Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



When is this 3.2 patch supposed to be out? People were talking about it dropping more than 2 weeks ago.

Adbot
ADBOT LOVES YOU

Duodecimal
Dec 28, 2012

Still stupid
It's available on the beta you can opt into on steam.

Less Fat Luke
May 23, 2003

Exciting Lemon
They actually just updated it to 3.20 beta 2:

quote:

[Beta 2] Added additional Object Information tab to Map menu.
[Beta 2] Added button in info tabs to focus objects in map.
[Beta 2] Added ship type icons to ship selection in Ship Configuration menu.
[Beta 2] Added option to select Trade Wares directly in Logical Station Overview
[Beta 2] Added mouse over info in Object Info menus showing full commander name if name is truncated.
[Beta 2] Removed use of cargo drones for direct trade between nearby stations.
[Beta 2] Removed Explore order from list of available behaviours.
[Beta 2] Removed Opposing Faction line in mission briefings if it is empty.
[Beta 2] Removed hull and shield bars from wreck icons on map.
[Beta 2] Changed Explore order to end when all map hexes in its search radius have been discovered.
[Beta 2] Changed location of mission offer map filter to Think section.
[Beta 2] Improved efficiency of subordinate traders looking for trades.
[Beta 2] Improved order and designation for equipment slots in Ship and Station Build menus
[Beta 2] Improved "Work somewhere else for me" conversation to open map at employee's location instead of player's.
[Beta 2] Improved behaviour of combat ships attempting to disable capital ship.
[Beta 2] Improved weapon and turret accuracy against fast targets.
[Beta 2] Improved turret accuracy against large targets.
[Beta 2] Improved map performance when many orders are shown.
[Beta 2] Improved turret behaviour settings in station Loadout menus when all turrets are under construction.
[Beta 2] Fixed Free Families granting police licences; players who have already purchased this licence will be reimbursed.
[Beta 2] Fixed Duke's Haven sometimes not selling any, or only random, equipment/ships.
[Beta 2] Fixed stations operating as pure trade stations only using fraction of their funds for buying wares.
[Beta 2] Fixed asteroids accumulating when repeatedly saving and loading in same location.
[Beta 2] Fixed another case of Teladi Trade Stations not rebuilding modules.
[Beta 2] Fixed stations built for NPC factions sometimes still using player account.
[Beta 2] Fixed ability to install additional equipment that is not available at ship's current shipyard/wharf/equipment dock.
[Beta 2] Fixed ship capacity mods not being taken into account when adding missiles, countermeasures and deployables to ships.
[Beta 2] Fixed deployables deployed via command Deploy at Position sometimes drifting past designated position.
[Beta 2] Fixed Update Trade Offers command not visiting all known stations when multiple such orders are queued.
[Beta 2] Fixed Update Trade Offers ending immediately when new order is queued.
[Beta 2] Fixed queued-up Explore orders completing without having explored.
[Beta 2] Fixed Construction Vessels not clearing previous orders when assigned for building.
[Beta 2] Fixed Construction Vessels disengaging while modules are recycling before new build starts.
[Beta 2] Fixed non-capital ships refusing to attack military capital ships and some stations at relations between -20 and -25.
[Beta 2] Fixed automated trading ships ignoring travel blacklists when executing trades.
[Beta 2] Fixed subordinate traders not respecting trade rule that is denying specific factions.
[Beta 2] Fixed subordinate traders loading extra wares from their home base into storage even under conditions where they shouldn't.
[Beta 2] Fixed direct subordinates of player with assignment Attack not attacking unless themselves attacked.
[Beta 2] Fixed subordinates sometimes detaching themselves from their fleet.
[Beta 2] Fixed build orders on player-piloted ship not processing on docking at shipyard under some circumstances.
[Beta 2] Fixed sector sunlight property not affecting Energy Cell production as intended.
[Beta 2] Fixed incorrect resources for Paranid and Teladi M Mk2 shields.
[Beta 2] Fixed aiming reaction time not using skills of pilot or manager.
[Beta 2] Fixed turrets sometimes not firing on valid targets.
[Beta 2] Fixed autopilot aborting travel mode either too late or much too early.
[Beta 2] Fixed crew transfer resulting in unending escape pods in very rare circumstances.
[Beta 2] Fixed one case of crew transfer failing.
[Beta 2] Fixed one cause of traffic jams at gates.
[Beta 2] Fixed missing faction representatives in unusual cases.
[Beta 2] Fixed missing dock functionality on 4th arm of Split 4-Dock T Pier.
[Beta 2] Fixed missing XS ship docks on 3M6S luxury Dock Area.
[Beta 2] Fixed pilots and crews on venturing ships losing morale due to inactivity.
[Beta 2] Fixed being able to teleport to docked ships sent on venture.
[Beta 2] Fixed returned venture ships stranded in void after rebuilding venture dock.
[Beta 2] Fixed game freeze during Suspicious Split mission if no stations belonging to given faction can be found.
[Beta 2] Fixed Split story getting stuck when tasked to place bombs on cargo drones during Report To Slave Trader 2 mission.
[Beta 2] Fixed Split Suspicious mission in Split story potentially missing guidance to character.
[Beta 2] Fixed End of Oppression mission in Split story accepting multiple payments from player and not progressing.
[Beta 2] Fixed End of Terrorism mission in Split story getting stuck if story character was on ship that was later destroyed.
[Beta 2] Fixed Path of Vengeance mission not completing in certain cases.
[Beta 2] Fixed discovering Jump Gate to Split space sometimes not triggering event cutscene.
[Beta 2] Fixed Split prisoner characters being duplicated when reassigned, which could lead to issues controlling objects.
[Beta 2] Fixed order paths on map not recalculating when they should (problem introduced in 3.20).
[Beta 2] Fixed global price modifier for station builds (problem introduced in 3.20).
[Beta 2] Fixed jumping row selection for equipment mods in Ship Configuration menu (problem introduced in 3.20).
[Beta 2] Fixed Property Owned jumping to top row after returning from Object Information tab.
[Beta 2] Fixed missing pre-selection of certain equipment entries in Encyclopedia when opened from Ship Configuration menu.
[Beta 2] Fixed turret slots not available in Ship Configuration menu for certain ships when using controller.
[Beta 2] Fixed missing trade offer updates after changing station accounts, especially when paused.
[Beta 2] Fixed shuffle function in Station Build menu not updating list of modules.
[Beta 2] Fixed construction resources not being listed immediately after acquiring blueprint for player-owned shipyards.
[Beta 2] Fixed production/hour value for production modules not taking into account effect of production efficiency in Logical Station Overview.
[Beta 2] Fixed missing workforce information in Logical Station Overview under certain circumstances.
[Beta 2] Fixed incorrect trade rule or blacklist display/usage when assigned trade rule or blacklist is deleted.
[Beta 2] Fixed incorrect order lines on map when blacklists are set up.
[Beta 2] Fixed target monitor sometimes getting stuck during comms.
[Beta 2] Fixed fog of war sometimes not being rendered up to edge of sector.
[Beta 2] Fixed another case of stuck map panning in certain situations.
[Beta 2] Fixed incorrect shadows for objects during construction.
[Beta 2] Fixed issue causing savegames to become larger with every save/load cycle.
[Beta 2] Fixed several causes of crashes.

Major Isoor
Mar 23, 2011
Hey, just wondering - has anyone encountered issues with S/M ships docking with shipyards while you're OOS? Since around 10hrs ago (ingame, of course) my old ex-personal Gorgon magically docked with a shipyard (I accidentally told it to dock at a shipyard instead of a wharf...the shipyard naturally has no S/M pads) and now it seems to be eternally stuck in 'internal storage', seeing as there are no landing pads for it to undock from. I can't teleport to it, and it doesn't follow any orders or appear on the map. :saddowns:

timn
Mar 16, 2010
Are you sure the shipyard in question has no S/M pads? There's no reason why it couldn't or wouldn't. They're still necessary to receive trade from S/M ships, among several other uses for the player.

Try to request docking yourself in an S or M ship and see what happens. If you find there actually is a dock then head in and try summoning your Gorgon from storage manually at the terminal in front of one of the docking pads.

If there really is no S/M dock, that's pretty weird in of itself. My best guess would be that it got destroyed or deleted somehow after your Gorgon was already put into storage. Maybe the AI will rebuild it eventually?

Major Isoor
Mar 23, 2011

timn posted:

Are you sure the shipyard in question has no S/M pads? There's no reason why it couldn't or wouldn't. They're still necessary to receive trade from S/M ships, among several other uses for the player.

Try to request docking yourself in an S or M ship and see what happens. If you find there actually is a dock then head in and try summoning your Gorgon from storage manually at the terminal in front of one of the docking pads.

If there really is no S/M dock, that's pretty weird in of itself. My best guess would be that it got destroyed or deleted somehow after your Gorgon was already put into storage. Maybe the AI will rebuild it eventually?

Ah, I think you're right - it may've been damaged in a fight. There was some combat here recently, so that has to have been it. Well, hopefully they can fix it up soon, so I can get my ship back! :v:

Unknownmass
Nov 3, 2007
Has anyone had any luck building a torpedo bomber fleet? What ships worked for it?

timn
Mar 16, 2010
I tried that with some cobras because they have something like 25 base missile capacity and it absolutely sucked because they just bum rush right up to the station and get immediately torn apart instead of staying safely out of range. This was the case both in sector and out of sector so I don't know what the gently caress.

After that, I tried using a rattlesnake with large dumbfire launcher turrets and they basically refuse to shoot at anything ever despite clearly tracking after targets.

In conclusion, trying to effectively siege stations with munitions is a land of I guess I'll go gently caress myself and use plasma for everything instead :argh:

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

i use pulsars with 4x plasma cannon 1 and 2x torpedo launcher 1. they are pretty cheap to purchase in decent quantities and are still effective after they run out of ammo. They do a pretty good job, though xenon stations had too much shields on their turret clusters for the light torpedos i mounted...took a lot of shots.

Major Isoor
Mar 23, 2011
Out of curiosity, does anyone know how to trigger the Duke's Buccaneers plotline? Since they've shown up in the 'faction relations' list, but I haven't seen them anywhere.
Also, does following their plotline involve becoming enemies with other factions, like the Argon, etc.?

Duodecimal
Dec 28, 2012

Still stupid
I ran into them during the Paranid plot, which follows the Hatikvah questline. That latter faction is the gateway to the two main stories it appears, unless you start as Paranid or Split.

As for that, I didn't get any rep loss while openly attacking HOP and the other faction in a situation that developed during the Paranid story. In fact, if you go to start the War quests you're usually given a target (inert) in the same sector as the quest giver of the opposing faction -- and even that doesn't affect rep.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Major Isoor posted:

Out of curiosity, does anyone know how to trigger the Duke's Buccaneers plotline? Since they've shown up in the 'faction relations' list, but I haven't seen them anywhere.
Also, does following their plotline involve becoming enemies with other factions, like the Argon, etc.?

Do the HQ quest from Boso so he moves in, also complete Hatikvah quest line, this opens Paranid and Split questlines. Depending on the choice you make in Paranid one Buccaneers will appear.

Shrimp or Shrimps
Feb 14, 2012


For those having FPS issues in foggy sectors, this could be useful:

https://steamcommunity.com/sharedfiles/filedetails/?id=2108202077&searchtext=

Can be got from github too: https://github.com/bvbohnen/x4-projects/releases

My FPS tanks in foggy sectors so this'll be good.

E: Also, the argon rep in my save game got blown up and now the wharf has respawned in a new location, but the rep isn't there anymore, and I haven't gotten a blueprint I want.

Anything I can do about that?

Shrimp or Shrimps fucked around with this message at 03:08 on May 30, 2020

Major Isoor
Mar 23, 2011

Pyromancer posted:

Do the HQ quest from Boso so he moves in, also complete Hatikvah quest line, this opens Paranid and Split questlines. Depending on the choice you make in Paranid one Buccaneers will appear.

Alright then, cool. I'm just at the point where I need to meet the Paranid contact, and I'm thinking I'll side with the Godrealm. Is that OK, or will I need to side with HOP, to get them? Hopefully it's clear about whether or not the choice will spawn BUC

cheesetriangles
Jan 5, 2011





Bough the game at launch and didn't really like it. Came back a few days ago and have been playing non stop since. I cannot put it down. Built a mega station in Grand Exchange that is about to have everything needed to build ships except for the shipyard itself I'm still saving up for the blueprint for. Sunk about 400 million credits into the thing so far. The free families are eating poo poo hard against the xenon and everyone else is kinda holding their own. The Teladi HQ was under siege for like 24 hours of game time but they never got it below half health despite 3 K's and an I. Really hoping I can start to make some serious profit once I start making ships. Does anyone have some advice on what some good early blueprints to get for that are?

Nicodemus Dumps
Jan 9, 2006

Just chillin' in the sink

cheesetriangles posted:

Bough the game at launch and didn't really like it. Came back a few days ago and have been playing non stop since. I cannot put it down. Built a mega station in Grand Exchange that is about to have everything needed to build ships except for the shipyard itself I'm still saving up for the blueprint for. Sunk about 400 million credits into the thing so far. The free families are eating poo poo hard against the xenon and everyone else is kinda holding their own. The Teladi HQ was under siege for like 24 hours of game time but they never got it below half health despite 3 K's and an I. Really hoping I can start to make some serious profit once I start making ships. Does anyone have some advice on what some good early blueprints to get for that are?

I started by buying fighter blueprints from the various races, plus a set of top end parts (Combat Boosters 3, Teladi Shields 3, etc) and I've had a steady steam of expensive orders only limited by the rate I can build components (weapon components were my early bottleneck, now it's engine parts).
Races don't seem to buy ships outside of what they can build, but they are part agnostic, so you don't need say shield blueprints from every race in order to sell to them.
My wharf rakes in so much money selling top-end fighters it almost makes my other stations seem redundant.

Major Isoor
Mar 23, 2011

popewiles posted:

My wharf rakes in so much money selling top-end fighters it almost makes my other stations seem redundant.

Out of curiosity, do you have other factories feeding the wharf materials, or do you rely on traders? And what do you actually have module-wise in your wharf, if you don't mind me asking? Is it just like, the S/M fabrication module and some storage, or?

Shrimp or Shrimps
Feb 14, 2012


The profit margins on wharfs / shipyards are so insane that once you start selling to other races its like instant billionaire.

Honestly it could probably do with a balance pass because at that point you can solve any supply chain hiccups and just build a massive fleet and zerg your enemies.

Nicodemus Dumps
Jan 9, 2006

Just chillin' in the sink

Major Isoor posted:

Out of curiosity, do you have other factories feeding the wharf materials, or do you rely on traders? And what do you actually have module-wise in your wharf, if you don't mind me asking? Is it just like, the S/M fabrication module and some storage, or?

It's the S/M fabrication module, a whole bunch of storage, and basically modules for the entire production chain. I think I'm only missing antimatter converter factories, otherwise I cover the whole chain of raw materials all the way to weapon/shield/engine/turret/missile components and hull parts.

I've got a few stations in other sectors I had built previously which make hull parts and weapon/engine components and those help make up the shortfall in my wharf complex.

cheesetriangles
Jan 5, 2011





Seeing those first ship orders come in felt real good.

Alchenar
Apr 9, 2008

A couple of months later I've found myself trapped in the 'ooh that beta looks interesting, I'll start playing after the patch is finalised' infinite loop this kind of game generates :(

timn
Mar 16, 2010
The game is buggy enough normally that you might as well just opt into the beta and get playing.

Taerkar
Dec 7, 2002

kind of into it, really

I've had absolutely no issues with the current Beta.

Unknownmass
Nov 3, 2007
Also had no problems with the new beta. Has there been any new info on the next patch/expansion in the works or just the Terran leak?

cheesetriangles
Jan 5, 2011





Man the kind of money you make before and after you start selling ships is night and day. I've been constantly expanding my shipyard to keep up with demand and the money never stops rolling in.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

cheesetriangles posted:

Man the kind of money you make before and after you start selling ships is night and day. I've been constantly expanding my shipyard to keep up with demand and the money never stops rolling in.

ships sell for something totally nuts like 4x their cost in materials

cheesetriangles
Jan 5, 2011





I feel like I've never seen anyone but the Xenon build any XL combat ships.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

cheesetriangles posted:

I feel like I've never seen anyone but the Xenon build any XL combat ships.

I've seen some carriers and resuppliers from Teladi and Split in my current game, but they're getting their asses kicked by xenon because they don't seem to fill them up with fighters. Meanwhile on the other side of the map godrealm of the paranid already took three of four xenon sectors and there's not a carrier in sight, just multiple destroyers and frigates slowly but surely destroying xenon stations.

cheesetriangles
Jan 5, 2011





Getting close to the point where I am gonna build a Raptor or 2 and was wondering what would be a good fighter / design of that fighter to put on it?

Right now my main fleet is 8 Rattlesnakes.

Shrimp or Shrimps
Feb 14, 2012


Babby's first self sufficient station took advantage of clipping. Teladianianianianiam drums merged happily with construction-crane silicon wafer factories. Space residential complexes had apartments being invaded by glowing advanced electronics fabs - exposing the inhabitants to a neverending neon blue, and the cold empty nothingness of the 'cuum.

This was cool but it resulted in weird graphics artifacting which annoyed me to a, frankly, worrying degree. I decided I would wallpaper over the cracked, moldy wall, and so my very own Borg Cube was born. Argon cross connectors masked the merged mishmash of structures within.

Due to the temperamental nature of the space lego interface, I had to build the cube in slices. Each slice, I would save the XML code from the constructionplans.xml file, and then paste it into a new template. So for each slice I made and code I pasted, my cube became a little less of a rectangle.

Of course, worrying about internal logistics of my cube, I had to leave out a row of connectors that I could put into the final product, thus allowing each of my slices to be connected. I presume a space train runs through there.




At 370 modules, this station was merely child's play for what was coming next, unbeknownst to me, my spare time, and my partner's patience. I would proceed to sit on the couch interminably, staring at my TV monitor trying to precisely position modules using a lovely generic wireless mouse with a poor sensor. The foam of my side of the couch has not yet recovered its previous buoyancy and perkiness, and I suspect it never will. RIP.

With the aid of a mod that reduces buildtime, I was able to build my cube in just a few hours. I built a few more, and the money was pouring in, before starting to get the distinct impression I was cheating. I had all of the factories and housing modules crammed together, everything clipping with reckless abandon. I was reminded of that X-Files episode, Season 6 Episode 1, Dreamland, where a test pilot of a UFO is merged into a rock but somehow still alive. Nope. Not in my city in space.

So I started work on SpaceCity. It was going to be the space mega-mall to end all space malls. At first, the plans were relatively modest. Modules might double my cube, nothing too gargantuan. I had the primary goal of no clipping, and 740 modules would already be a challenge, and a space eyesore.

But, urged on by the inexplicable need for NUMBERS GO UP BRRRRR, SpaceCity would expand in proportions with no regard for frame rates. Once again I had to do it in layers, using the XML code tricks. It appears the game has built-in safeguards to protect graphics cards on middling computers. Frankly, I view this as an infringement on my rights.




Along with space billionaire status, I inherited the requisite gaudy tendencies. While aiming to double my Borg Cube size, I would overshoot with excess reserved only for the space 0.000001 percenters. Though I consider myself ostensibly a man of the space people, even my sterling character is not immune to these temptations of the limitless.




Once again I employed a connecting 'row', what I envision to be my space monorail, to link all the slices. My computer doth loudly protested, a whirring, moaning cry for reprieve. Grudgingly, I would tap my well of mercy and cease adding modules. Construction would begin! This beast would live to see the light of the fortune of Nopileos.

After a wait in which I visibly aged, alas, SpaceCity had completed construction! Words can't describe my elation, and the sense of dread smothering my poor PC.




SpaceCity!! A city in space where anybody can achieve the SpaceCity Dream, and nobody else's structure clips into your living room! A true beacon of opportunity in a galaxy ravaged by war. All welcome; a veritable melting pot.





Thanks for reading my blog!!!

BlankSystemDaemon
Mar 13, 2009



:eyepop:

In other news, whatever they did to fix the FPS is working, my game runs a lot smoother on the latest patch!

Major Isoor
Mar 23, 2011
So, can anyone tell me what the actual long-term consequences of the "place explosives/leave" decision in The Maze are? Since ideally I'd like to be able to gain access to the Duke's Buccaneers and also help the Godrealm win the war against HOP. But it's kinda vague about the long-term effects and whether or not it's just a bit of flavour, or if your choice genuinely locks you out of certain plots, etc.

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅

Major Isoor posted:

So, can anyone tell me what the actual long-term consequences of the "place explosives/leave" decision in The Maze are? Since ideally I'd like to be able to gain access to the Duke's Buccaneers and also help the Godrealm win the war against HOP. But it's kinda vague about the long-term effects and whether or not it's just a bit of flavour, or if your choice genuinely locks you out of certain plots, etc.
They're mutually exclusive. If you want to see both plot lines you'll have to make a save just before you plant the explosives.

Major Isoor
Mar 23, 2011

Darkhold posted:

They're mutually exclusive. If you want to see both plot lines you'll have to make a save just before you plant the explosives.

Hmm, ok then. Well, if you don't mind me asking, what's the actual outcome of the 'leave' plot? Real, lasting peace between the Paranid factions, or something?
That's what it seems like at least, judging from the two-eyed guy's rhetoric. Since if that's the only thing I'm missing out on, I'll happily go off with the Buccaneers and finish the civil war the good old fashioned way, alongside the Argon and Godrealm fleets!

Major Isoor fucked around with this message at 14:46 on Jun 3, 2020

cheesetriangles
Jan 5, 2011





Man 3 and a half hours to build my Raptor. Gonna be a long wait.

Duodecimal
Dec 28, 2012

Still stupid

Major Isoor posted:

Hmm, ok then. Well, if you don't mind me asking, what's the actual outcome of the 'leave' plot? Real, lasting peace between the Paranid factions, or something?

I rolled back to an earlier save after making either choice. In both cases you need to build a huge fleet to hand over to a faction.

If you leave, they make peace and you'll need to build a fleet of destroyers and smaller ships for the Duke so he can enforce the peace diplomatically.

If you bomb, you'll need to build a fleet to shore up the Duke's faction so he can effectively wage war between the factions basically.

I didn't go further in either branch, deciding instead to roll back to before I went into the maze so I could start building up my infrastructure and production capacity. I rerouted all my ships to Nopileos and started dropping resource probes there planning to make it my base, but it turns out Nopileos has poo poo for asteroids. Might wind up building in Grand Exchange.

Taerkar
Dec 7, 2002

kind of into it, really

Can you scan shipyards or do you have to buy them?

Duodecimal
Dec 28, 2012

Still stupid
You must buy them. Around 700-800 million iirc (for both eqdocks and yards for all ship sizes). Found this out after emping them several times.

OwlFancier
Aug 22, 2013

Yeah they're too high value really to let you just steal them.

Adbot
ADBOT LOVES YOU

Taerkar
Dec 7, 2002

kind of into it, really

I suspected as much.

So after playing around with Ventures for a bit (The five missions never seem to change and they keep on finding 'Unknown' individuals) the only real benefit seems to be sending a ship out while I'm not playing to have some stuff waiting for me when I get back.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply