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firefoxx80
July 22 2011, 10:15:13 AM
This used to be its own thread over on SHC, and we're at risk of hijacking the space sim thread, so here goes.

http://store.steampowered.com/app/2820/

For those who don't know, it's a space sim, kinda similar to Elite and Privateer. It's a fairly small universe (~90 systems), but allows you to run missions, build fleets, and build/maintain factories and stations.

The main plot runs for ~15 or so hours, but there are several other plots that range from 2-20 hours each; there's an additional long-term plot that runs for several weeks/months (this largest plot can be done in parallel with the smaller plots).

Finally, the game allows modding. So there's lots of discussion on SHC/FHC about it...

Liare
July 22 2011, 10:20:31 AM
tried it a few times, never liked it much. :(

firefoxx80
July 22 2011, 10:25:08 AM
Vanilla versus modified?
The game has some quirks and limitations. If you're just playing the main plot, you probably won't encounter these, but once you start playing the wider game, you'll soon encounter them. A few of the quirks are helpful (infinite nvidium), but most are a pain in the arse (suicidal traders).

You can modify the game to change behaviour and reduce these problems, this is supported by Egosoft who make the game. However, almost all modifications will mark the game as modified, which means you won't earn Steam achievements, and you can't upload your game stats to the Egosoft website (for e-peen, and the occasional prize).

There are one or two modifications which are official, and everyone should install. Notably the Bonus Pack (http://forum.egosoft.com/viewtopic.php?t=276039). Which improves your trading ships' and stations' capabilities.


Personally, I'd play through the main plot without installing any mods (aside from the official bonus pack, above). It's not that tricky, and you will really get a feel for what the game offers. Once that's done, you can either install mods at that point, or restart with mods enabled. However, you can assume that most posts from me are relating to the vanilla game.



Mod, Mod, and Mod away
Mods which will mark your game as modified, but are widely regarded as useful, include:
M.A.R.S. Fire Control - makes your ships' turrets much more accurate.
Race Response Fleets - sends increasingly larger AI police/navy fleets to respond to incursions.
Race Warfare - increases the scale/likelyhood of AI factions sending fleets after each other

There are one or two total conversions, which change the main plots and map layout:
X-Tended

Fallout
July 22 2011, 11:19:14 AM
Bought this in the sales and its pretty awesome, but really hard to play because you can only save in stations and i seem to get insta killed by random haulers somehow or my autopilot crashes me into something.

friznit
July 22 2011, 12:38:30 PM
If you buy Salvage Insurance, you can save in space (1 insurance per save). These are available at Terracorp HQ in Home of Light, or in the Goner station once you've completed that mini plot. Of course there's also a mod ('cheat') that gives you infinite salvage insurance if you prefer.

AP is are pile of arse. I rarely use it.

Warpath
July 22 2011, 12:49:46 PM
AP is are pile of arse.


^^this


Also hate the controls, even with a joystick fighting other ships is bloody awful. If they improved these two things the game would be a lot better.

BLEURRRRGH
July 22 2011, 02:10:04 PM
Played the game a few times. Generally get bored after a couple of hours, though. The universe may be relatively small, but without an EVE style warp drive or Freelancer style trade lanes, it simply takes too goddamn long to cross systems, particularly the Terran ones, thus it feels huge. And empty.

Last time I played, I claimed a few of the hidden ships, sold them and used the proceeds to purchase a small fleet of five Mercury Tankers, before fitting them out with Mk 3 Trade Command Software. Thought it would be a nice source of passive income. With the way the levelling system for sector/universe traders worked, I ended up having to check through each of my ships every few hours to update their orders and activate the the abilities unlocked by their new levels.

Every now and then, the best sell they were after when they bought their wares would get filled before they arrived to the station, so they would be left with a load of goods they couldn't sell without incurring a loss. Whenever this happened, I'd have to manually tell them to sell the goods (remote best sell), wait for them finish the order and then give them their old orders again. God knows why they didn't think to simply wait around ...

Would have preferred to have invested the money into a station or two and let them run automatically, but I had to give up on looking for an ST class transport to hire after about an hour of searching.


AP is are pile of arse. I rarely use it.

I quite like it, to be honest. It meant I could pretty much AFK trade or semi-AFK explore (with SETA at 1000%) while reading A Game of Thrones. Got through half the book in a day :D

Overall, I'd say it's a good game, but it's got too many little flaws for my liking. I've always been picky, though, and am often put off games by the smallest of issues.

If you do give it a go, I would recommend these two mods, neither of which alter the gameplay or balance ... more like unofficial bug fixes:

Reduced Civilians Mods (http://forum.egosoft.com/viewtopic.php?t=262259) - really reduced clutter on the map in some of the busier systems and apparently helps with the game performance, particularly if you've got SETA active. I wouldn't really be able to comment on that, though.

Litcube's Bounce V1.641: Player Owned Autopilot Fix (http://forum.egosoft.com/viewtopic.php?p=3504935) - had a universe trader that nearly died to some pirates when entering a border system, so I sent three Busters to escort it. One of them died on a gate and the other died on a station when the trader was docking. This patch should apparently prevent those deaths in the future and I can't say I had any deaths due to retarded collisions afterwards.

