Litcube's Universe

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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kaistern
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Post by kaistern » Sat, 20. Dec 14, 07:50

@TrgtMobius: You forgot missiles! You can make an awesome start buy going combat plus picking up every last cheap TS you see and making it into a UT. A small missile complex early game really helps with keeping you in stock with missile, the SA is a big purchase but once you have a complex that puts out more missiles then you can hope to use, combat becomes much easier and faster! They also make boarding a breeze, launch a massive volley of missiles to obliterate the escort then you only have to worry about the target. Good money :)
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Sabrina Bergin
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Post by Sabrina Bergin » Sat, 20. Dec 14, 08:07

With reference to the SCH factories are you advising disposing of the small original units and building massive ones. IE can the dock only source a missile from one factory/SCH ?

Huillam
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Post by Huillam » Sat, 20. Dec 14, 08:39

Mysterius wrote:Any tips about rising race reputation ?
If you're using EMS have frigates defend position near gates connected to pirate/xenon sectors.
If you're not using EMS it's quicker (but no quick): sector patrol missions with a high combat rank spawn full fleets of ennemies. Focus on fighters: bigger ships mean more rep but fighters allow for even more rep in the long run.


A dedicated anti-fighters cap ship really speed up the process. Anything that can be fitted with gauss/flak-like is nice for that purpose. My favorite being the Odin (the phanon offered one to me: thanks guys, we're almost bff!).

TrgtMobius
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Post by TrgtMobius » Sat, 20. Dec 14, 10:19

I didn't forget missiles. I forgot to mention that for making credits, missiles << guns/shields. You will still make money with a missile complex, just half as much. For a SCH005, missiles make 400-500k/hour. Same for weed and booze. Guns/shields are the highest revenue generators.

Build missile complexes when you have a dock to store them and you are firing them. Set your capacity and the dock sells the overage.

I haven't recycled my smallest SCHs yet. It's painful to individually auction each internal station, and larger SCHs don't always use the same size internal factories, making it difficult to simply use them in a new SCH.

RE: sources, yes a dock can only list one station as a source. When you have a HQ it can be the source. For multiple same SCHs feeding a dock or the HQ, use couriers. I keep all but the slowest TS' s for future use as dock agents/freighters/station agents.
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kaistern
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Post by kaistern » Sat, 20. Dec 14, 10:54

Oh their not for making money. I found the the liberal use of missiles greatly benifits you in combat; however I ran into a problem with getting them. Simply put I used missiles faster then my favorite docks could get them. I could easly blow through 50-60 missiles in one engagement. So I build a complex the provided me with all the missiles I could want, and at half the cost of buying them to boot.
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Running LU 1.4.7 + XM-O 1.0 + Quick Wings 1.0
Rise of Phanon DiD LUV
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Try my script: Quick Wings for better wing control in LU!

wingmarra81
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Post by wingmarra81 » Sat, 20. Dec 14, 14:48

Hello!

Congrats for this work, it's really astonishing!

I discovered this mod since a couple of weeks, but when I bought my first Silicon Mine I realized the station agent would only try to sell silicon wafers but not energy cells...Therefore the station stops producing inspite of various efforts about tuning the thresholds.

The actual configuration:

LitcubesUniverseV1.4.0
LitcubesUniversePatchV1.4.7
LUGUIV1.2.3
No mods

Any clues by chance?

Thank you in advance

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Zaitsev
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Post by Zaitsev » Sat, 20. Dec 14, 16:58

TrgtMobius wrote:@Litcube - why does the SCH calculator return SCH400 installations that generate 143% silicon wafers? These seems needlessly wasteful of silicon.
If I remember correctly Litcube mentioned that it's caused by mathematical inaccuracies, and apparently they add up as the SCH gets bigger. I do seem to remember that he said anything between 98 and 120 percent was considered normal, though.
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Litcube
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Post by Litcube » Sat, 20. Dec 14, 21:29

TrgtMobius wrote:It's painful to individually auction each internal station, and larger SCHs don't always use the same size internal factories, making it difficult to simply use them in a new SCH.
Is there not still a "Sell All Cargo Station" command? Check the encyclopedia. I don't think I removed it.


Zaitsev wrote: If I remember correctly Litcube mentioned that it's caused by mathematical inaccuracies, and apparently they add up as the SCH gets bigger. I do seem to remember that he said anything between 98 and 120 percent was considered normal, though.
Yeah, and it's vanilla math. Remember that silicon production is calculated based on yield, and there are only so many yields. When you're talking productions of thousands, and yields of only, say, 500, there's going to be left overs. For example, the difference between output on a 50 roid versus a 51 roid could exceed consumption by higher than 100%. Just a matter of remainders. Hope that makes sense.

TrgtMobius
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Post by TrgtMobius » Sun, 21. Dec 14, 00:57

That command is undoubtedly there I just didn't think to look for it In the encyclopedia.

