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Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Started playing X4 recently with all the latest DLC. It's basically what I remember from X3, which is a good thing.

So what are you guys doing to train pilots? I remember in X3 having a kind of training pipeline of sorts to unlock better order options where I'd have certain sectors I'd use for training traders etc until they could expand their range, but the little bit of searching I've done about this for X4 says training in this fashion takes way too long and to just mod the whole training thing out.

Edit: Also, is there an easier way to order a ship to go to a specific station other than changing their default orders?

Ice Fist fucked around with this message at 16:16 on Apr 3, 2021

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Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Thom12255 posted:

You just click on the ship in the map, then right-click on a station and tell it to dock there from the context menu. If it has other orders queued up it will do those first though and you can cancel them in their orders menu.

:negative: I swear I tried this and didn't see this, but as soon as you mention it I go back and try it and it worked.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Okay, so I'm thinking about adding in the suggested training mods, but I wanted my plan checked out here. I started as a Terran Cadet and I took the story mission to the point where the guy who hangs with you gets kidnapped or whatever and now I have free reign. I did some missions for some cash, enough to ditch the starting kukri for a max travel drive exploration/shuttle rapier, and a mineral bolo.

I noticed that the Terrans started out with a crap load of factories that require silicon but almost nobody was delivering any to the factories. I was going to set up some miners to go out and mine silicon and make some easy passive income off the sales, but since the devs think that checking for available silicon buyers even 1 jump away is too advanced for the average human being - locking it behind hours and hours of effort, that plan got shot down pretty hard to start - there's only one silicon buyer in the asteroid belt itself and the AI is filling it up nicely so just leaving the miners to sector mine it isn't going to get me anywhere. Once I realized I wasn't going to immediately be able to have auto mining work the way I wanted I've been doing some easy mining in the asteroid belt and running it to plants in Mars, Venus and Jupiter. It's easy, low effort 120k per full load assuming silicon is selling for 150 per m3.

My plan would now be to automate this so I'm not doing this personally, have a nice stream of passive mining income supplemented by missions, and I can go and fund my eventual combat katana plus some early stations. Am I on the right track here? Should I just say gently caress it right now and add in the mods to make training easier? Or should I save up, buy the katana I want, do the story and wait for the game to open up a bit more. I see you guys discussing how X4 opens up the empire building a bit easier and want to make sure I'm not making life too hard for myself.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

ZombyDog posted:

The solution is Repeat Orders behaviour. Repeat Orders allows you to set up a chain of commands, add some conditions and then loops them.
https://www.youtube.com/watch?v=hhn_COZESQI
It's a little more work but once you've set up your desired loop you can walk away until you're ready to reassign commands or your pilots have levelled up some. Wanna have a group of ships doing the same thing? Setup one ship, then have the remainder Mimic Commander.

Holy poo poo. Thanks for the link.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

ZombyDog posted:

Wanna have a group of ships doing the same thing? Setup one ship, then have the remainder Mimic Commander.

Unless I'm missing some crucial step, but I can't get this part to work. Do you know how to make mimic work for a list of repeat commands.

I did a bit of searching on this and found some threads on reddit and the official forums that say that mimic doesn't work with "repeat orders", as it only mimics the default order and not the list of individual ones.

Otherwise thanks! Got a couple miners doing some faux auto mining now.

Which brings me to my next question. My miners are extremely basic. Mk 1 versions of everything just to get them out the door and making money since I can't really afford to make the ships better. But boy, they suck at mining. Watching them in person is absolutely frustrating - I thought it might be fun at first to be the boss that breathes heavily watching my pilots work. Maybe I'm making them too nervous? I thought maybe letting them mine while I am OOS might have helped, but nope. Takes 10ish+ ingame minutes to fill their holds in a place where I can pop a single asteroid and be heading to a station in a jiffy. Seems to be a combination of being unable to find asteroids as well as being terrible at collecting the shards that pop out, even though I have their mining commands right on top of a resource probe that says there's plenty of rocks around. Can I make them better at mining by making the ship better? Does their pilot skill level improve the rate at which they find and or bring in ore? Or am I stuck with their shitiness forever? Not that I'm at all shocked the AI is bad at something in this game.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

OwlFancier posted:

Miners are slowish generally, but they are extra slow in sector. Out of sector it doesn't simulate the intricacies of mining so they just fly to a place and fill up magically. In sector, especially with large miners, the process of breaking and then collecting all the rocks with drones is garbage.

