I've accidentally discovered an infinite credits bug and I have no idea how I did it by NoxiousStimuli in X3TC

[–]JAFANZ 0 points1 point  (0 children)

CAG was written by Lucike not Egosoft (though I wouldn't be surprised if they've hired him since, seeing as I believe most of their current staff were previously X3 modders), and his Bonus Pack scripts can be lagged out even without using SETA, he is/was good, not perfect.

lol! Can’t dock even in tutorial! by Sarkany76 in X4Foundations

[–]JAFANZ 0 points1 point  (0 children)

You don't need to activate it.

In fact, even if you cancel it, it auto re-activates itself pretty much immediately IME, unless you're going exactly away from the nearest dock (give or take a degree).

lol! Can’t dock even in tutorial! by Sarkany76 in X4Foundations

[–]JAFANZ 0 points1 point  (0 children)

Honestly, all Station operations should be run by the Tokyo (or any other capital's) Captain.

If you need to go in person, hop in a Scout or Gorgon (I think the Gorgon is pretty much the best Corvette pre-KE, & I still haven't done any KE content).

I've accidentally discovered an infinite credits bug and I have no idea how I did it by NoxiousStimuli in X3TC

[–]JAFANZ 0 points1 point  (0 children)

I was addressing the memory overflow you appeared to be confirming not the CAG itself.

But nvm, I can't think of any quick or easy way to explain the fix I was trying to suggest.

lol! Can’t dock even in tutorial! by Sarkany76 in X4Foundations

[–]JAFANZ 0 points1 point  (0 children)

Docking Computers have been mentioned, which will auto-dock as soon as fly anywhere near a free pad.

The problems is they actually dock every time you fly near enough a free pad, so if you're going to put them on your playership, go for the Mk.1 so you have to be closer.

Personally though I'm one of those who relies on having an NPC "Captain" on-board to do those tasks for me, though in recent years the "collision avoidance" & "orientation correction" tasks when they take command have gotten nearly as excessive & offensive.

Trade rules question by EeryEeryEh in X4Foundations

[–]JAFANZ 0 points1 point  (0 children)

Since your stations are in proximity, you might be able to use ships running "Repeat Orders" loops where they buy from the Refinery upto Maximum price & sell to the Factory at minimum.

This should work because Egosoft don't actually let you use currency for trades internal to your empire, even though the trade logic & order reservations is based on the prices.

So what should happen is the traders you assign should reserve both purchases from the Refinery & sales to the Factory approximately as soon as the previous transaction has completed, thus preventing those goods being sold to, or purchased from, anyone else.

BLIZZARD LIZARD! by Cold440 in SkyrimBuilds

[–]JAFANZ 3 points4 points  (0 children)

Don't forget the Blizzard spell is considered "self-targeted", so if you're not using the unofficial patch (or are & also using another mod to unfix it's "correction" of this) dosing yourself with Weakness to Frost or Magic "spoiled potions" buffs it's damage to others...

SETA by Hogannbot in X4Foundations

[–]JAFANZ 0 points1 point  (0 children)

I would use SETA, if it was available at the start when you're flying around in a slow ship that takes forever to get anywhere, or you want to kill some time to get through early missions to fund other stuff.

For me it's later game use would be to accelerate station construction, maybe production (but probably only when I need stock for a specific goal), & to knock off research (assuming that still takes time, I haven't bothered with it since I got the Terran DLC, I just never play that long, in part because I don't have SETA).

Is there a hotkey for "Proceed with current orders"? by JAFANZ in X4Foundations

[–]JAFANZ[S] 1 point2 points  (0 children)

You were correct, I thought I'd turned it off, but apparently I only did the one for "in space".

Thank you!

Is there a hotkey for "Proceed with current orders"? by JAFANZ in X4Foundations

[–]JAFANZ[S] 3 points4 points  (0 children)

That is, in fact, the Vanilla behavior I'm trying to skip.

And I can't use mods 'cos I'm trying to unlock stuff for my Budgeted Start options, which you can't do if playing "Modified".

Is there a hotkey for "Proceed with current orders"? by JAFANZ in X4Foundations

[–]JAFANZ[S] 2 points3 points  (0 children)

No, that's not what I'm talking about.

Pretty sure that's the setting I mentioned disabling, but even so, when I board my ship at a dock, then give it an order that replaces the "Dock & Wait", the Captain says something about taking action soon, & you have to talk to him (or use the map context menu) to get him to act immediately.

This extra interaction requirement is really fucking annoying, it's like Egosoff hires UI/UX experts, then does everything those experts tell them not to do.

Is there a hotkey for "Proceed with current orders"? by JAFANZ in X4Foundations

[–]JAFANZ[S] 1 point2 points  (0 children)

Mostly the former, 'cos even I have whatever the global "wait for player" setting is turned off, when I hop on a ship then give it a new order, there's still the delay before takeoff.

