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
BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


I played the X3 series and loved them for an open world sandbox and building self sustaining space facilities and loving around.

I thought X:Rebirth was absolutely horrible and gave it up rapidly, it felt like a horrible console game, even on PC.

Should I buy X4? It's been out for a while now but it seems hard to nail down specific info:

Can I build self sustaining stations?
Is the absolute poo poo space highway still in it instead of proper jumpgates?
Is there competent fleet management?
Can I use marines to capture ships?
Can I run freighters remotely (Can I even own a freighter network)?
Is it fun and enjoyable as a sandbox?
Is it worth it to get the game with all the expansions? So the expansions add anything meaningful?
Does it work with a legit joystick?

I've read reviews but find them unreliable at best.

BitBasher fucked around with this message at 03:08 on Sep 14, 2020

Adbot
ADBOT LOVES YOU

Less Fat Luke
May 23, 2003

Exciting Lemon

BitBasher posted:

Can I build self sustaining stations?
Yep the station building is one of the most fleshed out parts and very fun, you can build absolutely gigantic self-sustaining mega-stations.

quote:

Is the absolute poo poo space highway still in it instead of proper jumpgates?
Yes and it's still kinda dumb, the AI still fucks up using it sometimes. There are mods that remove the highway though.

quote:

Is there competent fleet management?
Nothing that I've found

quote:

Can I use marines to capture ships?
Yep!

quote:

Is it fun and enjoyable as a sandbox?
Yep!

quote:

Is it worth it to get the game with all the expansions? So the expansions add anything meaningful?
Yep!

quote:

Does it work with a legit joystick?
This I'm not sure about but 99% of the game in my saves is played like an RTS with the occasional manual flying and combat at this point so someone else could speak to that.

Airspace
Nov 5, 2010
There is something that calls itself fleet management, but it's still pretty janky.

Otherwise all your questions are answered with 'yes'.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


All right thanks people, I'll pull the trigger on the big rear end bundle with all the poo poo.

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






As of last playing it, X4 was a game about building logistics chains of gorgeous messy space stations with some nice ships you could fly around and pretend to be a fleet admiral in.

Allegedly there’s a trading / market management component but if it’s real and not a myth then I’m not smart enough to make good use of that. Instead I just get a few miners hauling ore and gas and reinvest every credit I make from sales into an ever larger and jankier industrial machine that I can’t fly over and look at in case it fucks up all my ships’ in-sector pathing.

I love the game though despite all that.

Pyromancer
Apr 29, 2011

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

BitBasher posted:

Is the absolute poo poo space highway still in it instead of proper jumpgates?

Yes and no, the highway is there, but it doesn't work like in Rebirth. It just takes you across the sectors and through the gates fast, much faster than the travel mode your ship has.
Travel mode every ship can do is something like what capital ships had in Rebirth - just charge up for a few seconds then go really fast in mostly straight line wherever you want.
Lore-wise I have no idea what's going on with FTL methods in X4 though - there are oldschool jumpgates, there are Rebirth's accelerators and superhighways which are now just jump gates with different look and now 20-ish unmarked anomalies taking you to other anomaly randomly.

OwlFancier
Aug 22, 2013

As far as I understand it there's jumpgates, which can take you basically infinite distances and form the bulk of the long range travel. Then there's accelerators and superhighways which are broadly the same thing with visual differences, they transport you between locations in the same star system, though functionally these work like sectors except for AI distance calculations. Sectors linked by superhighways (but not accelerators, for some reason) count as the same sector for the AI, so if you tell your ships to trade or mine with 0 sector range in grand exchange, they will trade through all 3 grand exchange subsectors. This is indicated on the map by sectors within the same large hex. Sectors linked by terran-style accelerator gates will have the same background theme (as they are supposed to be located in the same solar system) but are functionally entirely separate sectors.

The regular highways are just speed boosters and there's one big loop of them running through the center of the universe which takes you in a big ring around the core sectors of most of the factions. Like a regular highway would work IRL.

Also you can set your ship to travel mode which makes you go very fast, though not quite as fast as a highway, this broadly replaces SETA for most purposes because it makes your ship go fast enough to fly across the universe in a manner similar to how SETA would have been used in X3, except you are not actually accelerating the entire game to do it. The jump drive from X3/rebirth is entirely absent from the game, the technology supposedly being lost to this part of the X universe. Personally I think it's just a good design decision because your ships actually have to travel from A to C through B now, rather than being able to spontaneously relocate anywhere in the universe.

The player conversely can relocate anywhere in the universe because of the teleporter technology you discover in the plot, based off the old transporter technology from X3. This IMO is a great addition because it solves the problem of having to manage assets across the entire universe, your attention can be anywhere in a moment's notice, but your actual assets are still limited by physical travel constraints.

Also yes there's space wormholes you can fly into which teleport you around the universe at random, fun, but not very practical if you want to go somewhere specific, useful if you want to get away from somewhere though.

The only real gripe I have about the travel in the game is that big ships like using gates from the rear rather than flying into them. On the one hand this reduces the chance of you going through a gate and crashing into something trying to go through the other way, on the other hand that doesn't damage you any more and the gates are a lot bigger and also they save your relative position when you fly through so you can just fly through the edge and will come out the other side at the edge, so I would rather big ships just flew straight through gates.

OwlFancier fucked around with this message at 11:31 on Sep 14, 2020

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Wait the big loop is just a highway and not a superhighway?

I always assumed it was the superhighway like a kind of space M25 orbital

OwlFancier
Aug 22, 2013

Superhighways are the blue/orange things that connect some sectors, going by the X Rebirth parlance.

The loop is just a regular highway that runs directly through gates. Which weren't a thing in Rebirth because the gates weren't active at the start of Rebirth, superhighways connected different parts of the same star system. One of the expansions added the sector Home of Light which had a similar looped highway but it was regular highways feeding into superhighway links.

OwlFancier fucked around with this message at 11:27 on Sep 14, 2020

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Aaaaaaahhhhhhggggggjhhhh

*continues for several pages*

OwlFancier
Aug 22, 2013

The choice to include both accelerators and superhighways in X4 is a weird one stylistically but I assume they just had the technology already programmed in and decided to reuse it as a distinction between things that are in the same "cluster" sector and things that count as separate sectors despite being in the same star system canonically. There may also be an actual simulation reason but X4's uncanny ability to basically load anywhere in the universe off the cuff instantly makes it actually very hard to figure out how they're simulating the universe without looking at the code.

Also they for some reason didn't remove the weird orange clouds in the superhighway tunnel that you actually were supposed to avoid in X rebirth.

OwlFancier fucked around with this message at 11:32 on Sep 14, 2020

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


OwlFancier posted:

The player conversely can relocate anywhere in the universe because of the teleporter technology you discover in the plot, based off the old transporter technology from X3.

There's a plot? I played for 4 hours last night playing the start that has tutorials enabled and I never got a single radio call or starting point at all. I'm where I spawned in Black Hole Sun with absolutely nothing to do. I had a single job offer to hire a pilot, which I did, and then absolutely nothing.

I also saw no tutorials to speak of beyond the ones I had to start myself by hitting H.

Do I need to do something to get that started?

pixaal
Jan 8, 2004

All ice cream is now for all beings, no matter how many legs.


You should be talking to a Boron and getting a Player Station so you can jump.

zedprime
Jun 9, 2007

yospos
Scan leaky station signals to get the Boron quest line started.

At a whole X4 has mini campaigns instead of a monolithic story. Beside the Boron, the different starting settings should leave 1 campaign in a state that is ready to start. If you took the generic start it's Hatikvah, otherwise the faction you started with will be ready to start it's campaign. These all tend to start at capital stations IIRC and flow into or prevent the start of certain other campaigns.

These also tend to open or close war fronts, usually in an obvious way. So if you want to fight a sandbox paranid forever war, don't do the campaigns starting with either paranid polity.

Taerkar
Dec 7, 2002

kind of into it, really

Every time I've started fresh the Boron quest could be found in a scan spot on the closest station. (across 6 starts, I believe)

OwlFancier
Aug 22, 2013

BitBasher posted:

There's a plot? I played for 4 hours last night playing the start that has tutorials enabled and I never got a single radio call or starting point at all. I'm where I spawned in Black Hole Sun with absolutely nothing to do. I had a single job offer to hire a pilot, which I did, and then absolutely nothing.

