- The ingame survival guide states that the Build command software MK I, II and III are used to build small, medium and large complexes. What does this exactly mean? Does the size refer to the amount of factories attached to the complex? Or do the factories size matter (M, L, XL or XXL)?
- The complex planner allows planning (and deploying?) of several factories. How can I add already existing factories to it? How do the different build command softwares affect it? Does it add the complex construction kit (since for me it does not display it)?
- I thought about setting up some sort of supply loop for my spacelab. For this I add as supply stations a silicone mine and a several factories for Split energy cells (so including chelts and rastar oil). The Station Manager seemingly only takes everything from those stations however. Is there a way to configure it such that it only takes the surpluses so my other factories do not run dry? Or can I maybe set it up to redistribute resources?
- Is there a way to rebuild the Spacelab if it is destroyed?
- Does a Station Manager send transports into potentially hostile border regions?
- The Cargo bay hacker allows stealing of wares from other ships with increased detection risk depending on the amount of units stolen. What are the chances exactly when comparing stealing 1 or 2 weapons vs stealing 1 or 2, let's say, energy cells?
- I am having trouble setting up an AI carrier. What exactly do I have to do? Do I need to set the carrier as fleet commander? What do the fighters need in terms of software (I assume fight command software MK I and II)?
- Is there a guide for setting up fleet supply lines? In detail, I want to supply M8 bombers and a carrier with missles and energy cells. Ideally my combat ships are supplied automatically whenever they are back in my home sector only. How can I do that?
- This is more of a general thing, but it annoys me. If I become friendly with a faction via diplomats, some combat ships remain hostile regardless. I lost precious transport ships to this already due to the station manager wanting to get something from a new accessible station. How can I make these combat ships neutral towards me?
- On the same note: Let's say I attack Yakis or Xenons in an Argon sector and they bail so that I can claim their ship. Why do the Argon still send Military forces for this now bailed ship? Also, if this bailed ship docks on one of my ships (in my case my TL), the Argons start attacking it. In fact, they started chasing my TL from Argon prime into Paranid core sectors and would not let go. (In case you are curious, my TL managed to outrun them. I ordered it to fly to this Paranid core sector which is connected by only TOAs so the Argon couldn't jump there anymore. They however still seemed to be searching for it and checked my clamied sectors...)
Some questions on some game mechanics
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Some questions on some game mechanics
I have the following questions:
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Re: Some questions on some game mechanics
some translations could be wrong because im not english.
1.
MK1: for manual building complexes with the complex kit
MK2: Upgrading Stations with upgrade kits
MK3: fully automated build of complexes with the complexplanner
3.
this is a bit complicated.
first there is ja bug: you can only redistribute final products. So until this is fixes you have to fly energy and cristals manually.
for the products you use the redistrubute command (not sure about the english name).
I use 1 freighter for 1 product. So 1 freighter is loading al rastar oil from my supply complex. Then it is unloading it at my spacelab. in the Spacelab i set a maximum amount of the products, so it dont get filled up by 1 product.
i did this for all the main products (microchip, quantum, rastar, telad etc.)
For ore and silicon i simply use miners with the automated mine command.
Further on i set a mininum amount in my spacelab and allow trade for other races. So my spacelab is now selling the surplus of all the products. This works without problem. alle the npc freighters are buying the stuff of my spacelab. i dont sell the stuff with freigthers.
5. yes.
The stationmanager ist not as smart as the comercial agent in X3 AP. so he wont escape, wont wait until enemy is away etc.
But you can blacklist sectors and the manager wont go there.
6.
i did not notice any difference.
in my early game i often stole some big weapons and made millions. it felt a bit like cheating. i often stole 2-3 weapons in one turn.
9.
hail them manually and say sorry
10.
i have the same problem.
the Borons where once destroying a station because a bailed ship was docked there.
i assume that is a bug. there is no locigal explanation that the borons (i have max rank) destroy my station because a bailed ship is docked there.
for now i completely ignore bailed ships.
1.