Wingmarra - you are exactly the target audience for my giant post above. But to answer your question, Station Agents only sell. Freighters (the command, not the ship type) buy. The two functionalities are separate.
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Idleking
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Template Outfit Minor Quirk

Post by Idleking » Sun, 21. Dec 14, 03:13

I just encountered a minor inconvenience Template Outfitting a bunch of Fighters:
The Template Outfit functionality only adds stuff and things (but mostly stuff :D ). It doesn't remove weapons of missiles if their respective amounts are above the specifications in the template.

I don't know if this is intended or not, so go ahead and enlighten me :)

Edit:
By the way: According to the ingame description of the Station Agent, he buys and sells stuff for his homebase.
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Welingen
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Post by Welingen » Sun, 21. Dec 14, 05:25

After playing several days in LU, i'm a little disappointed.

When OCV take sector, i never see any race trying recover these sector, is it normaly ?

I spend a lot of time waiting in ocv sector, and nothing happen. OCV battle ship do nothing in there sector, only if were closing these ship ( 2-3 km ) and only if i attack them , unlike xenon they rush any ship that enter these sector even if i am at 50 km or more. bug ? OCV seam have no AI, just waiting.

When attaking OCV station with only a little M7, no OCV ship try defending these station, i can destroy a station 0% shield and more than 50-70% hull befor OCV try something, ocs ship stay in space and don't move.

When OCV trying to take sector, just ship in sector try def, but no help coming from these own race, no RRF working on LU ?

When i take ocv sector, the sector remain OCV ( bug ? ), and nothing else, no race come again trying buid station and reclaim these own sector, no more ocv try taking again sector after several hours. but ocv continuing to take another sector and never back again.

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Litcube
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Post by Litcube » Sun, 21. Dec 14, 05:28

I noticed in another thread you installed a poo load of other mods.

Were you not aware that these would likely break your game?

Welingen
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Post by Welingen » Sun, 21. Dec 14, 05:35

i have more of one install of LU for testing Scrip and mod, and trying modify 3xtc/ap script for LU.

My main game have no mod, only LU 1.47, i don't want breaking my current game :)

kaistern
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Post by kaistern » Sun, 21. Dec 14, 09:06

Welingen wrote:i have more of one install of LU for testing Scrip and mod, and trying modify 3xtc/ap script for LU.

My main game have no mod, only LU 1.47, i don't want breaking my current game :)
Well somewhere along the way you broke the game. Delete you main steam xpap FOLDER, redownload the game, copy to a new location, install the nostream exe, then install lu. That should fix the problem.
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Running LU 1.4.7 + XM-O 1.0 + Quick Wings 1.0
Rise of Phanon DiD LUV
Wrath of the Hive DiD XM-O
Try my script: Quick Wings for better wing control in LU!

topkiddy
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Re: Template Outfit Minor Quirk

Post by topkiddy » Sun, 21. Dec 14, 10:16

Idleking wrote:I just encountered a minor inconvenience Template Outfitting a bunch of Fighters:
The Template Outfit functionality only adds stuff and things (but mostly stuff :D ). It doesn't remove weapons of missiles if their respective amounts are above the specifications in the template.

I don't know if this is intended or not, so go ahead and enlighten me :)

Edit:
By the way: According to the ingame description of the Station Agent, he buys and sells stuff for his homebase.
Just use the general command strip. Then the ship is clean.

150147
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Post by 150147 » Sun, 21. Dec 14, 10:54

Help please. Where can I buy the SCH?
I have searched all of the Terran sectors - none found.

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Zaitsev
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Post by Zaitsev » Sun, 21. Dec 14, 11:14

150147 wrote:Help please. Where can I buy the SCH?
I have searched all of the Terran sectors - none found.
The USC shipyard in Saturn 3. It's a bit away from the center, so you might want to bring an advanced satellite so you can see beyond your ship's sensor range.
I'm sorry, I can't hear you over the sound of how awesome I am :D

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Hector0x
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Post by Hector0x » Sun, 21. Dec 14, 11:27

In case of questions please always read the wiki first:
https://code.google.com/p/litcubesunive ... omplex_Hub

(If the Maker rants again he has less time to improve this mod.)

150147
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Post by 150147 » Sun, 21. Dec 14, 11:36

Thanks both.

Idleking
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Re: Template Outfit Minor Quirk

Post by Idleking » Sun, 21. Dec 14, 12:55

topkiddy wrote:
Idleking wrote:[..]The Template Outfit functionality only adds stuff and things (but mostly stuff :D ). It doesn't remove weapons of missiles if their respective amounts are above the specifications in the template.[..]
Just use the general command strip. Then the ship is clean.
Yes that's an option to "fix" this, although maybe Litcube could implement it in the Template Outfit?
Or perhaps I'll try myself, but I'm likely to mess things up - I'm not used to work with X scripts in any way..
Time to grow up to new challenges it seems :roll:
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

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