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Nomikos
Dec 31, 2003

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! :argh:

PS: the documentation is atrocious and that config option is a little hidden; the config menu is under "Additional ship commands", then you have to scroll "Buy range" below zero so it's set to "Spawn".

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Nomikos
Dec 31, 2003

Pittsburgh Lambic posted:

:suicide:
I'm on that mission right now. Does anybody have any advice for pulling this off? Preferably in a sector where I won't have Qs spilling in from every direction?
I think ships are more likely to bail when your fight rank is higher. So try to raise that I guess? And use a weapon that delivers lots of bullets but little damage, like Impulse Ray Emitters maybe. This supposedly gives them more chances to bail, though personally I've never noticed a difference. Basically there's no trick to it, you pretty much have to get a good ship and spend maybe an hour gallivanting around Xenon-bordering sectors.

The best sectors for this:
  • Grand Exchange
  • Black Hole Sun
  • Scale Plate Green
What I do is spend 30 minutes managing my trade empire, then go on a tour through these 3 sectors, then rinse and repeat.

e: This is probably obvious but you shouldn't switch to the low-damage weapon until the L's shields are down

Nomikos fucked around with this message at 09:35 on Jun 4, 2013

Nomikos
Dec 31, 2003

Pittsburgh Lambic posted:

gently caress those missions. Seriously.

And yes. X3AP will give you collect-and-return missions on 5-minute timers when the fastest ship you have is a Dolphin hauler. X3AP will give you scan-the-asteroid missions when you don't have a mineral scanner. X3AP will give you taxi missions when you don't have a passenger ship. X3AP will give you covert ops missions to follow ships that move too quickly for you to possibly follow. X3AP will give you covert ops missions to follow a ship that moves at 40 m/s for eight sectors, bumps into a passing freighter and loses 80% of its HP, then takes a 12-sector detour to repair. X3AP will give you escort-the-hauler missions that lead you into Xenon Sector #FUCKYOU where you get instapopped by a J that was camped on the gate with its dick hanging out. You have to pick and choose missions to make sure the ones you accept won't screw you over.
So it's just like being a contractor in real life, then :haw:

Nomikos
Dec 31, 2003

Just found and claimed an abandoned Kha'ak Corvette, fully kitted out with Beta Kyon Emitters :stare:

It was in the Unknown Sector west of Xenon Sector 534

Nomikos
Dec 31, 2003

Moridin920 posted:

I stand by the Wraith missile.

51 km range, 175 m/s, heat seeking, proximity fuse, swarming goodness. It splits into 8 warheads that each do 125k damage, meaning only a couple is enough to destroy a capital ship. Anything that can't outrun it (not much at 175 m/s) dies, and if it can outrun it they better hope they stay well clear of the warheads because the proximity fuse means it'll explode if it makes a close pass and starts getting far away again. It's glorious overkill. Also they only take up 1 cargo space, same as a Mosquito.

With the missile rebalance of AP, Wraiths now take up 8 cargo space making them slightly less overpowered. Incidentally they also made the Shadow missile a non-swarmer and reduced the damage, so it's no longer the undisputed "I win" button either. Good changes IMO.

Nomikos
Dec 31, 2003

LP97S posted:

Okay, I started a new game, have all of the plugins from the mega goon pack running, got the first three ships, and then said screw it and made about 18,000,000 on the Stock Market. I decided it was time to make a fleet of traders but the guide in part 3 of the OP is a bit screwy. The main problem is that there's no Trade Command Software Mk3 at the OTAS shipyard. According to some places online, it's only at Teladi shipyards. I'm I just screwing up here?

