Thread View: comp.sys.ibm.pc.games.space-sim
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Started by Jeff Holinski
Sun, 01 Apr 2007 22:31
More X3 questions..............
Author: Jeff Holinski
Date: Sun, 01 Apr 2007 22:31
Date: Sun, 01 Apr 2007 22:31
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So I've been playing X3 for a while and have mostly gotten over the steep learning curve. Got myself a couple of cargo ships and a bunch of combat ships, but have mostly been ignoring the story till I get a nice bankroll. I've made most of my cash in trading using a Vulture with 8000m of cargo space and a jump drive. I make most of my cash running sunrise flowers from Spaceweed Drift to Blue Profit and energy cells back to Spaceweed Drift. I average about 250k per trip. I picked up the Trade Software Mk3 and turned the ship loose in Empire's Edge to do sector trading. (seems to have a complete production loop) That was pretty much a waste of time since he made only 800k in 2 days. Next I had him jump over to Spaceweed Drift to see if he could do better as a universe trader in an area where I can make huge cash. It's still pretty pathetic since I'm only up 300k in the last 24 hrs. These are the problems I'm running into with the AI trying to trade: 1. It never buys the product with the best profit. It'll buy energy cells at 17 and sell them at 18 rather than buying sunrise flowers at 5 and selling them 2 jumps away for 34 2. It never fills the ship. It's got 8300 meters of cargo space and I've never seen it with more than 2500 meters of space. I just watched it do a 20 minute cargo run with a cargo of 1 warhead. 5 times in a row. Using 30 energy cells to jump. 3. It keeps wasting what pathetic little profits it does make on buying cargo expansion. It's not even using what it's got and it's added another 300 meters in the last 3 days. :^( Does the AI get any less stupid with experience? Are there any work arounds to make it less stupid? I realize you can move the software to another ship without resetting it. If I move it in a way that deliberatly reset's it, is there a chance it will be less stupid the 2nd time around? I figured a big ship would be more profitable even though it's slower. (63m/sec) Would it work better with a smaller faster ship 3000 cargo but 100m/s? Assuming the AI is perma-stupid when it comes to trading, how profitable are the smaller factories? Perhaps something in the 500k to 1 mil price range. How much would a TL normally charge to move something like this? Is there a better way to make money than trading? Combat's not profitable since I either lose wingmen or do significant damage to ships costing far more to repair/replace than I make in bounties. Any advice would be appreciated. :^) Remove nospam_ to reply by email Jeff H........
Re: More X3 questions..............
Author: Peter Huebner
Date: Mon, 02 Apr 2007 08:43
Date: Mon, 02 Apr 2007 08:43
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In article <3iro035f1po6dkustuu7hd2ntkgr4b5e58@4ax.com>, nospam_Holinski@shaw.ca says... > > Any advice would be appreciated. :^) > Hi Jeff, you obviously have more experience than I do (I am just about to crack my first million cash) so .... However, I have to say that I've turned my first mercury (vanilla, not tanker) loose in Empire's Edge as a system trader and he's made around 800,000 in about 3 hours of realtime. Last time I looked he was level 10. Of course he's also hugely improved my standing with the Paranid. Had to manually trade energy there before they would even let me dock most stations. I find there's a lot of advantage in speed. My two traders, the said Mercury (~ 3200 cargo space) and the Tucan (?)(1000 cargo space) I have, both have improved their performance out of sight after I got their speed cranked up to max. Have to beat those supertankers to the good bargains! I have read that traders, especially universe traders, can get stuck in stupid unprofitable loops and supposedly you can fix it by re-initializing them. I don't _think_ the pilot will lose his experience level that way. Do you have some navigation satellites scattered about? I am not sure if the AI pilots look at that info --- come to think of it, I think they start using that info from a certain level onwards. As for making money off combat: Me, I've had absolutely no luck trying to capture ships. The only time I've been lucky and had a pirate eject, I was still a raw newb and didn't know that you can not reduce speed with a menu open, susequently I smacked into an obstacle and died while frantically pressing x and z keys trying to remember which one of the two slows you down. Heh. Only time anything ever ejected for me. It's a good way of quickly boosting your rep with a race though - that's how I got the Paranid to start opening their stations to me. Trying to figure out what would be a better combat ship that my startup-Buster. The moment I try to take on any group that has an M3+2@M5 or a couple of M4s in it I am toast. <sigh> Do you take other ships along as support craft? Any insights you would like to share in return, will be appreciated ;-) -P. -- ========================================= firstname dot lastname at gmail fullstop com
Re: More X3 questions..............
