Post your non-Cheaty tips

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BrigandPhantos77
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Re: Post your non-Cheaty tips

Post by BrigandPhantos77 »

Jimmy C wrote: Sat, 25. Oct 25, 13:23
BrigandPhantos77 wrote: Thu, 23. Oct 25, 19:59
It also sells for an easy 54 million per ship minimum in the neighboring sector.
There is no way a Zeus sells for only 54 million. I can sell Brigantines and Galleons at 60 million. Check your reputation with the faction you're selling to. Always sell to the highest.
Thats what you get if it has nothing on it. I'd rather quote conservative there than more than someone actually gets. (Heaven's Assertion - Paranid; Rep has 4 green bars and 53%) And a Zeus is one of the cheaper ships. Unless it came with Turbo Mk2 which they sometimes do.

I've never seen my rep level change the sale price. Interesting.
Peace is a state of mind!
War is absolute!
~ Phantos ~
Jimmy C
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Re: Post your non-Cheaty tips

Post by Jimmy C »

BrigandPhantos77 wrote: Sun, 26. Oct 25, 02:14 Thats what you get if it has nothing on it. I'd rather quote conservative there than more than someone actually gets. (Heaven's Assertion - Paranid; Rep has 4 green bars and 53%)
I've never seen my rep level change the sale price. Interesting.
I was quite surprised to learn that rep does change sale price myself. The 60 mil I quoted you was for Green 5 and a bare ship at that. It really is worth the extra fuel to send the ship further to a faction with your best rep. It's usually the Teladi in my case, what with it not being easy to lose rep with them.
BrigandPhantos77
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Re: Post your non-Cheaty tips

Post by BrigandPhantos77 »

Jimmy C wrote: Sun, 26. Oct 25, 02:40
BrigandPhantos77 wrote: Sun, 26. Oct 25, 02:14 Thats what you get if it has nothing on it. I'd rather quote conservative there than more than someone actually gets. (Heaven's Assertion - Paranid; Rep has 4 green bars and 53%)
I've never seen my rep level change the sale price. Interesting.
I was quite surprised to learn that rep does change sale price myself. The 60 mil I quoted you was for Green 5 and a bare ship at that. It really is worth the extra fuel to send the ship further to a faction with your best rep. It's usually the Teladi in my case, what with it not being easy to lose rep with them.
I checked it right after I read your reply. That 6 / 7 million credit difference is significant. Learning new things still, this long after the initial release. Also, adding on those extra components (Turbo Mk2 or Internal Sentry Lasers), that's quite nice. Spending 220 energy cells for that big a changer. I'm also thinking that price difference plays a key role in what you get as a rep bump for selling at specific faction shipyards.
Peace is a state of mind!
War is absolute!
~ Phantos ~
fireanddream
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Re: Post your non-Cheaty tips

Post by fireanddream »

1) Honor is a thing and it will vastly boost bail chance once you get it in the 30s. Most of my bails happen first/second try now on everything.

2) beam weaponry has completely changed capital ships.

3) Xenon capitals like K and I can carry jump beacons.

4) Abducting marines from RRF M7M.

5) The dukes always have 2 basically unguarded M7Ms roaming out every once in a while. Perfect for your first space walk boarding.

6) Running best buy/ best sell for ore and food on the Xenon hub can turn it into a trading center that nets you 10m/h upward for the starting cost of just a few TS and nothing more. No pilot training time like UT and ST either.

7) The Valhalla has a billion single-use jump beacons that you should steal to get it grounded. It also infinitely respawn Thors that get sent to other sectors to do... something? You know where to force bail an infinite amount of Thor now.

8) Drone repair is really, really good. No only you never need to train marine engineering, but now you don't care if your K is limping back with 37% hull after a tough fight.
L1thorex
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Joined: Tue, 24. Feb 26, 02:22

Re: Post your non-Cheaty tips

Post by L1thorex »

fireanddream wrote: Mon, 22. Dec 25, 05:40 6) Running best buy/ best sell for ore and food on the Xenon hub can turn it into a trading center that nets you 10m/h upward for the starting cost of just a few TS and nothing more. No pilot training time like UT and ST either.
I have tried that in my current run and just don't see it. Even with 30 TS (Caiman Superfreighters) the Hub never reached those purported numbers:

Image

And these ships simply die a lot, even with 100% shield emergency jump threshold and full shields equipped:

Image

UTs are just much, much less of a hassle.
BrigandPhantos77
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Re: Post your non-Cheaty tips

Post by BrigandPhantos77 »

L1thorex wrote: Thu, 5. Mar 26, 01:12

UTs are just much, much less of a hassle.
Looking through your list I am seeing the sectors being visited and it dawns on me that you don't use the Blacklist properly. Also, the armoured transports may actually survive some of those encounters you showed. Something to think about at least.

I don't let any of my ships "except combat ships" go into places like Scale Plate Green, Black Hole Sun, Grand Exchange Delta, and I try to avoid the pipelines between Xenon sectors. The ones you lost in paranid space seem to be getting hit by a roaming Xenon fleet. Those Qs are what's making me think that.

When you set up a black list, apply it to block specific sector's. Ships will ignore any blacklists setting that state specific factions. At least, if your on vanilla it does. If you use the global blacklist without creating a profile, it will block everything. If you instead make a profile for it, you can have your hub freighters use this specific one instead without it affecting the rest of your ships.. and you apply those profiles under individual ship settings.