No, that's right. Usually what I do to set up new traders is:
  • Buy some Mistrals (or Mistral Super Freighters) from OTAS in Legend's Home. Make sure to equip them with Jumpdrives.
  • Add them to a wing for easier management
  • Dock them at the Free Argon Trading Station in Legend's Home and max out the Engine Tunings
  • Dock them at one of the Solar Power Plants in Aladna Hill
  • Jump them to PTNI Headquarters to dock at the shipyard there and finish setting them up

It takes maybe 30 minutes for a batch to slowly crawl their way through the whole process, but the only way to speed it up would be either to build your own SPP in Legend's Home or keep a TL full of energy cells standing by, both of which would be a lot more work.

Nomikos
Dec 31, 2003

There's no way for a script to create complexes; it's just a limitation of the engine. The way you're supposed to use the Hephaestus corp thing is to lay down that closely-packed pile of stations OOS, then come in with your TL full of Complex Construction Kits and manually connect everything up into one complex. Complex tubes don't collide with connected stations, so it doesn't matter how messy it is or in what order you connect anything. Just be sure to place the complex hub far enough away that ships can approach it without coming near the stationpile.

edit: It should look kind of like this, where H is the complex hub.
code:
       ?$%89023!
       @1/5&@\2/
H------5@23\4/*?
       @_(!\\1/\
       /1)P(4\7/

Nomikos fucked around with this message at 18:43 on Jun 11, 2013

Nomikos
Dec 31, 2003

Yeah, the last one or two times I've picked up X3 I sort of get to the point where I can field one destroyer and maybe a few M7s, then I discover that destroyers are really boring to fly yourself, and they tend to be much more fragile than I expect. What do you mean, my single M2 can't singlehandedly take on three Xenon Js and a K? My M6 could take on any number of other M6es. So I'm at that point in my current game and am a little bit lost where to go next. Building a torpedo complex and outfitting a missile frigate might work, but also results in boring (and very expensive) fights. Do I really just have to have more destroyers than my enemy? Can carriers ever be useful except as a great way to waste money when your fighters get obliterated by flak turrets? Can the AI actually be trusted to use an M8 unsupervised?

My current setup is a Phoenix, fully equipped with Gauss Cannons and ISRs as a dedicated destroyer-destroyer. It's escorted by an Astraeus fitted with nothing but flak cannons and four PBCs (you can easily acquire these by dropping a lasertower and blowing it up before it finishes fully deploying). Any fighters that come within 4km just melt, but if I try to attack an M1 or M2 the Phoenix gets severely beaten up and has to spend like 20 minutes just regenerating its shields. Am I doing something wrong?

(I'm trying to avoid going the M7M route since that's kind of boring. It's an "economic victory", if you will.)

Nomikos fucked around with this message at 05:35 on Jun 12, 2013

Nomikos
Dec 31, 2003

Apparently one feature of CODEA is the ability to dock M6s and M8s in your carriers if you have a leveled-up Scientist and Mechanic on board? I could be misreading the post. That sounds weird and overpowered and really annoying to set up. But at least you'd be able to have a bomber wing without having to figure out a half-assed gimmicky M3 loadout for it.

Nomikos
Dec 31, 2003

Stuff to add to the first post:

Since the release of AP 3.0, the main download of Complex Cleaner is no longer fully compatible (the update changes TFactoriesT.txt). Ordinarily you'd have to do some manual editing of game files, but fortunately one of the nice modders on the Egosoft forums has provided this update of Complex Cleaner for AP 3.0, which is also already packaged for installation with the Plugin Manager.

Nomikos
Dec 31, 2003

I've actually been having a lot of fun lately flying around in a CODEA carrier full of Spitfyres, watching my cute little pilots level up, doing missions, and finishing up the plots. Sometimes I pop out in my personal M3 to participate in the dogfights. For capital ships CODEA lets you dock M8 bombers to the carrier if you hire a Mechanic and a Technician for each one (no leveling up needed actually), and bind a hotkey to perform an auto-scaled missile barrage on your target. Essentially your carrier becomes a mini missile frigate. Oddly enough this turns out to be fairly balanced and "strategic", since the bombers are so fragile that you need to stay >10km away, a distance from which enemy destroyers have a good chance of shooting down 90% of the missiles... unless they're being distracted by your fighters :). Surprisingly I also haven't had any problems with fighters being taken out by flak; they're very good about retreating to the carrier when their shields are down. Experienced pilots will also eject from a destroyed fighter so they can be retrieved by a cargo salvage ship you set up. I use Marine Repairs and Training with 20 marines on-board my carrier to repair damaged fighters, although CODEA also provides its own native repair capability. You do lose the occasional fighter in a heated battle, but by the time you're rich enough to fill a carrier you'll have enough income to easily replace it without feeling the loss.

