Credit making summary (spoiler warning)

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Jimmy C
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Re: Credit making summary (spoiler warning)

Post by Jimmy C » Mon, 25. Jul 22, 09:57

v_make wrote:
Mon, 25. Jul 22, 00:12
Yes, I did test load only... But if you can make sure the ship has 0 target ware before 'load/fill' then you can use 'load' as an alternative to 'fill'.
For the first loop, yes. But there are applications where the ship has run through all the instructions and is starting over again, but it still has leftover wares onboard. Depending on the application, 'load' can result in overloading.
- I find that if it's your own station, then TDR will respect the min-max value set at the destination.
The problem is when the station can hold 1000 of the ware, but the ship only 500. TD won't let you set "Unload 1000 of ware at station" You can only set 500. Most obvious case is ECells at the HQ. It can store in the millions, it's impossible to instruct a ship to maintain ECell quantities there above the tens of thousands with any accuracy.
- Also, is the stock command not working?
I don't know, I've been able to avoid it so far. Will have to test it.

Sovereign01
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Re: Credit making summary (spoiler warning)

Post by Sovereign01 » Tue, 26. Jul 22, 03:40

With the HQ I set it to "buy" in the trade settings for ecells at max price and let the NPC traders take care of the rest. Because I located it in the hub there's no shortage of traders willing to sell to me :D

Jimmy C
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Re: Credit making summary (spoiler warning)

Post by Jimmy C » Tue, 26. Jul 22, 04:09

Sovereign01 wrote:
Tue, 26. Jul 22, 03:40
With the HQ I set it to "buy" in the trade settings for ecells at max price and let the NPC traders take care of the rest. Because I located it in the hub there's no shortage of traders willing to sell to me :D
Mine's located with my main complex and supplied from it. The problem with maintaining the ecell level left me to topping off resources there manually whenever I wanted to build stuff. It's not that hard. The main thing I build is 100 Boarding Pods. I can hold all the small components in one big TS. The Ore, Silicon and ECells are the ones that need a few more TS each, but it's manageable. I load those into TLs parked next to the complex to deliver to the HQ.

But I still have plenty of materials left from the last few ships I disassembled, so I don't need full loads for a while.

v_make
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Re: Credit making summary (spoiler warning)

Post by v_make » Tue, 26. Jul 22, 13:18

Jimmy C wrote:
Mon, 25. Jul 22, 09:57
The problem is when the station can hold 1000 of the ware, but the ship only 500. TD won't let you set "Unload 1000 of ware at station" You can only set 500. Most obvious case is ECells at the HQ. It can store in the millions, it's impossible to instruct a ship to maintain ECell quantities there above the tens of thousands with any accuracy.
This one is reasonable because you won't be able to unload more than 500 if your ship can hold only 500.
To maintain ECells at the HQ, set a max number for ECells at HQ, have a ship TDR with 'unload' command (and enable wait if you want to, this one will work).
My HQ has been refueled with a maximum 300000 ECells for days without error.
Jimmy C wrote:
Mon, 25. Jul 22, 09:57
For the first loop, yes. But there are applications where the ship has run through all the instructions and is starting over again, but it still has leftover wares onboard. Depending on the application, 'load' can result in overloading.
It all depends on the situation.
If your ship carries only one specific ware, then overloading may not be a problem since it won't use up capacity for other wares.
If your ship carries jump fuel too, it will not be a problem since jump fuel is transferred instantly after docking, before any TDR commands.
Regards.
Mark

Jimmy C
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Re: Credit making summary (spoiler warning)

Post by Jimmy C » Thu, 28. Jul 22, 02:27

v_make wrote:
Tue, 26. Jul 22, 13:18

This one is reasonable because you won't be able to unload more than 500 if your ship can hold only 500.
Unfortunately, Stock works the same way. You can't set a Stock number higher than the TD ship's capacity, even if being able to makes sense. And I would like something that could maintain ware quantity at a destination ship.
It all depends on the situation.
If your ship carries only one specific ware, then overloading may not be a problem since it won't use up capacity for other wares.
In the interest of not overloading the docking ports on my complex, I'd like to have each transfer ship carry more than one ware.

radgoat
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Re: Credit making summary (spoiler warning)

Post by radgoat » Fri, 29. Jul 22, 16:32

I can't understand selling method but how to acquire jump beacon tip looks really cool.
Since I can't jump right into "Darkwater Beta" sector, this could be a thing.
I will try to catch that beacon sabre.
Thank you for the tip.

Sovereign01
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Re: Credit making summary (spoiler warning)

Post by Sovereign01 » Fri, 29. Jul 22, 22:00

radgoat wrote:
Fri, 29. Jul 22, 16:32
I can't understand selling method but how to acquire jump beacon tip looks really cool.
Since I can't jump right into "Darkwater Beta" sector, this could be a thing.
I will try to catch that beacon sabre.
Thank you for the tip.
If you fly the Scorpion, use Mass Drivers to reduce the Sabre's hull (and slow it down) to <90% first before using PBEs, if using the one-ship method.

The two-ship method is very similar only the hull should be reduced to (almost) nothing, something like <2.5% and most easily done with only one or two MDs firing, before switching to an Ion Disruptor-equipped ship to drain the shields. The Mako is perfect, although because the Sabre will be flying very slowly at that point, any ID ship could keep up.

v_make
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Re: Credit making summary (spoiler warning)

Post by v_make » Sat, 30. Jul 22, 00:29

radgoat wrote:
Fri, 29. Jul 22, 16:32
I can't understand selling method but how to acquire jump beacon tip looks really cool.
Since I can't jump right into "Darkwater Beta" sector, this could be a thing.
I will try to catch that beacon sabre.
Thank you for the tip.
The original ship delivery works like this:
- dock the required ship at the station
- choose to transfer the ownership of that ship and get paid for everything on board
- the required ship slowly undocks, but it's still your property
- the required ship jumps into oblivion

So you can 'sell' the beacon like this:
- have <=7 beacons on board the required ship
- dock the required ship at the station
- choose to transfer the ownership of that ship and get paid for everything on board
- the required ship slowly undocks, but it's still your property
- transfer the beacons back to your own ship
- the required ship jumps into oblivion
Regards.
Mark

Sovereign01
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Re: Credit making summary (spoiler warning)

Post by Sovereign01 » Mon, 1. Aug 22, 21:22

Jump beacons. The gift that keeps on giving! :lol:

BrigandPhantos77
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Re: Credit making summary (spoiler warning)

Post by BrigandPhantos77 » Mon, 8. Aug 22, 10:45

Sovereign01 wrote:
Mon, 1. Aug 22, 21:22
Jump beacons. The gift that keeps on giving! :lol:
You betta share those beacons or else Imma break out the Brigantine. :lol: :D
Peace is a state of mind!
War is absolute!
~ Phantos ~

Sovereign01
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Re: Credit making summary (spoiler warning)

Post by Sovereign01 » Mon, 8. Aug 22, 17:58

BrigandPhantos77 wrote:
Mon, 8. Aug 22, 10:45
Sovereign01 wrote:
Mon, 1. Aug 22, 21:22
Jump beacons. The gift that keeps on giving! :lol:
You betta share those beacons or else Imma break out the Brigantine. :lol: :D
As it happens, I've got 12 beacons squirrelled away in the Hub itself, 2 more in space and one at each of my 5 complexes minus one that was destroyed by the Xenon. That leaves one jump beacon unaccounted for- you wouldn't happen to know anything about that, would you? :lol:

BrigandPhantos77
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Re: Credit making summary (spoiler warning)

