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Taerkar
Dec 7, 2002

kind of into it, really

If you're not too picky about the station layout then you can just drop the modules you want onto the construction field and hit 'randomize'. It won't do anything fancy but it'll end up with everything connected to each other via whatever connection modules you already have. It can get funky though if you have multiple connectors from different species.

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Zereth
Jul 9, 2003



I've been consistently unable to place a 3-dock down at all to rotate it to a better angle, i may need to just expand the plot

Taerkar
Dec 7, 2002

kind of into it, really

They're very funky to place, I've had to rotate the camera and get weird angles just to be able to drop it into place. The E-shaped one is a lot easier to manipulate.

Remember: You can also place a temporary connector down and move it to the extreme top/bottom of your build area to try and connect the dock to so that you can fiddle with it.

Zereth
Jul 9, 2003



The real problem seems to be the very large horizontal boxes which need to be unobstructed

I'll try moving the entire station into a corner or something]

.... Wait, is there a good place to find the E-shaped one instead of the T-shaped one?

Taerkar
Dec 7, 2002

kind of into it, really

I believe that there's at least a Teladi and Argon version of it so you can just buy it. In addition if you have the right research there's always the chance of picking one up from station scanning.

sloppy portmanteau
Feb 4, 2019

big nipples big life posted:

I've come to the conclusion that fighters in a fleet (in the entire game really) are absolutely worthless. A few M class ships for chasing things down then nothing but destroyers.

A fleet of heavy fighters with plasmas are essential to taking down stations. If you do a co-ordinate attack and then set them to shoot to disable they will take out the station turrets before any losses. 30 or so seems to be enough for anything except wharfs and shipyards. 60-70 would probably do the trick there, though I've been using a raptor+100, which is definitely overkill.

ughhhh
Oct 17, 2012

Zereth posted:

I've been consistently unable to place a 3-dock down at all to rotate it to a better angle, i may need to just expand the plot

Don't bother with it to start with. I rarely see L class and above docking, so you don't need it till later. The 1 dock one is way more useful and the BP is cheap.

timn
Mar 16, 2010

sloppy portmanteau posted:

A fleet of heavy fighters with plasmas are essential to taking down stations. If you do a co-ordinate attack and then set them to shoot to disable they will take out the station turrets before any losses. 30 or so seems to be enough for anything except wharfs and shipyards. 60-70 would probably do the trick there, though I've been using a raptor+100, which is definitely overkill.

How does this do in-sector versus OOS in your experience? Figuring out a consistent strategy to clear up Xenon stations that isn't an enormous pain the rear end or time + resource sink has been my white whale for a long time.

Kinda wish Xenon stations had a 50% hull nerf because god damned they're obnoxious.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
My wharf is building its first NPC ships! Let the money-making operation of the century BEGIN! :dance:

Rhjamiz
Oct 28, 2007

My brain tells me Litcube was more complex/deep/bigger than X4 but i don’t know if that’s nostalgia or not.

I kind of want to re-dig into it but goddamn going back is hard.

big nipples big life
May 12, 2014

I just use 12 or so destroyers oos for stations. Turrets all set to attack all enemies

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
So I just jacked my first builder ship from MIN (I figured the Teladi seemed the sorts to respect me stealing their property and then maybe selling it back to them).

How much can I expect to sell one of these for? Selling it at the shipyard only seems to want to pay me 6 million, but obviously I think these retail for a hell of a lot more.

sloppy portmanteau
Feb 4, 2019

timn posted:

How does this do in-sector versus OOS in your experience? Figuring out a consistent strategy to clear up Xenon stations that isn't an enormous pain the rear end or time + resource sink has been my white whale for a long time.

Kinda wish Xenon stations had a 50% hull nerf because god damned they're obnoxious.

I've only tried it OOS. I usually have a couple of destroyers too set to attack all enemies, just to make things go faster and to clear out any backup that arrives. It's all pretty painless, but unfortunately it seems like you have to edit each fighters attack order individually to set them to shoot to disable, at least I haven't found a way to batch order it. But once you've set about half it's hands off and you can go do other things, I usually go and switch their attacks back once I "guess" all the station turrets are destroyed, a minute or 2 in SETA.

big nipples big life posted:

I just use 12 or so destroyers oos for stations. Turrets all set to attack all enemies
What star pilots? For me when using only destroyers, even with 20 of them they might take a couple of losses on xenon solar power plants, and get completely wiped on shipyards & wharfs. Using Odys with all plasmas and they will inevitably wander into graviton range and get wrecked. That's with mostly 3 star, couple 4s and a 5 star flight leader.

big nipples big life
May 12, 2014

3 to 5 with 5 star commander. I use behemoths with terran shields typically but sometimes odys, also with terran shields. I park a resupply ship near by and if one starts to get focused I send it to the resupply ship, if the shield gets cracked I repair and return it to the fight.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Welp, learned my lesson. Had a Syn patrolling Getsu Fune protecting my mining fleet there. Decided "hey, I'll buy some light fighters as an escort, that'll be pretty cool" and put them on intercept. Only problem is they don't stay with the Syn. They move to wherever the Syn's next move command is ahead of it and, I assume, because of how intercept works with the fighters only attacking things their commander can see, they sit at their destination unmoving, allowing any passing enemies to slaughter them with impunity until the Syn gets in radar range, then they'll happily defend themselves. Never assigning fighters directly to a destroyer again.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.