With the ability to claim sectors for tax income provided by Improved Races 2.0, I also have a cool long-term goal to work towards once I'm rich enough to field multiple carriers for patrols. The "Hot War" and races-invading-each-other options are weird and feel like they'll mess up my universe, so I keep them all disabled. I'm using a Kha'ak Invasions mod to occasionally spice things up with a random invasion event (usually I can't even clean up the whole thing and have to retreat). Once I have patrols set up I also plan to enable the Improved Races mini-Xenon attacks, and go hostile to the pirates, so they have something to defend against. The Phanon Corporation mod also provides a cool enemy race with its own traders, patrols, and well-defended home base; then if/when you manage to destroy it, they come back about a day later at an increased difficulty (more ships, more traders, better defenses, more aggressive towards your own ships and factories).

Micromanagement doesn't look like it'll be an issue since CODEA allows you to set up "replenishment tenders" which can deliver replacement fighters to all your carriers from a central location, and Improved Races allows you to order fully-upgraded and almost fully-equipped fighters from a shipyard (you still need to provide weapons, but CODEA also auto-equips them once they're available).

So those are my recommendations for long-term Fun. In a Steam achievement run I guess you won't be able to install any of these though, so I can't help you there :(. My advice is to forget about achievements unless you're truly masochistic.

edit: added links

Nomikos fucked around with this message at 11:59 on Jun 17, 2013

Nomikos
Dec 31, 2003

Shalebridge Cradle posted:

If I remember correctly a PHQ is weird. It doesn't have any products or inputs by default, so you may need to add some manually first. Say you're trying to move missiles from the complex to the PHQ, deliver some there manually first so they register.
You'll want to use the Dockware Manager for this. It lets you add and remove wares from the PHQ's list, and set an upper limit on the quantity that'll be respected by all the trading scripts (CAG, CLS). It's part of the bonus pack.

Nomikos
Dec 31, 2003

fatman1683 posted:

So I started the Shady Business plot that's added in 3.0, and reached the point where a ship is supposed to spawn, but the wrong ship is spawning. Some basic research indicates this is probably an issue with one of the mods that edits the 'tships' file and isn't compatible with 3.0, so the new ships added in that version aren't showing up.

I'm only using mods from the script compilation posted in the OP. Is there any way to tell which of those mods makes changes to 'tships' so I can try and find an updated version?
Changes to TShipsT and all those files are either packed up into the .cat & .dat files, or left as a loose file under the "types/" directory. For AP as opposed to TC, all of this is taking place under the "addon/" directory (so, "addon/types/"). You can use X3 Editor 2 to look inside a .cat file and see if it contains a TShipsT. Some more snooping around inside it should hopefully let you figure out which mod it's from. Start with the highest-numbered .cat/.dat, since they're applied in order and the last one that changes a particular file has the final word.

edit: Although I just glanced through that script compilation and didn't see anything that makes any changes to the types data. Everything in there appears to be a plain old script which should all be compatible with each other and with everything else. :confused:

Nomikos fucked around with this message at 00:24 on Jun 25, 2013

Nomikos
Dec 31, 2003

Killgore Trout posted:

Is there a way to jump from one ship to another quickly? Like a keybind or script or something?

I just got my first TM class ship and i'd like to be able to hop into my M3 without having to do menu gymnastics every time.