Shaikar
July 22 2011, 02:21:17 PM
I briefly played X2 years ago but never really got on with it. It was a long time ago but I dimly remember setting up a cow farm in spaaaaaace then giving up when my freighters kept autopiloting into the side of stargates, stations and other ships.

I was looking at X3:TC the other day and it sounds awesome...but from the sounds of this thread the AI hasn't improved much?

Warpath
July 22 2011, 02:30:49 PM
I briefly played X2 years ago but never really got on with it. It was a long time ago but I dimly remember setting up a cow farm in spaaaaaace then giving up when my freighters kept autopiloting into the side of stargates, stations and other ships.

I was looking at X3:TC the other day and it sounds awesome...but from the sounds of this thread the AI hasn't improved much?


Ap still fly's you into gates and other ships...

Eidolon
July 22 2011, 03:22:13 PM
Either I'm incredibly lucky or you are all exaggerating wildly about the shittyness of the AP. I've got hundreds of hours of playtime and I lost maybe five ships to AP screwups.

Anarius Faust
July 22 2011, 03:36:12 PM
AP is not thaaat bad, just take care to safe frequently. Don't turn off the autosave on docking feature :) There are a lot of mods which make the game a lot better, especially everything by Luckie, the trader scripts are a lot better than the builtin Mk. 3 trader.

Kazang
July 22 2011, 08:26:26 PM
Ap still fly's you into gates and other ships...
Never happened to me.
The AI sometimes runs into me around gates/stations when I'm stationary but I have never had a problem with AP.

I don't understand your complaint about flight controls either. Mouse aim works perfectly fine and you can customize it to pretty much exactly how you want.

pratell
July 22 2011, 09:15:44 PM
Never happened to me.
The AI sometimes runs into me around gates/stations when I'm stationary but I have never had a problem with AP.

I don't understand your complaint about flight controls either. Mouse aim works perfectly fine and you can customize it to pretty much exactly how you want.flight controls are fine, i think warpath is just bad at flying spaceships. menu controls on the other hand are a pain in the ass to get through sometimes.

i kinda quit playing when i got to the point where it was taking me a night of playing to set up a carrier group that was identical to another one, and the mods that promised to do this were broken. still, pretty fun.

Shaikar
July 22 2011, 11:06:21 PM
I get the impression that this is a game that came with a weighty manual that told you minor things like how to fly without constantly spazzing out. Unfortunately I got it on steam so don't have the manual and the terran tutorial mission is lacking the tutorial component. No idea what was going on but it was strangely fun until I tried to dock - "just go towards the green light" said the autobeacon, so I did and slammed into the docking clamp at 200m/s. :facepalm:

Also, who makes right click the "action" button and left click the context one by default?! :psyduck: Hello mr patrol leader, I'm fine, slight weapons malfunction, everything is fine here...how are you?

Tellenta
July 22 2011, 11:23:13 PM
I get the impression that this is a game that came with a weighty manual that told you minor things like how to fly without constantly spazzing out. Unfortunately I got it on steam so don't have the manual and the terran tutorial mission is lacking the tutorial component. No idea what was going on but it was strangely fun until I tried to dock - "just go towards the green light" said the autobeacon, so I did and slammed into the docking clamp at 200m/s. :facepalm:

Also, who makes right click the "action" button and left click the context one by default?! :psyduck: Hello mr patrol leader, I'm fine, slight weapons malfunction, everything is fine here...how are you?

As a person that bought it from an actual store I can reassure you that it did not have a useful manual.

Lancehot
July 22 2011, 11:38:00 PM
x3 still remains a game I wish I could like for more than the pretty visuals, but I just can't.

Rexthor Hammerfists
July 22 2011, 11:55:24 PM
Its a great game, needs the mods mentioned in the op to be good tho. The hardest part is the start, making money at the eginning isnt easy unless you go through the plots, but when you get it off the ground theres plenty things like building fleets etc that are alot of fun, if your pc can handle it - mine cant :(

Batolemaeus
July 23 2011, 02:29:00 AM
I have long stopped bothering with energy cell trading in a discoverer. Fuck that.
I give myself 2m credits at the start, which is enough for a tiny station or two freighters with a few upgrades. The rest is used so I can actually buy a cargohold of Ore or whatever to sell. Cuts a lot of unnecessary grind out.
I just nuked my old install which was essentially a big pile of random mods with no way to untangle everything.
Now I have a clean, patched x3tc archived, and one cleanly modded game. I used:

