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Polikarpov
Jun 1, 2013

Keep it between the buoys
Some notes on L and XL sized ships

They can't use docking bays, they need a pier to dock with a station.

Either the station or the ship needs to have cargo drones onboard to transfer wares. Piers don't come with drones, so you'll need to use an L or XL ship of your own to transfer some.

L Mineral Miners use mining drones to collect the bits of asteroids they blow up with their mining turret. You need ~6. Any more and the landing pads get clogged.

Defense and Repair drones defend and repair, respectively. (Presumably, I haven't used them yet).

If you have a personal ship parked on a miner and you leave it while mining operations are ongoing it will get shuffled into internal storage pretty quickly so the drones can use the pad. Give the pilot a move order and he will launch. Then have him dock again or teleport onboard.

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Polikarpov
Jun 1, 2013

Keep it between the buoys

OwlFancier posted:

It's a small structure floating away from the main platform but you would be better served letting the AI do it, the build storage is accessible from the main station dropdown. So select your trader when you're not piloting it, right click the station, and then you want "transfer wares with build storage" rather than "transfer wares with station".

I think because it's all tied up with build orders you can't just pull stuff out or put it in yourself, you have to get the AI to do it.

You can actually dock with the build storage but you have to get really close to be able to select it.

Polikarpov
Jun 1, 2013

Keep it between the buoys
Go gently caress with a faction. Start some poo poo with the Hatikvah Free League, they've got some combat ships.

Polikarpov
Jun 1, 2013

Keep it between the buoys
The biggest problem with the Cerberus is that if you park a ship on the landing pad it completely ruins your field of view from the cockpit

Polikarpov
Jun 1, 2013

Keep it between the buoys
Public Service Announcement: OSHA does not exist in the X universe and your miners will happily fly into radioactive death asteroid fields in search of sweet methane. RIP M Fart Huffer 6, all 11 souls aboard and the ~550k I spent buying it.

Polikarpov
Jun 1, 2013

Keep it between the buoys
Keep in mind that the logistical overview will break if your station has more than 100 manufacturing modules.

Polikarpov
Jun 1, 2013

Keep it between the buoys

Happy Underpants posted:

Is there a way to set up an auto trader without manually adding all of the wares to the list in the behavior menu? Ah, that egosoft interface never fails.

If you highlight the box with the arrow keys and mash enter it should add them all pretty quickly.

Polikarpov
Jun 1, 2013

Keep it between the buoys
For a carrier to be useful I'd love to be able to set it up to automatically build and maintain fighter wings to custom templates and then have a working mission system for the fighters.

Polikarpov
Jun 1, 2013

Keep it between the buoys
The balancing in the Star Wars Interworlds mod is pretty interesting because fighter torpedoes can partially penetrate shields and their targeting prioritizes subsytems, so capital ships are genuinely vulnerable to getting disabled by S class bombers. They need either escort from corvettes and frigates, which are themselves vulnerable to capital ships, or support from their own embarked fighters.

This is particularly glaring in the Imperial Star Destroyer II, which has like 80% of its DPS bound up in 8 octuple turbolaser batteries that murder capital ships but are too slow firing and tracking to ever hit a fighter. Hit it with a Y-Wing strike before your heavies go in and its not nearly as scary.

It is a shockingly pretty mod and has a YT-1300 with a fully modelled interior, as well as custom bridges on the Imperial ships.








Polikarpov fucked around with this message at 02:26 on Apr 2, 2021

Polikarpov
Jun 1, 2013

Keep it between the buoys

sloppy portmanteau posted:

I think I'm about done with this X4 run, but I'm still hungry for more. What's the best way to play X3 these days? I only ever tried the original X3: Reunion and didn't get much further than a single solar power plant and a couple of AutoTraders (TMs?). What's the best way to tackle that game these days, I have X3:Reunion, Terran Conflict, & Albion Prelude in my steam library.

I strongly recommend the Litcube's Universe mod. There's also a Star Wars variant called SWLU. It adds a ton of automation features for your empire building needs and a big scary endgame enemy to fight once you have a big fleet.

Polikarpov
Jun 1, 2013

Keep it between the buoys
Thee other really good mod for X3 is Mayhem 3. It modifies a ton of game systems to turn X3 into what you could almost call a 4x roguelike. Its all built around building your own faction and economy and has a lot of really cool systems for fleets and economic automation.

Polikarpov
Jun 1, 2013

Keep it between the buoys
Just leave the buy/sell amounts on a trade station set to automatic, it'll work.

Polikarpov
Jun 1, 2013

Keep it between the buoys
X3AP does let you play some of the fantastic mods like Litcube or Mayhem that totally transform the game.

Polikarpov
Jun 1, 2013

Keep it between the buoys
Travel drive disengages if you take damage so the SWI interdiction field is functionally an AOE weapon that does 1 point of shield damage in a 20km radius.