I'm pretty sure you'd just have to use the keybinds for "Target ship menu", "Current ship menu", and "Landed ships list", depending on the situation. For example "Y-L-Down-Enter-X" will switch you into the first (alphabetically) ship docked to whatever you're piloting. "I-X" will switch you to a targeted ship if you have a teleporter device and are in range.

At least it's faster than clicking.

Nomikos
Dec 31, 2003

Farecoal posted:

What do satellites do anyway?
Satellites are literally no different from any other ship, except that they're cheap, fragile, and immobile. You need to have at least one ship (or satellite) in a sector to be able to see what's happening there, to view current prices in its stations, and to remotely order ships from a shipyard. Your traders will also make use of the price data, which is one of the main reasons for covering the universe with satellites.

Nomikos
Dec 31, 2003

Falken posted:

e: Also, how do I use the commision ship stuff I read about in Improved Races? I want to deck my new carrier out without the hassle of finding flak arrays and such. My Improved races thing in the AL plugins has - Locked - next to it. Does that mean it's inactive?
The option in AL plugins is just for opening the main IR configuration menu. "Locked" doesn't mean anything at all AFAICT. There's a separate keybind for "Open IR Comm Menu", or something to that effect. From there the order ships option will let you choose a shipyard and configure loadouts. FYI you're still going to have to find flak arrays; weapons and heavy shields are the two things IR won't order for you. Also I wouldn't use it for capital ships anyway, since it takes some time for a ship to be "built" through IR and for M1/M2s it's way longer than it'd take to outfit it yourself.

Nomikos
Dec 31, 2003

XTimmy posted:

So I installed the SA pack and everytime I start a new game I get a bunch of messages to the effect of this: "For this version of the Military Transport Libraries version 3.7.00 or higher has to be installed!
Is this something I can fix or is it a hunt down new versions of every mod that's throwing an error and redownload?

That error message is unfortunately missing an important comma between "Transport" and "Libraries". Apparently the Military Transport script (Militärtransport) now requires version 3.7 of the support libraries (Befehlsbibliothek). The thread on the X3 forums for these scripts still links to the old versions, so you'll need to get 3.7 from the author's website. It's in German but just scroll down and click download.

Tracking this poo poo down would be easier if that (prolific, important, otherwise apparently sane) modder hadn't gotten himself banned from the forums somehow :cripes:

Nomikos
Dec 31, 2003

The usual culprit for me has been enemy sightings. Until I blacklisted Grand Exchange and a handful of other sectors that get neverending Xenon incursions, I would constantly be finding my CAGs stalled out at stations there, and a pile of messages in my log saying that they were avoiding enemies and would check again in 5 mizuras. It doesn't help that CAGs, even max-level ones, have a baffling tendency to try to slooowly dock at the closest station instead of just jumping out when they're attacked.

IIRC Freedom's Reach is a Pirates sector, but also has that plot-related neutral station in it, so it might be causing some kind of weirdness if you're hostile to the pirates. I would try relocating the traders manually, adding that sector to their blacklist, and restarting them.

There's no simple global sector blacklist menu for CAG/EST, but you can use the admin menu to broadcast changes to all your traders at once. Maybe you already know how to do this but it was pretty un-intuitive for me, so: First set up the blacklist on one trader and save its configuration. Then open up the global CAG or EST administration menu (using the keybind, not through a ship's console), load the named config you just saved, set the "data filter" to ignore everything except sector blacklist settings, and hit "broadcast to all colleagues". That should copy just the sector blacklist from the saved config to all your running traders.

Nomikos
Dec 31, 2003

I just name my traders "Mistral" and hide them from the property menu v:geno:v

Nomikos
Dec 31, 2003

Mr. Crow posted:

Large ones at that. That last longer than half a second. Preferably several seconds.

