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Yeah I assume it's to balance essentially unlimited free resources by having a big upfront investment.
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# ? Mar 29, 2022 03:37 |
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# ? Apr 27, 2024 23:37 |
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Speaking of recycling, does the plant/station have to be in the same sector as the wrecks, or are manticores able to ferry wrecks from a few sectors away to the recycler plant?
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# ? Mar 29, 2022 04:47 |
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They seem to use the managers range just like traders and miners and can go through gates to pull wrecks.
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# ? Mar 29, 2022 05:02 |
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Less Fat Luke posted:They seem to use the managers range just like traders and miners and can go through gates to pull wrecks. Ah nice, good to hear! Once I'm set up, I think I'll pull one of my better managers across to the recycling station, I guess. Since at least this way I can keep the station away from danger in Silent Witness, and still pull wrecks from Hatikvah over for recycling. Thanks for the confirmation!
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# ? Mar 29, 2022 05:11 |
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Major Isoor posted:Ah nice, good to hear! Once I'm set up, I think I'll pull one of my better managers across to the recycling station, I guess. Since at least this way I can keep the station away from danger in Silent Witness, and still pull wrecks from Hatikvah over for recycling. Thanks for the confirmation! My station, which was initially just a doormat of death for that gate, has been doing fine with a scrap/recycler and a closed loop for even more claytronics installed. I'm working on adding a ceiling of death now. I can't imagine the working conditions for the factory: outside any given window you see Xenon getting mulched by a joint fleet with the Argon and one little tug is just zipping through the front lines feeding the scrap lines. Harder to imagine the trade ship that sees all that and says: "yep, gonna get a good deal here"
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# ? Mar 29, 2022 11:53 |
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The processor should be able to do 9000 scrap metal/hour as long as it's getting a constant supply, so you should be able to have 4 recyclers to every processor. I'm not sure how many manticores you'll need to keep that constant supply though, apparently I haven't looked at my plant for a while and I'm now running empty, but 4 was giving me a surplus when it was 1:1 recycler:processor. On another note, do any of the DLC factions besides the Split have guild/war missions? I need to start hunting down some exceptional weapon chambers and I'd love to have more options.
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# ? Mar 29, 2022 12:20 |
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sloppy portmanteau posted:On another note, do any of the DLC factions besides the Split have guild/war missions? I need to start hunting down some exceptional weapon chambers and I'd love to have more options. I assume you're already aware of the 'Terran vs Xenon' one? If so, I'm pretty sure that's all
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# ? Mar 29, 2022 22:26 |
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Major Isoor posted:Hah, I'm actually aiming to be in a similar position to you, soon - albeit with fewer destroyers in my fleet. I've read that using the 'coordinate attack' command on the fleet commander apparently helps keep them at a distance compared to the regular 'attack' command. Although YMMV of course, since I haven't actually needed to use it myself yet - I'm just going by a couple of posts on Egosoft's forum that Google brought up. So killing the lesser xenon stations was pretty easy, but for wharfs and shipyards I just wouldn't seem to deal any damage oos, coordinated attack or no. Then I sent a fast ship to 15km above the wharf and gathered my fleet up there. A coordinated attack from off of the plane seemed to work much better, with the AI dealing damage. Maybe one or two captains decided to suicide, but the big stations went down in a reasonable amount of time with minimal micromanagement from me.
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# ? Mar 29, 2022 23:03 |
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The whole guild missions thing could use an overhaul. By the end of the plots regardless of universe state they basically stop existing, and most of them are never things you really want to do or are worth the time
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# ? Mar 29, 2022 23:14 |
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I disagree. War guild missions are incredibly profitable and the quickest way to your first billion. Also easiest way to get veteran marines and mods via the missions that reward L miners.
