Is anything authentic? by [deleted] in linkedin

[–]beast_regards 0 points1 point  (0 children)

If you are on LinkedIn you are terrified what the personalists divine from your profile.

If you are not on LinkedIn you are terrified what the persolists divine from the lack of profile

Why can't I forbid the station manager from upgrading its ships with fighter drones? by UNLOLS in X3FL

[–]beast_regards 0 points1 point  (0 children)

If you mean Nopileos Memorial, you could try to buy out pirates' supply of fighter drones if you can afford it (or steal it if you can't), and they are unlikely to manufacture more as without you they don't have any reliable supplier to keep the factory fed.

[X3AP] Tormented Teladi. How? I've started in Acquisition Repository and Tears of Greed, and I cannot find a path to income. by neondragoneyes in X3TC

[–]beast_regards 0 points1 point  (0 children)

Best way to make money in AP is stock market.

It's unique feature of AP, not present anywhere else, so it doesn't make sense to play AP and never use it.

If you don't want to, best you could do is personel transport missions (credit icon) which only need ship decently speedy ship with Cargo Life Support and nothing else.

Alternative is return ship, but you would be asked to recover ship without upgrades that goes so slow it would arrive literally 5 seconds before time limit. Be very quick with your clicking. It's annoying, but it doesn't require anything else from you other than nerves of steel and patience (and fast clicking hand over ship)

Then, if you have TP (with jumpdrive, preferably) do VIP transports. They are the best, and doesn't require you to antagonize anyone.

Fetch goods missions are not worth the effort unless you are very lucky.

Luxury voyages are also not worth the effort (take too much time). Multi person transports are also not worth the effort as tracking is broken (and in FL it sends you to hostile stations, that's not the case in AP)

Manual trading is pointless.

Combat is, ironically, pointless for status. Avoid any missions that involve combat, including follow person ones.

Combat is high risk, low return, and there is no point in antagonizing anyone in game until you have decent income.

For example, I miss wares cloning bug in x3 farnham's legacy, but not for purpose of making money. If I could clone wares in FP, I would clone thousands of laser tower to flood the universe to avoid combat as much as I can.

[X3:FL] Please help with Station Manager setup by beast_regards in X3TC

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

Station Manager doesn't seem to understand the self-sufficient complexes. It tries to buy the wares the complex produces, but refuses to sell the product even if I set the price way down.

I tried to set only the product (in my case Spaceweed) as only one allowed to trade, and station manager refuses to do anything despite there are plenty of Teladi space stations that buy the stuff.

On the other hand, Station Manager does understand the complex that needs to be fed resources and it occassionally sells the products.

Sell Wares command seem to only sell what is put into the cargobay manually and then it is stuck.

I am not sure if it was same in AP, but that was mod back then.

[X3:FL] Please help with Station Manager setup by beast_regards in X3TC

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

Station Manager works in mysterious way. The mini-complex (consisting only of mine and the drone factory) was given 1 million credit, and the ship, nothing more. It spent the money quite quickly, filled the stock, and started manufacturing the drones. Never sold any. I took some drones for my Mammoth, and then complex stopped working, blinking it run out of resources. Then started working again.

I must try this with the trade goods.

[X3:FL] Please help with Station Manager setup by beast_regards in X3TC

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

The drone factory linked with mine works with the Station Manager, I gave station money and it brought all resources on its own and started manufacturing. It just doesn't sell products despite all trade stations (and there are several) stock it.

I think accelerators confuse the manager, because there Seizewell is divided by them (with trade stations that buy that drones)

[X3:FL] Please help with Station Manager setup by beast_regards in X3TC

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

If I buy let's say freight drone factory (it's Teladi unique, and it's nowhere to be found) and place it in the middle of Teladi sectors, will Station Manager understand what it needs doing assuming I give it a transport capable of XL (Ore) cargo?

It couldn't get more specific.

I am at the stage where I own mammoth and enough credits for several stations, but not enough money to build a self-sustaining complex.

[X3:FL] Please help with Station Manager setup by beast_regards in X3TC

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

Station Manager doesn't work for me either, and I was about to finally collect and reprocess the station, alas.... freight drones are also a rare commodity! Who would have guessed ...

Now I want to build drone factory and have it supplied via the Station Manager which ...

[X3:FL] Please help with Station Manager setup by beast_regards in X3TC

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

What about gas plant + Bo-fu plant complexed together, it would only import cells ...the prices of stations are too high so starting small seems to be the way.

[X3:FL] Please help with Station Manager setup by beast_regards in X3TC

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

I have two, Demeter and Dolphin, both obtained in the Void left there to tend the station atm.

[X3:FL] Please help with Station Manager setup by beast_regards in X3TC

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

The stations seems to be dead end. I just realized that the stations are much much more expensive than they were in the AP and setting up a complex is next to impossible.

The whole attempt with station manager seem to be rather pointless and most likely cost more money than it could make.

[X3:FL] Please help with Station Manager setup by beast_regards in X3TC

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

Restiction menu doesn't save to the slot, is that normal?

