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Pirates tides of fortune light house missions
Pirates tides of fortune light house missions










pirates tides of fortune light house missions

Also a too small cargo to be really freighter. The Prometheus is sick and complements the Paranid pirates a lot, but its not quite the same. How cool would a Pirate corvette and a boarding-based Frigate be?Īnd yeah, I'd want a Pirate transport couldve had our Millenium Falcon or Serenity/Firefly equivalent. The biggest gap in the ToA ships is probably the lack of a M ships. It feels like there's a gap in the ToA ships but that might just be me. Though, it would be nice to have a ToA ship similar to the Prometheus - an armed larger transport - with a few more guns and better shields.

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Also, if they have something in tow, they cannot dock!!!!!!

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(2) Since Manticores are NOT traders, station jump limit do not limit them, and thus they are free to roam Avarice and get them killed instantly during a tide. I would like to receive the Tide announcement when am outside of avarice. (1) The Tide announcement must not be limited to Avarice. I have 2 problems, that I have reported in another thread (with derision from another player): I will provide a save game, as you have requested. This can be seen with the many NPC ships that are destroyed every tide. If a ship is issued the warning during a critical order they ignore it and so end up inside Avarice during a tide. Someone mentioned it is due to critical orders. I do not think this has been reported properly so it is unlikely to be fixed until then. Preferably before the tide warning that should cause the ships to flee but does not. I lost all of them.Ĭould people please report this with not modified saves that can easily recreate the situation in the 5.10 beta. Not only Manticores, I tried to put some M traders auto trading with energy cells and medical supplies in the new sectors, and they are unable to avoid the tides. And that one is better positioned if one sells many products at the saturation point.įrom Avarice IV it's at least 2 sectors away of a highway that's even more remote then Nopileos's Fortune (which have a highway in the sector)įor a core sector it's really to remote and takes to much time to travel for manticore's. It is always ignored that every product has a degree of saturation. the picking out of particularly profitable productions. Additional EZ are therefore worthless if you have done it right.īut that is also such a much propagated mistake here. Because one of the first things you build is an EZ production with which you saturate the entire market in the area. You also don't have to start calculating what you would get for selling the EZ. Basically, only the base price of a recycled module is increased. Solar modules no longer have a running cost in X4.

pirates tides of fortune light house missions

just see the solar modules as part of the production module. My game is missing everything else, but no hullparts.I even had to reduce the number of traders because the market is saturated.Īnd about the light. So I think the location is really good because the main buyers are all very close. But in my new 5.0 game start, I recognized the potential of the stations there quite early and supplied all the shipyards in the area with traders. 2 sectors away of the highway makes it to remote to be useful












Pirates tides of fortune light house missions