Scripting and modding the game really took off with Reunion, ending with the release of a community game mod and continuing the trend into the next game. The plot dealt with the continuation of the Kha'ak War, and the events leading up to the reunion of Earth with the gate network. Ultimately, however, the game was a success, with plots being added right up to the release of the sequel. Many players complained that it lacked immersion, and with a new menu system even seasoned X2 players found themselves climbing a steep and difficult learning curve. Version 1.0 had some serious game bugs and required patching, which caused many critics to rib it for being released prematurely. if you still need help let me know in a reply.X3: Reunion, or X3R, was released in 2005 and used a different engine to X2. the 2 menu's for the station that i am talking about without names the names that i forgot towards the end of this post are both on the list if you right click on the station. I apologies if any information is slightly off. look for CLS, Hephatus, and commercial agent. google x3tc script list to find the list of scripts on the egosoft forums. i wont go into detail on any of them here because they are much better documented in their original threads. There are mods and such that allow you to purchase stations to be delivered, set up the traders to act more logically and do many other useful things, such as use jump drives, check the script list. after you add a station to a complex all of the settings reset and you must redo them. future stations added to this complex with automatically use this hub and you wont have to place it again, stations must now be within 16km of there the hub is located. To set up a complex merely built another station within 16km and built a complex constuction kit, it will ask you to select the station, select 2 stations that are in range, and then place the complex hub the same way you would a station using the number pad. the same screen you adjust the money on will also show you how many jumps the trader must take to make a sale or purchase. and adjust the price of the silicon sold if it isnt selling to any stations. Set the prices of energy purchased to 13 or 14 or so, the default is to much. Under the stations command console click on an empty slot and select the option to transfer money to players account when over (i use 500,000) so that i never have to worry about a station having a money hiccup. Set the stations jump range to no more than 4 as traders are slow and if they are traveling 9 jumps by default to make a purchase or sale chances are someone else has arrived before they even get there thus having to restart trade run. you aren't losing money, you are just purchasing more than you have processed and sold already. You are done! you have the station up and running!! huzzah! The station will gobble up money until it has enough stocks. the traders will use to buy and sell with. open up the advanced options for the station and give it 300k. select second trader and select sell silicon for best priceġ1. ![]() select first trader and tell it to purchase energy for best price.ġ0. under the command console for the traders set their home base to the silicon mine in ore beltĩ. Purchase 2 traders, and equip with trader mk 1 and mk 2.Ĩ. i believe enter will bring you to the next step.įor simplicity's sake you built a silicon mine in ore beltħ. on the top of the map will be an option that looks simular to % click this to be able to move the station up or down if you need to. I believe the number pad is used to this. Select where you want the station to be on the map. Open up the mammoths freight and jettison the station. ![]() Undock mammoth and move close to where you want station to be. ![]() Trade with shipyard and purchase station. I will do this in a list form as it may be easier to understand that way
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