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But i would not use anything this big and lumbering as a auto trader unless it would be setup with a blacklist that turns it into a internal logistics supplier only as there is no single NPC Station that could make use of the cargo capacity in a single run with a single ware aka the way auto trader operate.
Nowadays I end up spamming Couriers and I've honestly had more luck with that.
L-Traders are almost useless. This is again one of things in game, full of potential features, of which most are either broken and if not, balanced to level of being almost useless, which is almost as if the feature was not there or would not function. I probably count the some-what useful and not broken features on the fingers of my single hand ;P
I played both 2.50 and recently 2.60, they do not behave better in my case. Actually I think it even get worser in 1 point, because I can not recall them stopping almost always 40-50km away from target in 2.50, like they do in 2.60. Otherwise everything else is the same.
i hope the devs will introduce a way to automate this logistic though
The only time L freighters show and advantage in my experience is when they are player controlled, either directly flown by the player (who can then compensate for the otherwise slow performance) or just managing the trades.
The problems can be somewhat compensated for with green hull (drag mod) and engine mods (but get the rotation boost, not thrust or travel boost), which in my experience have cut travel times by nearly 60% making them competitive against my M freighters. So if you're going to use a few L freighters, even just for player managed trades, I strongly recommend throwing some green ship mods on em.
I would say L freighters have an advantage in survivability, which is true... but the Hermes Vanguard is fast enough to generally simply outrun most pirates so its only vulnerable while waiting to dock at a station, rendering the comparison moot. Just don't EVER use the Teladi Vulture which is actually slower than some L freighters.
I just do not get it, why is everyone having Problems with the Auto-Traders?
Would you mind to describe your specific steps so i can understand and eventually help setting up at last one functional Autotrader?
I'm perfectly satisfied with the behaviour of all of my traders.
That does mean you have to setup the stations to act as warehouses and transport different goods to move between the two warehouse stations. (For instance one might deal with Foods/Medicine while the other might deal with Raw Resources. Having them switch goods, makes sure they can profit internally with both directions.)
Since L's don't use highways, it's also the best way to bring goods to the highway systems from further away.
If an L can carry 5 times more than an M you could consider that if you limit yourself to a lot of M ships that will be a lot of work on your CPU and an increase in your save file size, using L's will reduce your CPU usage (by having less agents) and reduce your savefile size (thereby speeding up the save time)
So I loaded it up, and tried again(this issue made me stop playing at beta 2). Somehow it is actually working this time! I tried something simple like trading energy cells from one sector that had them for 12, and I saw a system 2 jumps away buying for 18. I set the trader to trade energy cells, at the max distance to buy/sell, and set the "anchor system" as the same system he was to buy them at. I am thinking I may not have paid attention earlier that he could only sell up to 3 systems away, as I was trying to trade weapon components which were for sale for like 272, and being bought at like 325 about 10 jumps away. What is odd though is I got frustrated at that point and set two traders to auto trade with all the resources at max distance(3 jumps) and neither found any trades and just sat. Out of all of the resources in the game I assumed it should find something to trade, but they didn't. So maybe it was just a coincidence and where they were anchored(different systems even) there really was nothing within 3 jumps. Or maybe it was glitched that beta version, and now it's working correctly?
Either way I can play again! I assume as I rank up my captains from 3 stars to 4 or 5 they can trade further away I hope? I'd say people have issues with it as it is rather confusing when you have no idea how the system works. It's much different from any other games with trading I have played, and I do feel like it could be further streamlined to make it easier, but it does seem to work ok I guess. My main issue is with the map filters and how they work. They all jumble together and it's just overwhelming and ugly. Separate windows with "goto" options I feel would go a long ways with the UI, or just allowing you to click on said resource and it take you to where it's being bought or sold respectively. Everytime I want to click on whatever resource(like energy cells), but when I do it just disappears from the list instead of taking me to where they are being bought/sold. Then I scratch my head looking for it, only to realize it removed that filter for some reason. A lot of times if I am scrolled in it will show a line going off screen, and trying to hunt it down is annoying as I then have another "trade box" popped up in the way with more lines.
Sorry I didn't mean to hijack this thread, but the dev asked lol.