It'll be tedious to start, because you have to add each sector you want to avoid, then set each ship. But once it's done it should help keep your loss count down.

I never use Split transports in hostile sectors either, there shields absolutely suck. lol...

One other tip, and this will keep the need for blacklist use down as well, use automatic jumping with minimal range set to 1. Keep a reserve fuel setting for at least double the range your going to let them jump.
Peace is a state of mind!
War is absolute!
~ Phantos ~
BrigandPhantos77
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Re: Post your non-Cheaty tips

Post by BrigandPhantos77 »

One more non cheaty tip.....

Barter System- I'd imagine this a highly under-used system that let's you sell in large quantities. Now there are ways to manipulate it, and you can exploit some cheaty things. I have 4 Ozias loaded up with miner variant Owls. I have one set to mine Silicon, one for Ore, one for Nvidium, and one that is a swing transport.

It has a high setup cost per Ozias, those TLs plus 10 Owls per ship aint exactly cheap, but it keeps you stocked with everything you mine. And Nvidium, sells for a nice sum that recoups the setup fee when clearing out the 2 primary sources for it. Like, completely recoups the fee when you sell it via the barter system.
Spoiler
Show
(You need to manipulate the market with Spacelab to get high volume sales.)
The silicon and ore operations are great for keeping factories operating with the minerals.
Peace is a state of mind!
War is absolute!
~ Phantos ~
L1thorex
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Joined: Tue, 24. Feb 26, 02:22

Re: Post your non-Cheaty tips

Post by L1thorex »

BrigandPhantos77 wrote: Thu, 5. Mar 26, 04:40 Also, the armoured transports may actually survive some of those encounters you showed. Something to think about at least.
The armoured transports also cost 10 million credits a piece and have inefficiently large cargo holds. The optimal cargo space sizes for trading with NPC station are between ~6k units and ~10k units, since the commands aren't smart enough to realize that a TS with 15k cargo shouldn't service a station that can only take 8k worth of cargo space in its required resource.
I never use Split transports in hostile sectors either, there shields absolutely suck. lol...
Caiman Superfreighters have 100 MJ shields, I doubt the 25MJ difference I can get by going for Mercury variants would help much. Especially since Mercuries are so slow.
Grand Exchange Delta
I've deliberately not even explored space east of Wastelands so that my tradeships don't get the idea of going there. :D
BrigandPhantos77
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Re: Post your non-Cheaty tips

Post by BrigandPhantos77 »

L1thorex wrote: Thu, 5. Mar 26, 19:53
The armoured transports also cost 10 million credits a piece and have inefficiently large cargo holds. The optimal cargo space sizes for trading with NPC station are between ~6k units and ~10k units, since the commands aren't smart enough to realize that a TS with 15k cargo shouldn't service a station that can only take 8k worth of cargo space in its required resource.

Caiman Superfreighters have 100 MJ shields, I doubt the 25MJ difference I can get by going for Mercury variants would help much. Especially since Mercuries are so slow.


I've deliberately not even explored space east of Wastelands so that my tradeships don't get the idea of going there. :D
You trade the cargo capacity for survivability. Most of the transports are weak that way.

Your ships in Wastelands are in as much danger as those east of it. That's a pipeline for the Xenon. Xenon Sector 472 (Black Hole Sun) launches invasions along both routes towards Scale Plate Green and Grand Exchange. And the reciprocal Xenon sectors at the ends of those will do the same.

Xenon Sector 598 in my experience always sends its invasions along Delta > Gamma > Beta (Grand Exchance) and then on to Belt of Aguilar. On rare occasion it will hit alpha instead. The key to safety here, is satellites and defenders of your own.

I have assets all along that route as midnight star beta is one of my random sectors... I almost never get my assets attacked aside from my defenders. Those I set permanently at the Delta / Gamma gate. Both sides. A couple M2+ on one side, an M2 with M7 suppors on the other side.

As for transports, I use Athena's, and Hayabusa's. You can easily obtain Athena's for free by making Duke's bail. Thats how I got mine. I didn't buy a single one. (I only sell them - fully repaired of course for 6 million credits each :D )
Peace is a state of mind!
War is absolute!
~ Phantos ~
beast_regards
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Joined: Sat, 24. Jan 26, 16:44

Re: Post your non-Cheaty tips

Post by beast_regards »

Pirate Ships (TS available from Pirate Shipyards) are the fastest TS in the game discounting Terran's Baldrics. They are unarmed (despite the lore claiming otherwise) and have barely any shields, but are dirt cheap and fast so if you want to get anything anywhere fast, they are best choice with 3500 cargo. It is best paired with the station manager, and to ferry goods to HQ, but not for UT. UT doesn't require the cargo, or even the speed, they require survivability, hence TS-AT are the best. This was different in AP where you could be friend with everyone.

***

If you want to discourage Xenons from visiting the sector, drop 50+ lasertowers at the gate. Right at the gate, upon jumping in, drop everything.

Lasertowers aren't that powerful in the FL. The Xenon K has a certain chance to survive the setup, even if heavily damaged, but the navigational hazard the field creates is not worth the effort for them.

Keep in mind, with dynamic relations, your laser towers will fire at traders tanking your relations with certain factions even further, but it is a effective enough blockade to keep Xenons out.

This is enough to keep the Xenon from leaving 101, and prevents them entering the Harmony of Perpetuity, for example, and it has zero negative impact there.

Xenon will still jump past this, they have jumpdrives, but they will jump farther ahead so you could keep them from certain sectors completely.

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