Self Sufficient PHQ (Player-Owned Complex)?
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Self Sufficient PHQ (Player-Owned Complex)?
My goal is to be self-sufficient... I can have auto-miners bringing raw materials. I don't know of anywhere where I can plan out my complex design to make it a self sufficient complex. I'm assuming it isn't the same as it was in X3. Anyone have any suggestions? The last thing I want to build is a money pit...
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Re: Self Sufficient PHQ (Player-Owned Complex)?
Mine makes hull parts and everything it takes to make em, It also makes the food to maintain a population for better production.
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Re: Self Sufficient PHQ (Player-Owned Complex)?
Can you tell me the number of stations of each type you're currently using?
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Re: Self Sufficient PHQ (Player-Owned Complex)?
Try this https://www.reddit.com/r/X4Foundations/ ... alculator/SirDeity12 wrote: ↑Sun, 9. Dec 18, 01:08Can you tell me the number of stations of each type you're currently using?
Re: Self Sufficient PHQ (Player-Owned Complex)?
the station types you need depend on what race you build a habitat for
Re: Self Sufficient PHQ (Player-Owned Complex)?
I just put together a website with the data from a spreadsheet. It's not tested enough, but if there's enough interest I'll put some more features into it.
http://www.x4-game.com/
http://www.x4-game.com/
Re: Self Sufficient PHQ (Player-Owned Complex)?
impressive - like the clean interface - very quick way of answering questions about my current HQ mega complexcrissian wrote: ↑Wed, 12. Dec 18, 14:18I just put together a website with the data from a spreadsheet. It's not tested enough, but if there's enough interest I'll put some more features into it.
http://www.x4-game.com/
could do with a save feature
also a minor typo - "food ratios"
Re: Self Sufficient PHQ (Player-Owned Complex)?
I'll add a save and share feature soon.
Re: Self Sufficient PHQ (Player-Owned Complex)?
Thanks
My other suggestion is to default the count to 1 for any new station
^_^
My other suggestion is to default the count to 1 for any new station
^_^
Re: Self Sufficient PHQ (Player-Owned Complex)?
Done and done. Thanks for the feedback.
Please note I am not keeping any data on the server, meaning that the saved layouts are saved only on the computer or device from which you're using the web app. Essentially the saves are not transferred between devices or browsers.
Please note I am not keeping any data on the server, meaning that the saved layouts are saved only on the computer or device from which you're using the web app. Essentially the saves are not transferred between devices or browsers.
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Re: Self Sufficient PHQ (Player-Owned Complex)?
I'd also recommend buttons to increment/decrement individual station counts by 1.
A 'make self sufficient' option would also be welcome, where it would automatically calculate the smallest number of stations needed to fulfill the current set of required resources.
A 'make self sufficient' option would also be welcome, where it would automatically calculate the smallest number of stations needed to fulfill the current set of required resources.
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Re: Self Sufficient PHQ (Player-Owned Complex)?
I have mostly Argon stations in my complex, but only Teladi habitat. I think my stations are producing goods though. Are you sure I need an Argon habitat in order for the Argon stations to produce goods?
Do Argon defense stations/substructures require Argons or can they also be controlled by Teladi?
Do Argon defense stations/substructures require Argons or can they also be controlled by Teladi?
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Re: Self Sufficient PHQ (Player-Owned Complex)?
My understanding is you don't need a habitat in order to construct things at all - habitats only increase efficiency.
EDIT: Speaking of habitats, they should probably be included in any complex calculator, including the efficiency level they bring.
EDIT: Speaking of habitats, they should probably be included in any complex calculator, including the efficiency level they bring.
Re: Self Sufficient PHQ (Player-Owned Complex)?
Hmm.. while technically correct, you need habitats to gain workers (if nothing else they're good for basic ship crew). Workers require (at minimum) a food source for their racial (ie habitat) type, requiring more modules..MutantDwarf wrote: ↑Sun, 16. Dec 18, 21:18My understanding is you don't need a habitat in order to construct things at all - habitats only increase efficiency.
AgreedEDIT: Speaking of habitats, they should probably be included in any complex calculator, including the efficiency level they bring.
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator) DxDiag
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator) DxDiag
Re: Self Sufficient PHQ (Player-Owned Complex)?
Sorry for jumping in the bandwagon..
It would be really good to add the calculation of the storage you need..
I extended my PHQ with 2 silicon refineries and 4 microchip plants, but I had only 1 container S storage, fitting only 240 microchips and stalling the production..
Would be nice to calculate somehow storage required for designed production.
It would be really good to add the calculation of the storage you need..
I extended my PHQ with 2 silicon refineries and 4 microchip plants, but I had only 1 container S storage, fitting only 240 microchips and stalling the production..
Would be nice to calculate somehow storage required for designed production.
X4:Foundations: Abandoned/Derelict ships and locations
Re: Self Sufficient PHQ (Player-Owned Complex)?
This is done now.MutantDwarf wrote: ↑Sun, 16. Dec 18, 21:18EDIT: Speaking of habitats, they should probably be included in any complex calculator, including the efficiency level they bring.
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Re: Self Sufficient PHQ (Player-Owned Complex)?
when you guys doing the PHQ building, to make it profitable does the behavioral tab ever get accessed? I keep having ships just stop working or going off doing auto trades by default, cant seem to make it a smooth operation to get the resources from my own freighters
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Re: Self Sufficient PHQ (Player-Owned Complex)?
There is an economic tab as well that is greyed out on my PHQ, not sure if i did something wrong or maybe a three star manager is not enough
Re: Self Sufficient PHQ (Player-Owned Complex)?
Calculator is working great .. Save load function is very helpful, together with calculation of profitssss and station costs. Well done!crissian wrote: ↑Fri, 21. Dec 18, 12:35This is done now.MutantDwarf wrote: ↑Sun, 16. Dec 18, 21:18EDIT: Speaking of habitats, they should probably be included in any complex calculator, including the efficiency level they bring.
X4:Foundations: Abandoned/Derelict ships and locations
Re: Self Sufficient PHQ (Player-Owned Complex)?
thanks a billion
X4: Let's do this!
(ASUS Sabertooth X99S; i7 5930@3.5; 24GB RAM; RX 580; playing latest vanilla steam version with Split Vendetta on Win10/64, "the young gun''; mogul/captain)
{playing since X-BTF}
(ASUS Sabertooth X99S; i7 5930@3.5; 24GB RAM; RX 580; playing latest vanilla steam version with Split Vendetta on Win10/64, "the young gun''; mogul/captain)
{playing since X-BTF}