Basically they work well enough out of sector but they will be very slow if you sit and watch them.

This is what I figured. Thanks for confirming my suspicion.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Got my SETA module. ~feels good~ man

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

The absolutely stupid amount of miners that I have to assign to my silicon carbide plant is mind boggling. I have 6 carbide plants running on it, and all of the individual miners I had setup plus two hokkaido minerals that I bought thinking "hell L miners should be able to keep this supplied" can't keep up with the silicon to give the station 100% uptime.

Station still prints money.

Also, as a precursor to setting up this station, I built a power station in Mercury. I thought, hey, this station will be able to supply all of the energy to my future stations but I found out, to my amazement, is that vanilla doesn't have a good way to force a ship to go to station A to pick up a ware and deliver it to station B repeatedly. Repeat orders doesn't work well for this either. I see there is a mod specifically for this so I might finally succumb and get it. But in the meantime I got so fed up that I just let the AI fill the automated buy order.

Also also, I can't be in the same sector as my station, because I placed my M docks in such a fashion that any ships trying to dock run into the surrounding modules. It takes ages for stuff to be delivered because the NPCs have to clip through all of the geometry which happens eventually but takes forever. Lesson learned I guess.

Next up, adding a workforce to the plant

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

The only ship I’ve lost so far in my game was an HQ trader getting research materials. Seems like an easy way to draw them in.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

I was all set to come in here and talk about how safe Terran sectors are, but the moment I did that I noticed a FAF rattlesnake blowing up people in Jupiter where both of my money making stations are. Good thing pirates give no fucks about miners because if he wanted to go next door in the asteroid belt and have some fun I have like 60 miners in there at any given time.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

If I could start all over again in my game with my lessons learned I would probably do the following (keeping in mind that this game I’m basically playing a Terran purist for no other reason than I want to)

1) Do missions until you can afford a minimum fit bolo with mining drill and mining lasers.
2) Mine silicon. The terrans have a seemingly bottomless need for silicon. It’s also plentiful in the asteroid belt and Oort Cloud. Starting off I’d probably do it myself although it’s tedious just because I can do it 50 times faster than an NPC can, but there’s no reason you can’t immediately setup a repeat orders miner if you want and continue to do missions or something fun. Mining manually in this game is not at all fun but again, you can mine much faster than the AI for some decent money
3) Use initial money gained to buy more miners and automating them. Build up a decent fleet. Stick to mining silicon.
4) Buy a katana. Use it to advance plot and get access to the HQ and initial research options. Also go get your SETA mode at this point.
5) Use research options to get the ability to steal blueprints.
6) steal blueprints for micro lattice and silicon carbide modules.
7) build a modest silicon carbide and microlattice factory. Transfer all miners to it, buy more miners to fully meet demand.
8) expand silicon carbide production and continue to buy miners to meet the increased demand. Silicon demand at a silicon carbide plant is outrageous so you’ll need a ton of miners working the factory. NPCs will trip over themselves to buy silicon carbide in Terran space. You’re basically printing money now.
9) whatever you want. You’ve got a great income base now.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

madfury posted:

I'd put 'farm SCA capitals' somehwere near 'aquire Katana/Nemesis/Dragon'. Just install satellites near certain gates (can get the names once I am home) and just bounce between 3 locations capping destroyers. 8-12mil a pop.

