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Previous thread, here. As of Albion Prelude 3.0, it's recommended that you play only X3:AP and bypass X3:TC completely. Only play X3:TC if you want to experience the main, mediocre plot. AP 3.0 contains all the content of Terran Conflict with the exception of the main plot, just as Terran Conflict contained all of Reunion. X3:AP is a much smoother experience than either of them, and the most smooth experience in the X3 universe yet. Only get the X3: Gold bundle unless you've already finished X3:AP and X3:TC and are needing more. If you're looking to come back to and/or try this series, now is a great time. What exactly is X3? X3: Albion Prelude (X3:AP) is fifth edition of the long running PC sandbox space trading and combat simulator from German developer Egosoft. Albion Prelude is an add-on to X3: Terran conflict and includes several new ships, missions, stations, sectors, and plotlines as well as a stock market and a variety of balance changes. Missiles have been completely re-done and are now worth using and capital ship hull strength has been massively increased. OOS combat has been re-balanced, bringing it more in line with in-sector combat. Albion Prelude 3.0, Shady Business, came out 5/2013, which adds several new plots to the initially barebones expansion. It does require TC to run. If you could think about it in comparison with other games, think of it like Freelancer, only much more detailed on every level. The space flight feels more like a flight sim, the trading is much more detailed. Some people liken it to EvE Online the single player version. The scale of your ships, the size of your fleets, and the empires you create are on roughly the same scale as EvE. If you're oldschool, you can think of it as Elite for this generation. If you see a ship in this game, with very few exceptions, you can purchase, command, and fly that ship - including the largest of battleships. Combat can be as small as you in a light fighter dog-fighting a single opponent, to your fleet of battleships and carriers deploying wings of fighters and frigates into massive frays of cannons and missiles flying everywhere. If you're good, you can even force pilots to eject, and you can also forcibly board larger ships to steal them for yourself... The trading in this game is very involved. You can ship goods between stations, or even build your own stations and manufacture goods. You can automate massive trading fleets to earn you money while you're off fighting the good fight. The economy is very alive, and will carry on without you. There are even AI corporations in Terran Conflict that will actively compete. It's a very large game with a very large scale. Since it is such a large game, there can be a rather steep learning curve, but if you persevere, you can have one of the most amazing experiences in gaming. What's so great about these Egosoft guys? Egosoft as a company is great. They are very active in their community, spend a lot of time pouring through the user created content and actively support content that is well polished and fits the game. They ended up hiring several of the Xtended mod team to work on Terran Conflict. Then they hired more people to work on and eventually release Albion Prelude. They've consistently released solid updates and incorporated plenty of good new content to their game, some original, and some from the community itself, giving recognition to the community members who contribute. This openness has developed into a massive mod community to this game and a very active forum, supported directly by the developers. Although the base experience is good, with mods the game becomes great. Wait, Albion Prelude? What happened to Rebirth? Rebirth, the next game in the X universe, was scheduled to be released in Q4 2011. Being Q2 2013, clearly it's somewhat delayed. The developers are continuing to work on it but have no updates or release announcements at this time. Don't wait for the game to take a dive into the X universe, because it's going to be a completely different and reworked style of game. Feel free to stalk the developer youtube where they post in-progress videos. So, what does this game look like? It's pretty. AP adds an additional 'very high' graphics setting. These are all in-game screenshots. While the game uses only a single CPU core, and is generally considered to be "CPU Limited", it will definitely use your graphics card if you turn all the settings up. It will also run fairly well on older PCs with the settings turned down. https://www.youtube.com/watch?v=GOkt2Y1bzbM Check out the trailers on steam, too! Multiplayer? Nope! Single player only. Sorry. How do I fly these ships? Mouse? Joystick? Gamepad? Keyboard and Mouse is considered most versatile. Shady Business added full Gamepad support, and most modern Joysticks are also supported. Where can I buy this? It is available on steam for $10, and is a popular title on steam sales. You'll need to buy the base game, Terran Conflict, as well. They are often bundled in a pack together, and if you wait for a sale, you'll be able to get it for under $10 total. Bhodi fucked around with this message at 14:11 on Jun 10, 2013 |
# ¿ May 30, 2013 23:23 |
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# ¿ Apr 26, 2024 06:31 |
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MODDING Scripts and Mods turn this game from Good to Great. They smooth out rough areas, clear annoyances, and allow you to have a more fun, streamlined, and tailored experience. Hate dealing with one aspect of the game? Chances are there's a script or mod to make your life easier and all you have to do is install it. Mods and Scripts will mark your game as modified, which makes you ineligible for steam achievements. Don't install any if you care about that! Mods in this game are separated into two categories - Mods and Scripts. Mods are, generally speaking, total conversions or addons that provide new ships, stations, some sort of graphical resource. You can only have one mod running at a time, sepected via the launcher, unless you want to "fakepatch". Because Albion Prelude is an addon to Terran Conflict, AP Mods are installed into "steam\steamapps\common\x3 terran conflict\addon\mods". You fakepatch by going into your "addon" (AP) directory and renaming your mod's "X.cat" and "X.dat" into the next consecutive number.cat and .dat. As of 3.0, this would be changing coolmod.cat and coolmod.dat into 04.cat and 04.cat. If 04 exists, it would be 05. Scripts are generally what you will install. Mostly, they provide additional functionality to the game and do not conflict with each other. Most scripts that are labeled for Terran Conflict also work in Albion Prelude, but check the script's thread in the mod forum; the last few pages will generally indicate if there's a problem. All scripts in Albion Prelude are installed into "steam\steamapps\common\X3 Terran Conflict\addon" directory, generally in addon/t and addon/scripts. If you're wanting