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FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

RBA Starblade posted:

You can either supply the factories that make the guns, make them yourself, or try somewhere else. The base game has the economy basically implode here and there for you to have room to take over and prop it up.

Is there a way to fix the economy? I'm less interested in a massive trade empire and more interested in a massive shooting empire.

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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

FredMSloniker posted:

Is there a way to fix the economy? I'm less interested in a massive trade empire and more interested in a massive shooting empire.

The solution is pretty much to be the massive trade empire or cheat yourself the weapons. I installed XRM and that lets you get around it a lot more (but you have to start over), it chugs along a lot better without you while still leaving holes for you. You could also just check back in on your own game later; weapons take several real-time hours to make. It also has things called PAR ships where you just buy PAR fighters, then press a hotkey that auto-equips them all identically, but are more expensive to compensate. I used it to make carrier wings.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

RBA Starblade posted:

You could also just check back in on your own game later; weapons take several real-time hours to make.

So if I just leave it running, NPCs will work on improving the economy?

program666
Aug 22, 2013

A giant carnivorous dinosaur

FredMSloniker posted:

So if I just leave it running, NPCs will work on improving the economy?

No, never (sometimes, but don't count on it), you do have to provide materials and even then a NPC might buy them guns and then die in xeno space with them. The alternative I usually go for, in the beginning of a game at least, is exploring trying to find another weapon factory or just using whatever weapon I have available, or even just providing the materials, leaving a satellite in the sector and checking back from time to time to see if the weapons I want are produced already. Also, check military bases. Bear in mind you won't be able to buy weapons anyway until you have a good standing with that particular race.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

FredMSloniker posted:

So if I just leave it running, NPCs will work on improving the economy?

No, but if it's in a part of the universe where it's working, the npc freighters will eventually deliver the resources to the factories to make the guns.

Psychorider
May 15, 2009

FredMSloniker posted:

I'm trying to outfit a small wing of fighters, but all the shops seem to be sold out of guns. Is there a way I can get them to restock? Bring them materials or something?

You can use equipment docks with a shipyard in the same system to clone weapons easily. Instructions are here. Note that you don't need to buy the ships right there like it says but you do need at least 2 identical ships with identical equipment.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
A lot of auto-build or auto-equip mods just spawn the weapons and equipment required. Whichever one I used in my game (check the OP) did this when I built a ship to order.

Sikreci
Mar 23, 2006

I haven't been following this thread for a long time. Did Egosoft make peace with the colossal failure of Rebirth and go back to making a proper X game, or are they still wasting time on trying to fix it?

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe

AceSnyp3r posted:

I haven't been following this thread for a long time. Did Egosoft make peace with the colossal failure of Rebirth and go back to making a proper X game, or are they still wasting time on trying to fix it?

The latter, hence the massive slowdown in posts here.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
It's a shame too because some of the core elements of Rebirth are solid, but they really need to make a new game with them rather than trying to make Rebirth work. I mean there's still stuff that could help make Rebirth better now, but that effort would probably be better spent just implementing those features fresh in a new game.

Alchenar
Apr 9, 2008

AceSnyp3r posted:

I haven't been following this thread for a long time. Did Egosoft make peace with the colossal failure of Rebirth and go back to making a proper X game, or are they still wasting time on trying to fix it?

They're got to be in an incredibly awkward financial situation now.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

What is in the future for Egosoft, anyway? Have they announced more games? DLC? A remastered edition with a bunch of different ships to fly?

Orv
May 4, 2011
No on all fronts.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
I decided to cheat my way through the main story, and wow was it not great. Still, I generally need some guidance to keep me from being paralyzed by options in a sandbox. Any mods that introduce a dynamic campaign or otherwise present missions that are more interesting than the mad-libs ones the game generates already?

Hav
Dec 11, 2009

Fun Shoe

FredMSloniker posted:

I decided to cheat my way through the main story, and wow was it not great. Still, I generally need some guidance to keep me from being paralyzed by options in a sandbox. Any mods that introduce a dynamic campaign or otherwise present missions that are more interesting than the mad-libs ones the game generates already?

Which game? If Rebirth, then no. X3 has a couple of total conversions that introduce different elements to the sandbox, but egosoft has never been one for producing coherent plotlines. (Beyond the first, which was effectively the titles for 'Farscape')

Edit: So I went looking for some stuff on Rebirth and found this;

"[Another space sim] Elite: Dangerous is a great game, but its economy is limited to trading; you buy wares and you sell them. Our game goes a step further: You can build stations yourself and produce goods. You build factories. You have an influence on the economy on a much bigger scale than Elite: Dangerous."
http://www.blastr.com/2015-3-30/exploring-x-rebirth-space-sim-enterprising-ambition-egosofts-bernd-lehahn

:catdrugs: He does suggest that they're working on an X4, but that was a few months ago.

Hav fucked around with this message at 20:59 on Jul 13, 2015

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Hav posted:

Which game? If Rebirth, then no.

Whoops! Albion Prelude.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
Is there a mod for Albion Prelude that'll keep it from being a game over if my ship gets blown up? Like, an auto-eject or something? It's kind of lame to have the game end because the AI targeted my fighter instead of one of the 17 other ones I just launched...

Slickdrac
Oct 5, 2007

Not allowed to have nice things

FredMSloniker posted:

Is there a mod for Albion Prelude that'll keep it from being a game over if my ship gets blown up? Like, an auto-eject or something? It's kind of lame to have the game end because the AI targeted my fighter instead of one of the 17 other ones I just launched...

You can download the cheat pack and enable infinite salvage insurance to be able to save whereever whenever.

Hexenritter
May 20, 2001


Slickdrac posted:

You can download the cheat pack and enable infinite salvage insurance to be able to save whereever whenever.

That's really the best idea. The whole "you need to buy a ware for each non-station savegame" idea never really sat well with me.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Restarted XRM on my new computer and wow it's a lot easier with the Aldrin start. Free Springblossom!

Less Fat Luke
May 23, 2003

Exciting Lemon
For poo poo's sake, I found the Goner Aran on like my third unfocused jump... and forgot to bring boarding pods. Lots of marines though!

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

One hour in and the game throws an abandoned Hayabusa frigate from a Terran/Argon skirmish at me. I love the salvage mod and npc bailout mods! I can ignore the trade empire stuff I don't care about and focus on bounty hunting and salvage to get up to speed way quicker and it gives me a new reason to explore places; find war-heavy sectors and get to work before the npc salvagers steal my free stuff! I installed the "claim sector" mod this time too so I can either hack or destroy all stations and get myself one in XRM.

My only real complaint is I'm kind of just doing what I did last time, because I have no real goal to work towards. But that's a problem with me and sandboxes; if I don't have a particular long-term objective I sort of just mill around, and XRM removed them all.

wfwon
Apr 19, 2012

For people like me that never played any game from the X series before? Would you guys recommend X3 Terran Conflict/Albion Prelude or X Rebirth? From just browsing couple page in google, X Rebirth, although newer, seems to have really bad reviews.

Mr E
Sep 18, 2007

Rebirth is bad, don't get that.

program666
Aug 22, 2013

A giant carnivorous dinosaur

wfwon posted:

For people like me that never played any game from the X series before? Would you guys recommend X3 Terran Conflict/Albion Prelude or X Rebirth? From just browsing couple page in google, X Rebirth, although newer, seems to have really bad reviews.

Albion Prelude

a7m2
Jul 9, 2012


wfwon posted:

For people like me that never played any game from the X series before? Would you guys recommend X3 Terran Conflict/Albion Prelude or X Rebirth? From just browsing couple page in google, X Rebirth, although newer, seems to have really bad reviews.

The thread's title still applies.

Moartoast
Jan 16, 2011

Another unfunny, threadshitting knob-end.
Well, since we're on the topic of newbie questions and Albion Prelude, I'll dump a whole bunch of spergy questions I've been thinking about since I noticed this thing exists.

How deep/dynamic/reactive is the overall economy/"background sim", really? As in, how many NPCs are actually connected to the ~simulation~, can I disrupt trade routes and cause economical shifts by blowing poo poo up, can I use my own supply line to capitalize on said shifts, what kind of faction interplay type stuff is there, does every faction have its own economy, do they effect each other's economy, is there much going on outside of a bubble around the player (I.e, are there conflicts happening off in other sections of space while you're farting around with trading or w/e)?

What mods, if any, should I use to start with? I recall using a decent cockpit mod when I tried AP a while ago since I'm all about immersion sperging, but I can't even recall what specific mod it was. I also know that XRM's a big thing, but I'm unclear on if i should start with that.

What mod management stuff should i use? Is there some be-all-end-all manager or is it a case-by-case thing?

Can I have fun and profit just being a space shooty person, is there a decent bit of bounty hunting/assassination-type business?

Is there a campaign, vanilla or otherwise, that just plops you in a sandbox and lets you gently caress around with with a big ol' fleet and loads of resources from the start, and are there other mods that compliment loving around without worrying too much about balance? For instance, I saw a mod called Ship Hijacker that looked interesting/hilariously overpowered, but like most other things with this game I was completely inept at understanding how to install or use it.

Sorry if any/all of these are dumb and bad questions, I'm just really interested in this space videogame and completely incompetent at understanding how I can/should play it :(.

VStraken
Oct 27, 2013

Moartoast posted:

How deep/dynamic/reactive is the overall economy/"background sim", really? As in, how many NPCs are actually connected to the ~simulation~, can I disrupt trade routes and cause economical shifts by blowing poo poo up, can I use my own supply line to capitalize on said shifts, what kind of faction interplay type stuff is there, does every faction have its own economy, do they effect each other's economy, is there much going on outside of a bubble around the player (I.e, are there conflicts happening off in other sections of space while you're farting around with trading or w/e)?

Short answer: yes

Long answer: the economic sim is constantly running at all times throughout the entirety of the universe and pretty much every NPC ship/station is a part of it. For instance you can blockade a system that's full of solar plants by killing any ship that enters/attempts to leave the sector and after some time you may notice that factories in that sector and neighboring ones might have their production slowed drastically since you cut off the primary source of energy cells for that area - but it might not stop completely since traders from other areas are coming over to sell energy cells that they purchased from other solar plants that you aren't blockading. It works the other way too - if you notice a factory has stalled out because it doesn't have enough resources to produce its goods, you can sell those resources to that factory and it will start chugging along again, and even make a hefty profit in some cases - so long as you manage to beat the NPC traders to the deal. As a matter of fact the economy is not perfect and some factories that produce high-end weapons/shields are often stalled out unless the player intervenes, so there's some incentive to engage with the economy. There are conflicts going on at all times in the game, especially in the war sectors and areas bordering Xenon sectors, and if you have satellites dropped in those sectors you can actually observe (at least through the map) opposing ships engage each other. However, all combat and travel that happens outside of the sector you are in at the immediate moment is abstracted and essentially boils down to some formulas to determine which ships win/lose. These conflicts also affect the economy - if there's a Xenon capital ship and its fighter escort rampaging around a high traffic sector and murdering every passing ship then you might notice factories in the area are low on resources when you get around to that area. Sector military/police will also respond to that situation as well (in most cases) by sending out their own capitals and fighters to deal with that threat.

program666
Aug 22, 2013

A giant carnivorous dinosaur
answering what I know

Moartoast posted:

Well, since we're on the topic of newbie questions and Albion Prelude, I'll dump a whole bunch of spergy questions I've been thinking about since I noticed this thing exists.

How deep/dynamic/reactive is the overall economy/"background sim", really? As in, how many NPCs are actually connected to the ~simulation~, can I disrupt trade routes and cause economical shifts by blowing poo poo up, can I use my own supply line to capitalize on said shifts, what kind of faction interplay type stuff is there, does every faction have its own economy, do they effect each other's economy, is there much going on outside of a bubble around the player (I.e, are there conflicts happening off in other sections of space while you're farting around with trading or w/e)?
besides what VStraken posted, I should just add that the economy is really broken overall and production in the entire universe will basically halt as time goes on with only a few "pockets" of working albeit slow production here and there. This happens because most NPCs will die before delivering their cargo, and NPCs can't use jump drives so even if they don't die they will be really really slow. This is good because there will be more opportunities for your own trading but it's not something you usually worry while playing, you will never care to isolate a sector with solar power plants because npc trading is, at best, super slow anyway, you just eventually create automated traders so you can fill those gaps and have factories with weapons readily available around the universe, and that's about it.