Author: Jeff Holinski
Date: Tue, 03 Apr 2007 04:37
Date: Tue, 03 Apr 2007 04:37
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On Mon, 2 Apr 2007 20:43:30 +1200, Peter Huebner <no.one@this.address> wrote: >In article <3iro035f1po6dkustuu7hd2ntkgr4b5e58@4ax.com>, >nospam_Holinski@shaw.ca says... >> >> Any advice would be appreciated. :^) >> > >Hi Jeff, you obviously have more experience than I do (I am just about to crack >my first million cash) so .... > Nice to hear there's SOMEBODY doing worse than I am in the game. :^) >However, I have to say that I've turned my first mercury (vanilla, not tanker) >loose in Empire's Edge as a system trader and he's made around 800,000 in about >3 hours of realtime. Last time I looked he was level 10. Of course he's also >hugely improved my standing with the Paranid. Had to manually trade energy >there before they would even let me dock most stations. > >I find there's a lot of advantage in speed. My two traders, the said Mercury (~ >3200 cargo space) and the Tucan (?)(1000 cargo space) I have, both have >improved their performance out of sight after I got their speed cranked up to >max. Have to beat those supertankers to the good bargains! > >I have read that traders, especially universe traders, can get stuck in stupid >unprofitable loops and supposedly you can fix it by re-initializing them. I >don't _think_ the pilot will lose his experience level that way. > >Do you have some navigation satellites scattered about? I am not sure if the AI >pilots look at that info --- come to think of it, I think they start using that >info from a certain level onwards. > Well, it looks like my trading pilot finally managed to extract his head from his ass and start making some money. He managed to make about 2 mil while I was at work today. For some reason he seems to want to work the systems south of Teladi space. I've sent him back to Argon Prime twice and told him to universe trade and he seems to soon make his way back to this area. I'm surprised he's survived since last night. I see a lot of pirates in this area and there are a bunch of pirate systems just south of here. I'm about ready to get another copy of the Mk3 software for the mercury and see how a small fast ship does. It's just sitting now anyways. If you're still around your first mil you may want to get a 2nd cargo ship and do some trading yourself. I find bigger is better when I'm flying. If you can afford one the Mercury Super Freighter is pretty cool. They sell for about 1.3m, can do 72m/sec with full upgrading. They start at 8850m of cargo space and go up to 11800m with ful expansion. Running a high volume item like sunrise flowers you can make 253k per run on the unexpanded ship or 339k per run on the fully expanded ship. This assumes 100m of energy cells to feed the jump drive and that you're buying at 5 and selling at 34. If you want a Super Freighter you'll need to go to the Argon shipyard at Omicron Lyrae. It's way southeast of Argon Prime. You need to go through split space starting at Family Whi and heading southeast. If you can't afford the Super Freighter, you can still do pretty good with the Teladi Vulture Hauler. It starts with 7000m cargo and can be expanded to 9000m. It only does 63m/sec with full upgrade though. They're only about 600k Once you get your big ship I've found I can do pretty well with these items: Sunrise flowers. Buy at flower farms, sell at sun oil refineries. Minimum buy price is 5 and max sell price is 34 for a profit of 29 per meter. Scruffin fruits. Buy at scruffin farms, sell at massom mills. Minimum buy price is about 7 max sell price is 32 for a profit of 25 per meter. Silicone wafers. Buy at silicon mine, sell at chip plant. Minimum buy price is about 223 and max sell price is about 776 for a profit of about 553 per unit. But they're 18 cubic meters each so that drops the profit down to about 30 per meter. Also, chip plants have limited buy quantities so you probably can't sell an entire load at one station. Of course you'll want to use a jump drive for trading and I usually try to fill up on energy cells for the return leg of my trading runs. There's always some profit on them and often at the station you were going to anyways. You need to buy then anyways to fuel the jump drive so you may as well get extra and sell them at a profit. It also helps to buy a docking computer. This will let you insta-dock once you get within 5km. As you mentioned, satellites are pretty much a requirement. I drop one in pretty much every system I go through now, but if cost is an issue, plant them in systems where you want to trade first. By the way, if you have the best buy/best sell software you can use it in other systems by going through the satellites command screen. >As for making money off combat: >Me, I've had absolutely no luck trying to capture ships. The only time I've >been lucky and had a pirate eject, I was still a raw newb and didn't know that >you can not reduce speed with a menu open, susequently I smacked into an >obstacle and died while frantically pressing x and z keys trying to remember >which one of the two slows you down. Heh. Only time anything ever ejected for >me. It's a good way of quickly boosting