Ice Fist posted:

Welp, learned my lesson. Had a Syn patrolling Getsu Fune protecting my mining fleet there. Decided "hey, I'll buy some light fighters as an escort, that'll be pretty cool" and put them on intercept. Only problem is they don't stay with the Syn. They move to wherever the Syn's next move command is ahead of it and, I assume, because of how intercept works with the fighters only attacking things their commander can see, they sit at their destination unmoving, allowing any passing enemies to slaughter them with impunity until the Syn gets in radar range, then they'll happily defend themselves. Never assigning fighters directly to a destroyer again.

Christ. Guess I'll wait another 3 years to play my pre-purchased special edition.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Man, wharf blueprints are expensive, I need to make an order of magnitude more to afford them any time soon

Mister Bates
Aug 4, 2010

Ice Fist posted:

Welp, learned my lesson. Had a Syn patrolling Getsu Fune protecting my mining fleet there. Decided "hey, I'll buy some light fighters as an escort, that'll be pretty cool" and put them on intercept. Only problem is they don't stay with the Syn. They move to wherever the Syn's next move command is ahead of it and, I assume, because of how intercept works with the fighters only attacking things their commander can see, they sit at their destination unmoving, allowing any passing enemies to slaughter them with impunity until the Syn gets in radar range, then they'll happily defend themselves. Never assigning fighters directly to a destroyer again.

This is weird because I've got several patrol fleets consisting of a destroyer and some attached fighters on intercept and the fighters definitely don't do that, they either fly in formation with the commander or dock with them.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

I might be doing something wrong. It might also have something to do with how ungodly slow the Syn is and the speed difference just ruins fleet cohesion. It's been really annoying finding ways to protect my mining fleets in Getsu Fune. There doesn't appear to be a real good way to automate it. So I've mainly swapped to L miners because M's get blown up before I can react, but I've had to baby my miners real hard. The local authorities help a lot. Apparently their orders allow them to automatically respond to any ship getting attacked no matter the distance (is that what the "Police" command does by the way?). I'll watch as destroyer groups and M police units pour in to blow up the Kha'ak attackers. Meanwhile, I'll have ships sitting in a protect area order that's juuuust too far away from the miner getting attacked and they won't do anything unless I manually guide them in. It's incredibly annoying. I set up an alert that tells me when the Kha'ak are spotted in Getsu Fune and it's pretty much constantly going off. Whatever it is I want to be able to assign some ships to a sector and have them defend my assets.

Added: One of the strategies I've tried most recently is setting up some guys on repeat orders that tells them to attack any enemies and then giving them like 7-8 locations to check. This has actually worked pretty well (although miners in Getsu Fune looove mining either way above or below the eliptical which creates some problems), but setting that up is kind of a pain. The ships use travel drive between spots so they do a loop fairly quickly.

Ice Fist fucked around with this message at 00:54 on Apr 17, 2021

big nipples big life
May 12, 2014

The best thing to do with the khaak is find the spawner and blow it up.

Ass_Burgerer
Dec 3, 2010

You can move orders up and under the plane by panning the map's camera and moving the order.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Ass_Burgerer posted:

You can move orders up and under the plane by panning the map's camera and moving the order.

I know, but it’s like playing wack a mole trying to place those orders. The miners never quite go to the same place so the attacks are always in different spots.


Is the spawner always in the same system as the spawned fighters?

ughhhh
Oct 17, 2012

So... Found out that M ships can fire their turrets while docked. Why did no one tell me this.

Rhjamiz
Oct 28, 2007

ughhhh posted:

So... Found out that M ships can fire their turrets while docked. Why did no one tell me this.

Yep. Only works IS tho.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

big nipples big life posted:

The best thing to do with the khaak is find the spawner and blow it up.

I found it. Those sneaky bastards.

big nipples big life
May 12, 2014

Ice Fist posted:

I found it. Those sneaky bastards.

nice

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

It's a little silly I can't just kill a station under construction, just snipe its storage forever

Oh dear me
Aug 14, 2012

I have burned numerous saucepans, sometimes right through the metal
Is there a way I'm missing to order an NPC pilot of the ship I'm in to follow the yellow brick guidance line?