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# ? Mar 30, 2022 05:49 |
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Speaking of War/Guild missions, does HOP ever have Build Stations/Assemble Fleet missions? They build ships from my shipyard, but by this point in the game the Argon and Godrealm are taking turns hitting HOP with whiffle bats and it's cutting into my
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# ? Mar 30, 2022 06:01 |
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Airspace posted:Speaking of War/Guild missions, does HOP ever have Build Stations/Assemble Fleet missions? They build ships from my shipyard, but by this point in the game the Argon and Godrealm are taking turns hitting HOP with whiffle bats and it's cutting into my I see both all the time. Make sure to pick up both HOP vs Argon and HOP vs Paranid, and cruise between those border sectors you should constantly be seeing them. RBA Starblade posted:The whole guild missions thing could use an overhaul. By the end of the plots regardless of universe state they basically stop existing, and most of them are never things you really want to do or are worth the time I agree for trade guild missions. At least the Teladi ones are pretty much worthless, I just unlocked ANT and Segaris ones and haven't checked them out much. Teladi do reward 3-4 star seminars which are nice, but those missions are often the resource prospecting ones, which are just never worth the time investment. War missions are good though, mainly for the potential exceptional weapon chambers and the L miners. Fleet assembly used to be the best, but were maybe heavily nerfed in 5.0, although it might be VRO or the DeadAIR mods I'm using. The ones with reward of fleet value + 50% will pretty much always lose me about 1-2 mil if I buy the ships from faction shipyards/wharfs. I still sometimes do the ones which reward L miners.
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# ? Mar 30, 2022 18:31 |
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I run VRO and I make pretty good bank still with the fleet supply missions. Buy the hulls with a minimum loadout, then send them to an equipment yard to outfit as they tend to be a lot cheaper.
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# ? Mar 30, 2022 18:40 |
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FrickenMoron posted:I disagree. War guild missions are incredibly profitable and the quickest way to your first billion. Also easiest way to get veteran marines and mods via the missions that reward L miners. Fleet and war missions sure, but who's going to personally ferry some junk for 20k credits? And even then, I have only Terran and Argon vs Xenon available now, since I finished the plots.
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# ? Mar 30, 2022 18:45 |
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What's the best way to police my own sectors? The SCA are sometimes harassing my trade ships but the fleet I have set to "police" never seem to come help. I also tried setting them to "patrol" but they still just ignore the pirates.
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# ? Mar 30, 2022 20:19 |
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sloppy portmanteau posted:What's the best way to police my own sectors? The SCA are sometimes harassing my trade ships but the fleet I have set to "police" never seem to come help. I also tried setting them to "patrol" but they still just ignore the pirates. I found having a few squadrons of corvettes each set to police/patrol then having several more set to loop major trade/mining areas for all of time helped deal with that and khaak. Just setting a single group to patrol/police won't do anything, they only respond within a particular radius around each other.
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# ? Mar 30, 2022 20:27 |
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Yeah and also it can help to use a fast ship with looping "attack enemies nearby" orders. Also new beta is out! quote:Added option to choose which ship to transfer to Mr Dagobas Lahubasis Yorilos III in mission Scrapyard Salvage of Avarice story.
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# ? Mar 30, 2022 20:32 |
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Less Fat Luke posted:Yeah and also it can help to use a fast ship with looping "attack enemies nearby" orders. quote:Improved flee behaviour of fleeing ships that already have travel mode active. oh thank god now if they could just make ships attacking outposts not suicide run them
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# ? Mar 30, 2022 20:56 |
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my turrets dont work. I wonder what mod is caousing that. and yes, so many loving times an L miner decided to run towards the p, m, and n cloud in hatikva, now i am going to make a (sorry for terrible eve reference) rape cage to deal with HAT woes, probably will do same for split.
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# ? Mar 30, 2022 21:34 |
Changes for the latest beta posted:Removed asteroids from Next Target list.
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# ? Mar 30, 2022 22:35 |
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staberind posted:my turrets dont work. I wonder what mod is caousing that. Have you cheated them in? I know that turrets on ships cheated in can have broken scripts. I want to say it’s the same for ships generated using the custom start also.
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# ? Mar 31, 2022 00:24 |
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Richard Bong posted:Have you cheated them in? I know that turrets on ships cheated in can have broken scripts. I did use the cheat menu on this raider that was chewing my rear end off, so that answers that, also I used to use the "battle" test start, and i thinked they worked then, I should fiddle about and check it out, thanks!!