I need to figure this out. Gotta make learning to cap SCA and FAF destroyers a priority. I know the steps but the one time I tried to cap a FAF rattlesnake I got owned real hard. Didn’t even get to the boarding part, I’d just get shot up.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

My favorite voice so far is the paranid. I spent the first 75% of the game in Terran space and when I started on the PHQ quest suddenly there were a million darth vaders giving docking permission and asking me to pull over so my cargo could be scanned.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

madfury posted:

Rattlesnakes hit hard and are usually full of marines. So you would need a Raptor or another Rattlesnake to cap one comfortably. Stick to Phoenixes and Behemoths. Kill engines first. Then hull to <80% and turrents from boarding side. Board, wait, transfer marines back, sell. If you dont have a destroyer or carrier of your own, then use corvette and 2 marine transports (about 40 marines are a safe number). Keep the first destoyer you cap, stick proper engines and pulse turrets on it, set all turrets to "Attack my target", set "Disarm turrets" shortcut and fill it with marines. Next target just use main guns to kill engines from behind, target turret surface elements and keep turning your turrets on and off. Use main guns to kill shields and hull and use turrets to defang. At least thats how I do it :)

Just captured my first Destroyer. It was a FAF rattlesnake. It was my first time using the boarding interface but I think I sent over ~50 marines and only 15 survived, but I got it. I sort of shortcut the advice you gave because I was already somewhat rich by the time I tried this. I had a maxed out Osaka as my ship. I had already used it to obliterate a rattlesnake earlier rather than capture it but the 2nd time I saw a FAF rattlesnake in Saturn I decided to try and capture it. Blew up its engines, then all of its turrets, took it down to 50% hull and sent the marines in. The only suspenful part was that, for the first time that I noticed, the local terran authorities decided to finally intervene and were shooting the poo poo out of it. I also had to re-blow up the engines. Ultimately I think I captured it with maybe 20% hull left. I was starting to get nervous.

~feels good~ though

Edit: Only 6 million though. Is the priced based on the state of the hull + weapons? Also learned an annoying lesson that you don't need to pilot the ship out there yourself so you don't need to assign your own captain. Thankfully the pilot I assigned was a mouth breather so I don't really care.

Ice Fist fucked around with this message at 02:43 on Apr 14, 2021

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Can anyone explain to me why when I'm choosing a loadout for a Terran defense platform why I don't have the option to pick any turrets? It shows me all of the various turret locations and compatibilities like a ship would but there aren't any options to pick from. Even shields don't have any choices.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

big nipples big life posted:

Do you own turret and shield blueprints?

Goddamnit

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Thanks everyone. Got it all sorted.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Welp, learned my lesson. Had a Syn patrolling Getsu Fune protecting my mining fleet there. Decided "hey, I'll buy some light fighters as an escort, that'll be pretty cool" and put them on intercept. Only problem is they don't stay with the Syn. They move to wherever the Syn's next move command is ahead of it and, I assume, because of how intercept works with the fighters only attacking things their commander can see, they sit at their destination unmoving, allowing any passing enemies to slaughter them with impunity until the Syn gets in radar range, then they'll happily defend themselves. Never assigning fighters directly to a destroyer again.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

I might be doing something wrong. It might also have something to do with how ungodly slow the Syn is and the speed difference just ruins fleet cohesion. It's been really annoying finding ways to protect my mining fleets in Getsu Fune. There doesn't appear to be a real good way to automate it. So I've mainly swapped to L miners because M's get blown up before I can react, but I've had to baby my miners real hard. The local authorities help a lot. Apparently their orders allow them to automatically respond to any ship getting attacked no matter the distance (is that what the "Police" command does by the way?). I'll watch as destroyer groups and M police units pour in to blow up the Kha'ak attackers. Meanwhile, I'll have ships sitting in a protect area order that's juuuust too far away from the miner getting attacked and they won't do anything unless I manually guide them in. It's incredibly annoying. I set up an alert that tells me when the Kha'ak are spotted in Getsu Fune and it's pretty much constantly going off. Whatever it is I want to be able to assign some ships to a sector and have them defend my assets.

Added: One of the strategies I've tried most recently is setting up some guys on repeat orders that tells them to attack any enemies and then giving them like 7-8 locations to check. This has actually worked pretty well (although miners in Getsu Fune looove mining either way above or below the eliptical which creates some problems), but setting that up is kind of a pain. The ships use travel drive between spots so they do a loop fairly quickly.

Ice Fist fucked around with this message at 00:54 on Apr 17, 2021

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Ass_Burgerer posted:

You can move orders up and under the plane by panning the map's camera and moving the order.

I know, but it’s like playing wack a mole trying to place those orders. The miners never quite go to the same place so the attacks are always in different spots.


Is the spawner always in the same system as the spawned fighters?

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

big nipples big life posted:

The best thing to do with the khaak is find the spawner and blow it up.

I found it. Those sneaky bastards.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

RBA Starblade posted:

Well the Khaak arrived finally, even found a hive already, but they largely don't care about my miners are hit npc ones instead or mine can outrun them lol

Problem Temporarily Solved, unless they get destroyers or something

They spawn constantly, and will do so right on top of your miners. As far as I can tell they don't get anything bigger than a corvette, but they are incredibly annoying to deal with until you destroy the building.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Have I reached peak X if all I care about now is building stations? Almost all of my cash goes towards either building/expanding stations or otherwise buying miners to support those stations.

My HQ is on its way to approaching its final form, I plopped down a 40x microchip production factory complete with habs in Teladi space on a whim, I just doubled the size of my computronic substrate fab and ultimately tripled the size of my silicon carbide fab. I'm at a massive mining deficit and look forward to the point where I can build L miners myself.

Frankly, my biggest gripe right now is just how long it takes to build stations and that I can't assign multiple builders to speed it up. But at least waiting has let me run around and work on the plots.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Building a station in such a way that it can begin working as it builds is also important. It's maybe my biggest lesson. I created a massive microchip factory and it's taking FOREVER to build and get running. I'm just leaving it because whatever. None of my other stations had this problem because I wasn't rich enough to build it all at once, so I started small and expanded later, but this monstrosity for instance, doesn't add the storages until like the 2nd to last step, so it will never start mining and producing until it's basically complete.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Just witnessed the most bizarre thing in a game where the AI does the most bizarre poo poo already. So trading between your own stations automatically is a crap shoot as I'm sure most of you already know and probably modded away but because of my crippling masochism I'm sticking with vanilla for my first playthrough. Anyways, I have it setup where a power plant I have in Mercury "sells" its energy cells to a storage post a few jumps away in Mars - at the time of the building of these stations my managers were extremely limited and changing this now is :effort: My production stations in Jupiter have their traders set to go and buy from this trading post. This has worked very well even if setting it up to work this way is hilariously complex for how simple the operation is. "Go to station A, get thing, bring it back, repeat as necessary". It's a mind boggling decision to treat operations between player owned stations as normal trades. But I digress.

I decided I wanted to have some more cargo drones at one of my production stations, so I upped the amount the station wanted. Normally NPCs do a fine job of dropping off the poo poo for this and eventually drones magically appear so I thought nothing of it. What I didn't realize immediately is that the station had swapped its traders - whose only purpose is to go to this storage station and bring back energy cells - to also fulfill the orders for what was needed to build the drones, and for some ungodly reason, because all of the energy cells had already been supplied, taken right out of the station's own supply for production, the station thought it no longer needed to "buy" energy cells from the storage post and the traders sat at the undock looking for trades for the other inputs, futilely, letting their station's energy supply dwindle to almost nothing until I realized what was happening.

Yeah I don't need drones that badly and in the future I think I'll be just buying them and dropping them off with a Honshu or something.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Computronic subtrate plant up to 70 million an hour. One of my stations plopping 70 million into my account always ~feels good~.

Added: My fighters deciding to slow boat and not use their travel drives to engage an enemy who is 80km away does not feel good.

Added 2: After getting frustrated watching my fighters not use their travel drives, I recalled them and was like "oh, it might be cool to sit in the docking bay of my carrier and see them all land". Ummmm... don't do this. It's pathetic/sad to watch. They couldn't just cheat and make docking mostly magic. Nope. They have to have the fighter find its way on its own to right over the docking pad. This leads to hilarious rubber banding which will send fighters spinning into the ether for 10-15km until they recover and try again. They all eventually make it. But it is less than cinematic.