to mod terran conflict, they go in the base folder, not addon. Note that most Total Conversion mods (Like X-Tended) do NOT work with Albion Prelude as they have not been ported from Terran Conflict yet. Most mods are enabled/configured through Gameplay->Artificial Life, Cycow's Plugin Configuration (bound through Gameplay->Interface) or it's own hotkey (also bound through Gameplay->Interface). Check the mod thread for instructions on how to use each one, or ask in the thread if it's not clear or obvious. Mars requires you to save and reload once for it to be enabled. Advanced Races require to you turn on the script editor - basically, rename your pilot to 'Thereshallbewings' once and save. There are more detailed instructions in it's thread. A fairly up-to-date list of scripts is in this thread. Notably absent are Marine Repairs and Training and Mobile Mining mk.2. Browse that forum for recent scripts you might want to install, not just the master thread. The easiest way to install scripts is to download this handy program: X Plugin Manager Lite Install and run it. Go to Settings->Mode->Modified. Now, download the pack below or go to the thread of your chosen mod and download the .spk or .zip/.rar. If it's a .spk, mash the "Install package" button. Otherwise, "Install Archive". Pretty simple. Here's the thread and a more detailed guide with pictures if you need it. Take note! Some filenames are in German! This is because it's a German developer! Don't worry, the scripts are in English! This is outdated! Scroll down! Here is a list of mods I run myself and currently suggest: Memia Automatic Advanced Satellite Drops an advanced satellite in every sector as you enter it. Memia AutoScan Asteroids Automatically scans asteroids when you are within 10km and have a mineral scanner equipped Detector Hot-Warm-Cold abandoned ship and nvidium directional scanner, notifies you of general direction and distance when you enter sector Marine Repairs and Training Marines slowly repair ships they are on and get training for it, too Missile Defense Mosquito When enabled in the 'additional commands' control panel, will fire mosquitoes to intercept incoming missiles Stock Exchange Hotkey Adds a hotkey to bring up stock exchanges Trade Overview Tracks stations and ships' sells and buys and gives you a +/- profit balance for each Economy and Supply Trader (EST) Automated Universe trader Commerical Agent (CAG) Automated factory trader/supplier CODEA weapons system Carrier command suite, controls fighters and carrier groups Teladi Information Service Lists the quanity and location of any weapon, shield, item for 5k. Also finds ships flying in space, helpful for finding the Hyperion Numeric Ranks Adds the number in front of all relation ranks in-game (http://www.x3wiki.com/index.php/Reputation) Bounce Smarter autopilot, reduces collisions Improved Races 2.0 Adds a lot of optional features for taking over sectors, rapid response fleets, and commissioning ships HephCorp Station Building Service Automatically builds all requested stations at requested locations for a 20% fee MARS motion fire control Smarter turrets and drones - autoswitches weapons and enables the goblin attack drone system Freight distribution network (FDN) A centralized depot that can manage inputs and outputs of all owned factories. Replaces complex hubs and CAG when enabled Wing Hotkeys Adds 'Wing, attack my target' type hotkeys Mobile Mining Mk2 Adds autonomous miner option, including selling ore at a station Turbo Booster Adds a turbo booster that drains shield/laser energy and doubles your speed temporarially Cheat Collection Package Cheats, for emergencies, plot wedges or frustrations. Is not automatically enabled and is in a separate area of the options. You won't accidentally activate it. There are also several libraries and prerequisites that are included in the zip below - Plugin Manager and a few libraries for EST and CAG. I have created a Compilation for ease of use. Download, extract the big zip, and then install each one at a time with the X Plugin Manager. Skip any you don't like. SA Script Compilation 7.10.2013.zip (4.5 MB) (OLD) ful posted:Did this just now, in case anyone might want it: APBonusPackUpdate Warning! Scripts may be installed and added at any time, but they bind themselves to your save games and so are not easily removed. Don't expect to be able to remove any installed scripts without either starting a new game or loading a save that was created before the script was installed. If you try, your game might crash on load! Be careful! X Manager can back up your saves for you. Here are additional goon-recommended mods and scripts: VDay posted:Some memorial day stuff got in the way, but here's my collection of stuff: staberind posted:Ship mounted Repair "Lasers"> http://forum.egosoft.com/viewtopic.php?t=221081 I consider this a cheat, but then, any mod is a cheat, instead of dicking about in your spacesuit pissing repair lasers at things, allow a M6 to do it for you. this creates two repair laser factories, one in the heat of the action, *ap, and the other of with the Morons in the north west. WraithMind posted:I'm a sucker for Advanced Complex-Hub. It changes the complex hub from being 20 medium docking slots (or whatever) to 20 medium slots, an infinite sized hanger for small craft, and two bays for capital ships. It's mostly just a model replacement so it works with just about anything, just drop the cat/dat in your main folder and all your new complexes will be bigger/better. Filthy Monkey posted:If you want something a little closer to stock in function, try complex cleaner. It crunches your factory together inside a big box with equivalent output. You then connect the modules and make a complex hub. It cleans up the asset screen a lot more than FDN does too (unless FDN has changes since I last used it). I consider complex cleaner one of my most necessary scripts. kedo posted:There's a pretty good cockpit mod actually. I'd recommend grabbing HUD_info_2d, because while the cockpit looks cool, in some ships your energy levels / missile count / mini-map get a little too squished and they become hard to read. Giggily posted:Universe Explorers. Grab these and install them with the plugin manager and then tell your ships to explore the game for you. They can also automate satellite deployment in a more "realistic" way if you don't want to use the script above. Nomikos posted:Universe Explorers are OK, but I prefer the Galaxy Explorer script. There's no bullshit with having to train up idiot pilots, it just works out of the box. By default it has to go buy satellites to deploy them, but there's a "Satellite spawn mod" in that thread you can apply, which opens up a config option to just charge your credit account and spawn a satellite instead. Satellites should not be difficult to find! Bhodi fucked around with this message at 17:10 on May 27, 2014 |