I also saw no tutorials to speak of beyond the ones I had to start myself by hitting H.

Do I need to do something to get that started?

Scan stations for radio leaks, that kicks it off.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Thanks everyone

My start was in Black Hole Sun with a tiny ship that had one gun and 10k total to my name.

Iafeth
Jul 17, 2017
Surprisingly, there is almost zero info on plot lines for this game in the internet. So far, I've encountered PHQ and Hatikvah quests. Can someone describe what else is possible to find?

Taerkar
Dec 7, 2002

kind of into it, really

Once you complete both of those there are quests for both the Split and Paranid, though both may require the DLC?

pixaal
Jan 8, 2004

All ice cream is now for all beings, no matter how many legs.


It is a sandbox game you are primarily making your own story

OgNar
Oct 26, 2002

They tapdance not, neither do they fart
I seem to have lost all kinds of functionality compared to X3.
Can I no longer tell ships to go dock somewhere without being there?
I just want to send a trader to an equipment dock.
While pretty the UI seems to be even worse than X3.

e: wait, ok.
It just does it rear end backwards now compared to previously.

OgNar fucked around with this message at 18:45 on Oct 16, 2020

OwlFancier
Aug 22, 2013

The UI handles more like an RTS now.

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY

pixaal posted:

It is a sandbox game you are primarily making your own story

I've played through X games many times and I always have the same story - capitalism is life.

Unimpressed
Feb 13, 2013

I've just started getting into this game having bought it on release and putting it aside. I have a couple of questions:

Does it ever go on sale? I want to buy split vendetta and wondering if there's any point waiting.

What's a good personal ship like the M6s of old in X3?

Pyromancer
Apr 29, 2011

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

Unimpressed posted:

What's a good personal ship like the M6s of old in X3?

Medium size frigates - they're fast, sturdy and can dock everywhere, and have a fighter dock(unlike medium corvettes that have no dock but more guns) - sometimes in missions you have to jump into a fighter, I prefer Gorgon Vanguard from base game or split vendetta Cobra.

Pyromancer fucked around with this message at 09:22 on Nov 5, 2020

Vietnom nom nom
Oct 24, 2000
Forum Veteran

Unimpressed posted:

I've just started getting into this game having bought it on release and putting it aside. I have a couple of questions:

Does it ever go on sale? I want to buy split vendetta and wondering if there's any point waiting.

What's a good personal ship like the M6s of old in X3?

Yes it does occasionally, maybe for the Steam winter sale but obviously not guaranteed

https://isthereanydeal.com/search/?q=x4+foundation

"The Collectors Edition Content" will have the first two DLC's included (the second of which isn't out yet).

Private Speech
Mar 30, 2011

I HAVE EVEN MORE WORTHLESS BEANIE BABIES IN MY COLLECTION THAN I HAVE WORTHLESS POSTS IN THE BEANIE BABY THREAD YET I STILL HAVE THE TEMERITY TO CRITICIZE OTHERS' COLLECTIONS

IF YOU SEE ME TALKING ABOUT BEANIE BABIES, PLEASE TELL ME TO

EAT. SHIT.


Hexenritter posted:

Imagine having to fly between stations that are tens or hundreds of kilometres apart, and not using time dilation. that's the early game in XBTF before you find a station with a SETA device, and before you earn the credits to actually buy it. It took loving forever.

A rather late reply but it doesn't take that long, in terms of hours you can get through X1 in about 20-25 with a guide.

It just seems long, but it's not that bad comparatively, and it's interesting for the story (and to see the little factory scenes after you dock). You might even be surprised how much stuff was already in back then.

Just saying that if anyone hasn't tried X1 before but got it on sale then give it a few hours, about 6 should be enough if you've played other X games. Definitely not good as a first entry though.

Alchenar
Apr 9, 2008

Private Speech posted:

A rather late reply but it doesn't take that long, in terms of hours you can get through X1 in about 20-25 with a guide.