Ice Fist fucked around with this message at 20:17 on Apr 23, 2021

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Travic posted:

:stare: Good gravy what does that station look like?!

Unable to take a picture at the moment. But basically a space city. Only there is another city on top of the city. It’s rad.

Edit: the real :stare: is what the asteroid belt looks like.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

I've had a decent sized fleet gate camping the accelerator exit in savage spur II for a while now just racking up kills and experience for fun. I'd sit in one of the destroyers and participate as necessary. Apparently when I wasn't looking there was an accidental friendly fire incident on a Terran destroyer and my boys annihilated the entire Terran destroyer group. All 5 of them. I lost a handful of fighters and 1 reputation.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

buglord posted:

Like X3, I think X4 is going to cause me to burn out because 70% of this game feels like I’m traveling from 1 point to another and looking at my phone in the mean time. Does the SETA module work in conjunction with travel mode?

No. You can only have one ship mode active at any one time. This precludes using SETA and Travel together.

Get teleportation. Send small/fast travel ships to places you're likely to go or to your destination ahead of time and teleport to them as needed.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

I just set up a wharf in Jupiter selling only to TER and PIO. I've gotten almost no orders from the AI for S/M ships. Either they don't need anything, which is possible considering I've been supplying the Terran economy for a while now with boatloads of silicon carbide and computronic substrate and it would appear that the Terrans are an absolute juggernaut and if they were so inclined could murder the rest of the galaxy with ease except they don't appear to be at war with anyone and are content to just chill with 50-60 destroyers in Savage Spur gate camping the Xenon that come in there. Or they just don't feel the need to buy from me.

I had momentarily considered building and selling the ships directly, but that seemed to be alot of clicking and I was preferring the AI to automatically hand me their money.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Yeah I'm definitely kicking off the Argon v Terran war just for shits and giggles. I want to unleash this juggernaught I've created. Then I think I'll finish my work with the Paranids and unite them and watch as chaos reigns. Maybe a massive paranid vs terran war to see how this all wraps up.

Ugh, X4 - you're so frustrating yet everytime I think I'm done with the game I want to do just one more thing and I keep going.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

To put it in perspective how long the pilot leveling is in the vanilla version of this game: I'm several days worth of game time in, I've made like 16 billion total worth of trades, have 23 stations, probably 200ish miners, 250ish fighters, a smattering of destroyers, a couple of carriers, had one of my fleets permanently gatecamping a xenon sector where they kill hundreds of xenon and I still haven't naturally produced a single 3 star pilot. It's very clearly an exponential curve where going from 0-2 is quick, but once a pilot hits 2 stars their xp gains per action absolutely plummet. I have a whole crap load of pilots with 2 3/4ths stars, but not a single one of the pilots I've hired, some of whom have been working for me since the very start of the game, has reached 3 stars on their own. My only two pilots that are 3 stars or over are the free pilot you get from the HQ plot who is exactly 3 stars and the dude from the yaki who is 4.8ish stars.

This is of course loving ridiculous. They *really* want you to collect seminars. But it's unbelievable that through repetitive action these people can't master on their own.

The same is not true for managers. Managers level up very quickly. I have a whole crap load of 4.8ish star managers.

Edit: one more thing to add - because of how good stations are I haven't felt the need to level my guys up that much. Because managers can get really good on their own, and the managers skill extends to the pilots they control in terms of orders, your stations will do a lot of hard work for you.

So if you really wanted to get trading going in vanilla without interacting with the monumentally stupid restrictions that have been placed on pilot leveling you could create a trading station, pick the wares you want to buy and sell, set the prices manually, and assign a bunch of traders to it and they'll probably hit 5 jumps for trade searches really quick.

Ice Fist fucked around with this message at 15:03 on May 6, 2021

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Finally being able to print my own L miners is pretty awesome. Just rolling these suckers off the assembly line catching up to all the silicon demand I have.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Shrimp or Shrimps posted:

Does your game still run when alt-tabbed? As far as I can tell, my game pauses or at least runs at a very slow rate.

