X3 where to find spaceflies




















Sep 18, You first need a spacefly collector from a Split equipment dock and an Ion Disrupter from a Boron one. Split have an unused station type called a Spacefly Farm so that explains why they no longer actively hunt them. Spaceflies are often found in asteroid rich sectors with lots of debris and can sometimes be found by attacking the asteroid.

I find Olmanketslat's Treaty to be a good sector. There are also guarenteed spawns in the UFJD sector. A trick to increase the chances of stunning one are to use flak weapons to increase the range of the ion disruptor. You prety much fly around shooting the ion disruptor constantly and pick up any that you come across.

Re: Post by Mazryonh » Sat, Sep 18, I'm not sure how widely known this is, but I discovered a while back that you have a better chance of encountering "wild" spaceflies in sectors with more asteroids in them.

Code: Select all Skip if sector has no asteroids. This tool is written in Python, and tested on version 3. As of customizer version 3, an executable will be generated for users who do not wish to run the Python source code directly, and is available on the github Releases page. These will be provided as convenient, generally for bit Windows. For Linux or bit Windows users, the source code can be run directly using an appopriate version of Python.

This tool is designed primarily for Albion Prelude v3. Most transforms will support prior or later versions of AP. Farnham's Legacy support has been added as well. When used alongside the X3 Plugin Manager: if the customizer outputs to a catalog the default , these tools can run in either order; if the customizer outputs to loose files a command line option , the customizer should be run second, after the plugin manager is closed, since the plugin manager generates a TWareT.

Transforms will operate on source files eg. Source files are searched for in this priority order, where packed versions pck, pbb, pbd of files take precedence:. This script is written using Python code, which will be executed by the customizer. Transformed output files will be generated to a catalog file in the addon folder by default, or as loose files in the x3 directories if requested. Scripts are always placed in the scripts folder. Already existing loose files will be renamed, suffixing with '.

A json log file will be written with information on which files were created or renamed. Warning: this tool will attempt to avoid unsafe behavior, but the user should back up irreplaceable files to be safe against bugs such as accidental overwrites of source files with transformed files. Adjust the gap between the start and end fade distance, changing how quickly objects will fade in.

Change the number of particles floating in space around the camera. Default game is , mods often set to 0, but can keep some small number for a feeling of speed. Removes star backgrounds from sectors with significant fog and short fade distance. Fogged sectors sharing a background with an unfogged sector will not be modified, as the background needs to be edited for all sectors which use it.

Fade is removed from sectors which will not have their stars removed. Sets a floor to fade distance, so that object do not appear too closely. May be useful in some sectors with really short view distances, though may also want to keep those for variety. Note: max fade distance will be set to minimum fade distance if it would otherwise be lower. Adjust the spawn chance of various generic mission types, relative to each other. Note: decreasing chance on unwanted missions seems to work better than increasing chance on wanted missions.

If convoy defense missions should use the convoy's race to select their ship type. The vanilla script uses randomized ship types eg. Disable generic missions from spawning. Existing generic missions will be left untouched. Fixes Dual Convoy generic missions to no longer leave stations permenently invincible, and to no longer risk clearing invincibility from plot stations, as well as fixes a minor bug in the parameter list.

Stations used by these missions will no longer be set invincible, and a mission is cancelled if an end point station is destroyed. Does not affect any invinciblity flags already set in an existing save. Resets the invinciblity flag on stations in an existing save. Works by re-triggering the matching script contained in an AP patch, which will preserve invincibilty for AP plot related stations. Warnings: invincibility flags from other sources eg.

TC plots for AP may be lost. Pending test and verification. In the Terran Conflict plot when allied TPs move to capture an Elephant, fix replacement TPs to move toward the Elephant instead of wandering aimlessly. Set the starting plots with overtuned ships to have their tunings standardized instead of being random. Set the number of randomized tuning creates at gamestart to be de-randomized into a standard number of tunings.

Note: vanilla has average tunings per crate, 8 crates total. Default args here reach this average, biasing toward engine tunings. Adds factories of alternate sizes, from basic to XL. Price and volume of new sizes is based on the scaling common to existing factories. Factories will be added to existing shipyards the first time a game is loaded after running this transform; this may take several seconds to complete, during which time the game will be unresponsive.

Warning: it is unsafe to remove factories once they have been added to an existing save. Various options to modify gate rings, with the aim of reducing capital ship suicides when colliding with the pylons shortly after the player enters a sector.

Includes ring removal, rotation, reversal, and model swaps. Inactive versions of gates will also be updated for consistency. When applied to an existing save, gate changes will appear on a sector change. Generic transform works on any named global field. Strafe adjustment factor. Note: this does not appear to have any effect during brief testing. Set max range between factories in a complex. With complex cleaner and tubeless complexes, this can practically be anything, particularly useful when connecting up distant asteroids.

Set a global flag to the given value. Allows jobs to spawn with a larger selection of variant ships. This does not affect jobs with a preselected ship to spawn, only those with random selection. Variants are added when the basic version of the ship is allowed, to preserve cases where a variant has been preselected.

Adjusts job ship counts using a multiplier. These will always have a minimum of 1. Jobs are matched by name or an attribute flag, eg. This will also increase the max number of jobs per sector accordingly. Adjusts job respawn times, using an adder and multiplier on the existing respawn time.

Sets the spawn location of ships created for jobs, eg. Adds boarding pod launch capability to selected classes of ships, eg. Adds terran missile compatibility to commonwealth ships, and vice versa. Currently the Foundation Guild are pressing for the Markus to be made a protected species and pressure is being put on the Split to change their space ship engines. It is believed that, despite a universe ban on their capture or trading, some pirates still hunt and capture this creature in order to sell them to the Split.

Jump to: navigation , search. Price Cr 1, Ave. I posted this a week ago.. Its allready 3 pages down Anyway: Hanging around in Savage Spur today. My ship fully equipped with Ion Disrupters. Spaces fly Collector from a split EQ dock. I parked my ship in the middle of most asteroids in this sector. There were some Yaki ships flying around so I shot them with some Hurricanes and not long within 5 minutes.

I also started seeing small triangles on me screen! The sort you see of an empty m5 fighter on sector maps. I started switching me turrets using the F1 Button. It started with 1 Fly getting stunned over and over and within the shortest time there were more than 7 flies all being sapped on the same turret screen. Tips: Park between the asteroids.

When you see 1, start shooting it.



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