Overriding Flee Command in Avarice

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RyanHeart
Posts: 108
Joined: Sat, 29. Mar 25, 11:26
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Overriding Flee Command in Avarice

Post by RyanHeart »

Guys, every single ships of mine fleeing 15 min before tide every single hour ?!, that's like quarter of lost productivity, and i am building scrapyards in avarice to get all building materials.

I found on the internet that i should install exceptional mods on those ships, the thing is i will have hundred ships for energy, claytronic and hull parts ?!

And even that's not, why should waste an exceptional mod on a freighter ?! Environmental hazards are a joke, even tide is a joke if your ship have at least 30k shield (even without regen) ?

please, is there any other way ?, irather cancel my 3 day plan and work on windfall/avarice rather than installing 200-300 ship mods manually, that is not bearable :D
Last edited by RyanHeart on Mon, 14. Apr 25, 04:18, edited 1 time in total.
vvvvvvvv
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Re: Overriding Fleet Command in Avarice

Post by vvvvvvvv »

RyanHeart wrote: Mon, 14. Apr 25, 03:23 Guys, every single ships of mine fleeing 15 min before tide every single hour ?!, that's like quarter of lost productivity, and i am building scrapyards in avarice to get all building materials.

I found on the internet that i should install exceptional mods on those ships, the thing is i will have hundred ships for energy, claytronic and hull parts ?!

And even that's not, why should waste an exceptional mod on a freighter ?! Environmental hazards are a joke, even tide is a joke if your ship have at least 30k shield (even without regen) ?

please, is there any other way ?, irather cancel my 3 day plan and work on windfall/avarice rather than installing 200-300 ship mods manually, that is not bearable :D
Have you considered instead building scrapyard in windfall but energy station in avarice? Avarice has no scrap within the sectors, and Windfall IV has a lot of it. Windfall also has no tide. Scrappers are very energy-hungry, and supplying them with enough juice is often difficult, this is what avarice power station would be for.
RyanHeart
Posts: 108
Joined: Sat, 29. Mar 25, 11:26
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Re: Overriding Fleet Command in Avarice

Post by RyanHeart »

vvvvvvvv wrote: Mon, 14. Apr 25, 03:58
RyanHeart wrote: Mon, 14. Apr 25, 03:23 Guys, every single ships of mine fleeing 15 min before tide every single hour ?!, that's like quarter of lost productivity, and i am building scrapyards in avarice to get all building materials.

I found on the internet that i should install exceptional mods on those ships, the thing is i will have hundred ships for energy, claytronic and hull parts ?!

And even that's not, why should waste an exceptional mod on a freighter ?! Environmental hazards are a joke, even tide is a joke if your ship have at least 30k shield (even without regen) ?

please, is there any other way ?, irather cancel my 3 day plan and work on windfall/avarice rather than installing 200-300 ship mods manually, that is not bearable :D
Have you considered instead building scrapyard in windfall but energy station in avarice? Avarice has no scrap within the sectors, and Windfall IV has a lot of it. Windfall also has no tide. Scrappers are very energy-hungry, and supplying them with enough juice is often difficult, this is what avarice power station would be for.
I said Scrapyard but let me say modules, that will explain more.

12 scrap recycler, 12 (this is an overkill, but i don't want to ever bother with ecell's again) e cell, 16 L dormitory (4x of these stations, contructing simultaneously)

Because i heard tug ships seems to be slow and can be buggy, faster process time is better thus 16 scrap processor in front of windfall IV scrap field (energy requirement is lower, this 16 should be able to supply all 48 (accounted for transport inefficiencies) recyclers )

So yeah :) i thought, those recycler energy requirements are nuts in terms of logistics (around 5-6 million every hour, decided to include e-cells in stations)

And with this news i think i will build my bases in windfall and limit my ship traffic in avarice in order to save exceptional mods (Or accept losing around 20 minutes every hour.Thus freighters with more cargo space in avarice (Well mostly Teladi Ships).
Last edited by RyanHeart on Mon, 14. Apr 25, 04:33, edited 3 times in total.
RyanHeart
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Re: Overriding Flee Command in Avarice

Post by RyanHeart »

Unfortunately couldn't find any solution except killing buc ships or capturing them, which is the least thing i want to do after capturing 30 barbarossa :(
RyanHeart
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Re: Overriding Flee Command in Avarice

Post by RyanHeart »

Also, good god prometheus is such a nice ship :D I think egosoft really love their pirates, they always have best gear (and imho best stories)
vvvvvvvv
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Re: Overriding Fleet Command in Avarice

Post by vvvvvvvv »

RyanHeart wrote: Mon, 14. Apr 25, 04:25 12 scrap recycler, 12 (this is an overkill, but i don't want to ever bother with ecell's again) e cell, 16 L dormitory (4x of these stations, contructing simultaneously)
Well, that's some large operation (also now I remember my stations with 50+ ecell modules, though that's not in avarice. 1300% sun is nice).

