plant L
6xBoron Crystal Fab M
4xBoron Bio Gas Factory L
4xBoron BoFu Chemical Lab L
=94MCr (additional 2 mill saving by using 1 XL SPP, why I didn't I really don't know )

and how it looks when it's done:
http://koti.mbnet.fi/~kauhanen/x3screen00657.jpg

and here I was towing a black hole :roll:
http://koti.mbnet.fi/~kauhanen/x3screen00656.jpg

Oh and it's located in the second Unknown sector south west of Unholy descent.
jlehtone
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Post by jlehtone »

Geggo wrote:4xBoron Chip plant S
...
and how it looks when it's done:
Pretty. You need 4 Chips, if you did build your HQ in 2.0.01. However, if one did build the HQ in 2.0.02 (like I did), 2 Chip plants is enough.

But it is good to have surplus, because ship repairs do use resources too.

Damn, haven't laid a single factory of my complex yet. Been towing mines for my HoL armament plant. :cry:
rfoote
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HQ Ship building Mats

Post by rfoote »

I just trasported the building mats listed at the HQ to it and raised my buy prices above average. Shortly after that the HQ resource list said it was full.

The HQ built two Ecilpse and then quit building! All this time it said that resources were at 99%, but I can't add any more resources to the HQ. I had two more Ecilpses in the que.........reduced it to one and nothing changed.

Can anyone tell me what the problem is?

There is not a resource listedin the HQ that is not full!

rfoote
UnderLord
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Post by UnderLord »

Make sure your station has the cash.....that would be big problem #1 if no cash....
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rfoote
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HQ Building Mats

Post by rfoote »

The HQ has over a billion in it.............do I need more?

rfoote
pjknibbs
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Post by pjknibbs »

Are you still running 2.0.1? There were problems with the HQ production queue in that.

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