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2. If you are too friendly with a race(rank +8), your rank with its hostile and enemy races will be limited to rank +7 98%.
3. When you increase notoriety to a race, your notoriety to It's hostile and enemy races will decrease(ex: Argon +100 points, Split -15 points, Paranid -30 points).
4. Check the Diplomacy part of this guide.
https://www.egosoft.com:8444/confluence/display/X3WIKI/X3%3A+Farnham%27s+Legacy+Wiki
In FL... yeah, especially if you do a MISSION to deliver space fuel or space weed, go ahead, find out what happens.
Also, I've noticed the 'getting back out of the red' thing. There's a whole guide on how you could be 'at least neutral' with every faction, including Pirates, Yaki, Dukes, Terrans... everybody that has enemies with almost everybody. In AP, it was easy to do that, but I gather that was not intentional... they just couldn't implement what FL is doing because it's actually very complicated and I'm assuming took a good chunk of the development time.
I can somewhat see the point where a particular race, like say the Argon, wouldn't want you to trade their signature weapon (the Phased Repeater Gun in this example) to some other race that they're at war with (say the Paranid), so they'd be a little mad at you for getting your recognition with them up just to run their guns for profits... but at the same time, if you sell a weapon that isn't used at the equipment dock or military base in question, it flat-out disappears from the world from what I can see. Possibly because they want to reverse engineer it rather than resell it...
If the lack of dynamic reputation is an exploit in AP, why don't they retroactively put in FL's system? I'm sure that's possible. And I still want a way to mostly opt-out of the politics in FL that doesn't make my game modified. Like say the Goner idea that I put in my first post. Or you could even call it 'Classic Mode' or 'Pacifist Mode' if you want to be slightly insulting about it like some of the difficulty titles in old first person shooters. I very much don't mind being called a pacifist, a baby, whatever if that gives me the option, at least, to get rid of a game mechanic that I'm struggling with. And I'm the type of person that will try it in a different play through to check out what's different. I am a big fan of having an easy mode or options to turn things off that I don't like so I can just have a chill game and relax sometimes, too.
For example, it's really peaceful and chill on the AP game that I have something like 400 hours in where I spent the time to get positive rep with everyone so the only people that ever attack me are stupid pirate raids that apparently didn't get the memo from whoever's in charge that I'm their favorite trader. I can mess around in whatever ship I want, in any sector I want that isn't Xenon, and I can go hours or even days of in-game time and never hear the 'combat alert' noise.
If you want to play as pacifist, you have to control the relations carefully. NPC ships won't be hostile to you in their border sectors and other races' territories if your relation with them is higher equal to -3(two red bar), Pirates, Dukes, Yaki, corporations also obey this rule(they are normal factions in X3FL). You just can't get into their core sectors(higher equal to -1 required). You can only trade with Teladi, and only Yaki will get pissed for this. Since you never boarding, you have to farm enormous amounts of discovery points to buy blueprints of those unpurchasable ships.
The dynamic rep management guides are good in general but if you want to be friendly with at least most other parties you need to make use of the systems implementation, particularly where at -3 red bars the dynamic rep disables in relation to that race.
You can't be big friends with everyone though - as soon as you get +6 green bars with one party anyone hostile to them will never go above 98% +5 green bars.
The most common divider here are Argon + Boron + Corps vs. Split + Paranid + Strong Arms.
You can only chose one set.
Pirates, Yaki, Duke's, Terran - being big friends with any of them basically makes the rest of the universe hostile.
Teladi you can be big friends at almost any time, except when you are also friends with Yaki.
With careful manipulation of the system you can be friendly (+5 green at least) with everyone except Yaki, Pirates, and Duke's, and you could probably get those to neutral if you really wanted to.
However if you want to get agents you are going to have enemies and the least complicating ones are Pirates and Yaki, which are the races that Teladi station defence missions uses as enemies.