* Abandoned Ship Spawner - randomizes all empty spawned ships and spawns new ones / despawns old ships that haven't been found
CAG & CLS & EST (all trade scripts mostly for factory complexes)
* Blacklist Manager - so automated traders don't slowboat through xenon sectors..
* Universial Best Buys/Sells Locator (incredibly useful)
* MARS (obviously)
* "performante komplexröhren" - it simply swaps complex tubes with a very low poly version. Doesn't really look worse from afar but is much, much better for fps
* X3 Unleashed - Spawns less scrub ships
* Apricot Hub Plot Medium - reduces needed resources for the player hub to something a bit more sensible
* X3 Menu Silencer - made it myself. You know when you move the mouse around in the menu, it makes this annoying sound that gives you migraine? I literally could not play the game due to it. So i patched it out. All hail the glorious pc where I don't have to put up with idiotic dev decisions.
* Terran Economic Stimulus / TOA to Jump Gate / Unknown Terran Pirate Base / Operation Loki - no brainer really. GoD tends to fuck up terran space and delete everything. Plus the eco is starving for food and can't produce stuff. These mods fix that.
* Cycrows Cheat Package - can't play without it tbh...X3TC is so bugged to shit you absolutely need a debugging tool. Also, I need it to give me some money on a new game. And to correct misplaced stations because that UI is unbelievably unhelpful. Whoever thought that station placement should be in a tiny window without proper axis control and feedback needs to evaluate his sanity. Has it never occurred to anyone to simply move the viewpoint of the CAMERA behind the station placement marker thing? Gah..


//edith:
Oh by the way, race response fleets..it fucked up royally. I don't use it anymore after it managed to put around 200+ ships trying to dock into Elenas Fortune Military Outpost and other border systems. Had to rip out that mod and nuke several systems with the cheat pack just to get into somewhat playable territory again.

supersarge
July 23 2011, 03:40:39 AM
http://forum.egosoft.com/viewtopic.php?t=297924

watched that guys youtube tutorial series - and now that i know wtf i'm doing its a decently fun game. Making factory complex's look neat is fucking hard though.

Anarius Faust
July 23 2011, 12:57:53 PM
I stay well the fuck away from all the Terran systems and game starts. Systems are way to big and economy is fucked up there. I like my Argon Prime, thank you sir.

Kazang
July 23 2011, 02:28:31 PM
Yeah the Terran systems are :psyduck: Water plants are like hour+ flight time for a freighter from hubs like mars and the fixed buy price is so much lower than the cost/time of transport and supply is low to begin with so water is super expensive to buy, but can barely be sold at a profit. So it never gets supplied and completely bottlenecks production of everything. And why the fuck does autopilot need a 30km docking approach on a Terran station? Seriously wtf, this is space motherfuckers ships don't stall, the approach distance is a total waste of time.

I really balk at some of egosofts design decisions, like Argon systems never having any 25MJ shields in EQ docks despite numerous Argon ships using them, it just makes no sense at all.
The basic Terran weapon being 330k, that's more expensive than a M4! How are Terran M5/M4 supposed to be used when equipping them with a single gun costs as much as 5 fully fitted M5s of another race. And to cap it all the gun fucking sucks on M5s as it's projectile is too slow to hit other M5s.

Batolemaeus
July 23 2011, 02:36:40 PM
Yeah, you wonder how the terrans even survive as a spacefaring race. I mean, wow.
If you don't mod it, GoD will delete most terran stations over the course of a few days. And if you don't convert all those accelerators into regular gates via a mod, your own traders can't be used to keep the economy running to produce guns.
And then docking...try docking at earth torus with your autopilot. You'll die horribly.
And then there's the m6. Horrible gun layout which means you can't hit shit, and far too fast. I found the best way to kill m3 and lower in that ship is to simply ram them, retreat to let shields recharge, and ram them again until they explode.

Eidolon
July 24 2011, 02:47:04 PM
Most Terran weapons may be terrible, but the Matter/Antimatter-Launcher is fucking awesome. Equip the Vidar you get in the Terran plot with 10 of them and you'll be able to destroy capital ships easily.

Art
July 24 2011, 04:10:17 PM
i think x: rebirth would be the only reason i'd get a desktop in the future to play games... really looking forward to that one. played X3: reunion to death in college, missed out on terran conflict.

firefoxx80
July 25 2011, 04:54:15 PM
Yeah, Terran Economy is fucked, and basically collapses in a few game days. The stations don't buy/sell quickly enough; the game engine, GoD, sees that they're not trading; GoD then deletes them. The problem lies in the fact that several stations are irreleplacable (even after Aldrin missions), so the Terran economy goes into a terminal decline.

There is a way to get around it, but it requires a bit of luck and effort. You also sacrifice some of the rarer ships in the game:

- Complete the Terran plot once, so you unlock the USC Commander start.
- Start a new game using USC Commander, since it gives you more credits and a slightly stronger ship.
- Immediately sell the ship and instead purchase a Sabre instead. This sets you up for your first 1m credits.
- Use this money to purchase some Rapiers, don't worry about fitting them, you want as cheap as possible.
- Lots of micromanagement here, but send the Rapiers to dock at the Terran raw material factories (hull plating, food, ice, water, etc.).
- Whilst this is happening, head out and find the two abandoned TMs; they aren't that great, so sell them ASAP. This should net you a few more million credits.
- Repeat the above step of sending them to factories. Whilst you're at it, you probably want to dock some at the Tractor Beam factories in Paranid space, and the Incendary Bomb Launcher factories in Yaki space (Yaki aren't hostile at game start, but you will need to change your game settings to mark them as blue).