# ¿ May 30, 2013 23:23 |
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FAQS AND GENERAL HELP I HIT NEW GAME BUT NOW IT WANTS ME TO PICK A START! WHAT IS BEST?! TELL ME ABOUT STARTS If you want to hop in and shoot poo poo immediately, pick "Argon Peacekeeper" to join the war effort on the Commonwealth side. It unlocks the main plot mission and gives you 3 free ships with jumpdrives on the first 3 missions. You can also choose "Terran Commander", which provides comparable rewards, however terran sectors are much larger (read: slower to get places) and somewhat disconnected from the wider galaxy, and so it's a slightly worse game experience at least in the early game. If you want to start as a trader, start out doing trading missions and work your way up, I'd still recommend the Argon Peacekeeper start. There's no real time limit on plot, so just stop after the third mission when you get your M6, fly off, sell your starting M3 and buy a trade ship with the money. You can also try the Humble Merchant, but this is literally the most boring thing you can do and if it's your first introduction to the game you're probably going to quit. There are two other start-specific plots. The first is the Tormented Teladi, which you unlock after going half-way up the trade ranks to Petty Financier. It's a challenge start where you must make 2.5 million in 12 game hours. Completing that unlocks the Poisoned Paranid start, 25 million in 72 hours, which when you complete it you get a randomly tuned (faster than normal speed or turning or both) best-in-the-game M6 (Hyperion Vanguard). Unfortunately neither of those plots are for the neophyte, they both require knowledge of the game world and mechanics, and you can't gain access to them until either get your trade rank up or hack the registry. All of these recommended starts have access to the main 2 plots and all the sub plots. You won't miss any content except for the conflicting main war plot, depending on if you're argon or terran. THIS GAME IS IMPENETRABLE. THE UI IS AWFUL. I NEED A QUICK-START GUIDE OR SOMETHING! Okay, quick info dump. The UI does kind of suck.
You'll probably want to add some additional keybinds! Ignore MARS and below if you didn't install the recommended scripts.
I DON'T UNDERSTAND, WHAT ARE THESE SHIP CLASSES Fighters: M3+ = Advanced Heavy Fighter M3 = Heavy Fighter M4+ = Advanced Medium Fighter M4 = Medium Fighter M5 = Light Fighter/Recon Capital ships: M6 = Corvette M6+ = Heavy Corvette M8 = Bomber (they are M6 size) M7 = Frigate M7M = Missile Frigate M7C = Light Carrier M2 = Destroyer M1 = Carrier Transports: TL = Large Transport/Station Deployer (same class as M1/2, can carry 5-15 fighters) TM = Military Transport (Carries 3-6 fighters, Marines, support ships), a mini carrier TS = Freight Transport (Sector/Universe Traders) TP = Fast Transports (Useful for transporting people. Can deploy Marines. Small cargo bay) An advanced (+) ship generally has stronger shields/weapons than it's cousins and is halfway to the next rank. A M6 is the largest ship that you'll reasonably want to pilot yourself. The rest are too large, clumsy, and slow to pilot directly - you'll be calling them in for support while still in your main ship. M5s go 350-600m/s and have 1-5MJ shield. M4s go 200-250m/s and have 5-25MJ shield. M3s go 150-200m/s and have 50-100MJ shields. M6s go 100-150m/s and have 600-1000MJ shields. As you see, the M6 only goes a bit slower and has 5x the shielding of a M3. There are super-fast M6s, like the Springblossom, which goes 360m/s, and even Dragons go faster than some M3s. You are given M6s fairly quickly in both the Terran and Argon war starts, and they will be your flagship for a long time. WHAT'S M/S/L IN A SHIPYARD? S = Unequipped. Base model ship with no weapons or shields. M = Basic equipment - Usually a lighter shield or two, (usually a class below the best that can be equipped). A light set of weapons L = Fully equipped - full shields and a good set of weaponry Regardless of S, M, or L, all of the ships base stats are still the same, only the equipment is different. The extra cost for the model is the cost of the weapons and shields. EQUIPPING MY SHIPS IS A PITA. HOW CAN I MAKE IT EASIER? If you have the Advanced Races script installed, you can commission a ship through it's communication console. It takes around 15 minutes but once you select a shipyard, it will spit out any number of ships equipped, armed, and tuned to your specification. Keep a TM around like a Magnetar with a bunch of ships who have jumpdrives. Jump it to you when you need to steal one of the jumpdrives for a newly acquired ship or transfer ECells over to your main ship. Get a "Gopher". Get a decent M3 with a jumpdrive and good internal storage, like a Blastclaw Prototype. (160 speed and 650 max storage.). A Mistral freighter also works, though it's slower (130 speed). Give it max Shields, a Transporter Device, and Supply Command Software and name it "Gopher", set it's home base to a Solar power plant. Set Automatically Jump to Yes, Jumps to 1, and automatically refuel to 60, the max. Forget it exists until you need something. Need some Missiles? Guns? E Cells delivered? Ammo? Just sit in space somewhere, hit "R", find the Gopher on the list, and then choose autopilot > Command console > Supply > and choose your ship for the target of the supply. Tell it what you want and how many. As long as they are for sale in any sector you have ever visited, whether you can see there right now or not, the ship will automagically undock from its home base, immediately jump to the goods, then jump to you and teleport the items into your hold. Then it'll jump home and automatically refuel and wait for your next request. It'll even make multiple trips on its own if it cant find enough in one place and track you down if you move after giving it the order. OH MY GOD THERE ARE 40 MISSILE TYPES? Only 36! In Albion Prelude, missiles have been completely re-balanced. There are still way too many, but there's only a handful that you'll end up using. Until you've got a net worth of tens of millions, missiles picked up in space are better off sold for cash. Once you've got a small fleet and can literally afford to shoot credits at enemies, it's time to take a look. Because missiles don't travel appreciably faster than fighters, Missiles are generally divided into M4/M5 killers, M3 killers, and anti-capital ships based on what they're fast enough to hit. An exhaustive list can be found here, but you should just decide on one of each type for consistency and sell the rest. I suggest Wasp or Hurricane m5/m4, Tempest or Thunderbolt for enemy M3s, and Tornado as the frigate/capital ship dumbfire damage dealer. M7Ms also fire special missiles - Flail Barrage Missile for fighters and Hammer Heavy Torpedo for capital ships. Mosquito missiles are also a special case - they are anti-drone and used for missile defense. They don't do appreciable damage to targets, but you should still carry 50-100 on your ship. Terrans have completely different missiles, though the Terran missiles are similar in performance to the commonwealth. The Terran M7M (Skirnir) fires Wraith for fighters and Shadow for cap ships, for example. IS THERE ANY WAY TO MAKE THIS SHIP GO FASTER? THIS CENTAUR M6 IS KIND OF SLOW There are 3 once-per-game ways of overtuning any ship, plus the random tuning from the Poisoned Paranid game start. You probably don't want to waste it on the Centaur, though. When a new game is created, there are 10 overtuning crates spawned in pirate sectors. The distribution between top speed and turning is random so some people like to hit new game, run a script that finds their location, and restart until they are mostly engine. There are sometimes tunings spawned in the UFJD sectors. I've never seen them myself, but someone on the forums said they spent 40 mins or so jumping in, sending scouts to "explore sector" out to 50km, and then jumping out, and got a couple from that. Finally, are random tunings spawned in the unique UFJD sector of the shady business plot, the Xenon Graveyard. Other options to make your ship go faster are SETA, the Turbo Booster ship extension and additional scripts. HOW DO I CAPTURE/BOARD A SHIP? If it's a M3, M4, M5, M8, shoot it until it's at about 30% hull. Slowly damage the hull. There are periodic morale checks (once a second or so) and if the pilot fails he'll scream something at you and bail out. It's easy to destroy the ship once he starts talking, so be careful. Then, space suit over to within 50m of the empty ship to transfer control. If it's larger, you need as many marines as the ship can hold normally, +1. M6 = 9, the rest = 21. marines. Train up your marines by making them repair your ships. Here's a handy chart but basically you need around 3 stars in mechanical to initially breach the hull and as much hacking as you can get. It takes the top 2 skills in your "group" of 5 marines. Combat helps them not randomly die during boarding. Xenon are fantastically difficult to capture. If you're boarding a M6 with a M6, you can just throw marines out the airlock. Otherwise, you should get a M7M with boarding pods - it makes things much easier. Once you have your marines and your boarding ship, clear out all the ships in combat except for the ship you want to board. Scan the ship. If it has "Advanced Firewall Software" or "Hull Polarising Device", you'll need to destroy it with a disruptor before you can realistically board. Only very strong or special ships have it. Hit Shift-R (or your MARS console) and click on 'destroy ship' until it says 'damage shields'. This will also enable your marine monitor at the bottom. Bring it's shields down to under 10%. If the ship's going more han 100m/s, damage it's hull until it slows down. Don't go below 30-40% hull. Get about 1000m behind the ship and match speed + about 30m/s. Now, SAVE YOUR GAME. Then, shift-C -> piracy -> board ship. Select all your marines. The AI will take control and throw your marines out the airlock vaguly in the direction of the ship. If you timed it right, you're point blank and they'll latch on. Keep in range and firing arc so that your MARS turrets will keep the shields around 5% until your marines are in. They'll fight their way through decks and hopefully capture the ship! Unlike TC where you could reload until you succeed every deck, in AP the success or failure is determined as you launch. If you've got a M7M like a Cobra, the method is exactly the same except that you don't match speeds and you tell your cobra to do the piracy, through boarding pods. You can also send reinforcement waves and other complex stuff which you can read about in the boarding link under resources. WHAT IS CODEA AND HOW DO I USE IT? CODEA is a carrier manager, basically it automates launching/landing of fighters, tenders for the carrier, and ultimately a carrier battlegroup. Here are a few notes on getting it to work.
HOW DO I SET UP EST SO I CAN GET PASSIVE INCOME? The Initial cost per trader is about 1.5 million. (650k for mistral, 100k jumpdrive, 500k ESTmk3, plus tuning) Break even point on EST automated traders is about 6 in-game hours. You don't need a base of operations or to own a factory. That's a different script.
They should be at different home sectors so they can level up faster and in parallel (there are 5 "levels", the higher the more jumps away and the smarter deals they find), and the first 2 levels suck so you want them to level through those as fast as possible. Good Initial Home Sectors: Ore Belt Empire's Edge Shores of Infinity Light of Heart Paranid Prime Seizewell Spring of Belief Tkr's Deprivation Barren Shores Basically, for home sectors you are looking for raw materials in that sector (Solar/Ore/Silicon) and then plants that take those raw materials one sector away - this lets your trader level up very quickly since the first thing he does is empty out the raw materials and put them in the trading station the center of the sector, which gets him a level, and then the next thing he does is refill the stations that use those raw materials in the sectors around it. This jumpstarts the EST to where he can start to use jumpdrivers to get around and will go from there - at this level, the spacing is fairly important so your traders don't step on each other's toes. A satellite network is also helpful, the more sectors you have sats in the better trades it will find. You give them nav and fight command software since if you have it, EST will fight and run for itself - this GREATLY increases their survivability - they will jump away from combat and use combat drones automatically. Over time, they may get "stuck", especially after running from combat - you may have to repair them automatically and restart EST. It's very rare for a Mistral to get destroyed - they can generally outrun ships long enough to jump away. Just look at your owned ships every once in a while and make sure none of them say "Idle" or "EST is waiting..." for any length of time. You'll need to babysit EST for the first bit, as there will be roaming pirates you'll need to destroy to clear the trade lanes. The easiest way to do this is to have autojump set on your current ship, wait for the noise that says a ship is under attack, then hit R, find the one with the ! icon, click on it, autopilot to. That'll jump you to the sector under attack. They also will initially drain money by purchasing things like combat drones. Don't worry, they'll be in the positive soon enough. Don't go below 1 million credits, or your EST traders will stall due to not having money to buy wares. OKAY BUT I NEED A GOAL OR AT LEAST A SUGGESTION BECAUSE THIS UNIVERSE IS HUGE AND I CRAVE DIRECTION! Okay. Take everything one slow step at a time. The world around you is patient enough for you to expand slowly. Don't feel like you need to learn the game all at once. The plot missions generally have no time limit and you can stop and go off and come back to them at any time. Here is an order order of things to do in AP. It's just a suggestion. Baby Steps:
Famliarize yourself with the Galaxy:
Start Making Money:
Become a factory Owner
Plots!
