Your sanctuaries have limited storage - use TLs to store more. They can also be used as mobile mining bases. Also a good way to transport materials to your new sanctuaries.Seloune wrote:Hello here!
Sorry for this stupid question but what is utility of a TL ship in Mayhem please?
It is only for Tug?
Thanks you and sorry for my english
[X3LU] Mayhem 3.21b
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i tweak a little the research and rep exp companies missionFureimuu wrote:
-because i dont know what good weapon loadout/setup
i have medium experience with x3 ap, my best play is buying kyoto.. thats it
i'm newbie with LU mod
You are new to LU, but already flying a Valhalla? Interesting. Like any other Terran / ATF capitals, you load it with PSPs in front, left and right bays, and some anti-fighter weapons in up, down and back bays (I prefer FBCs).
manage to get ATF to 1000 rep
thanks, for the weapon setup
Keep in mind that in 2.6.1 lasers are specialized, PSPs in fact are anti-hull meaning they deal little shield damage, but tear through hulls extremely quickly. In 2.7.0 things will change a lot.asik99 wrote:i tweak a little the research and rep exp companies missionFureimuu wrote:
-because i dont know what good weapon loadout/setup
i have medium experience with x3 ap, my best play is buying kyoto.. thats it
i'm newbie with LU mod
You are new to LU, but already flying a Valhalla? Interesting. Like any other Terran / ATF capitals, you load it with PSPs in front, left and right bays, and some anti-fighter weapons in up, down and back bays (I prefer FBCs).
manage to get ATF to 1000 rep
thanks, for the weapon setup
This may involve way too much effort to be plausible, but have you considered using an optional limited jumpdrive system like XRM? You could choose to only be able to jump to a certain few points throughout the universe.
It makes the location of your sectors much more important, makes you put more thought into travel and supply lines, and makes a trip to the other end of the universe actually longer than a trip one sector over.
I could see something like that causing a lot of problems with several things, but I don't really understand the inner wo
rkings well enough to know just how much of a job it would actually be. Just a cool idea that felt worth mentioning.
It makes the location of your sectors much more important, makes you put more thought into travel and supply lines, and makes a trip to the other end of the universe actually longer than a trip one sector over.
I could see something like that causing a lot of problems with several things, but I don't really understand the inner wo
rkings well enough to know just how much of a job it would actually be. Just a cool idea that felt worth mentioning.
You don't need to start a new game in 2.7.0. Yeah, new sector connections, that's pretty much all. And the factory support stat, and the fact that you'll need to reperk all your sanctuaries (they're all automatically reset). In other words, you'll be able to continue your game.Jonzac wrote:So what exactly will require a new start to implement in 2.7.0?
I'm loath to restart my Argon Ally game if the only thing I'll be missing is the new sector connections. I have to get past the mid-game in at least one of my games!!
... and it doesn't take much time to reperk your Sanctuaries. Besides, the script that resets the perks now shows you your previous perks in your message log.
Trans-Orbital Accelerators are essentially here to make the invasions a little more random. I've created connections at strategic places in order to see different expansions from a game to another (because AI can only invade adjacent sectors). As a player with a jumpdrive, these new gates don't change much.
Trans-Orbital Accelerators are essentially here to make the invasions a little more random. I've created connections at strategic places in order to see different expansions from a game to another (because AI can only invade adjacent sectors). As a player with a jumpdrive, these new gates don't change much.
Fureimuu wrote:Your sanctuaries have limited storage - use TLs to store more. They can also be used as mobile mining bases. Also a good way to transport materials to your new sanctuaries.
Joubarbe wrote:As mini-carriers also.
Wouah, thanks you very much for these full explanations, I will build one immediatelytatakau wrote:
1) Overflow storage. You can have a TL at a sanctuary, set up with a Courier job, to act as extended storage. The Maintain order is good for seamlessly simulating increased maximum storage, extremely useful for colored crystals and jumpdrive cores. You can also use the Load command to vaccum up wares that are cluttering up your interface and have no use for you but to sell. Example setup here: (link)
2) Plutarch Tractor System. This extension will let your TL move and compact asteroids at the cost of quantum tubes, crystals, and energy cells. It is generally much easier to manage a single Ore or Silicon Mine in a single sector, instead of needing multiple mines across multiple sectors. Be very careful about creating too big of a "super asteroid" though - high yields will suck up energy cells extremely quickly, and fill up the mine capacity very quickly as well. This is further made problematic by the Plutarch Tractor System restriction of not being able to move an asteroid to a location if the location has anything within 12 km of it. At extreme asteroid yields, your logistics jobs and dock agents will not be able to keep up with the mine (problems occur probably at around a yield of 500+). I had ore and silicon mines with yields of about 1200, and the only good solution for giving them energy cells and taking away products was to go OOS and put a jump beacon on the sanctuary and a jump beacon on each mine, and then to set up 2 manual couriers with quantum jumpdrives for each mine - one to deliver energy cells, and one to take products.
3) TL's can use the Tow command. As some TL's can dock TS ships, this lets you use the Tow hotkey / command on TS ships that you capture, just as you would tow a fighter with a TM. They are, of course, much slower than a TM, and sometimes you will see the TL try to tow a fighter, while the faster TM sits in the sanctuary doing nothing. I wish there were a way to have TL's only tow TS/TM/TP ships, while the TM tow would only tow fighters. Ah well. This can be further complicated if you set up a capital ship to tow M6's, or even an Aran to tow capital ships. Using the Aran to automatically tow with the Tow command is TOO slow, unfortunately, and it is much easier to just manually order captured ships to dock at an equipment dock, manually purchase a jump drive and energy cells, and then manually jump to a Sanctuary. Otherwise you will wait HOURS.
About logistics, I think my model is really bad. I do not use any SA, only DAs that import input resources for my factories from a local sanctuary. The finished products of my factories are then put in this same sanctuary and then exported to other sectors.
The problem is that my sanctuary that produces the weapons puts "10 years" to bring to the sanctuary who build ship the finished product, which is counterproductive in my opinion ...
Joubarbe says well to avoid the "excessive intermediaries" and to directly export the products of the factories to the sanctuary but I do not understand how one can do this with an SA which is not configurable like a DA.
In short, do you have any tips for a coherent logistics system? Maybe it should be used more mail? Or more of SA? Or a mix of all?
Example of my main sector
The model that I used for the example
Last edited by Seloune on Tue, 21. Aug 18, 12:26, edited 1 time in total.
What I said is: instead of exporting to your Sanctuary and then to other sectors, make an Acquire job with your factories as target, from the Sanctuary that needs the product. In other words, import from the outside instead of going through an intermediate Sanctuary.Seloune wrote:The finished products of my factories are then put in this same sanctuary and then exported to other sectors.
EDIT: That's way too many jobs for one Sanctuary to my taste, but I guess that you have a different playstyle
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Hi,
Question about expeditions: what story progression do I need to unlock to have access to them?
I'm roughly day 2-3 I think, survived 2 OCV invasions (next one soon), retook Xenon sector for the Goners and built the Goner Temple... (for what btw...the blueprints?)... but still no sign of expeditions...
What did I miss ??
Thanks in advance for your answers !
Question about expeditions: what story progression do I need to unlock to have access to them?
I'm roughly day 2-3 I think, survived 2 OCV invasions (next one soon), retook Xenon sector for the Goners and built the Goner Temple... (for what btw...the blueprints?)... but still no sign of expeditions...
What did I miss ??
Thanks in advance for your answers !