X³: The Reunion

Well it's been two/three months since I finished the plot, and well over a month since I decided to think about playing again. Today I downloaded a choice bunch of scripts, got the 'less asteroids' mod, but then discovered I can't log on to the egosoft website anymore :( .

Thankfully I've been able to get the latest patch, but i'm still stuck with only 3.1.0.4 of the bonus pack... Oh well. Now I need to resinstall so as to get rid of all the chaff cluttering up my x3 directories. Then it'll be time to take a deep breath and start a non plot version of the game.

It's been a long time since I started from scratch.
 
How exactly does a non plot version run that differs from the plot version (other than following the plot missions obviously)? I thought you could just do whatever, whenever, wherever...?

Any word on that Avarice Q?
 
Mat said:
I've read a lot about the update to 2.0.0.2 allowing players a second chance at buying Avarice if they missed it first time round.

However...

What is the situation if the game is started from 2.0.0.2? Do you only get the one,yet more balanced chance to buy/win it or will you eventually get another chance later on in the game?

I dont think there is much chance of me getting the cash together to buy it if it comes up as early as some say (24 hours play or thereabouts)...


Ok... dont worry. Word on the X3 forum is that its just a financial burden. Costs about 100 million if not more, has nothing of any use in it and seems to be generally useless...
 
Mat said:
Ok... dont worry. Word on the X3 forum is that its just a financial burden. Costs about 100 million if not more, has nothing of any use in it and seems to be generally useless...
Im not familier with it, but even if theres nothing there, its not entirely useless.
With a lot of initial expendeture, it would be possible to create some massive self sustaining complexes there, along with a HQ. Add to that some defensives around the sector and a few M6s for patrols, and you have a home sector to call your own. :-p
But it'd take a lot of money to achieve that.
 
BoomAM said:
Im not familier with it, but even if theres nothing there, its not entirely useless.
With a lot of initial expendeture, it would be possible to create some massive self sustaining complexes there, along with a HQ. Add to that some defensives around the sector and a few M6s for patrols, and you have a home sector to call your own. :-p
But it'd take a lot of money to achieve that.

this man has a good mind in his head, home systems forever!
 
Hi all.

I've decided to give X3 a try, but want to download a few mods before I take the plunge.

Can any of you delicious people suggest the best mods to get, and where to get them.
 
Right. I've got an Ore Mine on a rock with a yield of 28. I havent got a monkey's if the yield is good but **** it! :p

Few questions:

- How can tell my station to sell the Ore at the best price depending on the stock?

- How can I tell my two transporters that are docked at my station to find the lowest priced Energy Cells and take them back to the Ore mind, and constantly keep doing this?

- How can I tell if my station is making money?

Thanks
 
Ricochet J said:
Right. I've got an Ore Mine on a rock with a yield of 28. I havent got a monkey's if the yield is good but **** it! :p

Few questions:

- How can tell my station to sell the Ore at the best price depending on the stock?

- How can I tell my two transporters that are docked at my station to find the lowest priced Energy Cells and take them back to the Ore mind, and constantly keep doing this?

- How can I tell if my station is making money?

Thanks

- Without scripts, you need to set a minimum selling price. You can set a transport to sell silicon at the best price - much better than leaving AI transports to clear you out.

- You need to assign a homebase for your transports, being the silicon mine. You can then give them the instruction to 'buy ware at best price' and select energy cells. If I were you, I'd use both for buying energy cells for a couple of runs, then set one buying E and the other selling your Si.

- Before the transports can buy any wares their homebase (the Si mine in this case) needs to be given some money. 50 or 100k is probably plenty to start off with for a station that needs only E cells. Once the station is working you will see its funds go up as the Si is sold. Don't expect big profits while you're still building up your stock of E cells - you'll make the real money once your resource lists are fully stocked.