Polikarpov
Jun 1, 2013

Keep it between the buoys

nessin posted:


Side more reaonable question, I'm about to restart and want to play an X experience but might actually lose my poo poo over this station poo poo in X4. Debating whether to restart an X4 game with some mods or maybe go back to X3 even if I'll hate myself dealing with the interface. If I do go to X3, is Farnham's Legacy worth playing or should I just build my own setup with individual mods?

I can recommend Litcube's Mod or Mayhem 3 if you go the X3 route. Litcube is more of a "number go up" sandbox empire building experience with a lot of cool automation features and Mayhem 3 is a 4X with a randomized galaxy generator and its own special mechanics (Some really cool fleet automation, for instance). Litcube is a start from nothing and build your way up kind of game while Mayhem 3 is more focused on getting you into empire management quickly.

Polikarpov
Jun 1, 2013

Keep it between the buoys
The Reaction Force mod seems to work well for sector patrols.

Polikarpov
Jun 1, 2013

Keep it between the buoys
HOP space is one of the best places to start out if you're neutral with all 3 sides of the conflict, IMO. Early game you can scavenge the border fights manually, then automate a cheap scout or courier to do it for you with repeat orders behavior and a collect loot order on either side of the gate.

Later on those borders become a good source of wrecks to scrap, and you can sell the scavenged hull parts back to the NPC docks to turn into more ships to lose in combat.

The HOPs sectors have a good supply of all the resources in a compact cluster, so it's a nice spot to bootstrap your industry too. Once you start funneling a supply of parts to one side or the other you can really see their war economies take off.

Then in the endgame you can do the plot to form the Paranid Empire and set them at war with the rest of the galaxy for even more war profiteering.

Polikarpov
Jun 1, 2013

Keep it between the buoys

Ragnar Gunvald posted:

So you're buying at 56 and selling at 55?

Or does that mean your minimum sale price is 55 and they will sell automagically to anyone who's willing to buy at over 55?

The buy amount doesn't really matter because he's got a trade rule applied to only buy from his own ships.

For selling, yes they'll sell at 55 or more.

Auto pricing sets the price depending on how full the allocated storage is. This is how the ai sets prices too. It can be useful as a priority signal if you're doing internal logistics- stations with lower inventory- therefore higher buy prices- will get serviced first by your own traders.

Polikarpov
Jun 1, 2013

Keep it between the buoys

Slickdrac posted:

Since we are pretty late into this cycle, is there anything for X4 like that one mod for X3 that popped up towards the "end" of it's lifecycle? The one that added a string of systems and made a Xenon "unstoppable" force or something like that and enabled you to just set the whole universe on fire with everyone able to declare war on everyone. I can't remember the name of it, but while the basegame seems to try and create that kind of feel, it doesn't really go all in on it and things tend to wall out. I tried turning the HOP into a powerhouse force with near unlimited ship production capability and while they cleared out the Xenon, they only pushed into one sector of Argon space and stalled out in Getsu, and just never accomplished anything more after 50 hours

Sounds like Litcubes Universe and it's associated submod Mayhem 3. Turns AP into a full on 4x with a real economy.

Polikarpov
Jun 1, 2013

Keep it between the buoys
That's just Egosoft AI in action. The crew "skill" system with it's behind the scenes cooldowns and dice rolls.

Polikarpov
Jun 1, 2013

Keep it between the buoys
According to the egosoft discord if you recruit marines from the Vigor Syndicate there's a good chance some of them will start as veterans.

Polikarpov
Jun 1, 2013

Keep it between the buoys
You don't need to scan at all because a buy order with maxed out prices and huge volume tells you the same thing.

Every ware in X4 has a minimum, maximum and average price. AI pricing scales exactly to how full storage is. If they're paying the maximum for something they need it badly.

Polikarpov
Jun 1, 2013

Keep it between the buoys
Only ships that are actually Carriers- They say "Carrier" on the dropdown in the shipyard when you buy them- have the automatic fighter docking. All other ships will only dock fighters manually.

Polikarpov
Jun 1, 2013

Keep it between the buoys
You also run into the problem that more complex AI routines consume more resources. Not a problem for a single ship, but when you have thousands across the galaxy it adds up. The Mules mod, for instance, is very effective for player logistics but can noticeably lag games as you scale up.

There is also a lot of coded-in stupidity that is hidden from the player. Trade scripts have built in delays between runs, and will pick worse routes sometimes based on an RNG roll. Station managers can get hyper-focused on missing wares like drone parts and will force all their traders to only look for that ware. This can lock up a station if the ware isn't available at a profitable price.

Combat ships cant even use flares or do certain evasive maneuvers if the pilots are too low level. L combat ships are obsessed with staying at the same Z level as their target with a consistent orientation, and will take their main guns off target to do useless maneuvers when they could simply pitch or yaw into alignment.

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Polikarpov
Jun 1, 2013

Keep it between the buoys
The economy is holistic, after all. Over investment will lead to saturation of the market and stagnation of profit. The most important thing is to identify shortages and fill them.

Working towards getting a 7 module hull parts forge online with all the supporting ships it needs is always a safe investment though.

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