Post by BrigandPhantos77 » Wed, 10. Aug 22, 01:48

Sovereign01 wrote:
Mon, 8. Aug 22, 17:58
BrigandPhantos77 wrote:
Mon, 8. Aug 22, 10:45
Sovereign01 wrote:
Mon, 1. Aug 22, 21:22
Jump beacons. The gift that keeps on giving! :lol:
You betta share those beacons or else Imma break out the Brigantine. :lol: :D
As it happens, I've got 12 beacons squirrelled away in the Hub itself, 2 more in space and one at each of my 5 complexes minus one that was destroyed by the Xenon. That leaves one jump beacon unaccounted for- you wouldn't happen to know anything about that, would you? :lol:
I may or may not have reprogrammed a K or 2. :lol:
Peace is a state of mind!
War is absolute!
~ Phantos ~

Sovereign01
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Re: Credit making summary (spoiler warning)

Post by Sovereign01 » Fri, 19. Aug 22, 15:58

BrigandPhantos77 wrote:
Wed, 10. Aug 22, 01:48
Sovereign01 wrote:
Mon, 8. Aug 22, 17:58
BrigandPhantos77 wrote:
Mon, 8. Aug 22, 10:45


You betta share those beacons or else Imma break out the Brigantine. :lol: :D
As it happens, I've got 12 beacons squirrelled away in the Hub itself, 2 more in space and one at each of my 5 complexes minus one that was destroyed by the Xenon. That leaves one jump beacon unaccounted for- you wouldn't happen to know anything about that, would you? :lol:
I may or may not have reprogrammed a K or 2. :lol:
One K was my limit- having boarded, RE'd and rebuilt an I by virtue of going after that first I grabbed the K purely for the sake of having the blueprints. Because I got that last it'll be a while :D I'm gonna have to use the All-seeing eye to find that beacon. I'm rapidly running out of mountains to climb in FL, one of the last ones being blueprints. Working on getting the ones from Atreus, found that I can acquire their transport without needing to buy it as I lack the notoriety.

I'll probably be switching to X4 before too long! :lol:

Jimmy C
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Re: Credit making summary (spoiler warning)

Post by Jimmy C » Sat, 20. Aug 22, 06:49

Since there's been some activity here again, I'll post one more method of quick money we overlooked earlier. It's not much, but you are given the tools needed free of charge during the initial plot of the game.

Stealing and reselling via Cargo Bay Hacker max 2,246,016 per successful attempt

You are provided with one copy of the Cargo Bay Hacker equipment during the course of the initial plot of FL. This hacker can steal from stations as well as ships. If you steal items from a Dock, you can steal then sell the same item back to the Dock again indefinitely. So what's the best thing to steal with the CBH?

That would be the Single Use Jump Beacon at the Terracorp HQ in Home of Light alpha, at 2,246,016 credits per beacon. So the steps are:
  • Get friendly with Terracorp. You need to be able to dock to resell the beacons and friendlier relations may improve the odds of stealing successfully.
  • Steal a beacon from the Terracorp HQ. Just one will do, no need to risk failure by trying for more at one time. Beacons are automatically replenished, just like Pods at Military Outposts.
  • Dock to the HQ and sell the Beacon.
  • Repeat 2 and 3 for as much money as you want.
It will take 446 successful steal and resell cycles to get one billion credits. Each cycle takes between 30 and 60 seconds, including time taken for the autosave, which also gives you a convenient retry point in case you fail an attempt, so you shouldn't bypass it. That lets you reach your first billion within 4 to 7.5 hours at this. You can do this with nothing more than what you are given at the completion of the initial plot.

Jimmy C
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Re: Credit making summary (spoiler warning)

Post by Jimmy C » Thu, 15. Sep 22, 03:12

As if the single ship delivery mission jump beacon fraud isn't lucrative enough already, I've found that there are situations where you can double your reward! If you are lucky enough to have two people on the same station asking for the same ship type, like they both want a Boron TP. You just deliver one Boron TP (with 7 beacons, of course) to the station and both missions will register as completed! You just got paid twice for the same ship!

I don't know if this will work the same if one asks for a Boron TP and the other asks for a Manta Hauler specifically. This was the first time I ever even saw two missions ask for the same thing. So keep an eye out.

In theory, triple or more rewards should be possible, but the odds of so many asking for the same thing on the same station are miniscule.