And they should sound like this

Nomikos
Dec 31, 2003

quote:

Dumbed down station building, less race variety, only one gamestart, no TrackIR support, no player jumpdrive, much smaller universe, and in general a lot of features not being included in the release build, making it sound more like an alpha release at this point.

quote:

Hmm. Yeah, this doesn't sound too enticing. Workshop is a definite thing though, right? Could be the saving grace...a few years from release.

quote:

:( :( :( Probably better then getting a X3 Reunion where the game wasn't even playable at launch. But still, X Rebirth is suppose to be an improvement not a step backwards.

What the hell is this? Calm your tits, people. They're not going to dumb down the X series into a stupid game for idiots. I'm sure we've all been conditioned by EA to immediately jump to that conclusion whenever someone says "streamlining" or "simplifying", but even without getting into arguments about specific features I'm certain that Egosoft knows their audience and is not going to lobotomize their baby in whatever way you're imagining. If there's one studio and/or game series that I can't imagine developing consolitis, it's this one. They're supporting Linux at launch, for god's sake.

Nomikos
Dec 31, 2003

Unimpressed posted:

They are??? Where did you see this? Are they going to support mac too?

My mistake, I thought I read somewhere that it'd be at launch but the only official source I can find now says otherwise:

CBJ posted:

I'd say the chances of a simultaneous Linux release were vanishingly small. I know Timon works fast, but that would be a pretty tall order even for him! However, I think if we tried to stop him working on a Linux port for release as and when it is ready, he'd probably sabotage our pizza supplies for the foreseeable future.
Mac support is also mentioned somewhere in that thread, but no word on the timing relative to the Win and Lin releases. I guess we'll have to ship a big case of Red Bull addressed to Timon at the Egosoft offices.

Nomikos
Dec 31, 2003

Tindahbawx posted:

Edit 2: Do I need some Teladi reputation or something to get the Teladi Information Service upgrade/extention? Can't find the damned thing anywhere.
That script is a little flaky. I'm pretty sure it's supposed to appear in every Teladi Trading Station, but sometimes when you install the script it doesn't add the ware, or something. If you cheat one onto your ship it still works perfectly. Otherwise I'd try screwing around with enabling/disabling the script, restarting, etc

Nomikos
Dec 31, 2003

This is outrageous.




Is there still time to cancel the preorder?

Nomikos
Dec 31, 2003

Welp, gonna need a new graphics card. Runs like crap on my GTX460, even with all the settings turned way down.

Nomikos
Dec 31, 2003

Pochoclo posted:

Trip report:

- gently caress space highways they're super confusing and one way and most terrible of all, the next point:
- gently caress no autopilot. gently caress you for stopping the ship whenever I check the map.
- How the gently caress do I trade?
- How the gently caress do I buy a new ship?
- Stations are loving CONFUSING

And no I'm not playing through the buggy horrible campaign just so I can learn how to buy and sell stuff and make money and buy new ships, this is pretty loving basic stuff.
There is a manual if you're that set on skipping the campaign/tutorial.

Nomikos
Dec 31, 2003

Dryer Lint posted:

"We have insufficient fuel to jump to your location."

Well, so much for the "reducing micromanagement" design goal I guess. Why the hell do we now have to hire an NPC captain, and give up direct control of the ship, if he's too stupid to keep his ship fueled up?

Nomikos
Dec 31, 2003

They should have called it X:Forever

Nomikos
Dec 31, 2003

Mokotow posted:

While waiting for Rebirth to get fixed (:dance:), I decided to give AP a spin. One of the things I never bothered to check during my limited time with it is how do you deal with high-tech produce, mainly the guns - does the AI buy that stuff? Who do I sell it to - the equipment dock? How does the AI gauge which weapon to buy? Or is it only for the player's use?