It just seems long, but it's not that bad comparatively, and it's interesting for the story (and to see the little factory scenes after you dock). You might even be surprised how much stuff was already in back then.

Just saying that if anyone hasn't tried X1 before but got it on sale then give it a few hours, about 6 should be enough if you've played other X games. Definitely not good as a first entry though.

Eh, X1 is a bit barebones. Xtension is the interesting one because using the same engine there's this really impressive expansion in features and that's where many of the features that are in the DNA of these games really come out.

Unimpressed
Feb 13, 2013

What's the consensus around pilot training?cheese it with a mod or is there a decent in game mechanism that's not too tedious? I've got a couple of pilots doing mining who are stuck on just under 3 stars for what seems like an eternity...

If a mod, any good ones you can recommend?

Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅
I read a post that said training is dependent on RNG rolls that scale so terribly getting it to 3 stars is basically lottery odds. I don't think I've ever seen a pilot in many playthroughs that reached 3 star pilot through trade or mining. Seminars and combat are the way to go if you want to level them through the game systems.

As there's no real point to ventures at the moment just mod it. Google around and there's a few different flavors for you to choose from.

Shalebridge Cradle
Apr 23, 2008


Unimpressed posted:

What's the consensus around pilot training?cheese it with a mod or is there a decent in game mechanism that's not too tedious? I've got a couple of pilots doing mining who are stuck on just under 3 stars for what seems like an eternity...

If a mod, any good ones you can recommend?

Cheese it with a mod and never look back.

https://steamcommunity.com/sharedfiles/filedetails/?id=1759853091

this one feels balanced enough. You'll get 5 star pilots eventually but they are still rare enough. Being on a large ship with a larger crew, and out in space doing things, levels piloting and engineering up fairly quickly.

Less Fat Luke
May 23, 2003

Exciting Lemon
4.0 beta just dropped: https://store.steampowered.com/newshub/app/392160/view/2944753052358860477

My biggest problem with the endgame of X4 was fleet management and it seems like they've done a lot of work to address this!

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
Gonna post it here because I HATE the lovely forum skin Egosoft uses.

Egosoft posted:

  • New Feature: Volumetric fog makes space look even better.
  • New Feature: Transaction Log for detailed breakdown of income and outgoings.
  • New Feature: Message system for important communications from NPCs.
  • Added Mark as Hostile option to Interact menu.
  • Added Fire Authorisation Overrides providing control over whether ships should attack other factions.
  • Added option to declare war on another faction.
  • Added option to have player-owned police collect or ignore crates dropped by apprehended smugglers rather than destroying them.
  • Added Assist assignment for subordinates of ships.
  • Added Coordinate Attack option for fleet commanders.
  • Added Interact Menu option to Claim abandoned ships with player-owned ships.
  • Added Escort missions.
  • Added area damage to capital ship engines exhaust.
  • Added audio and visual feedback when entering damaging area.
  • Added possibility for crew to bail when under attack by NPCs.
  • Added possibility for NPC factions to claim abandoned ships. :ohdear:
  • Added race information to Encyclopedia.
  • Added contested sector information to Object Info menu and Encyclopedia.
  • Added descriptions for licences and blueprints in faction representative menus.
  • Added information about sectors and blacklists to Trade menu.
  • Added shield recharge delay info to Encyclopedia.
  • Added separate entries for large and medium turrets in encyclopedia.
  • Added sunlight information to sector encyclopedia entries and Plot Management menu.
  • Added research and associated resources to Logical Station Overview.
  • Added information about equipment compatibility to Ship and Station Configuration menus.
  • Added information about workforce efficiency and changes to Logical Station Overview menu.
  • Added plot licence price display while placing new station plot.
  • Added links to Encyclopedia for important items in mission objectives.
  • Added object ID code to upkeep mission list.
  • Added option to lock paint modifications per ship excluding them from changes to default.
  • Added setting for default ship weapon and turret behaviour.
  • Added construction plan shuffle option to player HQ.
  • Added additional support to navigate complex menus (e.g. map) with controller or keyboard.
  • Added ability to store crew information alongside saved loadouts (only applied when building new ships).
  • Added ability to store weapon mode and ammo settings with saved loadouts and apply them in ship build/upgrade process.
  • Added option to set preferred build method.
  • Added sync point management to Object Behaviour menu.
  • Added message when quick-save fails due to saving not being possible.
  • Added optional warning about modified game client.
  • Improved Kha'ak presence and behaviour.
  • Improved behaviour of pirates hacking station storage.
  • Improved behaviour of subordinates in fleets with fleet auxiliary ships to prefer those ships for resupply.
  • Improved mining AI to better balance travel distance and resource yields between local and remote sectors.
  • Improved station-based miners working for stations that require more than one mineable ware.
  • Improved cases where ships preferred highways too much over direct route.
  • Improved flight movement for ships docking on capital ships.
  • Improved player-owned drone behaviour so that inventory items are transferred directly to player when docking at player ship.
  • Improved balancing of relation penalty on destruction of drones and laser towers.
  • Improved shipyard generation to provide more dock capacity for medium ships (new game only).
  • Improved handling of ships sold by player to ensure their new owner recovers resources.
  • Improved workforce balancing by increasing both impact of local population and effect on production.
  • Improved build plot price balancing by taking into account sector population.
  • Improved external camera behaviour when target is destroyed.
  • Improved display of mission trade offers in trade context menu
  • Improved news notifications about faction activity to filter by local area unless war subscriptions are in place.
  • Improved scrolling of multi-line texts in menus with controller and keyboard.
  • Improved tooltip when trying to reassign for busy ship traders.
  • Improved mission icons.
  • Removed Interact menu option to follow ship (still available as default behaviour).
  • Removed Interact menu option to protect station (still available as default behaviour, or assign to station instead).
  • Fixed ships warping when exiting local highway while player is inside same highway.
  • Fixed S/M ships not able to approach and dock properly on enclosed docking bays.
  • Fixed ships sometimes not being able to dock on capital ships.
  • Fixed ships holding up docks for long periods of time.
  • Fixed AI orders and player teleport sometimes not considering sector to be in range.
  • Fixed AI ships sometimes taking longer route than they should.
  • Fixed Attack subordinates sometimes not attacking their commander's target.
  • Fixed attacking combat ships halting or fleeing in response to police ordering them to halt.
  • Fixed boarding ships launching extra empty boarding pods if they are already ready to launch at start of operation.
  • Fixed skilled marines causing more damage when claiming than marines with less skill.
  • Fixed changes to defence drone modes not registering when defence drones are disarmed.
  • Fixed claiming of abandoned ships with marines.
  • Fixed efficiency bonus from workforce not being applied if productions were not running during shift change.
  • Fixed idling ships sometimes wandering off.
  • Fixed ships retrieved from storage sometimes being rotated by 180 degrees.
  • Fixed miners subordinate to stations in hostile sectors refusing to work in their commanders' sectors.
  • Fixed subordinates set to supply fleet not getting appropriate assignment if set via order queue menu.
  • Fixed turrets on ship that player is personally flying firing on wrecks.
  • Fixed ware transfer sometimes stalling when involving one ship docked at another.
  • Fixed weapons sometimes recovering from overheating too late.
  • Fixed cases of many NPC subordinate ships being ordered at shipyards but never assigned to commander.
  • Fixed ship traders getting stuck indefinitely attempting to build costly ships.
  • Fixed software upgrades on resupply ships not starting.
  • Fixed Black Marketeers sometimes not having correct race for their faction.
  • Fixed faction representatives not being respawned after loading certain older savegames.
  • Fixed Split character sometimes being placed in cockpit floor in Fires of Defeat gamestart.
  • Fixed HQ manager in Accomplished Scientist gamestart sometimes being invisible Kha'ak or Xenon character.
  • Fixed incorrect hints in Flight School when playing with configuration of multiple joysticks or controllers.
  • Fixed success criteria in sabotage mission.
  • Fixed already opened core-shield switching to closed when loading savegame in Paranid storyline.
  • Fixed game freezing if fulfilling mission by delivering fleet that is directly subordinate to player.
  • Fixed missing guidance to mission character in End of Terrorism/Oppression missions under certain circumstances.
  • Fixed NPC ships avoiding player during payment objective of End of Oppression/Terrorism Split story mission.
  • Fixed multiple crew delivery missions reacting to delivering NPC.
  • Fixed Split Vs Argon mission referencing Paranid ship types.
  • Fixed Abort Mission button wrongly appearing enabled under certain circumstances.
  • Fixed Ships in Construction entries showing 1:00 as time left when completed.
  • Fixed broken safe deposit storage menu when closing it under certain circumstances.
  • Fixed cut-off Ship Interactions menu under certain circumstances.
  • Fixed cut-off encyclopedia descriptions.
  • Fixed highlight visitor setting turning off in certain situations.
  • Fixed licence icon in ship selection of Ship Build menu disappearing sometimes.
  • Fixed misplaced sorting arrow in Load Game menu.
  • Fixed missing icons in certain menus with specific resolution, UI scale and language combinations.
  • Fixed overlapping texts in player info box in upper left corner of some menus.
  • Fixed menu crash in Crew Information menu in certain situations.
  • Fixed missing warning when trying to trade with station that only has capital ship build modules.
  • Fixed mission guidance on Map not showing multiple objectives correctly.
  • Fixed order lines being shown on Map even if object icon is filtered out.
  • Fixed incorrect sorting of Map objects by name in certain cases.
  • Fixed wrongly aligned background elements in expanded flow-chart nodes.
  • Fixed rounding issues when truncating text.
  • Fixed Bling Bling achievement being granted by looking at encyclopedia.
  • Fixed station module and ship blueprints being available without any reputation restriction.
  • Fixed excessive credits sometimes being transferred to player when cancelling upgrade.
  • Fixed weapon cooldown delay re-starting when another weapon finishes cooling down. This is actually huge - AG
  • Fixed ships with turrets that are in storage doing damage when the player is not present.
  • Fixed gates and superhighways sometimes being shown outside sectors on Map.
  • Fixed inability to interact in first person mode in certain savegames.
  • Fixed getting stuck in floor when in docked capital ship.
  • Fixed being able to fall off dock area of Zeus.
  • Fixed missing visual element on hackable console in security office.
  • Fixed parts of venture room vanishing depending on view angle.
  • Fixed flipped player logo on Asp.
  • Fixed incorrect colour on Paranid mass driver beam.
  • Fixed rolling character eyes.
  • Fixed stall on entering super-highway.
  • Fixed several causes of crashes.