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# ? Mar 31, 2022 00:52 |
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sloppy portmanteau posted:What's the best way to police my own sectors? The SCA are sometimes harassing my trade ships but the fleet I have set to "police" never seem to come help. I also tried setting them to "patrol" but they still just ignore the pirates. I suggest using repeat order with 'attack all' orders in and around the sector like Less Fat Luke said. The fleet will act much faster going between each designated area and will detect stuff immediately. Only downside is how many orders will it take to cover the area you want and the space coverage between those areas. The police and patrol options are useless for now. Baba Oh Really fucked around with this message at 04:25 on Mar 31, 2022 |
# ? Mar 31, 2022 04:22 |
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The Reaction Force mod seems to work well for sector patrols.
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# ? Mar 31, 2022 04:43 |
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Baba Oh Really posted:I suggest using repeat order with 'attack all' orders in and around the sector like Less Fat Luke said. The fleet will act much faster going between each designated area and will detect stuff immediately. Only downside is how many orders will it take to cover the area you want and the space coverage between those areas. The police and patrol options are useless for now. Hmm, good to know - since I have some patrols atm, but they don't respond to SCA marauders. Will 'attack all' commands do that, though? Seeing as they 'mask' their IDs to show TEL instead of SCA. Is their a global order I can change, to accommodate that? Also, I just started the Avarice sector mission. (Not the initial 'Chipmunk' questline in the first Windfall sector. I've still got that half-finished) Is it just me, or does it seem like you jump between helping people a bit quickly? Like, I help the freighter Raker guy out, then right after that you immediately forget about him in order to help a teladi out. Or did I miss a step, and now the freighter pilot is dead from the solar flare thing? Hopefully he at least comes back later on and formally lets me into the Rakers, seeing as I'm now shooting up VIG ships apparently.
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# ? Mar 31, 2022 05:04 |
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Major Isoor posted:Hmm, good to know - since I have some patrols atm, but they don't respond to SCA marauders. Will 'attack all' commands do that, though? Seeing as they 'mask' their IDs to show TEL instead of SCA. Is their a global order I can change, to accommodate that? Freighter guy is no longer relevant, and if you fail to help him ( I couldn't do it in the Raleigh ), the story continues the same way once you enter the Avarice system
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# ? Mar 31, 2022 07:54 |
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Major Isoor posted:Hmm, good to know - since I have some patrols atm, but they don't respond to SCA marauders. Will 'attack all' commands do that, though? Seeing as they 'mask' their IDs to show TEL instead of SCA. Is their a global order I can change, to accommodate that? Pretty sure if they attack your trader then it will mark them as an enemy. The only issue is if the patrol is in the area while that is going on. They could simply fly away and mask themselves but I doubt the marauders would troll you perfectly like that.
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# ? Mar 31, 2022 22:00 |
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So, I have found a rediculous loop, I rememberd an awesome mod that lets you capture Xenon, (its 2 parts, s&m [owyeh baby! *whipcrack] and L& XL [for arrrrrghuments sake, the K is L and I is XL]) the S&M [whipcrack again.] mod also has nice looking ships. anyhow, I plotted up my meatsheild Asgard, its tourettes dont work, but it attracts stuff to shoot it. in Hatikvah next to the xenon butthole gate, and a small fleet of s sized ships and a couple of dragons, Pretty good, the dribble of xenon turned into a trickle, they all got dickpunched by my rag tag fleet, but some bailed, "great," i thought, and claimed them and spiffed them up while corsair hunting elsewhere. I added them to the fleet, and set some of them to pick up drops on repeat, every couple of minutes, i'd hear "we found summat" so i'd claim, and add to fleet, I started with 6-7 s ships and the dragons, i now have about 40 s sized ships and a bunch of p's, all swarming around the gate like midwesterners pimping their kids to their geriatric friends for perscription drugs the attrition rate is awful, I used to zoop around repairing the odd ship here and there when i had time, but now i've gone full russian; full sheild no hull? fine whatever, bump them to death. pretty soon i'm going to have to take a builder to an equipment dock to fill up on cannonfodder, its great. the repeat and mimic command are so useful for wild stuff, you want standings with a faction that allows you to dock but only have one captain capable of remembering to buy low sell high? thats ok, put them into anything available, get them going, and tell whatever else you have to copy them. lots of small ships making lots of little trades builds your standings really quick, especially if you choose carefully what to trade in so you service MIN or ALI stations. O! I forgot to mention, the asgard is sitting a bit below the gate, and the swarm is basically all around it, the asgard is set to defend this area and about 10km staberind fucked around with this message at 01:16 on Apr 1, 2022 |
# ? Apr 1, 2022 01:13 |
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drat is the ventures stuff still disabled?
