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Ass_Burgerer
Dec 3, 2010

So I got these M autotraders each with an escort of 3 fighters for protection. How am I supposed to make this actually work?

I figured out how to put them in fleets together, with the fighters as subordinates. They follow the trader. A little slow, but not too slow that they wouldn't be able to protect.

Thing is, they don't loving PROTECT. All they do is follow until the trader is killed by the little pirate. How am I supposed to set this up? What do you guys do to protect traders?

Also, what's the difference between escort and defend? The fighters seem to do one or the other. I make sure to "recall subordinates" and that they don't have any other orders interfering.

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OwlFancier
Aug 22, 2013

I don't honestly bother protecting my ships because it's easier to just replace them, rather than replacing them and a fighter complement.

Especally M traders which are cheap. Large ships might get an escort but even then I'd rather just not send them dangerous places.

Even if you could get the fighters to proactively screen their parent ship they probably couldn't damage anything that would threaten an M trader fast enough to kill it before it kills the trader.

OwlFancier fucked around with this message at 02:00 on May 3, 2020

queeb
Jun 10, 2004

m



man ive been scanning station leaks for like 2 hours now and have yet to get the PHQ quest to pop

also no traders will sell graphene to my station at all :(

queeb fucked around with this message at 02:23 on May 3, 2020

queeb
Jun 10, 2004

m



I feel like my save is bugged or something because after scanning about 30-40 data leakes i've gotten 0 missions, no pirate ones or anything, just either nothing or those little commissions or stuff.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

queeb posted:

I feel like my save is bugged or something because after scanning about 30-40 data leakes i've gotten 0 missions, no pirate ones or anything, just either nothing or those little commissions or stuff.

Theres 2 different kind of leaks, the little leaks and the big leaks, and the big leaks are the ones that drop missions

For some reason since the patch the big leaks seem to be almost extinct, at least on argon stations ( i live in argon space in my 3.0 game)

Try looking on SCA or maybe HAT stations, they might have em more

Canasta_Nasty
Aug 23, 2005

I'm trying to switch out the large turrets on my Rattlesnake at the Split equipment dock. The ship docks, nothing's in line in front of it, the station says it's queued and then nothing happens. It just sits there. The timer doesn't go down, nothing changes. I think maybe the station is out of a necessary component and nope, they have hundreds of everything.

I switch my destroyer over to the Teladi shipyard, same exact thing. It feels like a bug, but it's hard to tell with the dynamic economy. Any idea what's holding everything up?

Krogort
Oct 27, 2013

Ass_Burgerer posted:

So I got these M autotraders each with an escort of 3 fighters for protection. How am I supposed to make this actually work?

I think you may be better off using L traders instead.
They cost the same as a M + escort and are equaly survivable and are more profitable.
The buffalo is well armed and fast for a L trader, I think it cost only 6 millions.

Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away
How do I get 3 star pilots? I have been playing for 10's of hours and no one has levelled up beyond 2. Hardly anyone has actually made it to 2 actually.

Do I have to do missions that give seminars?

(is there a mod that just makes everyone 3 stars?)

Oh dear me
Aug 14, 2012

I have burned numerous saucepans, sometimes right through the metal

Sillybones posted:

How do I get 3 star pilots? I have been playing for 10's of hours and no one has levelled up beyond 2.

I think asking pilots to open lockboxes helps level them up, but they probably need a ship that can withstand the occasional explosion.

Major Isoor
Mar 23, 2011
Hey, is there anywhere I can see a log of ships being destroyed, etc? There doesn't seem to be anything in the logbook, which seems like the obvious place to look

Less Fat Luke
May 23, 2003

Exciting Lemon

Major Isoor posted:

Hey, is there anywhere I can see a log of ships being destroyed, etc? There doesn't seem to be anything in the logbook, which seems like the obvious place to look

Keyword search in the logbook for “destroyed”.

timn
Mar 16, 2010

queeb posted:

I feel like my save is bugged or something because after scanning about 30-40 data leakes i've gotten 0 missions, no pirate ones or anything, just either nothing or those little commissions or stuff.