There are several tips:
1. Using M7M and boarding pods to max the success rate.
2. Lower the target's shield until your marines breach the hull.
3. Save before you launch boarding pod, and reload if any of the boarding pods get destroyed.
4. Save immediately when your boarding pods landing on target ship - the random values of hull breaching and final ship core hacking resistance are rolled after marines start breaching the hull.
5. The boarding state can be seem at your property -> personal. Check if anything goes wrong during the whole process.
i recommend going after m7 ships because those have the lowest boarding resistance of the bigger ships. even tl's can be problematic if you don't have good mechanical specialists and training up to 3 or 4 stars in mechanical can take a while.
a m7 you can take with a 20 men crew of 2 stars in every profession. just shop for 2 star fighters and train the other 3 skills on a military outpost.
fry off anti boarding equipment however you like. i do by controlling a m6 with ion disruptors through the monitor (f4). while your target is tailing your main ship (stay out of firing range of the target and match speed). just make the m6 fly up on it from behind and then lower the shields and keep penetrating the hull with id.
in tc you could do that easily with a normal hydra or the heavy centaur prototype. you want a somewhat speedy m6 with id's that can easily get behind a m7.
jump in your m7m with its marines and pods (ai controlled fire 5 while player only needs 4 to get 20 marines on the ship) and order it to fly to a far edge of the sector or far below or above on the z axis.
when you're tailing the target fly towards your m7m (still keep the speed matched!) give the m7m the order to board ship. if the anti boarding equipment is destroyed you could jump out the m6.
from here you could spam wasps onto the target while your boarding pods from the m7m are on the way. depending on how many shields you killed with the m6 their shields might regenerate faster or slower. the m7m will only fire the pods if in range and if the shield% has reached a certain number.
i like wasps better than flails. they're cheap and in masses they keep turrets occupied. they keep the targets shields steady under a somewhat endless swarm of them. for m7 they maybe melt the shields very fast so watch it. even if you do hit the hull it shouldn't matter that much unless you already destroyed a huge chunk with the m6.
and then it's just waiting for your pods to hit. listen to them cutting through the hull. when they entered the ship you can stop lowering the shields and view your property tab.
The Aran, I've actually gotten tubed by. It can go through a gate, it seems, but it's... like a kilometer long, so anything that's in front of that gate is going to be destroyed. It's a wonder more people aren't angry at the Goner with the lack of ability to warn that a large ship is coming through a gate, because frankly, if I had a several tens of millions credit ship just get vaporized (I have on one particular occasion, BY an Aran), "Sorry about your ship, chucklehad." wouldn't exactly cut it for not being mad at them.
On recall, it might have been an Ozias, but it was definitely Goner, and I definitely said out loud, "Woah, what is THAT? Okay, I'm dead. Great."
This is really complicated and risky...the rear and side turrets and heavy missiles of M7s can melt any M6 very quickly if the AI piloted M6 dosen't dodge, especially those "tough" M7s. The Cargo Bay Shielding makes things worse. It may be fun for skilled pirates to raise the boarding difficulty and enjoy the process, but new pirates may not have the skill to do everything right, so I suggest them to pilot a single M7M - the most stable way to board any targets.
I mentioned the problem of Valhalla in another thread. It is useless besides gate defense even use jump beacons due to the safe route check mechanism.
Boarding Xenon capitals is the most difficult thing in this game. 12 of my full skill marines killed during boarding the I......
It's also tied for first place in my research on laser recharge rate, so it can more than likely run all that beam stuff long enough to annihilate multiple other capital ships with it.
It can mount Fusion Beam Canon too, makes it a good fighter/corvette killer in Xenon sectors. The most powerful feature of this ship is the THREE rear missile tubes, it can barrage any missile it can mount. With enormous amounts of Typhoon Missiles loaded to its large cargo space, it can destroy at least 40+ capital ships and their escorts before rearming(50+ if not mount large guns at front turrets). It is basically the best M2+(battleship) for pure destruction currently.