It's a grind, but the docked ships prevent GoD from removing the stations. The Terran economy will continue to collapse, so it's worthwhile docking a ship (and hiding it) at as many of the Terran stations as you can. Later on, you can build more stations in Aldrin space, so you can spam factories, etc. near to each other and revitalise the economy. However, in the short/medium term, you can use Spitfyres to keep thinkgs ticking along.

XenosisReaper
July 25 2011, 06:18:59 PM
I have the opportunity to get X3 Reunion for free, what advantages does TC have over Reunion (I have never played an X3 game before) graphics and playability being most important for me.

Mr Marram
July 25 2011, 06:27:52 PM
I have the opportunity to get X3 Reunion for free, what advantages does TC have over Reunion (I have never played an X3 game before) graphics and playability being most important for me.

RTFM before you do anything, it has a learning curve that makes eve seem trivial.
Look out for some mods to throw on the game too, the best of them improve the look and balance alot of stuff.

BLEURRRRGH
July 25 2011, 08:26:06 PM
I have the opportunity to get X3 Reunion for free, what advantages does TC have over Reunion (I have never played an X3 game before) graphics and playability being most important for me.

Never played Reunion; only TC. Apparently the main differences are:

Graphics are better
HUD and menu's are more user friendly
Ships, on average, have a higher base speed
More ship classes
There are more systems
Comms range has been increased
Missions can be accepted via the comms window rather than having to dock at a station
More mission types
Money is easier to make

Mavolio
July 26 2011, 12:45:35 AM
a learning curve that makes eve seem trivial.

Brought it on steam an age ago. Gave it 2-3 days then just gave up as the menu system and stuff for giving your ships orders was a pain in the ass. I hope the squeal has a better menu system with some nice easy to use drag and drop stuff.

Batolemaeus
July 26 2011, 02:47:15 AM
There is a way to get around it, but it requires a bit of luck and effort. You also sacrifice some of the rarer ships in the game:
I prefer this (http://forum.egosoft.com/viewtopic.php?t=283693). I'm modding the shit out of my current game. I even spent some time writing a few rsync scripts to easily and quickly revert to earlier versions of my tc folder when trying out mods.

pratell
July 26 2011, 03:25:23 AM
Incendary Bomb Launcher troll detected

for reals though i only fly terran ships... vidaris basically an M2 with less turrets and harder hitting guns.

Lana Torrin
July 26 2011, 04:28:54 AM
Played the original X and it was great and I loved it, and then all of a sudden I got over it.. It seriously was great one day and then the next I sat down to play it and I just went, ugh, I hate this game now...

I remember the original having a 'player made missions' competition and the best dozen or so got included in the expansion. I even submitted one.. (This was good because the included missions were ass)

Batolemaeus
July 26 2011, 05:49:59 AM
X mission scripting has always been horrishit. And not in the comical way, but the frustrating, agonizing way of GoD removing stations with plot critical non-respawning ships inside.
Or, well, the Hub Plot. Even if you leech microchips from every single naturally existing factory in the universe, it'll take months of real time to get to the point of fulfilling that one requirement. If you build a factory complex, you'll end up with a huge complex producing nothing useful so you have to nuke it or sit on piles of chips that you can't sell. It's just incredible and whoever came up with that needs to be punched in the dick.
Thinking about it, if they're the kind of person who gets enjoyment out of playing missions like that, they'd probably like getting punched in the groin a few times. Scratch that.

firefoxx80
July 26 2011, 09:55:29 AM
Thinking about it, if they're the kind of person who gets enjoyment out of playing missions like that, they probably work for CCP by now.

FYP.

Batolemaeus
July 26 2011, 02:13:06 PM
Nah, I think the people at egosoft have a tiny bit of self respect.

Shaikar
July 26 2011, 03:22:56 PM
Gave it another go last night, started as a humble merchant and tootled around trying to sell people stuff for about 20mins. On jumping through one gate, I saw some randoms having a go at the argon military and losing badly. Being in a hauler, I just sat there and watched, then saw some boxes of loot had been dropped - hurray, free stuff!

I gunned the (2 stroke strimmer) engine of my mercury to salvage the precious things, then someone jumped through the gate behind me, obliterating my ship in the process.

***GAME OVER***

:facepalm:

Skeptic
July 26 2011, 03:36:17 PM
Same kind of deal caused me to quit playing. Spent around ~100 hrs setting up a load of space weed farms and blowing up stuff in missions working my way up to getting a nice big capital. So eventually I jump in my new M2 and spend around 20 minutes shuttling fuel onto it (you cant dock to get energy cells in caps) and eager to blow something up I get a beefy kill mission on the go. Two minutes later some crazy mo-fo in another M2 rams into me, my new ship explodes and realise I have not saved in an hour or so -> emo-quit.

Anarius Faust
July 26 2011, 06:00:26 PM
X3 quickly makes you learn to SAVE ALL THE TIME!