Build your Factory Empire
More plots, back to combat, end-game
Game Resources Universe MAPS! Option One. Best looking, but it's not accurate for AP. The unknown sectors are now owned and more exist. Option Two is accurate to AP but more ugly. Option Three which I find pretty unreadable is linked to the wiki. Option Four. A standalone mapping program that uses your game files to generate a browsable external map. It looks like this. X3 Wiki is invaluable when you are trying to figure out WTF or just want to look something up. I keep it up in the in-game browser. Factory Complex Builder - helps calculate requirements and outputs of factory complexes. Roguey's Guides - Plot Walkthroughs Capturing Ships Guide X Resource and Guides forums master list Walkthrough Video Tutorial Bhodi fucked around with this message at 19:55 on Jul 16, 2013 |
# ¿ May 30, 2013 23:23 |
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PLOT HELP AND SPOILERS I need a Xenon L! Giggily posted:By this point in time you should have a Centaur or two. After a few hours of trying, this is what eventually worked for me. Corp Troubles Reward: Reward is is a Corp HQ - you have 3 choices. OTAS+ATREUS Type, NMMC+TERRACORP Type or Strongarms+Dukes Type. It will cost you around 26m depending on how many shares missions you did. You will need your own TL to get it. I think this is SUPER WEAK since it's a corporate HQ which you can't really do anything with without external scripts and you already own a PHQ. Shady Business Reward: Depending on who you pick: JSDD: 15.000.000 Cr. Lothan Blueprint[Can be bought at a shipyard as well] Beryl: IBL and PBG Forges at the Yaki Shipyard, plus an Advanced Chokaro blueprint later Strongarms: 5.000.000 Cr. + Pteranodon Blueprint[Can be bought at a shipyard as well] You keep the new Split M6 Prototype in all branches of the plot. Only the Beryl branch of the plot has a really unique and useful reward. You can always purchase the Pteranodon and the Lotan and reverse engineer them in your HQ if you feel like it. Be aware that you will be given a mission either to end the war or sabotage the peace process later in the game. If you end the war, you will take a hit to Yaki reputation and possibly (if you're rep is too low) be unable to buy Yaki ships and stations afterwards, including the IBL / PBG. If you sabotage the peace process, the war won't end. Breaking Grounds Reward: Your own sector. 6 naming choices, it's north from Void of Opportunity (east of PTNI Headquarters) and also connects with Heretic's End. 600% sun! It's got a few nevidium asteroids and a slew of crappy ore/silicon asteroids, too (Ore 22, 12, Silicon 12, 11, 10) Important plot Corp Troubles Spoiler for the new UFJD sector Make sure you SAVE when you jump in. You can reset the spawns if you load a game before the matching puzzle message. Make sure to pick up as many PALCs in the "Xenon Scrapyard" you can - there should be around 7. It's one of the only ways to get them in the game, so it's worth a few retries to get as many as you can to outfit the new M2. There are also a number of engine and rudder tunings that spawn with the waves of xenon. Be aware that once you pick up the final jumpdrive component (the 3rd? 4th?) your ship will automatically jump about a minute later. Compiled spoiler notes for plot missions During the mission, you can overtune the acononyx's top speed by picking up engine tunings in the UFJD sector during the test flight mission. The amount of engine tunings that can be found is random, so the eventual top speed may vary. My ship does 250 m/s, yours may end up faster if you're more lucky with the engine tunings, or if you save before each container spawns so you can reload if you're unhappy with the amount of engine tunings in it. Once every 1-2 hours, 5-10 spaceflies will restock themselves EITHER at the Depths of Silence Military Outpost OR Strong Arms HQ. This was a last minute fail safe for those who absolutely find this part of the plot unbearable. If you're killing 3 people to get the researcher to come over to your side, you can ram their ships with minor loss of reputation to that race. The teladi station for research and development is in The Vault "The Split Shipyard" needed is in Family Pride The Mining Expert is at PTNI. Freedom's Reach is where the Arrow/Starburst stuff is. Bhodi fucked around with this message at 20:15 on Jun 16, 2013 |
# ¿ May 30, 2013 23:26 |
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If you can confirm it works in AP, I'll add it. Keep in mind, the AP map is different from the TC map and it doesn't appear to have been updated. Edit: Okay. Is it a script or standalone program? It seems to have it's own installer. Does it replace the map in-game? Edit2: I get it. Standalone program that uses data from your X3 directory to generate a map. Added! Bhodi fucked around with this message at 00:05 on May 31, 2013 |
# ¿ May 30, 2013 23:51 |
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Giggily posted:Are there any mods that make actual ship management easier? Having just a gigantic list of 50 owned ships is awful. Note: Installing FDN makes factory management simple and makes CAG and complex hubs obsolete; I recommend running it to pretty much everybody. MechaCrash posted:Is there a way to go into the war sectors and push one side out so thoroughly that it stops being a war sector? It'll be nice to send ships through without having to worry about them getting shot in the crossfire. Prefect Six posted:I've installed several mods, some with the plugin and I think one without. Is there an easy way to just start over from the beginning with a clean slate? Should I just uninstall/reinstall? Bhodi fucked around with this message at 03:07 on May 31, 2013 |
# ¿ May 31, 2013 03:04 |
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Oh, It's cheaty as gently caress. I just imagine little cargo drones quietly ferrying stuff back and forth. Really, once you have 50+ factories setting up new ones and more CAGs is just tedious and unnecessary and provides no fun for me. The 30 million investment to get your first station, which you don't really do anything with, I feel is a suitable up-front price and comparable to a fleet of CAG traders. I recommend it because you'll be setting up a few factories, and setting up CAG at least a few times, so you get the experience - then you can switch over to a more automated thing once you can afford 30 million or complete the PHQ plot. You really can't access FDN immediately since it requires a player-owned station. It's sort of the same philosophy as running Heph Corp to dump your stations in system. Who wants to hand hold your albatross for the 40th time while it docks and jumps ferries 3 or 4 stations at a time to your complex? I added a section of plot spoilers. Bhodi fucked around with this message at 03:26 on May 31, 2013 |