Antigravitas fucked around with this message at 19:27 on Nov 17, 2020

OgNar
Oct 26, 2002

They tapdance not, neither do they fart
Oh my, space sure is foggy today.

chaosapiant
Oct 10, 2012

White Line Fever

How does this game run on medium hardware? I have an I7 3770 and GTX 1080. Would I get decent frames?

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
I have no idea what those numbers mean, but generally, the game runs fine on mid-range hardware. The simulation greatly benefits from higher single-thread performance and you may have to show some restraint when building megafactories.

I've built stations that were a bit too much and tanked fps but I spend a lot of the late game working remotely anyway.

queeb
Jun 10, 2004

m



welp time to reinstall!

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
I'd wait until the DLC Q1 '21, tbh.

The beta patch is probably going to churn a bit and get some fun additions. Like being able to teleport the HQ.

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


Antigravitas posted:

I'd wait until the DLC Q1 '21, tbh.

Like being able to teleport the HQ.

gently caress ungh god :bisonyes:

But yes, I'm planning to come back when the Terran DLC drops. Bless Egosoft.

Adbot
ADBOT LOVES YOU

zedprime
Jun 9, 2007

yospos

chaosapiant posted:

How does this game run on medium hardware? I have an I7 3770 and GTX 1080. Would I get decent frames?
The game is more economy sim than graphics so with an 8 year old processor you're probably going to chug at any speed greater than 1x and will need to probably look up some of the tricks and idiosyncrasies with the sim to avoid it chugging at 1x cause you did something weird that triggered detailed sim over generic sim.

Meanwhile a 1080 is definitely enough to build and gaze upon a mega factory.

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