For me, I needed to be in borderless window. When I alt- tabbed while full screen the game would pause.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Finally kicked off this TER vs ANT/ARG war to spice up the universe. Getsu Fune and the Void are now super hot. Piles of TER destroyers, previously unused and sitting idle in Savage Spur gatecamping the Xenon now lie dead near ANT defense stations. TER are dropping stations of their own in the Void. Suddenly the Terrans need ships and I'm happy to supply them!

*Cackles maniacally*

I realize I'm a bad guy here since I'm basically Moriarty from Game of Shadows, kicking off a war so I can supply the war with weapons, but does it make a difference if I did it only because I was depressingly bored with how quiet the universe has been? The Xenon have been a complete nonfactor and have lost sectors to the Terrans, Teladi, and Paranid. Beyond that, nothing of note has been occurring. Nobody has made any headway in the faction wars. I think I saw one station get taken out in the Paranid Civil War.

It's nice to see *something* going on. You're welcome universe. Now to finish uniting these Paranid and see if they apply any pressure to the ANT/ARG.

Ice Fist
Jun 20, 2012

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I’d go as far to say that carriers are basically worthless in sector. Or at least the Tokyo class is. Can’t speak to the others. They’re honestly pretty great OOS. Watching OOS fighter blobs dissect an I is fun to watch, but the fighters are just unable to reliably take off or dock in sector and since it appears that fighters will dock after most actions there’s just a huge traffic jam at the undock when they do anything in sector. It sucks a lot.

The difference between in sector and oos behaviors has been a problem since i first played X3:TC ages ago ( and probably way before that). The fact that the game still plays so differently in the two situations even now is bizarre.

Ice Fist
Jun 20, 2012

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Happy Underpants posted:

Does the Terran solar system count as one big sector the way other sectors connected by accelerators do? I've set up a trade station to trade protein paste in Jupiter but the station traders don't go to the farther parts of the system. Is that because of Egosoft jank or does Sol have special rules?

Station traders use the auto trade command but the parameters of the command are dictated by the manager of the station and not the pilot. If it’s a brand new station and manager I imagine the manager of the station is 2ish stars. Which would mean your traders are limited to 2 jumps maximum to sell their products.

Sol is comprised of several sectors separated by accelerators and each accelerator is treated as a “jump”. If you inspect one of your traders and go to their orders screen you can see what their limits are currently. So I’m guessing they won’t go out to Neptune or Pluto simply because it’s too far away for your manager. As your manager gets better the range of his traders will go up.

Ice Fist
Jun 20, 2012

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Happy Underpants posted:


After that's set up I'll move on to the ridiculous money maker that is computronic substrates.

I’ve basically made my fortune off Computronic Substrate. Just be ready for the disgusting amount of miners you’ll need to support even a relatively modest station.

Ice Fist
Jun 20, 2012

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Travic posted:

I really want to get in on this, but my Terrans are completely maxed out. Every station is full on all resources. I guess they have no one to fight since the Xenon are wimps in my game.

Is there any way to start a war between the Terrans and the Paranid? I really don't want to start one with ANT/ARG. I'm trying to protect them and I'm pretty sure the Terrans would roll over them.

So I don’t really know who has been doing the buying and selling and where everything I’m selling is going, but the Terran/Pio demand for computronic substrate, or really silicon carbide and metallic microlattice is bottomless. If anything until you get your own wharf you’ll be a massive driver of demand and you’ll essentially be selling the terrans wares and then buying some of them back in the form of ships and weapons. I have a massive computronic substrate plant and I never get above 5%-10% capacity because they fly off the shelves so fast.

Also, don’t be so confident that the terrans are all powerful. I thought they would roll over ANT/ARG too and it just didn’t happen the Terrans have killed 2 ANT stations in my game for the cost of 50-60 destroyers. Factions are pretty tough and the AI isn’t smart enough to not suicide their destroyers into defense stations.