But the thing about tugs is that they're M ships and IIRC those die when caught in the tide. Tug also drags its payload with it. Which is scrap cube or wreck. So, given that they don't always drop the cube and that they'll be collecting scrap from windfall anyway, I'd expect accidents. Might be wrong about it.

In your place I'd probably build something with 50 solar panels in avarice and let it feed everything else. Ferrying all those ecells, however will be a hassle. I think a single scrap processor is supposed to at something like 136k ecells per hour. So that'll be a lot of Heron Es flying back and forth.

Obviously this is your game and it is up to you how to go about it.
RyanHeart
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Re: Overriding Fleet Command in Avarice

Post by RyanHeart »

vvvvvvvv wrote: Mon, 14. Apr 25, 04:44
RyanHeart wrote: Mon, 14. Apr 25, 04:25 12 scrap recycler, 12 (this is an overkill, but i don't want to ever bother with ecell's again) e cell, 16 L dormitory (4x of these stations, contructing simultaneously)
Well, that's some large operation (also now I remember my stations with 50+ ecell modules, though that's not in avarice. 1300% sun is nice).

But the thing about tugs is that they're M ships and IIRC those die when caught in the tide. Tug also drags its payload with it. Which is scrap cube or wreck. So, given that they don't always drop the cube and that they'll be collecting scrap from windfall anyway, I'd expect accidents. Might be wrong about it.

In your place I'd probably build something with 50 solar panels in avarice and let it feed everything else. Ferrying all those ecells, however will be a hassle. I think a single scrap processor is supposed to at something like 136k ecells per hour. So that'll be a lot of Heron Es flying back and forth.

Obviously this is your game and it is up to you how to go about it.
Well, if i calculated correctly, that 16 processor meaning around 1.44m ecell in an hour, i have 50 Heron E Already been doing and improving their pilots (it's been 60 hours i think probably at 4-5 stars all of them, stabilizing ai faction's economies for eventual total war :D (didn't finish any final missions, just saving them up for a total mayhem)
i think 4 heron E should be able to feed 1.44m ecell in an hour constantly (252k cargo space in total, around 600-700ish km of run) at most 6 heron E should be enough).

Yep tugs can die if caught, that problem is also of the list cause there will be no ships smaller than l size (except astrid) in avarice on my own.

Tugs should probably only do 20-30km runs as their processor right in front of them, thus less possibilies of accidents.

So these should play rather perfectly, i really hate manual labour, i am all about automation, rather have less functioning elements of an operation but not requires my constant supervision, thus mostly L ships with big shields also solves that problem

Teladi ships matches perfectly argon ships comes close :)

Also, this is my game but really thanks for your advices, you make me think more :)

oh one more thing, 1.44m for processors right ? around 5-6m for recyclers, but i will be producing around 10.8m because i am using workforce i will at %1988 efficiency effectively every solar panel of my own equals to 20 in argon prime, hopefully i can support my whole industrial space with this amount of power.

Aaand 50-60 modules shouldn't cause fps difficulities, i mean most important economy in this game really "fps" economy :D
RyanHeart
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Re: Overriding Flee Command in Avarice

Post by RyanHeart »

Man, prometheus such a cool ship, out of a sudden i am really enjoying this :D
TheDeliveryMan
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Re: Overriding Flee Command in Avarice

Post by TheDeliveryMan »

Setting up a recycling business takes some experience, especially in Windfall/Avarice. Don't expect to get it right the first time.

I'll spare you my setup, it currently has about six dozens ships on repeat order and requiring supervision every tide.

Consumption/Production per hour:

Scrap Processor:

Code: Select all

9k Raw Scrap + 90k Energy Cells => 9k Scrap Metal
Expect some idle time per processed wreck/cube.


Scrap Recycler (alternating production):

Code: Select all

2250 Scrap Metal + 93k Energy Cells => 360 Claytronics + 1200 Hull Parts

Scrap Recycler (Claytronics only):

Code: Select all

3600 Scrap Metal + 144k Energy Cells => 720 Claytronics

Scrap Recycler (Hull Parts only):

Code: Select all

900 Scrap Metal + 42k Energy Cells => 2400 Hull Parts

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