Moartoast posted:

What mods, if any, should I use to start with? I recall using a decent cockpit mod when I tried AP a while ago since I'm all about immersion sperging, but I can't even recall what specific mod it was. I also know that XRM's a big thing, but I'm unclear on if i should start with that.
I only use the mods that fix using multiple ships, I haven't been playing X3 in a while so some of these problems might be fixed in the vanilla game by now

program666 posted:

I like to use many ships instead of only one and most of the mods I use are because of that:
- litcube's bounce so your AI ships won't randomly suicide anymore
- there is a mod that allow your ships to use the docking computer, this is obligatory since ships tend to freeze or loop when trying to dock sometimes
- ADS so your small ships won't stray far from your motherships anymore and they will dock when shields are low.

There are others that I use but it's been a while. Also all the "official" mods.

Moartoast posted:

Can I have fun and profit just being a space shooty person, is there a decent bit of bounty hunting/assassination-type business?
I was pretty successful only focusing in fighting and never doing a trade route by myself basically, but eventually I started buying automated traders to make free money. Assassination missions get really easy after you get a jump drive, even the ones tagged as "Hard", and space station defense and sector patrol missions are really good early on in the game, at least the easiest ones are, so you can be a shotty person since the very beginning basically. But as your reputation increases missions get rapidly though so you will want to find other ways to make money, but you can just automate trading, building your own factories with automated care-takers and later on building stations for other people with your own TL that gives you huge amount of moneys for free.

Traxis
Jul 2, 2006

Does anyone play this with a x52 pro? What is a good set up? I'm not really sure which functions I should bind to the stick and which I should leave on the keyboard.

OwlFancier
Aug 22, 2013

X3 has way too many controls to really work with a joystick, you can bind most of the flight and combat controls to the joystick but you will spend a lot of time faffing around in menus.

Moartoast
Jan 16, 2011

Another unfunny, threadshitting knob-end.
Okay well this game already sounds like it's entirely my jam. I don't mind the economy being fairly borked since I was mainly curious just how much simulation was actually happening, and how much the player can theoretically gently caress with it. I mean, from what I've heard, Egosoft is a pretty small dev team, and that poo poo's way more ambitious than most AAA games could ever dream to be (mainly due to limited marketability, but still), I'm not surprised that the sim slowly collapses on itself. I also dig that you can build up to automating most busywork while actually playing fun space shootmans, that kind of management is always really fun to me. And just the idea of every bit of my space shenanigans being reflected in the depths of some nebulous economic simulation that I'll never fully grasp makes my spergy orbs tingle a bit.

I also forgot to ask: How effective/fun is piracy in the long run? My favourite thing in sandboxy space sims is being a space bastard, it's part of why I wanted to know if every trader had an effect on stuff, because I'm a sadistic video game man. I imagine this also comes down to what campaign you're trying to do, but I have no idea how that stuff works.

Also can you turn off some/all of the NPC barks because even in my short time dicking around way back I still remember the exact intonation of FOR DA QUEEN from hearing it maybe four dozen times in the span of ten minutes jesus christ.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

So I used the claim sector and Ship Hijacker mods (you can't steal capital ships with this, but TMs, TLs, and stations apparently are fair game if you can hammer the button at just the right time when the shields are down) to hide behind the Terran fleet and claim Circle of Labor as mine, though the game doesn't like that much and if you don't do so then immediately explode the Free Argon Trading Station the USC becomes permanently hostile to you. I may have severely de-escalated the war by mistake though. Except some argon patrols, neither side seems interested in walking through it anymore, though there are still skirmishes in the surrounding sectors.

program666
Aug 22, 2013

A giant carnivorous dinosaur

Moartoast posted:

I also forgot to ask: How effective/fun is piracy in the long run? My favourite thing in sandboxy space sims is being a space bastard, it's part of why I wanted to know if every trader had an effect on stuff, because I'm a sadistic video game man. I imagine this also comes down to what campaign you're trying to do, but I have no idea how that stuff works.

In vanilla you may be a pirate and it's pretty fun, but you'll have to keep good relations to something like two races since otherwise there aren't many ways to buy ships, weapons and equipments in general. There is a "pirate race" but they don't have most stuff you will need. Something pretty cool I did on my pirate run was scanning random ships from the races I was a enemy of, and if the cargo was good trying to make them dump it, you may acquire a lot of missiles that way.
Having said that, there are mods with huge support for piracy run.