And Yield 28 is average. Hope you put a large mine on it (never use M mines, you will extract less minerals from the rock and it is 'gone' forever). Look in Elanor's fortune, or belt, and antigone memorial. Some good rocks there
 
a good script, if wanted, for the first item is Xai 'Station Command Suite' (requires Station Upgrades Framework).
both found here:
http://forum3.egosoft.com/viewtopic.php?t=96340
or here:
http://www.xai-corp.net/project/XaiCorp-STCOM

new station commands:
__Report Inbound Ships:__
Once installed at a station there will be an extra command available ''Report Inbound ships''. Running this command will scan all the sectors within 9 jumps of the station for ships heading for the factory. It will then send the list of ships to you in a report which also lists whether they're bringing supplies or looking to buy your product. Some ships will even allow you to see how much they're looking to buy.

__Price Manager:__
This software upgrade provides 2 new commands to dynamically set the prices at the station. Each command operates on one ware stocked by the station. You can run multiple copies of the commands to manage the prices of multiple wares.
The ''Match Local Price'' command will scan nearby sectors, upto a jump range you specify, looking for the best competing price. It will then set the price at your station to match this. You can also specify an amount by which to beat the best local price for, so guaranteeing you have the most attractive price for freetraders.
The ''Variable Price Manager'' sets the price to between an upper and lower limit, that you specify, based on the amount of ware currently in stock.
VPM + the offical bonus pack's station manger work well together.
 
i found toucan hauler and im getting myself some money now :D energy cells seem good comodity to sell, there needed everywhere, i just realised how it works, solar plant with full stock charges 12 credits/energy cell, and destination with no/little stock pays 19 credits/energy cell, thats 7 credits/cell, which is pretty good % wise, plus with the hauler its like many hundreds of them at once :D
 
Ricochet J said:
I need a fast transport ship that is very fast around 150m/s and carry's a lot of L containers around 5,000 or XL containers too.

Recommendations?
Mercury's? I used them.
 
I must confess that, having bought it when it first came out and played it for a couple of months, I haven't touched this for ages. This thread is still going strong though, which says to me that the game must be as well, so I'm of a mind to give it another go.

I can see from the Egosoft site there's a patch up to 2.0.02 - that's OK to use I take it? No teething troubles with it?

When I played before, the modding scene was only really in its infancy and there wasn't much around - presumably in the intervening time this is no longer the case? Working on the principle that there's no better recommendation than word of mouth, can anybody recommend any 'must have' mods, particularly for someone like myself who prefers the trading aspects of the game to the combat? This is something I will look into myself, but in the meantime if there's any that are real belters then I'd like them installed from the start!
 
I'm getting cheesed off :mad:

I've got two factories. An Ore Mine and a BioGas Factory. They are both placed in an area where demand for those products is there. Thiers atleast two stations that need Ore in the sector, and atleast four that need BoGas from my BioGas factory in the other sector.

WTF

They both do make money but very very slow. And slowly by slowly I find my personal funds going down. I had 1.2mil now i'm down to 600,000! What am I doing wrong?
Both factories need Energy cells. So I've got a transporter each at both stations that are constantly getting Energy Cells.

THATS SUCH A HASSLE!

How can I say to the transporters to constantly get energy cells no matter what, return home and then get it again? I can't, I seem to have to do "Buy Ware" all the bloody time!

And I always NEED to check my stations! I always need to change how i'm selling stuff for etc. It's a bloody pain. Can't the guy who runs the bloody station change the price accordingly?


I was much happier with this game when I had no stations. :mad:
 
Ore is never going to make you any major cash. I only place Ore mines if they are going to end up in a weapons complex. Bogas can make a little cash and help with your race rep though.

Forget about them for now and think about sticking a Space Fuel Distillery and Wheat Farm somewhere like Antigone Memorial or Herrons Nebulae. How about a weed complex somewhere with silicon roids? 1MJ & 5MJ shields will make stupid amounts of money, why not start a weapons complex on your ore mine?

To make serious money you need to make self sufficient complexes which are going to need silicon and ore roids. Antigone Memorial, Herrons Nebulae and Ore Belt have loads of both roids and are in safe sectors, maybe start building a few factories with the long term view of some big complexes.

Or just go off and blow some Xenon/Kha'ak/Pirates up? If you have done the Bala Gi missions and got the M7 then the quickest easy money spinner is blowing up Xenon cap ships and selling off the GPPCs. I made 20 million this morning just from clearing Xenon sector 472 plus it leaves a nice short cut for freighters if you leave the other Xenon sectors alone.
 
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