I realize I can usually right-click near the final destination, but a) not always and b) if 'near' isn't good enough I still have to go through the whole 'click to use seat, wait for the pilot to get out of my way, click to use seat again' palaver, to avoid which is the whole reason I might want to issue an order rather than using autopilot.

OwlFancier
Aug 22, 2013

Ice Fist posted:

I might be doing something wrong. It might also have something to do with how ungodly slow the Syn is and the speed difference just ruins fleet cohesion. It's been really annoying finding ways to protect my mining fleets in Getsu Fune. There doesn't appear to be a real good way to automate it. So I've mainly swapped to L miners because M's get blown up before I can react, but I've had to baby my miners real hard. The local authorities help a lot. Apparently their orders allow them to automatically respond to any ship getting attacked no matter the distance (is that what the "Police" command does by the way?). I'll watch as destroyer groups and M police units pour in to blow up the Kha'ak attackers. Meanwhile, I'll have ships sitting in a protect area order that's juuuust too far away from the miner getting attacked and they won't do anything unless I manually guide them in. It's incredibly annoying. I set up an alert that tells me when the Kha'ak are spotted in Getsu Fune and it's pretty much constantly going off. Whatever it is I want to be able to assign some ships to a sector and have them defend my assets.

Added: One of the strategies I've tried most recently is setting up some guys on repeat orders that tells them to attack any enemies and then giving them like 7-8 locations to check. This has actually worked pretty well (although miners in Getsu Fune looove mining either way above or below the eliptical which creates some problems), but setting that up is kind of a pain. The ships use travel drive between spots so they do a loop fairly quickly.

L miners is what I have been using specifically because yeah they can shrug off khaak attacks easily. M miners are quite vulnerable to them so they're more of a gamble.

Re: fleet movement didn't they add a new command or something in 4.0 specifically for fleet movements?

Major Isoor
Mar 23, 2011

RBA Starblade posted:

It's a little silly I can't just kill a station under construction, just snipe its storage forever

Have you tried firing some shots at where the station is planned to be? Since often I've found that there'll be a section of it that's invisible, since it's only 0.1% complete. So if I destroy that (and generally the storage, too) that'll be enough to kill the station. The icon will then be greyed-out and from memory should eventually disappear

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Hmm, maybe I just can't do enough damage to get it to register then, my shots are hitting the partial construction and doing nothing, and the non-player patrols don't try lol

Xenon are moving into Frontier Edge do trying to put a stop to that. I killed a few destroyers at least!

e: lmao

https://www.youtube.com/watch?v=PtGKuYzpsOM

e: It'd be nice if not EVERY emp I use spawned all the data breaches inside the model of the station

RBA Starblade fucked around with this message at 18:56 on Apr 18, 2021

Major Isoor
Mar 23, 2011

RBA Starblade posted:

Hmm, maybe I just can't do enough damage to get it to register then, my shots are hitting the partial construction and doing nothing, and the non-player patrols don't try lol

Oh yeah, it takes a while. I think it's still quicker than trying to destroy a fully-build module, but yeah...slow going

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Well the Khaak arrived finally, even found a hive already, but they largely don't care about my miners are hit npc ones instead or mine can outrun them lol

Problem Temporarily Solved, unless they get destroyers or something

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

RBA Starblade posted:

Well the Khaak arrived finally, even found a hive already, but they largely don't care about my miners are hit npc ones instead or mine can outrun them lol

Problem Temporarily Solved, unless they get destroyers or something

They spawn constantly, and will do so right on top of your miners. As far as I can tell they don't get anything bigger than a corvette, but they are incredibly annoying to deal with until you destroy the building.

OwlFancier
Aug 22, 2013

L class miners can just ignore them, at least with VRO installed, possibly vanilla too guess depending on what sort of weapons loadout you give them.

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
L miners shrug them off since L shield recharge is better than Khaak weapon output. But it does prevent travel drive, so you still want to send some ships to fend them off. I tend to use small fleets of Katanas for this.

Rhjamiz
Oct 28, 2007

Antigravitas posted:

L miners shrug them off since L shield recharge is better than Khaak weapon output. But it does prevent travel drive, so you still want to send some ships to fend them off. I tend to use small fleets of Katanas for this.

A single Corvette or even a properly-equipped heavy fighter can take out huge numbers of Khaak. Their lasers are so weak they pose little threat.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

https://www.youtube.com/watch?v=zkKQcta_lNc

OwlFancier
Aug 22, 2013

Antigravitas posted:

L miners shrug them off since L shield recharge is better than Khaak weapon output. But it does prevent travel drive, so you still want to send some ships to fend them off. I tend to use small fleets of Katanas for this.

I guess, though again might be VRO but the L miner defence guns usually knock them out fairly promptly, certainly with less grief than escorting all your miners or micromanaging a QRF.

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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

My M miners even only die if they keep "fleeing" in opposite directions back into their guns, which to be fair has happened a couple times now, they're bad at running

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