your rep with a race though - that's >how I got the Paranid to start opening their stations to me. > >Trying to figure out what would be a better combat ship that my startup-Buster. >The moment I try to take on any group that has an M3+2@M5 or a couple of M4s in >it I am toast. <sigh> Do you take other ships along as support craft? > >Any insights you would like to share in return, will be appreciated ;-) > >-P. As for capturing ships, don't even bother to try. Just try to kill the ship and stop shooting if he bails. They never surrender so the comm screen is pointless in battle and going easy and giving him a chance to bail will just get you killed. So far I've only captured 3 ships. A pair of Falcons (m3) and an M5. Don't recall which one. All of the ships were severly damaged by the time the pilot bailed. (less than 50% hull and no modules left) Of course in X3, repairing 50% hull damage costs half the value of the ship so most often it's better to just sell them rather than fix them. Surprisingly, all of the captures have happened when I was flying an M5. I've got a Discoverer Hauler that I got for exploring. It does 363m/sec with a full upgrade. I use 4 identical ships as wingmen. I usually just tell them to protect me and forget about them till after the battle. They're pretty good against 1 or 2 ships, but if I go after a group of 3 pirates I always lose at least one of them and have to reload. :^( You also have to be carefull when docking. They have a habit of flying into the side of the station and they never survive a full speed impact with anything. I recently switched to a Split Jaguar Raider for exploring. This ship will do 593m/sec with the full upgrade. As far as I know it's the fastest ship in the unmodded game. It's only got a single 1mj sheild so you'll die if anyone even frowns in your direction, but I've still managed to kill a few ships with it. If you want one you'll need to go to the shipyard in Cho's Defeat and you'll need decent relations with the split. Like most M5's they're about 100k equipped. Currently I"m playing around with trading and am working towards an M6. Once I get that I'll start looking at the story missions again. :^) Remove nospam_ to reply by email Jeff H........
Re: More X3 questions..............
Author: Lazarus
Date: Tue, 03 Apr 2007 08:27
Date: Tue, 03 Apr 2007 08:27
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Jeff Holinski wrote: > As for capturing ships, don't even bother to try. Just try to kill > the ship and stop shooting if he bails. Yep. You can switch to lower damage weapons to improve your chances if you specifically want to cap a particular ship. ie. use IREs instead of PACs. Still no guarantee, but the odds are vastly improved that you won't accidentally blow it away by being slow in backing off the attack when the pilot bails. > So far I've only captured 3 ships. A pair of Falcons (m3) and an M5. > Don't recall which one. All of the ships were severly damaged by the > time the pilot bailed. (less than 50% hull and no modules left) > Of course in X3, repairing 50% hull damage costs half the value of the > ship so most often it's better to just sell them rather than fix them. Yup, but don't forget that some of the ships /can't/ be bought anywhere. The Pirate Falcon & Falcon Vanguard are good examples. Slightly different load-outs, speed, shield, etc. If you ever come across a Falcon Sentinel, for example, check out it's specs: 2x125MJ shields, a rear gun slot, reasonable cargo space (takes L's) although a bit on the slow side. Excellent for local patrols or protecting slower TS's, but just not obtainable anywhere else. You want one, you gotta cap it. [shrug] Mind you, if you have the Bala Gi expansion, then you can start building your own once you manage to cap one and reverse engineer it. ;) > Surprisingly, all of the captures have happened when I was flying an > M5. I've got a Discoverer Hauler that I got for exploring. It does > 363m/sec with a full upgrade. I use 4 identical ships as wingmen. I > usually just tell them to protect me and forget about them till after > the battle. They're pretty good against 1 or 2 ships, but if I go > after a group of 3 pirates I always lose at least one of them and have > to reload. :^( > You also have to be carefull when docking. They have a habit of flying > into the side of the station and they never survive a full speed > impact with anything. The Discoverer's good for exploration and as a Satellite deployer; reasonable cargo space and the legs to run when danger rears it's ugly head. Pretty sad for combat though, IMHO. I prefer Harriers for my combat M5s as they can carry APACs and 4-10MJ shields, depending on the variant. So can the Jaguar, which is also the fastest type of light fighter... but it needs to be as it also has the weakest shields! > Currently I"m playing around with trading and am working towards an > M6. Once I get that I'll start looking at the story missions again. > :^) Minor hint: Don't fall for the trap of stripping or selling your favourite personal M3/4/5 to raise the last few bucks to kit out an M6. The odds are very good that later on you'll need it again!
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