Hav
Dec 11, 2009

Fun Shoe

Moartoast posted:

Okay well this game already sounds like it's entirely my jam. I don't mind the economy being fairly borked since I was mainly curious just how much simulation was actually happening, and how much the player can theoretically gently caress with it. I mean, from what I've heard, Egosoft is a pretty small dev team, and that poo poo's way more ambitious than most AAA games could ever dream to be (mainly due to limited marketability, but still), I'm not surprised that the sim slowly collapses on itself. I also dig that you can build up to automating most busywork while actually playing fun space shootmans, that kind of management is always really fun to me. And just the idea of every bit of my space shenanigans being reflected in the depths of some nebulous economic simulation that I'll never fully grasp makes my spergy orbs tingle a bit.

I'll post my standard 'litcube's universe is awesome' thing here. One of the changes in the complete conversion is an 'enemy' faction that will do a terribly good job of directly opposing whatever you set up. The NPCs will generally defend themselves, but aren't terribly good at building a rival empire. Litcube's changes that.

More details here -> https://code.google.com/p/litcubesuniverse/wiki/Feature_The_Phanon_Corporation

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Ho ho ho, now I have an Osaka, two frigates (Hayabusa and Yokohama, both salvaged, which I'm using as a hunter-killer pair), and like half a dozen corvettes and bombers. Terran ships are so cool looking. :allears:

I've taken to just cheating my capital ships weapons and taking the money out of my account just because I can't be bothered to jump from sector to sector to buy them or make a factory and wait a real world week of playtime for enough of them. I haven't bothered with traders or factories at all this run (besides stealing them which is sort of tanking the economy but the Argon have it coming), just salvaging and stealing and bounty hunting. This is the best mod.

RBA Starblade fucked around with this message at 20:29 on Jul 27, 2015

VDay
Jul 2, 2003

I'm Pacman Jones!
Litcube's Universe is really, really good. Like, play the base game to get a hang of the controls/UI and then immediately switch to LU good. It has so many QoL improvements that it's worth just switching over to it even if you don't think the enemy corporation/alien thing is good (which it is, but you can turn it off anyway if you want).

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
How does Litcube compare to XRM?

MrBims
Sep 25, 2007

by Ralp
I'm really bad about paralysis-by-analysis - someone who has played both Litcube and XRM just tell me which to do, as a new player.

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VDay
Jul 2, 2003

I'm Pacman Jones!

FredMSloniker posted:

How does Litcube compare to XRM?
It's been years since I played XRM so some things might be different than I remember, but the easiest way I can explain it is that LU just feels like a more polished, well thought out project to the point where you could probably pass it off as an official X3 expansion. XRM, to me (and again, this might not be 100% accurate so take it with a grain of salt), always felt like it was just the one main dude's changes thrown into the game. Most of them were pretty good and I liked XRM back when I played it (once I edited the docking computer to be a small ware again) but LU feels like it's just on another level in terms of polish and balance. A bunch of popular mods are already included because Litcube either made them himself (like Bounce) or made his own versions that work seamlessly with everything else. His technical expertise also leads to things like LU having better performance than the vanilla game because the dude is crazy and went through the whole game rewriting a bunch of poo poo to make it more efficient.

To give you an example of just how complete and thorough the gameplay/content/mechanics changes in LU are, one of the modpacks in the OP is mine and is what I used to play with to get a slightly-better-than-vanilla experience. With Litcube, I use 2 other mods/scripts and the cheat menu. Everything else in the game is either already included, or works better than the mod I used to use.


MrBims posted:

I'm really bad about paralysis-by-analysis - someone who has played both Litcube and XRM just tell me which to do, as a new player.
Like I mentioned earlier I cannot recommend LU enough, but I will say that you should probably just mess around with vanilla AP if you're brand new to the game and still getting used to how to control traders, how to go about doing missions, etc. Litcube's does almost everything better, but it still might be a bit tricky to jump into if you're brand new just because you won't be able to look things up as easily if you suddenly have a question or if something isn't working.

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