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# ? Apr 1, 2022 15:59 |
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Yep. The plan was to bring them back with 4.10 but I think it's perma shelved now.
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# ? Apr 1, 2022 16:06 |
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They announced that big new MP mode to replace ventures last year and it hasn't been mentioned since. I'm guessing they're probably just working on X5 now?
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# ? Apr 1, 2022 16:43 |
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Oh interesting, if I recall correctly that was the only source of the exceptional mod parts. I wonder if those are now part of the regular drop pools.
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# ? Apr 1, 2022 16:43 |
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wonder how many people actually did them, modding seems like such a huge part of the game to me.
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# ? Apr 1, 2022 16:51 |
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queeb posted:wonder how many people actually did them, modding seems like such a huge part of the game to me. I tried way back at launch but there wasn't really much of anything to them, just occasionally seeing another player's ship you couldn't do anything with but shoot if you wanted
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# ? Apr 1, 2022 16:54 |
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there is a "ventures" mod that allwes you to go on virtual ventures (it made an unknown zone in your map it sent them to) alternativly, there is another mod to buy the parts for shipmods. https://www.nexusmods.com/x4foundations/mods/244 ventchaz https://www.nexusmods.com/x4foundations/mods/74 just buy modparts https://www.nexusmods.com/x4foundations/mods/721 swap mod parts, needs the api stuff. the problem with these mods (also the buy paintjobs) is that it fills the traders with the stuff, theres no "small chance of getting x, y or z," which is a bit off putting. staberind fucked around with this message at 00:43 on Apr 2, 2022 |
# ? Apr 2, 2022 00:13 |
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staberind posted:there is a "ventures" mod that allwes you to go on virtual ventures (it made an unknown zone in your map it sent them to) Honestly the implementation of paint jobs/ship mods as a whole is weird in the context of the game as a whole, once you get to a certain point in the game the implementation is on par with "playing an RTS but you have to take breaks from administering your global corporation to do in-person fetch quests so you can paint individual units (that you never see in RTS mode) and upgrade individual turrets on those individual units" in a way that nearly guarantees a "why bother" response, especially with the RNG dice-rolling aspect of it on top that seems more at home in a DAU-driven MMO than "4X game with space shooter elements". Even if scrapping the current implementation is entirely is off the table, setting up something where you can simultaneously "do hand modifications to a single ship in a way that's time consuming but you might get lucky and roll higher than average results because it's bespoke" while also having "research individual ship mods and upgrades to implement into your shipyards to make the build process take longer/be more expensive but have a static-roll tier version of those mods straight out of the gate" would make a hell of a lot more sense than the idea that you're the only person with a wrench in the galaxy that can figure out how to do these things and/or it's literally impossible for you to hire a shipyard mechanic (or impossible for anyone except specific guilds to create purple paint)
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# ? Apr 2, 2022 06:55 |
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queeb posted:wonder how many people actually did them, modding seems like such a huge part of the game to me. I did. Less because I liked the system and more because as a rule I don't use mods on a game currently in development if removing a mod will break my save.
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# ? Apr 2, 2022 09:51 |
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Yeah same, I bounce between modded and unmodded and the unmodded playthroughs have been quite valuable for filing bug reports; I got into the habit back when the game had issues with nVidia cards and seemingly was the only person playing unmodded to file crash dumps and save files that were reproducible lol.
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# ? Apr 2, 2022 13:40 |
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Is there a recommended starting scenario for completely beginners? I haven't touched one of these games since X3, and have pretty much forgotten everything. I mainly want to be an industrial/trader dude, so should I just pick the terran start that gives you a scout ship right away?
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# ? