Player HQ produces energy cells?

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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WishmasterSR
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Joined: Tue, 14. Apr 09, 11:27

Player HQ produces energy cells?

Post by WishmasterSR » Fri, 6. Mar 15, 21:07

Hi,

I just recently returned to this game and never played AP before. I have now obtained my PHQ. I noticed that I have lots of energy cells there. It seems to be stable around 32k. Whenever it drops below 30 it somehow comes back. I have to station traders, universe traders or commercial agents set for this station and it is prohibited from trading with other races (to avoid loss of equipment).

How do the cells get in? :D Does it produce Energy Cells or something?

Alan Phipps
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Post by Alan Phipps » Sat, 7. Mar 15, 12:50

Depending on the energy price you set, your own traders (ST/LT/UT) will happily sell energy to your PHQ if the price is right. You can stop that happening by not giving the PHQ any credits until you need them for building and by making sure (via prices) that your traders do not buy anything held in stock there.

Stock limits can be set using Dockware Manager.

Also if you just recently started playing X3AP yet have a PHQ already then are there any mods involved?

Moving to X Trilogy Universe (gameplay) forum for now.
A dog has a master; a cat has domestic staff.

WishmasterSR
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Post by WishmasterSR » Sat, 7. Mar 15, 15:05

No mods involved. I put already quite a few hours in the game, finished the Albion Prelude story line, Hub story line and am working slowly on corporate trouble story line. I played X3TC before (and I didn't suck too much I think) and with the stock exchange it is not a problem to hoard one or two hundert million relatively fast early in the game. I also did quite a lot of missions to boost up my rep with most of the major races (except the Terrans. Screw terrans.)

I have a PHQ and a large missile factory complex in one of the calm unknown sectors. I run boarding operations on pirate M6s and occasionally kick out the xenon from Grand Exchange (as they keep killing my capped M6s).

My fleet consists of a Sirokos, Heavy Dragon and an Griffon Sentinel. All this ships are used to capture pirate vessels (though bailing occurs much less frequent than in X3TC for some reason. Only one in 10-20ships bails on me. Are pirates that strong willed? :O )

Right now I am looking into boarding bigger things (for some reason my six marines are getting fried on a carrack even though it is virtually undefended and they are 3,4 or 5 star warriors) and also into how to automatize the money making proces. Universe traders tend to die off and are a pain to retrain and I am tired of the stock exchange (it is almost like cheating after all and is boring as hell)

Anyway what is a dockware manager. First time I heard about it :D

OuterSpaceApe
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Post by OuterSpaceApe » Sat, 7. Mar 15, 16:45

Oh please, Supreme Ruler of the Universe, take me under your wing!!

You are doing exactly everything I've wanted to in a space sim. I'm only about 3 hours into AP. Will the story lines kinda sorta teach you everything you need to know?

Because this is by far the biggest learning curve I've ever seen for a game but I think it could be worth getting over this initial massive hump(mountain).

WishmasterSR
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Post by WishmasterSR » Sat, 7. Mar 15, 19:58

My friend I am still learning after dozens of hours. Just choosing a missile production facility for my complex took me 20minutes of reading. This game is epic, but if you can't read you are screwed :D

Basic tips: Do combat missions. With a little of luck you will get some of the enemies to bail. I recommend base protection missions and patrol missions as they have very little chance of a failing the mission.

When you get 10.000k + a few hundret thosand move to seizewell. The teladi will let you access the Stock Exchange which is easy, even though somewhat boring money. Read up on how to make money there. Once you hit a few million start up a factory or two and a couple of universe traders. That should set you up. I regularily access the stock exchange on long journeys to gain a couple of millions (the stock exchange is almost like very boring cheating :D ).

Combat: you can always take a foe a size bigger than you are in a one on one. Once you get better and good equipment you can take on an M7 + fighter escorts with a bit of practice.

Also start training marines as soon as possible. It is pricy, but it takes forever and won't get done in a few minutes. It takes hors in SETA

About the story lines:

They aren't too breath taking or exciting, but they do give some nice and interesting rewards. Most of them will give you access to unique ships and/or stations (such as the HUB or PHQ). The Albion Prelude is a good enough story line to get yourself some gear and cash. I'd start with that one. Just read up on required reputation and similar stuff so that you can actually start with them. They also won't teach you very much about the game. You will have to read through some guides depending on what you want to do (commerce, combat, capturing ships, bailing ships, piracy, etc...)
Last edited by WishmasterSR on Sat, 7. Mar 15, 20:04, edited 1 time in total.

Martin Head
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Re: Player HQ produces energy cells?

Post by Martin Head » Mon, 9. Mar 15, 11:15

WishmasterSR wrote:Hi,

I just recently returned to this game and never played AP before. I have now obtained my PHQ. I noticed that I have lots of energy cells there. It seems to be stable around 32k. Whenever it drops below 30 it somehow comes back. I have to station traders, universe traders or commercial agents set for this station and it is prohibited from trading with other races (to avoid loss of equipment).

How do the cells get in? :D Does it produce Energy Cells or something?
Try setting the price of energy in your PHQ to average-1. I think this stops your sector/universe trades calling there.

Jimmy C
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x3tc

Post by Jimmy C » Tue, 10. Mar 15, 18:56

Wish, since you're playing AP, you can use the MK3 blacklist manager to tell your MK3 traders to stay away from the PHQ.
CAGs also can blacklist stations.

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