Batolemaeus
July 26 2011, 06:51:17 PM
Btw., you know you can transfer stuff into capitals by just getting a freighter loaded with stuff in range and using the transporter device? You can also dock them at equipment docks / shipyards / military outposts and transfer from other docked ships.
Oh and yes, gates are death traps. When you come out of a gate, immediately change your course to get away from it. You'll notice the ai does that too. Also, use the edges of the gates, so you don't get fisted by a capital.

mewninn
July 26 2011, 09:34:32 PM
Couldn't get into it. The way the UI works and just the long trips makes it the most tedious game I've ever played. Just thinking about it makes me think how EVE isn't as bad as I make it out to be

friznit
July 26 2011, 09:54:08 PM
Trick to X games: learn the keyboard shortcuts. The UI is a descendant of the first DOS based X: BTF which had no native mouse support and everything was keyboard/joystick driven. It's pretty intuitive once you get the hang of it and you can rattle around the menus much quicker than using a mouse.

Anarius Faust
July 26 2011, 10:18:51 PM
Btw., you know you can transfer stuff into capitals by just getting a freighter loaded with stuff in range and using the transporter device? You can also dock them at equipment docks / shipyards / military outposts and transfer from other docked ships.
Oh and yes, gates are death traps. When you come out of a gate, immediately change your course to get away from it. You'll notice the ai does that too. Also, use the edges of the gates, so you don't get fisted by a capital.

I was rich as fuck when I got my first capitals, so I just bought my own equipment dock for supplying it. I think you might need a mod for that - don't be afraid to use mods for this game, most of them are pretty balanced and not "cheaty". The game has so many things you can abuse to "cheat" and make ridiculous amounts of cash anyways, you have to treat it as a bit of a sandbox imo and decide yourself what features and mods you want to use.

Batolemaeus
July 26 2011, 10:50:51 PM
Trick to X games: learn the keyboard shortcuts. The UI is a descendant of the first DOS based X: BTF which had no native mouse support and everything was keyboard/joystick driven. It's pretty intuitive once you get the hang of it and you can rattle around the menus much quicker than using a mouse.
Wait, there are people out there who use the mouse for those menus? Why..would anyone..jeez.
And yes, navigating the interface becomes extremely fast once you get familiar with the shortcuts. There aren't even many. "r" for assets, enter opens the context menu, shift c opens the console of your own ship and from there it's just pressing numbers on the keyboard.

To be honest, the ui isn't good, but its speed has grown on me. I just wish the windows were more flexible. But other than that, I can navigate extremely quickly, give orders, view information.
But using the mouse? Oh god.

firefoxx80
July 27 2011, 09:46:21 AM
Stocking capital ships is easy once you know how. Just get a semi-capable combat ship, like a Vulture Hauler or Spitfyre, install CLS and transporter on it, and tell it to keep a capital ship stocked with x amount of energy cells.

I have a complex producing ECells, missiles, and ammo; and then 2-3 Vulture Haulers just shipping equipment out to the capitals. You occasionally lose a hauler to Xenon or Pirates, but they are fairly easy to replace.

Shaikar
July 27 2011, 03:08:07 PM
Probably a stupid question but do player owned solar plants need crystals to work?

Assorted forum threads lead me to believe that player stations don't use the secondary resources and as solar stations have no primaries, they'll make energy cells for nothing once they're set up. However the online complex calculator says they do need crystals...

Batolemaeus
July 27 2011, 03:16:36 PM
They need crystals. NPC owned spps however generate ecells out of thin air and don't need crystals.

Shaikar
July 27 2011, 03:26:31 PM
Ah so player stations always need secondary resources but the NPC ones don't? (Presumably to stop the AI killing the economy through random incompetance.)

pratell
July 27 2011, 04:40:27 PM
They need crystals. NPC owned spps however generate ecells out of thin air and don't need crystals.spps will produce e-cells without crystals, player or NPC. it just increases efficiency significantly with crystals.

also that may all be incorrect because i know i modded some of the factories.

Batolemaeus
July 27 2011, 05:13:15 PM
spps will produce e-cells without crystals, player or NPC. it just increases efficiency significantly with crystals.

also that may all be incorrect because i know i modded some of the factories.

Mine don't. ;)

Ah so player stations always need secondary resources but the NPC ones don't? (Presumably to stop the AI killing the economy through random incompetance.)

No, spp are just an exception. The entire economy depends on ecells and a game could simply die if spp required crystals which would need ecells to be built, which don't exist because the spp aren't getting crystals.

firefoxx80
July 28 2011, 08:48:18 AM
Ok, just to clear up last few posts:

- NPC factories need primary resources in order to function.
- If NPC factories don't get primary resources, and can't sell their primary outputs either, there's a risk that the GoD engine will remove the factory.
- Secondary resources do nothing for NPC factories, they are basically a resource sink to stop the primary economy from grinding to a halt (oversupply). Secondary resources are consumed at a constant rate.


- Player factories don't necessarily use the same resources as their NPC counterparts.
- Player factories need all primary resources, they don't have secondary resources.