I just ran into this with a new start but I think I've found a fix. I confirmed that no comm signals were spawning with the signal leak hunter mod, only the other type of signal. So I started up the ship modes tutorial and walked through the signal scanning part, and after finishing that it's seemed to refresh the spawn system and now I've got comm signals for days!

queeb
Jun 10, 2004

m



Im on a non modded game :( i did the tutorial a few times, but i just restarted and the first thing i scanned was the PHQ quest. Now that I have a bit more knowledge of what to do im sure i can get back to having a station within an hour or two. game owns.

gonna toss a few mods in cause why not. there's a nice satellite one that lets them scan whole sectors and stuff, since i found satellite dropping to just be busy work, any others that people reccomend?

queeb fucked around with this message at 16:34 on May 3, 2020

Xerophyte
Mar 17, 2008

This space intentionally left blank
FWIW mods can be enabled after starting the game if they don't mess with the save data, i.e. they don't add new guns and ships and sectors and so on. You can turn on things like Signal Leak Hunter and Faster Crew Leveling for an in-progress game without breaking anything if you want.

The one thing adding mods will do is disable sending your boats on ventures to other players' games, which are the only source of paint jobs and a prime source of mod components. Paint Jobs for Sale is therefore mandatory in a modded game, and something like Crafted Mod Components not a bad idea.

For other recommendations, I suggest starting by getting mods that fix things about the base game that you don't like. I use the mentioned crew leveling and signal leak hunter mods, because I really don't like that crew do not level to any significant degree in the base game and I think that signal leak hunting sucks. I also like Fire and Smoke because more ridiculous explosions is always good.

E: One thing I personally want to mod in some game is strengthen the Xenon as the game goes on so they build more stuff and invade harder at 20+ hours. Faction Enhancer actually seemed to make them weaker when I tried it so I'm a little wary since it takes a decent chunk of time to discover that sort of thing. Anyone tried Improved Xenon Supply Lines, or have another recommendation?

Xerophyte fucked around with this message at 16:53 on May 3, 2020

timn
Mar 16, 2010
And just to clarify, in the case I described signal link hunter wasn't the fix to the issue, it was just a tool to help verify that comm signals really weren't spawning and that running the ship modes tutorial did actually fix it.

In any case, I think starting out vanilla and figuring out over time what you want to is the right way to go. The game is large and complex enough as it is without throwing too many additional variables into the mix at the outset. Most mods are also to personal taste rather than being objectively essential.

queeb
Jun 10, 2004

m



huh, just crusing on by black hole sun on my new game,



poo poo went down i guess!

Oh dear me
Aug 14, 2012

I have burned numerous saucepans, sometimes right through the metal
What are all the little squares?

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY

Oh dear me posted:

What are all the little squares?

Loot.

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
Ok. So, stop everything, go here https://github.com/bvbohnen/x4-projects/releases and grab the Mod_Support_Apis (other stuff looks fun, but lets stay focussed)
next, get this https://github.com/AlbertoRota/x4-Better-piracy/releases/tag/v0.9.0

install both into extensions.

now you can harass ship and piracy is piracy. (Sirnukes system is a bit like the Fallout 4/Skyrim cmm, basically you get to fiddle with mod settings in an extra menu in the esc menu)

tempted to make an SA GET OUT edit

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
I'm glad a lot of mods have moved to open source releases by the way. It's so much easier to learn when you can poke the insides of something else that already works.

queeb
Jun 10, 2004

m



geeze this new game i started, the conflics are way larger, loving huge like 8 desroyer HOP fleets are pushing into second contact, and xen are building defense platforms on the other side of the haktiva's gate. maybe i should spin up my own fleet to help, since all i have is like 20 miners right now just selling stuff

Major Isoor
Mar 23, 2011

Less Fat Luke posted:

Keyword search in the logbook for “destroyed”.

Oh, fair enough. Thanks for that! It'd be good if ship acquisitions and losses had its own tab in the logbook, but I'll give it a search after, to confirm my fears.

queeb posted:

geeze this new game i started, the conflics are way larger, loving huge like 8 desroyer HOP fleets are pushing into second contact, and xen are building defense platforms on the other side of the haktiva's gate. maybe i should spin up my own fleet to help, since all i have is like 20 miners right now just selling stuff

Yeah, there's definitely a lot of pressure in X4, compared to X3. I genuinely feel like I need to keep ramping up my economic and military contributions to help the galactic governments keep the xenon at bay. I'm based out of Silent Witness XI, and there were three Ks, an I and many many Ps Ms and Ns in Hatikvah's Choice (right near the Silent Witness gate) a couple of days ago...it was slightly concerning! I helped wipe out the fighters and brought down the Ks, although I had to bugger off in the face of the I, since I was fairly damaged. (The local forces were able to shoot it down anyway, eventually)

timn
Mar 16, 2010
Am I reading things right in that some racial variants of modules like shield generators are strictly better than others? The encyclopedia entries are a little bit obfuscated by the fact that some information is just magic numbers and not all of the relevant stats are always represented there.

GOOD TIMES ON METH
Mar 17, 2006

Fun Shoe

Antigravitas posted:

Those are station build storage trade offers.

Thanks, I don't know how I missed that.

Less Fat Luke
May 23, 2003

Exciting Lemon

timn posted:

Am I reading things right in that some racial variants of modules like shield generators are strictly better than others? The encyclopedia entries are a little bit obfuscated by the fact that some information is just magic numbers and not all of the relevant stats are always represented there.

Definitely!
https://roguey.co.uk/x4/shields/

queeb
Jun 10, 2004

m



jesus with all the wars, all the wharfs and shipyards are buying the gently caress out of hull parts, im trying to get my first jull part shupyard up in argon prime, and getting the 11k i need is crazy, everyone is scooping them up instantly\

bodes well for when i finally get it running

Kasan
Dec 24, 2006
I'm having an issue with a series of save games where globally there is a shortage of hullparts to the point everything grinds to a halt, sorta like when the game was launched. Is something bugging the hell out causing this? I find that if I don't immediately build a hullparts factory as soon as I can afford it, I end up in spot where I can't get anything built, including a hullparts factory. Latest Beta, no split vendetta (yet).

queeb
Jun 10, 2004

m



Xerophyte posted:

E: One thing I personally want to mod in some game is strengthen the Xenon as the game goes on so they build more stuff and invade harder at 20+ hours. Faction Enhancer actually seemed to make them weaker when I tried it so I'm a little wary since it takes a decent chunk of time to discover that sort of thing. Anyone tried Improved Xenon Supply Lines, or have another recommendation?

VRO just released a patch to buff up the xenon

https://www.reddit.com/r/X4Foundations/comments/gcxjuq/vro_patch_217_xenon_life_read_carefully/

so that should help if you turn everything back on

queeb
Jun 10, 2004

m



not sure if this is normal or whatnot, but im trying to raise my rep with godrealm so I can buy a sweet nemesis, and i was looking to just park some miners in their space to passively grind it up like I have been in argon and teladi space, but they are literally buying 0 of any raw material. no silicon, ore, ice or anything. either they have tons of mining ships or they are getting it from elsewhere, cause i have like 20 parked across argon/teladi space just mining the gently caress out of stuff and making bank selling to them.

Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away
Are torpedo launchers worth? Was thinking of making a wing of bombers.

Krogort
Oct 27, 2013

Sillybones posted:

Are torpedo launchers worth? Was thinking of making a wing of bombers.

I've fitted a wing of Balor with 2 torp launcher and 2 bolt chaingun each to quickly dispose of xenon K and I but they don't fire their torpedoes ?
(they have 22 heavy torpedo each)

The (non torpedo) missile themselves do a ton of damage when fired by the player but sometime have a hard time hitting fast target, they just run circle around them.

Shrimp or Shrimps
Feb 14, 2012


I've never tried torps on AI ships because, yeah, stuff micromanaging their ammo counts etc, but I use them on my player ship.

One thing I recommend if you do player ship torps is to park yourself right in the mudhole of a K before firing, and take out those two turrets near the engines first (I just use light smart missiles for them, the splash also takes out the shield generators).

