PHQ freight requirements

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wmcdannell
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PHQ freight requirements

Post by wmcdannell » Mon, 8. Apr 24, 16:39

Is there any way in-game to know how much freight space is required to move the PHQ before hiring a TL to pack it up?

I tried to pack the PHQ and the TL that I hired said he didn't have enough room to pack the station (I didn't take notice if it told me the requirements in that dialog). I tried checking the station info and anywhere else that a total might be displayed and I couldn't find it. I also can't find how much freight space is required for the base PHQ without wares (allowing me to manually calculate the space required by adding up all the ware volumes + the base PHQ).
AKA Toazd on Nexus mods and Steam

BrigandPhantos77
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Re: PHQ freight requirements

Post by BrigandPhantos77 » Wed, 10. Apr 24, 19:48

wmcdannell wrote:
Mon, 8. Apr 24, 16:39
Is there any way in-game to know how much freight space is required to move the PHQ before hiring a TL to pack it up?

I tried to pack the PHQ and the TL that I hired said he didn't have enough room to pack the station (I didn't take notice if it told me the requirements in that dialog). I tried checking the station info and anywhere else that a total might be displayed and I couldn't find it. I also can't find how much freight space is required for the base PHQ without wares (allowing me to manually calculate the space required by adding up all the ware volumes + the base PHQ).
I want to say its the size of an equipment dock. But ahem..... I'll check for you.
Peace is a state of mind!
War is absolute!
~ Phantos ~

Cycrow
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Re: PHQ freight requirements

Post by Cycrow » Wed, 10. Apr 24, 19:53

The volume of the Headquarters (and all stations) can be found in the encyclopaedia page.

as for the total space needed, this isn't displayed anywhere. But if you use your own TL to move the station, then it will tell you how much space is needed

BrigandPhantos77
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Re: PHQ freight requirements

Post by BrigandPhantos77 » Wed, 10. Apr 24, 20:20

Ok, so that is going to take time as I forgot I have a ship in production. The PHQ is 25000 (confirmed).

When it comes to packing a station, you have to have enough cargo space for not only the station, but all wares on board. (This is for all stations not just phq) The ship will first attempt to collect said wares, transfer credits to your main account, then it will pack the station itself. Things like Ore, Rimes and Silicon (especially that last one) are very heavy and take a lot of room. For me as a rule of thumb, I always clear a station of wares manually before packing it. That way I know where it all is.

Just a tip:

Ozias is an absolute perfect TL for this type of duty. It can hold up to 12 TS class ships, (for storage this is second to none). Owls and Sturgeons for the win here.

However you decide best to do this, empty it first then try packing it.
Peace is a state of mind!
War is absolute!
~ Phantos ~

wmcdannell
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Re: PHQ freight requirements

Post by wmcdannell » Wed, 10. Apr 24, 22:36

Thank you both very much for all the advice! :mrgreen: It will certainly come in handy and I will refer back to it when I have the resources to move everything I've hoarded and will hoard in my PHQ (I just found out last night that the cargo bay hacker also works on stations!). Currently, I can't afford nor can I buy a TL class ship.

Looks like I may want to get my Goner rep up depending on who their allies/enemies are (or use more nefarious means to "aquire" an Ozias). I was initially eyeing up the Argon Mammoth (I'm RPing a Boron scientist that is friendly with Boron/Argon/Teladi and their allies) and I was going to have a train of Super Freighter XL/High capacity TS's unload the wares first because I didn't even realize that you could dock TS's to TL's. The Ozias even moves faster than the Mammoth but it will require an escort as it appears it has no weapons or missile capability (shouldn't be a problem because I don't plan to move the PHQ into enemy territory unless there's a teleport mechanic that I can use as a weapon like in X4 :D). I have plenty of time to think about where to move it while I save up funds
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and figure out why, even using Cycrows cheat script, that I can't realign the HUB gates. *Edit* apparently the game is not allowing me to link the HUB gates to sectors with security level "Capital" (works fine with "core" and "border". There's no warning about that it just silently fails :?).
AKA Toazd on Nexus mods and Steam

BrigandPhantos77
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Re: PHQ freight requirements

Post by BrigandPhantos77 » Sat, 13. Apr 24, 05:44

wmcdannell wrote:
Wed, 10. Apr 24, 22:36

Looks like I may want to get my Goner rep up depending on who their allies/enemies are (or use more nefarious means to "aquire" an Ozias). I was initially eyeing up the Argon Mammoth (I'm RPing a Boron scientist that is friendly with Boron/Argon/Teladi and their allies) and I was going to have a train of Super Freighter XL/High capacity TS's unload the wares first because I didn't even realize that you could dock TS's to TL's. The Ozias even moves faster than the Mammoth but it will require an escort as it appears it has no weapons or missile capability (shouldn't be a problem because I don't plan to move the PHQ into enemy territory unless there's a teleport mechanic that I can use as a weapon like in X4 :D). I have plenty of time to think about where to move it while I save up funds
Spoiler
Show
and figure out why, even using Cycrows cheat script, that I can't realign the HUB gates. *Edit* apparently the game is not allowing me to link the HUB gates to sectors with security level "Capital" (works fine with "core" and "border". There's no warning about that it just silently fails :?).
Goner shouldn't be much of a problem. They like just about everybody, and very few seem to dislike them. (Pirates, Yaki)

Gates not aligning to the capitals seems like a malfunction. I've aligned them to both Argon Prime and Kingdom End. The only reason it shouldn't be possible is if it's TOA gates. I got one perma connected to Legend's Home East Gate and that is a capital for OTAS.

Just advice: Don't put the PHQ in any enemy territory. You only get the one unless you use a cheat. And it can be destroyed as of current version. (Pretty sure - I've never risked it).
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I find the claimable sectors to be best.
Peace is a state of mind!
War is absolute!
~ Phantos ~

wmcdannell
Posts: 15
Joined: Thu, 23. Mar 23, 21:23
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Re: PHQ freight requirements

Post by wmcdannell » Sat, 13. Apr 24, 13:45

BrigandPhantos77 wrote:
Sat, 13. Apr 24, 05:44
wmcdannell wrote:
Wed, 10. Apr 24, 22:36

Looks like I may want to get my Goner rep up depending on who their allies/enemies are (or use more nefarious means to "aquire" an Ozias). I was initially eyeing up the Argon Mammoth (I'm RPing a Boron scientist that is friendly with Boron/Argon/Teladi and their allies) and I was going to have a train of Super Freighter XL/High capacity TS's unload the wares first because I didn't even realize that you could dock TS's to TL's. The Ozias even moves faster than the Mammoth but it will require an escort as it appears it has no weapons or missile capability (shouldn't be a problem because I don't plan to move the PHQ into enemy territory unless there's a teleport mechanic that I can use as a weapon like in X4 :D). I have plenty of time to think about where to move it while I save up funds
Spoiler
Show
and figure out why, even using Cycrows cheat script, that I can't realign the HUB gates. *Edit* apparently the game is not allowing me to link the HUB gates to sectors with security level "Capital" (works fine with "core" and "border". There's no warning about that it just silently fails :?).
Goner shouldn't be much of a problem. They like just about everybody, and very few seem to dislike them. (Pirates, Yaki)

Gates not aligning to the capitals seems like a malfunction. I've aligned them to both Argon Prime and Kingdom End. The only reason it shouldn't be possible is if it's TOA gates. I got one perma connected to Legend's Home East Gate and that is a capital for OTAS.

Just advice: Don't put the PHQ in any enemy territory. You only get the one unless you use a cheat. And it can be destroyed as of current version. (Pretty sure - I've never risked it).
Spoiler
Show
I find the claimable sectors to be best.
Interesting. It wouldn't let me realign the gate to any of the void sectors either. I even tried Cycrows cheats to force the realignment again and it wouldn't work. Either way, I was able to move my PHQ into the Hub thanks to your help. I needed to move it quickly so I could realign the gates and cut off the paranid from easy access to my main base because I kinda sorta started a war with them by hijacking their freighters so I could reverse engineer the blueprints. Evidently, they don't like when you steal their technology.
AKA Toazd on Nexus mods and Steam

BrigandPhantos77
Posts: 538
Joined: Wed, 27. Dec 17, 05:47
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Re: PHQ freight requirements

Post by BrigandPhantos77 » Sat, 13. Apr 24, 18:52

wmcdannell wrote:
Sat, 13. Apr 24, 13:45

Interesting. It wouldn't let me realign the gate to any of the void sectors either. I even tried Cycrows cheats to force the realignment again and it wouldn't work. Either way, I was able to move my PHQ into the Hub thanks to your help. I needed to move it quickly so I could realign the gates and cut off the paranid from easy access to my main base because I kinda sorta started a war with them by hijacking their freighters so I could reverse engineer the blueprints. Evidently, they don't like when you steal their technology.
Those are TOAs connecting The Void sectors.

Standard gates always have an event horizon. Unless deactivated of course.

Easiest way you can tell the difference between the two is either looking for the event horizon for the gates, or looking for a bracket extending out of the TOAs. Kinda like needle points or antenna, directing where you are about to go.
Peace is a state of mind!
War is absolute!
~ Phantos ~

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