Edit
Player Solar Power Plants (SPP's), use Crystals and produce ECells. You can ship in the crystals remotely, but IMHO it's far better to produce them in a closed loop. Since the Crystal factories use Silicon and Food, you end up with something like:


Silicon mine (race dependent, has different processed food requirement)
Input: Processed food, ECells
Output: Silicon wafers

Crystal factory
Input: Silicon wafers, Processed food, ECells
Output: Crystals

Solar Power Plans
Input: Crystals
Output: ECells

Raw food production (race dependent)
Input: ECells
Output: Raw Food

Raw food processing (race dependent)
Input: Raw food, ECells
Output: Processed food

BLEURRRRGH
July 28 2011, 06:35:37 PM
... you end up with something like:

That looks like a fun task to undertake. Was planning on looking into that, but I got drawn back into Sins of a Solar Empire.

That said, what do you sell? Whatever you have an excess of?

Anarius Faust
July 28 2011, 08:08:15 PM
That looks like a fun task to undertake. Was planning on looking into that, but I got drawn back into Sins of a Solar Empire.

That said, what do you sell? Whatever you have an excess of?

Here is a typical self-sufficient E-Cell loop: http://tinyurl.com/98nuqx - generates E-Cells to sell or use, also a small excess of crystals.

firefoxx80
July 28 2011, 08:33:27 PM
Use the extra capacity for whatever really... most of the time you'll want to attach more factories and produce something that's more sellable.

In Unknown/Pirate sectors, you can produce space fuel and space weed, these will turn a massive profit. Also, making 1MJ and 5MJ shields, brings in some money.

XenosisReaper
July 28 2011, 08:43:39 PM
Use the extra capacity for whatever really... most of the time you'll want to attach more factories and produce something that's more sellable.

In Unknown/Pirate sectors, you can produce space fuel and space weed, these will turn a massive profit. Also, making 1MJ and 5MJ shields, brings in some money.

space weed? I am so getting this game

Lady Spank
July 28 2011, 08:57:23 PM
Bought the superbox for £18 a while back rather than the used copy of this game alone at £1.50

Have got as far as the bit in the tutorial where it says right click to shoot your target, at which point I realised that by choosing the trader character, I had no guns equipped.

Looks amazing, mouse speed is lol but I realise that the keyboard shortcuts are where it's at. Will learn to play it eventually.

Anarius Faust
July 28 2011, 09:28:14 PM
The tutorial is shit anyways, and pretty much only works for fighter starts :) There are some decent X3 Tutorial Videos around somewhere on youtewb.

Batolemaeus
July 28 2011, 09:40:49 PM
Use the extra capacity for whatever really... most of the time you'll want to attach more factories and produce something that's more sellable.

In Unknown/Pirate sectors, you can produce space fuel and space weed, these will turn a massive profit. Also, making 1MJ and 5MJ shields, brings in some money.

Regarding Spacefuel and weed: Those are illegal almost everywhere, so don't put one up in argon prime, even though the argon dudes sell you the complex.

Good systems for fuel/weed:

Freedom's Reach (Unclaimed sector south of Danna's Chance. Lots of pirate bases in reach, just sell it slightly below average and wait for traders to buy off you, so you don't even have to risk you own transports)

Unknown Sector east of Montalaar, West of New Income. Roids are a bit off the beaten path, but it's also in range of tons of pirate bases. I've got a complex with three large fuel and weed fabs running and my stock is always sold out.

Anarius Faust
July 28 2011, 10:01:10 PM
Space Fuel and Weed I always stayed away from ... its one of the "holes" I feel the game has, it is a huge money fountain without any real drawbacks ... the demand is unlimited pretty much, NPC traders just gobble that shit up like crazy and there is no real risk involved if you do it in pirate sectors. Game needs some anti-drug war expeditions of major empires into lawless space, coming to blow up your stations or at least some really agressive pirates which make you actually protect those money fountains.

BLEURRRRGH
July 28 2011, 10:57:41 PM
Space Fuel and Weed I always stayed away from ... its one of the "holes" I feel the game has, it is a huge money fountain without any real drawbacks ... the demand is unlimited pretty much, NPC traders just gobble that shit up like crazy and there is no real risk involved if you do it in pirate sectors. Game needs some anti-drug war expeditions of major empires into lawless space, coming to blow up your stations or at least some really agressive pirates which make you actually protect those money fountains.

Same. I got all excited when I heard of space weed. I imagined building a factory in a pirate sector somewhere and having a big fleet of M4 Interceptors smuggling them through controlled space, past customs, etc. Then I read up and discovered that it is only bought by a few pirate stations. A letdown comparable to the letdown when I first saw what a POS was in EVE. When I read how it was kinda 'sploty, I passed and decided to look into other things.

Anarius Faust
July 29 2011, 07:26:13 AM
Same. I got all excited when I heard of space weed. I imagined building a factory in a pirate sector somewhere and having a big fleet of M4 Interceptors smuggling them through controlled space, past customs, etc. Then I read up and discovered that it is only bought by a few pirate stations. A letdown comparable to the letdown when I first saw what a POS was in EVE. When I read how it was kinda 'sploty, I passed and decided to look into other things.

Thing is even worse, NPC traders come to your stations and buy it directly from your complexes. If at least you had to smuggle that stuff through lawful space to your customers at least you would risk loosing the ships and cargo. As is now you don't even have to do that, you can simply put up an enormous weed complex in some central pirate system and you are set for some easy money.

Da8
July 29 2011, 07:45:49 AM
or you could just build it in Teladi space where weed is legal

and to make it even easier if you dont like to built complexes you could build it in a system called Spaceweed Drift where there is already a solar plant built

firefoxx80
July 29 2011, 11:15:34 AM
There are uber-cheats whilst remaining in the *not modified* mechanics, but I wouldn't recommend them.


- The infinite Nvidium mining/selling in Kingdom's End
- The equipment duping bug when buying ships
- The item duping bug in menus (although never tried this one)

friznit
July 29 2011, 11:31:08 AM
The one thing that keeps making me quit is the total lack of fleet command options in the late game. Sure, mods like CODEA make carrier ops marginally less painful by automating a lot of stuff, but the game really needs a strategic RTS type interface for controlling large fleets. In short, even though it's possible to have hundreds of capital ships, it's still a solo fighter game at heart. Not to mention capital ships are basically just very big fighters.

Skeptic
July 29 2011, 01:31:10 PM
Its not actually all that fun piloting the larger ships, best fun is to be had messing around in the fighters and M7's I found.

firefoxx80
July 29 2011, 02:29:31 PM
Yup, in all honesty, I've found it easier to build a few lasertower factories, load them into a TS, and drop a fuckton where I think there will be trouble.

Capitals are good when you want to hotdrop something, but I've never found a need to fly anything other than the Vidar you get at the end of the Terran plot.

pratell
July 29 2011, 02:40:08 PM
Yup, in all honesty, I've found it easier to build a few lasertower factories, load them into a TS, and drop a fuckton where I think there will be trouble.

Capitals are good when you want to hotdrop something, but I've never found a need to fly anything other than the Vidar you get at the end of the Terran plot.commanding a carrier op from a m5 or m4 and flying around instead of shooting shit is just as fun. the biggest letdown was that that universe didn't really change much after i cleared out all the khaak and xenon sectors. i think i need to destroy the teladi next...

friznit
July 29 2011, 03:00:39 PM
While I found Race Response fleets to be a bit borked (it caused horrendous slow downs), the alternative Race Invasions seems to be more interesting for end game piss about. There's another similar one which I think is built into one of the balance mods, but that replaces so much you end up breaking other stuff too.

Shade Millith
July 29 2011, 04:04:01 PM
Loved the idea of X3, but couldn't get into it. I found the UI just horribly tedious and needing serious streamlining.

pratell
July 29 2011, 04:53:25 PM
While I found Race Response fleets to be a bit borked (it caused horrendous slow downs), the alternative Race Invasions seems to be more interesting for end game piss about. There's another similar one which I think is built into one of the balance mods, but that replaces so much you end up breaking other stuff too.i will have to try that again. the race response fleets were retarded, they basically just spawned shittons of ships and lagged the fuck out of any game they were added to. i spent 3 days flying around to every system and deleting enormous fleets of capital ships just so i could play.

Eidolon
December 7 2011, 07:57:40 PM
X3: Albion Prelude, an add-on to Terran Conflict, announced for release on December 15th.

News article here (http://www.egosoft.com/x/xnews/201112_1_44News.html), terrible trailer below.


http://www.youtube.com/watch?v=TJ7z1HVonUM

Mavolio
December 7 2011, 08:21:31 PM
If they can improve the UI so i done get annoyed/bored and stop playing after an hour it will be worth the £££

pratell
December 9 2011, 05:48:45 AM
video was ofc great but seriously what the fuck: AGI rapes terrans, then terrans launch an offensive on the x universe? how does that play?

also, i think x3 would have had a much longer shelf life if there had been some actual, real threats. when you can steamroll through every cock sector with 1 carrier game loses a lot of charm.

coming from someone who played for 300 hours...

Constantinus
December 9 2011, 10:55:55 AM
Hopefully this time they manage to balance the fricking ships.
After all, terran conflict had a horrible balance even amongst the non terran factions and shipclasses ( buy m7 missile frigate, create missile complex -> win the game ).
Horribly op terrans were also annoying.

arian snow
December 10 2011, 11:14:53 AM
X3: Albion Prelude, an add-on to Terran Conflict, announced for release on December 15th.

News article here (http://www.egosoft.com/x/xnews/201112_1_44News.html), terrible trailer below.



Want!

Huge fan of X3:TC.

pratell
December 11 2011, 08:10:56 PM
Hopefully this time they manage to balance the fricking ships.
After all, terran conflict had a horrible balance even amongst the non terran factions and shipclasses ( buy m7 missile frigate, create missile complex -> win the game ).
Horribly op terrans were also annoying.springblossom was more fun and just as op as any missile frigate. is that m5 pissing you off? just bump his ass. m1 dropping flak in your asshole? sit on top of the turret and casually pump his butthole full of anti-matter.