If you come at it perpendicular (say from underneath or above), the torps seem to fly to the location where the K was when you shot them, and then curl around to where the K is now (because it's moved), rather than adjusting their course to match a K that is moving perpendicular to you at 40m/s or whatever.

Krogort
Oct 27, 2013
In theory the ships should resupply themselve if you have a auxillary in the fleet.
The auxillary even pass buy order to procure the missile components either from it's own assigned transport ships or from other faction traders. ]

Alas, if no ship fire any missile, there is no need to resupply...
Might try a full missile loadout and see how the AI handle that.

Major Isoor
Mar 23, 2011
So, does anyone know why there's a massive Argon military fleet in Argon Prime, which has been hostile towards me (for no reason - no friendly fire etc. since it seemed to occur while I was OOS) for at least 20hrs?
I'm at +26 relations with the Argons, so that's not it. It's pretty annoying, since although my miners seem fine, I need to watch my step when in Argon Prime, which is unfortunately frequent.

BlankSystemDaemon
Mar 13, 2009



It seems like having a manager at the base accomplishes very little but not having to get 2-star pilots to setup auto-trades, and filling up every available storage space with unsold parts, so you constantly have to keep building more storage?
Or is it just that the managers are completely incompetent until they reach 5 stars and then just become magically great?

Major Isoor posted:

Hey, is there anywhere I can see a log of ships being destroyed, etc? There doesn't seem to be anything in the logbook, which seems like the obvious place to look
Another trick is to put the task of a ship along with a number in parenthesis, in front of the name. That way your list of ships gets sorted better when doing alphabetical sorting (which is the default, can be changed).
So you end up with:
(M-Miner#1)Magnetar(XXX-420)
(M-Miner#2)Magnetar(XXX-042)
(G-Miner#1)Magnatar(XXX-069)
(Trader#1)Shuyaku(XXX-666)
And so on and so forth.
That way you can easily spot when one has gone missing, and can search for that - and if you want to know what a particular ship has been up to, you can search for its Type#N to get all of its history.

I like to pun, so they become (Minor), (Sucker), and (Traitor) on my list.

queeb
Jun 10, 2004

m



god stations take awhile to build. its like 35-40 minutes per part, tossing a station together with 2 refined metals/storage/energy/4 hull parts is gonna take like 6 hours real time

Taerkar
Dec 7, 2002

kind of into it, really

It shouldn't take that long. The issue is probably that there isn't as many construction drones as there should be on the builder you hired.

timn
Mar 16, 2010
FYI that even if your builder has 30+ construction drones, time is still a significant bottleneck in getting stations with many 10's of modules built out. You will be spending a lot of time sitting in SETA watching YouTube or listening to podcasts while waiting for stuff to get done.

As usual, there are mods to tweak this to personal taste. Station Build Time Reducer allows you to speed up construction by 3x, 5x, or 10x.

queeb
Jun 10, 2004

m



ok so I bought a cerberus and a pimp fighter, i cant seem to be able to make it fight and return and dock. I set it in a fleet with me, set its default behavior to return and dock, but i cant seem to get it to undock and kill poo poo around me when im fighting. if I target the fighter itself i can right click broadcast to fleet attack my target, but he just takes off and lands again, if i target an enemy and right click the enemy, i get no fleet commands. if I go to map screen, target an enemy and right click, nothing as well.

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timn
Mar 16, 2010
I believe that setting a fleet group's behavior to docked means they dock and stay put even if they have something else they could do.

Unfortunately fleet behavior is hokey and varies depending on the host ship. Fleet groups attached to carriers will automatically dock when idle while their mode is set to launched, but those attached to auxiliary ships will not, for example. I don't know about frigates like the cerberus.

Worst case scenario you have to manually toggle the setting between docked and launched as needed. However if you're using the cerberus as your personal craft then it's not such a big deal to have to actively manage the single fighter with it.

The real annoyance comes if you find yourself having to babysit a capital ship and its 10's of fighter craft while you're trying to work on something elsewhere. There are a ton of little deficiencies in fleet AI both in and out of sector that make the experience rough and clunky.

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