# ¿ May 31, 2013 03:20 |
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Nostrum posted:There was an awesome script for TC, that I can't remember the name. Basically, it automated some fighters to setup your advanced satellite network. You would buy 4-5 M5s, and the script would send them out to buy satellites (when funds allowed), and drop them in configurable patterns in whatever system they entered. They were smart enough not to double-drop, and would avoid configurable areas. Any idea what it was called, and does it work with AP? Complex cleaner is awesome. I don't use it, but I have a really beefy computer and never go into the sector all my factories are in so I don't really need it. I added it to the OP. Bhodi fucked around with this message at 03:34 on May 31, 2013 |
# ¿ May 31, 2013 03:28 |
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You can run without TC installed. If it's through steam, installing TC only adds a few hundred megs though. There's a lot of shared assets. There's no cockpit mod for AP that I know of.
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# ¿ May 31, 2013 05:13 |
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Friend Commuter posted:You can still end the war if you side with the Yaki, you just have to choose to fight them during the Ambassadors mission instead of blowing up the Ozias. G.I.Jebus posted:I did not see Teladi Information Services in the compilation zip though it's under a different name, though the one from the link to egosoft works fine. Twenty Drunk Apes posted:Wait, is the only way you can get Overtunings is by finding them randomly in the game world? There's no secret base you can buy them from at a price so high that it'll make your eyes explode? When a new game is created, there are 10 overtuning crates spawned in pirate sectors. The distribution between top speed and turning is random so some people like to hit new game, run a script that finds their location, and restart until they are mostly engine. There are sometimes tunings spawned in the UFJD sectors. I've never seen them myself, but someone on the forums said they spent 40 mins or so jumping in, sending scouts to "explore sector" out to 50km, and then jumping out, and got a couple from that. Finally, are random tunings spawned in the unique UFJD sector of the shady business plot, the Xenon Graveyard. I added that to the OP. quote:as there have been big rear end battles raging in that system in my game for the past copule of days. I dropped in there looking for trouble when I first got my M6 and was immediately obliterated by about ten Terran Yokohamas who were gate camping and had just finished gang banging an Argon Colossus & support craft.
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# ¿ May 31, 2013 14:40 |
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Sort of. I agree, it would be much, MUCH easier. You can look at the NICE Interface Enchancement, but I've never used it. Give us a trip report! Also, once in the sector view of the move to position command, you can use the arrow keys (and insert) to select a specific point in space, but that's not really helpful in the speed-things-up usability process. You can also group ships into wings and fleets and command the entire wing/fleet to do something or go somewhere. Bhodi fucked around with this message at 15:08 on May 31, 2013 |
# ¿ May 31, 2013 15:06 |
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Harlock posted:I've always wanted a Space Sim where I can use a large capital ship or something as a base out in space with a hangar bay where I can take off from it in smaller ships and re-dock as needed. Is this that game?
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# ¿ May 31, 2013 16:17 |
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I looked into that script, and almost added it, but judging by the last few thread pages, there are a myriad of bugs that cause explorers to get wedged, go off and explore xenon sectors, explore already explored sectors over and over and generally bug out. Also, the download link is broken.
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# ¿ Jun 1, 2013 00:57 |
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Mr. Crow posted:So I'm an idiot, I keep seeing people saying they remapped the right stick on the controller to roll, but I can't seem to do it? Can someone do a step-by-step? Giggily posted:e: So I didn't start as a Terran, but I want to raise relations with them because ATF/Terran ships look really cool so I need to get a hold of one of their shipyards. Is there a decent way to raise relations with them? I mentioned this in the OP, but the main ways of doing it are from -4 to -1, shoot Argon M6 and M8s in war sectors or Xenon in Segaris. From -1 onwards, run missions and trade runs in Terran or Aldrin space in a fast ship (to avoid combat) jadebullet posted:So the big thing that the improved races script does is create open warfare between races, correct? If so, I am going to be extremely happy with this script. Bhodi fucked around with this message at 17:23 on Jun 1, 2013 |
# ¿ Jun 1, 2013 14:35 |
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MrBims posted:You might want to put something in the OP about how to actually configure Improved Races. I'm new and it took me forever to understand how to actually get to its config screen, I completely reinstalled the plugin manager and all the plugins thinking there was something wrong. V for Vegas posted:Is there anyway to have autosave at jumpgates? I've finished the first 3 Argon missions, but just keep getting blown up and having to restart a save 3 sectors away. Don't forget the turbo booster... with it active you can outrun most missiles or buy your mosquitoes/turrets time to track and destroy incoming missiles.
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# ¿ Jun 3, 2013 22:15 |
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Yep. It's seriously annoying. I got mine by dumb luck, but if I had to do it again honestly I'd probably just cheat create it and dock myself 500k or something if I was unable to complete it after an hour trying.Liberatore posted:Bhodi, it appears that Trade Overview too is missing from your script compilation. Thanks for that, by the way. Saved me a lot of time. I've been loving around with CODEA, I finally got a handle on how it all works. I'll probably be writing up something in the next few days because it's a great script but wow does it add tedium and annoyances if you don't understand exactly how it works.
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# ¿ Jun 4, 2013 17:58 |
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Did you get a message about Beryl helping you out? You can go and dock in Albion and they'll give them to you. Otherwise, raise your Terran rep or do what above said.
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# ¿ Jun 4, 2013 21:21 |
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It's why I don't suggest starting as Terran in the OP. All the missions are the same elsewhere, only the gates are sane distances from each other and you can jump to them all with your jumpdrive. Also only doing defense, patrol, kill or transport missions. The ONLY thing terran has going for it is Aldrin rep which you need to buy the Springblossom and Spitfyre.
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# ¿ Jun 5, 2013 02:19 |
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Several of them or all of them? Are you sure you put them in the right place / used the manager program? You shouldn't need to change your pilot's name; scripts come with a file that marks your game as modified. Mars is special though, it has delayed installation. You need to save and reload your game once for it to show up.
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# ¿ Jun 5, 2013 04:17 |
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The manager SHOULD be able to open and process rars. I'll play around with it and unrar/rezip it up tomorrow. You can try the same, extract it directly to your install directory, or wait for me to get it working.
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# ¿ Jun 5, 2013 04:59 |
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Luccion posted:I think I'm missing something with the SA script package. All of the archive list is in German and I can't tell which mods to use. Is there a translation list or function I'm missing in the installer? You can also just look inside the archive, under the uninstall directory; that also has the script name in english. Lord Yod posted:This is what was hanging me up. Only problem I'm having now is getting the TIS archive to install. Changed TIS to a zip from a rar in the archive, added a note about Thereshallbewings
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# ¿ Jun 6, 2013 00:45 |
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Nomikos posted:Just found and claimed an abandoned Kha'ak Corvette, fully kitted out with Beta Kyon Emitters Yes, the mass Beta Kyon Emitters on the corvette destroy M3 and below almost instantly out to about 2.5km when you autoaim with boresight fire. It's pretty funny. It's a lot less effective when being AI piloted, unfortunately. The CODEA wingman thing is where you set up ships as 'escort' and enable 'escort the commodore' in the CODEA options, and when you're in system 2 fighters are assigned to you. I never used it, because in general M3s get destroyed when you're piloting in the thick of enemies in your M6. Bhodi fucked around with this message at 00:15 on Jun 7, 2013 |
# ¿ Jun 7, 2013 00:12 |
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Corvettes and transport class ships take 10 ecells per sector, frigates and larger take 20, M3 and below take 5 cells per hop. If they're in your cargo it'll just automatically use them. Do what Pittsburgh says, hit ctrl-c and set a refueling of 100 jump distance, dock at any solar power station and then forget about it. You probably don't need the increased hull strength mod; AP vastly increased most hulls of M6 and larger - the carrier and destroyer have around 10x the hull HP they used to. Getting ships to bail is relatively common but not something you actively hunt for; in the early game where you are, it's mostly a way to get extra money rather than ships that you'd actually want to pilot yourself. I wouldn't really pilot anything smaller than a M6, it's just not any fun dying to a bad luck missile. The best ships are either Aldrin (because of the speed), OTAS (for shielding and weapons) or unbuyable plot-specific ones like the Amon prototype that you get by completing missions. So basically, Solano, Spitfyre, Notus Hauler, Amon Prototype, Springblossom, Hyperion Vanguard. Kestrel is the best M5 until you unlock the starburst and arrow from the plot mission. Some of the split ships are good, mostly due to speed, for transport or frigate sizes. I use Mistral for TP, Drake for TP+, and a lot of people like the split frigates because one of them is a pocket carrier. Bhodi fucked around with this message at 04:03 on Jun 7, 2013 |
# ¿ Jun 7, 2013 03:57 |
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Read the FAQ under missiles, and other than mosquito, no not really.
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# ¿ Jun 7, 2013 17:08 |
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What compatibility errors? What wares script? Lucike's scripts don't interact with either of the ones you mentioned. Are installing them through the plugin manager? Are you running any scripts you have previously installed? The reason I ask is I've never seen compatibility errors and I test-installed all the scripts from the package in the OP.
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# ¿ Jun 8, 2013 22:37 |
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Nope. If you followed the quoted guide it should work. Double-check your settings, the installed wares on your mistral and read the notes at the bottom. Start it while docked!
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# ¿ Jun 9, 2013 19:57 |
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fatman1683 posted:
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# ¿ Jun 9, 2013 21:49 |
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In AP, OTAS rep is tied to Argon rep and Aldrin is tied to Terran, which is a change from TC where they were separate. I too hate 'Fetch this rare poo poo' missions and won't do it unless it's super easy. Deliver ship missions I'll do if there's a shipyard nearby, otherwise it's combat, combat combat.
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# ¿ Jun 10, 2013 13:17 |
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Seriously? Read the OP, second paragraph. Here's some quick CODEA info, I also added it to the OP.
I also added a note for EST requiring at least "Trader" rank. Sorry about that, fatman. Bhodi fucked around with this message at 14:43 on Jun 10, 2013 |
# ¿ Jun 10, 2013 14:09 |
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The full package link is fine, I just double-checked. You can get it through here if you want the direct link. You'll have to blacklist those sectors until you end the war through the plot.
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# ¿ Jun 10, 2013 21:00 |
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No, you shouldn't have to. There's no easy way to tell what scripts are installed from within the game. The list in X plugin manager lite is as good as it gets, if they show up there, they're installed. You can also check in interface, there should be a whole bunch of new hotkeys at the bottom for you to bind (see the OP). Scripts are really just a bunch of files dumped in /t and /scripts directory, and since there's no master list that gets updated, the entire directory just gets read in at load time.
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# ¿ Jun 10, 2013 22:45 |
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A modified version of detector is actually in the shady business plot line, which is what you're trying to edit. The script itself is enabled by default, though; you can simply buy the ware "Detector Scanner Upgrade" to enable it on your ship.
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# ¿ Jun 10, 2013 23:27 |
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Umm, weird. I have trade command software mk3 offered at mine in my game. I wonder if it's another random script I installed or interaction that's specific to my own game. I'l change the steps.
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# ¿ Jun 11, 2013 16:11 |
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You need a player owned station to act as your central warehouse. So, a player headquarters, equipment dock, or (my first choice because it's cheapest at 18 million) a trading station. Once you place it, you access FDN from Cycow's Plugin Configuration page (which has a hotkey you bind). Once you load it, it by default auto-manages all stations you own. It also auto-populates the output resources but not the input ones. So you go to the list, add ware E-cells (for example), then go in for each resources and set each to 'Allow FDN to buy wares' and put a cap on your exports if you want it to auto-sell excess products back into the market. For example, if you're producing meatsteaks or space fuel or weed or whatever, put the cap at 100 (because you might need a few here and there for missions or something). You won't ever have to dock or be in the same sector as the stations again. In fact, for your frame rate, it's better not to. Bhodi fucked around with this message at 23:13 on Jun 11, 2013 |
# ¿ Jun 11, 2013 23:10 |
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Overwined posted:Also do you just plop a shitload of un-complexed stations in a sector then let FDN handle the rest? Transports are still useful to both keep the NPC economy running and for trading goods at your main station. It becomes quite popular unless you disallow NPC trading, since it's a one-stop-shop for basically every factory.
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# ¿ Jun 12, 2013 02:58 |
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Playing with massive wings of fighters was fun, but it slowed even my beefy machine down to a crawl. I don't know if it's CODEA, large combats in general, or just the game, but the end-plot fights with the xenon invasions were basically slideshows, even with all the settings turned down. I was a bit annoyed. So I never really got a fleet larger than 1 colossus, 1 destroyer, 5 or 6 M6s for escort and my M7M which can single-handedly take out every single enemy ship so I don't really use it. As far as I can tell, unless you're piloting you're just going to lose destroyers unless you have overwhelming firepower. I wanted to equip a whole bunch of M6s with PBG and see if those worked, since they can tank the flak, and I've never tried M8s at all. Supposedly fighters with mass drivers work well but again you're going to lose a dozen to flak during every engagement so I'm not enthusiastic about it. On equipping fighters: Equipping fighters for one colossus for it isn't hard with scripts and the addition of AP's saved ship builds at your PHQ. What I did was (ab)use the advanced races shipyard commission thing; it sucks for larger ships because it goes into hours but fighters only take 15 minutes to "build" and the timers are all concurrent. I had a lot of money so I decided on Spitfyres. The tricky bit was getting enough e-empcs, because they have 8 front mounts but only come with 4. I already had the hub and put my PHQ in it, so I gate-linked aldrin 2. First, I commissioned 40 deca M5s, naked except for 4 e-empcs, commanded them all to dock at my PHQ via the 'all docked ships' interface, applied the "empty" equip that I had created thus stripping them all of the weapons, then recycled them all. This was a pretty cost-efficient way of getting them, because the hulls only cost I think 40k each and the guns themselves are something like 120k. Then, I commissioned 40 equipped spitfyres with the CODEA req's, mk1 fight, mk2 fight, nav, docking computer, max tuning, turning, cargo, docked them at my PHQ, loaded an equip script to transfer 25mj shields (which I built myself) and extra weapons and missiles, plus drones for fun, then docked them all at my carrier. I would NEVER try and equip fighters without advanced races; even if you never touch any of the other stuff it offers, that one feature saves so much hassle. No sweat! Of course, the spitfyres cost more than the colossus itself... With CODEA, as long as you have 'fighters attack big targets = no' (big=M7, M7m) and 'fighters attack huge targets = no' (M1, M2) they won't suicide themselves into flak cannon nearly as easily. Bhodi fucked around with this message at 06:20 on Jun 12, 2013 |
# ¿ Jun 12, 2013 06:06 |
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Added! That paragraph is a good summary; the tl;dr is You assign it to any player-owned non-factory station and it aggregates/manages all inputs and outputs from all your factories anywhere in the galaxy like one gigantic warehouse. Bhodi fucked around with this message at 19:13 on Jun 16, 2013 |
# ¿ Jun 16, 2013 19:04 |
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ful posted:Do any of the scripts from the pack remove sector & universe traders? The options aren't showing up for me ingame at all. They don't show up until you by trade command mk3. I'd use EST anyway. Killgore Trout posted:Is there a trick to station placement for the set up infrastructure missions? I've gotten the station practically touching the nav beacon with manual adjustment but the mission still won't complete for some reason. It's in 3 dimensions. Hit Insert and make sure that axis is lined up as well. Killgore Trout posted:Is there a way to jump from one ship to another quickly? Like a keybind or script or something? The best thing to do is put your M3 on your HUD with shift-1 or shift-2. Then when you're piloting the TM, you can click on the name, and hit X to switch. Bhodi fucked around with this message at 18:55 on Jul 6, 2013 |
# ¿ Jul 6, 2013 18:15 |
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It'll be grayed out if you're too near an object... dock them. Read the comments in the OP for the checklist.
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# ¿ Jul 6, 2013 22:13 |
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# ¿ Apr 26, 2024 06:31 |
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Just click the "add to wishlist" button and it'll email you when the game goes on sale. There should be a sale in a week or so, so you'll probably be able to get it for $5.
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# ¿ Jul 7, 2013 00:23 |