FrickenMoron posted:

I did the Terran start and bought 3 gas and 1 mineral miners to have em work in Oort Cloud. It's okay money but I feel like the terran market is woefully undersupplied on energy? Theres barely any solar power plants. Would it be a good idea to get into that market? I have never ever built a station in X4 so I'm a bit anxious about how it all works, it was annoying enough in X3 TC.

I was really nervous about building stations based off my experiences in X3, but not only is it pretty simple, but its not all that expensive. Although building an energy station in Mercury is perfectly viable (it's what I did), it's not what I would do now. Energy in general is always in demand, but it's not a big money maker. I only make a few hundred k an hour from my solar planet in mercury. It does, however, supply all my my stations in Jupiter with energy cells with the assistance of a trading post I built in Mars as a half way point. If I were to start all over the advice I would give is to go straight to silicon carbide.

1) Play the game until you unlock SETA and the research techs that let you steal blueprints.
2) Steal the metallic microlattice and silicon carbide modules from terran stations, plus any other modules you don't want to pay for (habitation modules are fairly expensive and are good targets for theft). Don't do what I did and fly between stations crossing your fingers that RNG has blessed you with a data leak. I was ignorant of somewhat obscure mechanics. Use EMP bombs to create data leaks. You're guaranteed to get a blueprint. Just be careful not to get blown up by the 5-0
3) Build a modest station either in or 1 jump out of the oort cloud or asteroid belt, with a dock, a microlattice module, a silicon carbide module, plus one of each storage type (container, solid and liquid). Silicon carbide requires microlattice to build but only a tiny amount of it so this station will eventually sell both silicon carbide and microlattice. Don't worry about habitation just yet. Also don't worry about defenses for the station which shouldn't be a problem because you can't build defenses anyways until you unlock the turret and shield blueprints. Put your cash towards getting the station running first. After you settle on the design, make sure that the settings for construction buy orders are open to the AI and put the cash into the construction account to pay for the materials. The AI should pretty quickly start filling them. Find any old construction ship wandering around and assign it to build the station. A modest station like this should build pretty quickly.
4) Assign all of your miners to it. Make sure that the buy orders for all of your inputs are set so only your faction can fulfill them, except for energy cells. Keep that open to the AI. Eventually you'll want to be supplying your own energy, but to start out energy is pretty cheap to buy. Buy any additional miners to go get your inputs for you. Monitor your station for a bit or check in often and continue buying and assigning miners to your station until they can keep up with production.
5) Make sure that you have some cash in your station's account. The game will give you a recommended amount to put in, but this always takes into account the amount of money it would take to essentially purchase all of the wares off the market even if you're supplying it yourself via miners or producing it yourself at a station. Also, the game for some reason treats your miners delivering your ore to your station as a "trade" and it requires cash in the account to cover the transaction even though no cash actually changes hands. Bottomline: Always make sure your stations have at least some cash in their account.

The AI will trip over themselves to buy your silicon carbide. Money made by selling the carbide and microlattice will go into your stations account. To get it out, either just raid the station's funds by setting it to a low amount or hitting the "accept estimate" button so long as the current balance is greater than the estimate (otherwise you'll deposit cash into the account). The game will, eventually, begin transferring cash directly into your personal account, but the formula for this is a bit weird. It only happens once an hour at most from what I can tell and the station needs to reach some sort of threshold before it will make a deposit.

You can add trading ships to your station but you don't need to. It's a very good money maker just with the AI buying your stuff. Continue expanding the station by adding additional silicon carbide modules and eventually some habitation. Your station is going to eventually keep growing and you can either keep expanding the one station or building many smaller stations. It's completely up to you. My recommendation is to build many smaller stations rather than one massive one, mostly because you can build them in parallel and at a certain point its easier to build a smaller station than to continue adding modules to a very large one. The game gets really fussy about connecting modules to a very big station and the station building interface performance slows to a glacial pace.

Ice Fist fucked around with this message at 17:38 on May 17, 2021

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Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^


He's fading fast, call code GET THE CART

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