![]() ![]() I think I was lucky though - most things were hovering in the high 90s when I started. Now very few things seem to be at or near the 100 mark at any one time. ![]() I've since reinvested in a large number of complexes producing weapons, missiles, shields (1MJ in particular!), microchips and computer components.Īs far as I'm concerned the easiest way to make money once you have a good sum is to build a closed loop making missiles near an equipment dock that doesn't sell them. Use the "Manual Trade Run" command from your factory to the dock and you have money coming in all the time. Best side effect is you can stop the trader any time to build up a cache of said missiles. ![]() The second best side effect is you can also make a killing on the stock exchange if there is demand for the missile: let the factory fill up, buy shares, sell stock, sell shares = bonus money of maybe 6x the selling price of that stock.And no, i dont have there ships in XSP, I dont even know how to create an XSP My Flail fab was my best construction yet. #X3 albion prelude mods star wars how to# One of the biggest problems I have with people modding games, is that they always throw everything into large mods - making it an all or nothing scenario - which I hate. The only reason I'm currently playing X3TC is that I can finally have the scripts I want, combined with both the ships I want, that have the STATS I want, that will then work with the map I'm creating.īut that doesn't mean I can have everything I'd like, because so much is locked up in larger mods that are incompatible with a lot of what I already have and/or want. (I'm working on a full 480 sector map, based upon the original x universe xml map file, (so no expansions/unsuitable for plot, custom game only), that adds far larger sectors than normal, (so the difference in speeds between different classes of ship really needs to be greater to take advantage of more space). I'll also be modding the weapons at some point - adding greater range at the expense of fire-rate, but upping the damage to compensate.)Īs it stands, all my ships are in addition to the standard ships, but would maybe like to replace them eventually. #X3 albion prelude mods star wars mod#Ĭannot do all this with a mod - only individual ships/spk's. (I'm currently focused on Star Wars, but will add other factions after I'm happy with these.)) (I'm still annoyed because I lost a lot of ships I had in X3R, that are no longer available for, or cannot import into, X3TC. I'll definitely let everyone have the map when I've finished it, (along with the jobwings files etc., and updated globals (for increased scanner ranges). (I use your Corellian Corvette model? as a light cruiser, IIRC.) If people are interested in the ships/weapons aswell, then I can share those too, but the models definitely arn't mine - I'm pretty sure some are yours.
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