Ædward
December 16 2011, 10:25:23 AM
If they can improve the UI so i done get annoyed/bored and stop playing after an hour it will be worth the £££

Totally this. Has anyone played it yet? Have they un-fucked the UI?

Adam C
December 16 2011, 11:48:34 AM
brought it on the crazy thought of "yaay controller"

firefoxx80
December 16 2011, 12:56:29 PM
I'm hoping that either Albion is an extension of Vanilla, or that someone backports the Vanilla plot into it (like people with with MTW2:Kingdoms)

Adam C
December 16 2011, 01:53:30 PM
2minutes in woefully disappointed controller support was a lie its basically a joystick

Calgus
October 13 2012, 01:43:18 PM
So has anyone played the Albion release?

Has capital ship control and fleet control been somewhat improved?

friznit
October 14 2012, 01:21:30 AM
Albion is just a couple of 'officialised' mods, some shitty story and a Terran vs Everyone war which just gets annoying. Otherwise it's exactly the same game as TC.

Calgus
October 14 2012, 04:24:35 AM
Hmmm, disappointing.

firefoxx80
October 14 2012, 08:45:57 PM
Still no word on X:Rebirth :(

Sarp
November 27 2013, 09:40:53 AM
So, I missed all the X3 games. EvE was taking up most / all of my game time and it just passed me by.

A few days ago however I bought into the pre launch hype and in a fit of spontaneity decided the best thing I could buy with the £50 in my steam account was X3 Rebirth.....

Yeah well, it's horrible.

Now amongst the moaning /rages / threats of harm on various boards is a large amount of reference to X3 Terran Conflict.

A brief look suggests flyable capital ships ( I like the thought of this ), good storyline with flexibility and freedom, cleaner / sharper graphics that won't make my 5Ghz CPU wheeze and various mods seem to be available to polish up the game as well.

Right now it's retailing at £15.99 on steam.

Seeing as I'm just about to uninstall X3 RB, have just quite EvE is X3:TC worth a shot?

Mixed reactions in this elderly thread, but maybe a more forgiving approach now we have the alternative to hand.....

Also if someone is kind enough to throw some viewpoints my way - and they're positive - Could you give me a list of definitive Mods that you know work and expand / enhance the game.

Very much appreciated.

Sarp

XenosisReaper
November 27 2013, 09:53:47 AM
Why do people sign their posts?

Max Teranous
November 27 2013, 10:34:06 AM
Max 8-)

Skeptic
November 27 2013, 11:31:18 AM
A brief look suggests flyable capital ships ( I like the thought of this ), good storyline with flexibility and freedom, cleaner / sharper graphics that won't make my 5Ghz CPU wheeze and various mods seem to be available to polish up the game as well.

Its perfectly playable out of the box with only MARS turret scripts.

Think you have the wrong idea of how the capitals work. You can fly anything but not everything is very exciting or best used that way, most of the turrets would be set to use scripts which you do not control anyway. One of the biggest reasons for using a smaller ship being you cannot dock to buy Energy Cell's, you have to order ships to buy and deliver them or manually refuel in a smaller ship else you cannot travel anywhere. Generally you wont want to be flying anything bigger than an M7 and even that is so slow that its very dull game play wise. You want to be directing your wing or fleet from a more mobile ship which in most cases would be some kind of M6.


Cannot dock.

M1 - Carrier. Hangar slots for multiple M3, M4, M5
M2 - Destroyer. Titan/Super Star Destroyer, big guns, no hangers.
M7 - Frigate. M2 light, some have small hangers.
M7M - Missile Frigate. Missiles and boarding/capture.
TL - Large Transport. Station building.

Can dock.

M6 - Corvette. Fast, tough, best choice for most of the jobs you will do.
M8 - Bomber. Missile Frigate light.
M5 - Scout. Super light, super fast.
M4 - Interceptor. Medium fighter.
M3 - Fighter. Heavy fighter.
TM - Military Transport. Carrier light.
TS - Transport. Hauler, basic trade ship.
TP - Passenger Transport. Shuttle.

Keeves
November 27 2013, 01:37:07 PM
Well I think that's definitely personal preference cause I really enjoyed flying caps in TC. Drop a fleet of caps into a system and just start shooting everything was some of the best fun I've had in a game to date.

Shaikar
November 27 2013, 02:01:35 PM
Definitely worth a go if space sandbox games are your thing. I've been playing this again recently with some mods and having a blast. I'd recommend XRM (http://forum.egosoft.com/viewtopic.php?t=304158) and MARS (http://forum.egosoft.com/viewtopic.php?t=207095). The first is essentially a full conversion mod, it changes shitloads - there's a list in the linked thread. The second sorts your turrets out and gives them non-spastic AI. Install them in that order and have fun. :)

Sarp
November 27 2013, 02:18:57 PM
Thanks for the replies.

Downloading as I type.