Generally, the cheaper a weapon is the more demand there is for it. This gets pretty extreme at both ends, so you can build as many Impulse Ray Emitter Forges as you want and never satisfy NPC demand, but good luck selling even one Photon Pulse Cannon ever. Same idea goes for shields, too. What you can do to cheat a little bit though is sell your produce to an equipment dock manually; the trick is that if the dock normally has that item in stock, you'll max out their inventory pretty fast, but if not then it just disappears when you sell it, and they'll happily buy an infinite number of it. (you can use the "Manual Trade Run" command to automate this process, though you have to "prime" it by selling at least one of the item in question manually-manually first)

As for how it works, I'm not 100% sure of this but I believe that wares which are sitting in equipment docks and trading docks just slowly vanish over time to simulate consumption. Then an NPC trader can fill it back up with goods from a factory. So if you're producing, say, 5MJ shields, then it's in your best interest to place the factory as close as possible to as many equipment docks that trade in 5MJ shields as you can.

In my experience it's never worth mass producing weapons/shields beyond the one or two cheapest ones (IRE and 1MJ), as the profit margin and rate of return get extremely tiny as you move up.

Nomikos fucked around with this message at 20:05 on Nov 20, 2013

Nomikos
Dec 31, 2003

Lua scripting, eh? I thought all the game scripts still used Egosoft's weird custom XML-based monstrosity. It'd be nice to have a real language to work with.

Nomikos
Dec 31, 2003

Domattee posted:

Re: Combat: The missions are balanced around you having the Albion Skunk and nothing more. I don't know if there is something like the combat rank from previous games that will make missions harder eventually but the biggest spawn I currently saw is A destroyer and A frigate with a bunch of small poo poo.

...
Based on my reading of the generic mission scripts, there's supposed to be a value called PlayerProgression that goes from 1 to 5 and determines how numerous / how strong a mission's enemy spawns are. However it's never actually calculated and always just defaults to 3. There is a "TODO" note though :downs:

Nomikos
Dec 31, 2003

TorakFade posted:

If only you could earn some good credits without having to micromanage the hell out of dozens upon dozens of ships and complexes...

It takes a while to get there, but once you have a high enough fighter rank you'll start being offered assassination missions in the millions to tens-of-millions range, where you'll generally be going up against M8s and M6s, and later M7s like the Carrack. With a jump drive and a reasonably scrappy ship (ignore your target's escorts, pew pew, jump out) you can make a lot of money before your fight rank gets high enough to start spawning M1s and M2s on you. At that point you can afford an M7M and a small missile complex, and have won the game as far as combat goes.

Nomikos
Dec 31, 2003

I believe in AP the locations of abandoned ships are randomized now (they weren't in TC). For good music go to Kingdom End.

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Nomikos
Dec 31, 2003

Rhjamiz posted:

What I'd love to see from the X series in the future, which will now never be I'm sure, is a more detailed physics and damage model, along with more... tactile? weapons. More punch, more boom. That's really my biggest complaint with the series is that shooting someone doesn't feel very powerful.

I was thinking about this a little bit and I think I'd rather they try to take it even further in the other direction, at least for capital ship combat. I always kind of liked the way it's described in The Mote In God's Eye, where the ships are basically featureless blobs linked by laser beams and an occasional missile, changing color until one of them overloads the other's shield generator and all the stored energy explodes, destroying it instantly. Nothing to do with fast piloting, not exciting to watch, just a matter of strategy, preparation, and engineering. I think as a management sim X3 already leans this way, especially with how slow the cap ships move. Like, cap ship combat is already super boring in X3, but maybe it should be even MORE boring so you're not tempted to take it as anything more than the outcome of a strategic & economic contest that was already decided before the battle began.

But the problem with that in X3 now is that jump drives make both deployment and escape super easy, and the sectors are all extremely tiny. There's just no room for fleet positioning and grand strategy poo poo. Also, unless you install OCV or a race war mod, there's no enemy that could even engage in it. And I think except for Phanon none of them even have real economies for shipbuilding.

Anyway I'm just taking out of my rear end. I'm not sure I ever played a game like that so maybe it's not fun or interesting at all.

Is Stellaris out yet? Egosoft should totally get together with Paradox and arrange a marriage between X3 and EU4, so we can all play the resulting ugly baby of a game for thousands and thousands of hours

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