MK1: for manual building complexes with the complex kit
MK2: Upgrading Stations with upgrade kits
MK3: fully automated build of complexes with the complexplanner
3.
this is a bit complicated.
first there is ja bug: you can only redistribute final products. So until this is fixes you have to fly energy and cristals manually.
for the products you use the redistrubute command (not sure about the english name).
I use 1 freighter for 1 product. So 1 freighter is loading al rastar oil from my supply complex. Then it is unloading it at my spacelab. in the Spacelab i set a maximum amount of the products, so it dont get filled up by 1 product.
i did this for all the main products (microchip, quantum, rastar, telad etc.)
For ore and silicon i simply use miners with the automated mine command.
Further on i set a mininum amount in my spacelab and allow trade for other races. So my spacelab is now selling the surplus of all the products. This works without problem. alle the npc freighters are buying the stuff of my spacelab. i dont sell the stuff with freigthers.
5. yes.
The stationmanager ist not as smart as the comercial agent in X3 AP. so he wont escape, wont wait until enemy is away etc.
But you can blacklist sectors and the manager wont go there.
6.
i did not notice any difference.
in my early game i often stole some big weapons and made millions. it felt a bit like cheating. i often stole 2-3 weapons in one turn.
9.
hail them manually and say sorry
10.
i have the same problem.
the Borons where once destroying a station because a bailed ship was docked there.
i assume that is a bug. there is no locigal explanation that the borons (i have max rank) destroy my station because a bailed ship is docked there.
for now i completely ignore bailed ships.
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Re: Some questions on some game mechanics
4. Nope, protect your spacelab!
8. I haven't set up a supply line myself, but there is a Supply Command Software I've seen; presumably you can use that to resupply ships in a Wing.
10. This is a known bug devs said should be fixed in the next update. For the time being, the workaround is to let empty ships wait for some time before claiming them so that the AI in the sector forget it's an enemy ship.
8. I haven't set up a supply line myself, but there is a Supply Command Software I've seen; presumably you can use that to resupply ships in a Wing.
10. This is a known bug devs said should be fixed in the next update. For the time being, the workaround is to let empty ships wait for some time before claiming them so that the AI in the sector forget it's an enemy ship.
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- Joined: Thu, 11. Jul 13, 23:07
Re: Some questions on some game mechanics
I am so glad that no. 10 is a bug.
And thank you for your suggestions on the other points, I will try to set this up.
And thank you for your suggestions on the other points, I will try to set this up.
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Re: Some questions on some game mechanics
Supply command software is bugged. Hopefully it will be fixed in a future update.blazenclaw wrote: ↑Fri, 28. May 21, 19:10 8. I haven't set up a supply line myself, but there is a Supply Command Software I've seen; presumably you can use that to resupply ships in a Wing.
X fanatic. More of an X3 fanatic.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.
What about X4? Nah, I prefer a space simulator rather than a walking simulator.
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- Joined: Sun, 15. Jan 12, 04:43
Re: Some questions on some game mechanics
I think they're talking about station manager here, where you set the homebase for a ship to a station/complex and it automatically buys/sells resources and products. What you are talking about is the trade distribution command, which can actually distribute input resources. For example energy cells, first you have to put the command for a station that has energy cells as a product or on a equipment/trading dock to load energy cells. Then you switch the station, this still keeps the command to load energy cells but you can now load it from a station that has energy cells as a resource. Hope I explained it well, can add pictures later if I was unclear.Linski wrote: ↑Fri, 28. May 21, 14:29
3.
this is a bit complicated.
first there is ja bug: you can only redistribute final products. So until this is fixes you have to fly energy and cristals manually.
for the products you use the redistrubute command (not sure about the english name).
I use 1 freighter for 1 product. So 1 freighter is loading al rastar oil from my supply complex. Then it is unloading it at my spacelab. in the Spacelab i set a maximum amount of the products, so it dont get filled up by 1 product.
i did this for all the main products (microchip, quantum, rastar, telad etc.)
For ore and silicon i simply use miners with the automated mine command.
Further on i set a mininum amount in my spacelab and allow trade for other races. So my spacelab is now selling the surplus of all the products. This works without problem. alle the npc freighters are buying the stuff of my spacelab. i dont sell the stuff with freigthers.