Sovereign01
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Re: Credit making summary (spoiler warning)

Post by Sovereign01 » Thu, 15. Sep 22, 04:44

The gift that keeps on giving just gave some more! :lol:

Hwitvlf
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Re: Credit making summary (spoiler warning)

Post by Hwitvlf » Sat, 17. Sep 22, 06:53

A couple of non-cheaty ways to make a fair bit of money:

In sectors that border Xenon space you can sometimes find "Destroy incoming fleet" and "Patrol Sector for Xenon" missions offered in the same sector. If you take both missions, you get paid twice for every xenon kill and the "Destroy Fleet" mission pays top dollar for kills. Just don't kill the last xenon until the "sector patrol" is done or the "incoming fleet " mission will end. At higher combat levels, I've made hundreds of millions from such a combo.

Board Atmospheric lifters in Neptune. The are unarmed and respawn almost immediately near the planet - so far from sector center that patrols don't bother you. They net about 15 Million each and can be easily captured with 10 marines if their anti-boarding extensions are destroyed- pulsed beam emitters work excellently for this.

Sovereign01
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Re: Credit making summary (spoiler warning)

Post by Sovereign01 » Sat, 17. Sep 22, 07:37

Hwitvlf wrote:
Sat, 17. Sep 22, 06:53
A couple of non-cheaty ways to make a fair bit of money:

In sectors that border Xenon space you can sometimes find "Destroy incoming fleet" and "Patrol Sector for Xenon" missions offered in the same sector. If you take both missions, you get paid twice for every xenon kill and the "Destroy Fleet" mission pays top dollar for kills. Just don't kill the last xenon until the "sector patrol" is done or the "incoming fleet " mission will end. At higher combat levels, I've made hundreds of millions from such a combo.

Board Atmospheric lifters in Neptune. The are unarmed and respawn almost immediately near the planet - so far from sector center that patrols don't bother you. They net about 15 Million each and can be easily captured with 10 marines if their anti-boarding extensions are destroyed- pulsed beam emitters work excellently for this.
Because it can mount 8 PBE/PRGs in its main turret, the Sirokos is the perfect ship to do this with, being capable of boarding an Atmospheric Lifter all by itself. And because its speed is more than double that of the next fastest M7M it will cover the often considerable distance to the Lifter that much sooner. Bring at least one JD installation kit and some ecells and you can make off with your prize in an instant! :lol:

Hwitvlf
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Re: Credit making summary (spoiler warning)

Post by Hwitvlf » Sat, 24. Sep 22, 18:20

Another funny exploit when you board a carrier:
Carriers seem to replace destroyed fighters almost immediately, but the fighters spawn in different sectors - maybe at nearest faction shipyard. When you take control of the carrier, the replacement fighters are still 'owned' by the carrier, and they usually just fly around till they get destroyed. But, you can usually use an exploit to force them to dock at your carrier and sell it at a shipyard for good profitsss.

Make the newly boarded carrier the 'homebase' for a fighter you own. This lets you access the carrier's "Owned Ships Command Console".
Through the 'owned ship command console', add all owned ships to a wing and tell the wing to dock at the carrier.
You might have to set the carrier's friend/foe settings to 'friend' for all factions and 'show as enemy if enemy to me' to 'no', and also set the wing to 'ignore blacklist'.

The enemy ships should lose their hostile status and fly to your carrier one by one and dock. You might even be able to take them into battle, never tried :mrgreen:
Last edited by Hwitvlf on Sun, 25. Sep 22, 22:43, edited 1 time in total.

Sovereign01
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Re: Credit making summary (spoiler warning)

Post by Sovereign01 » Sat, 24. Sep 22, 23:53

I wish I'd known this when I boarded an Atreus-owned Shark, though I did it in Ocean of Fantasy which is where their main shipyard is located so I wouldn't have been able to exploit it. I only cared about them because they had some unique designs that I wanted to reverse engineer- I recently got the last one, their armoured TS by boarding.

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