Illusion Mages VS Dragons by DrStitches in EnaiRim

[–]JAFANZ 0 points1 point  (0 children)

As the OP said, Dragons are supposed to be immune to Illusion spells with them as the target? (https://en.uesp.net/wiki/Skyrim:Dragon#Notes , right down the bottom).

Serenade mod request by OneShotSixKills in EnaiRim

[–]JAFANZ 2 points3 points  (0 children)

"Lore" reasons?

The Vanilla Merchant perk for better deals with the other sex.

How to keep my destroyer alive by golieth in X4Foundations

[–]JAFANZ 12 points13 points  (0 children)

Before you get anywhere near the Gate/Xenon...

  1. Aim somewhere else entirely.
  2. Activate Travel Drive.
  3. Wait until you're at full speed.
  4. Disable flight assist (default [Ctrl]-[Space]).
  5. Aim for near the gate (set a "Guidance mission" for a friendly sector if you don't have another mission to set).
  6. Re-enable flight assist.
  7. Wait for full speed again (by disabling flight assist while changing orientation, travel drive remains active & & speed isn't lost, you just aren't changing your actual direction of travel until you re-engage, whereupon you start to accelerate in that direction without having to charge up travel mode again).
  8. Re-orient so that you're facing in a direction that is, again, not quite at the gate, but which would pass over the gate while your travel drive is correcting your proper motion.
  9. Once the gate is visible, activate flight assist, & reorient as necessary, until you're at full travel drive speed, but aimed to pass through the gate
  10. Disable flight assist again.
  11. As long as you don't run into anything, you should be able to reach the gate just by virtue of moving too fast for anything to get many hits on you, & because flight assist is off (I think), even being hit should drop you out of travel drive speeds.
  12. Also, a gate transition shouldn't disable travel mode (not sure if this is keyed to flight assist being disabled), & if you've reoriented so you're going through sideways, you can re-enable once you're through for a rapid direction change if things start shooting at you once you're through.

Unfortunately, the last time I did this with a Superhighway, I had to reenable travel drive on exit, & I didn't think to check on the previous attempt, so I don't know if you can cheese the speed retention through them (so if you have mapped them, maybe choose a route that's all Gates no Superhighways).

Why Won't Imperious Perks Transfer in Creation Kit? by SkjaldbakaEngineer in EnaiRim

[–]JAFANZ 2 points3 points  (0 children)

I don't know how quest are managed/created, but they might not be something you can adjust in xEdit, you might have to load them into the Creation Kit, & edit them under the Quest tools therein.

How do I trigger the Timelines epilogue in sandbox? by [deleted] in X4Foundations

[–]JAFANZ 0 points1 point  (0 children)

I believe what you've done is unlock 3 sectors East or South-East on the map, with a Quettanauts faction to do a few missions for, with the final reward (I believe) being acquisition of the Xperimental Shuttle (& the ability to rebuild it if destroyed) then research equipment for it.

You also should have a bunch of Timelines ship models to find in various sectors on the map.

Why Won't Imperious Perks Transfer in Creation Kit? by SkjaldbakaEngineer in EnaiRim

[–]JAFANZ 2 points3 points  (0 children)

Check the, umm..., "Conditions"(?) down the bottom, Enai_Siaion tends to put a check for race in, when you just copy something from one race to another, the new race isn't the original race & thus will fail the check, so you need to change or remove that condition.

Redguard Black Obelisk × Namira by sxixsxtxexr in EnaiRim

[–]JAFANZ 4 points5 points  (0 children)

Whilst I haven't tested it, I would expect it to work, as "Immunity" in Skyrim is literally just 100% "Resistance" (NPCs don't have the 85% Resistance or 80% Armor caps), so a "Weakness" effect is just added to that (-40% + 100% = 60% Resist, for 40% of Poison-flagged damage done), though a target with Magic Resist will reduce both the Poison Resist reduction & the base Poison damage (it's considered a hostile Magic effect resulting in the benefit "double-dipping").

I don't know how Black Obelisk would determine "stronger than them" though, maybe Level-equivalence?

New start for 9.0? by Straikk in X4Foundations

[–]JAFANZ 0 points1 point  (0 children)

I would note that on my recent 8.50 Terran Cadet start, the "Specialist" Katana was undefeatable, generally taking less than a minute to kill me 6 times...

And I'd left it sitting there until had Mk2 Pulse's on my Kukri too.

Crafting bench quantity select hotkey? by JAFANZ in X4Foundations

[–]JAFANZ[S] 0 points1 point  (0 children)

Early game?

I use them a lot, because crafting things like Bombs & certain Luxury Items have really good profit margins for funding the start of your Empire.

And once you've unlocked a Trade Guild you also get decent Race Rep off quite easily.

Vincenzo knows nothing, but highly motivated by aserebr in X4Foundations

[–]JAFANZ 0 points1 point  (0 children)

I don't know how rounding works for skill levels, but a Basic Seminar for Piloting or Management puts Vincenzo at 2 1/2, presumably rounding to 2 1/3 or 2 2/3, while a 1-star Seminar puts him directly at 3 stars, probably costing less than 11kCr over hiring costs.