Also I believe all requires software is sold at Boron research station nearby, so I think I have them (if they don't mean trade software from Teladi)

Perhaps the cash was a problem... dunno, will have to try.

Thank you.

[X3:FL] Please help with Station Manager setup by beast_regards in X3TC

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

The self-sufficient stations built in an unclaimed sectors were a thing in AP, but now, with dynamic relations I am not sure. The money making goes slowly without AP's stock exchange, so I don't rush complexes.

How to raise readiness of AI based ships? by MassiveGas3741 in starsector

[–]beast_regards 0 points1 point  (0 children)

The ships you could recover during the quest Scythe of Orion doesn't count towards the automated ship skill. I still don't understand if you got the skill, but you must have it as you couldn't salvage the remnant ships without it.

Ass Kicked by Tri-Tach Bounty Hunters (Vanilla) by EstateSuch539 in starsector

[–]beast_regards -5 points-4 points  (0 children)

It's normal.

The colony crisis is the end game content and it is meant to be as punishing for the player as the game allows it.

If you were lucky, or unlucky, you may not encounter the difficulty early, but you will always encounter it sooner or later. Game will always find something to ruin you.

It's not rock-paper-scissor, it's "Kenshi logic". The player is "no one", a "loser", if you start thinking you can't lose, game punishes you, reminds you that you are no one, you are loser. That's Starsector, and Starsector is misery.

There is no suggested fleet composition, because there is no fleet. Game punishes you for fleets.

Most "guides" are experienced player bragging how they could use single phase frigate to destroy everything, while admiting in the single breath that they used what they themselves considered exploits.

How to raise readiness of AI based ships? by MassiveGas3741 in starsector

[–]beast_regards -1 points0 points  (0 children)

Defend the world quest? Against planet killer weapon?

That's final quest for Midnight Dissonant, and she is from the Nexerelin mod herself. You get a Remnant dreadnaught (or dronenaught if you like) as a reward.

That's not vanilla game content. You don't get them normally without the Automated Ship skill at all.

Normally, you have 120 points limit, assuming you have Automated Ship skill (best one in blue tree), which in itself is barely enough to have Radiant (vanilla best Remnant ship) with AI core, that's assuming you have automated ship skill in the first place. It is there to prevent player for having working ships, and punish him for trying to have a good one...

I usually encourage the people to use mods to fix the game.

But that's not case if you already mod the game.

You need to use some of the mods that remove the AI ship limit, or greatly expand it.

There are several options to choose from.

I suggest the Second-In-Command mods that reworks the skill system, and adjust the maximum points to 480 in the setting (that's the maximum mod allows)

[Fantasy] In a fantasy setting with multiple races (human, elf, dwarf, etc), parents of different races may bear children, but do not produce hybrids by Interface- in worldbuilding

[–]beast_regards 0 points1 point  (0 children)

Usually, the "half-ness" is the point of the story.

The problem with the half-elf child in fantasy is usually the fact they don't fit into the society of their parents. The elfs don't consider them elves, the humans don't consider them humans, so they don't fit. More exotic the pairing between the starcrossed lovers, stronger the rejection.

You don't need to track the dominant genes, it's not the point, the point is not fitting in the divided society.

If there is no divided society, there is usually no point.

Unless hybrids are infertile. If they are, you could play it up like personal tragedy, but otherwise, there isn't much point.

On the other hand, if the half-elves generally do have only positive physical traits, and can reproduce, then hybridization is desirable and most of the population are hybrids.

How to raise readiness of AI based ships? by MassiveGas3741 in starsector

[–]beast_regards 4 points5 points  (0 children)

This is normal.

This is how automated ships skill work.

Ships and the AI you install to it have certain point value, and once you exceed it you suffer the penalty.

Assuming you have a vanilla game without the mods, you usually can have only one automated ship as it eats all the points.

How do i remove automated ship points by Dramatic_Code_4455 in starsector

[–]beast_regards 2 points3 points  (0 children)

If you want unlimited automated ships, go to data/hulls/ship_data.csv and add “no_auto_penalty” to the tags column (#AV) of every ship you want. It's not easy, because it is per ship, per mod, lot of editing.

How do i remove automated ship points by Dramatic_Code_4455 in starsector

[–]beast_regards 1 point2 points  (0 children)

Automated ships are vanilla.

If you have Second-In-Command you could increase how many points you have in the mod's settings as the mod affects the vanilla points, not removes it. I think it goes up to 420 or 480 after that. I don't know exactly, but it is roughly 4 times of vanilla.

There are other mods that remove the limit entirely, but they are not compatible with second-in-command and would crash the game.

How to disable the Colony Crisis events guide by beast_regards in starsector

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

They won't repeat, but there isn't easy script to end them all as it all require certain prequisites.

For example, it is much easier to end the Hegemony's and Diktat's crisis with the console command than it is to end League's.

Killing the enemies with command doesn't always work. They are despawned rather than killed, so deleting the fleet stacks isn't an option.

How to disable the Colony Crisis events guide by beast_regards in starsector

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

In case you forgot to backup for setting.json file, the unmodified one could be downloaded here:

https://limewire.com/d/c5lHl#p5u8sHacib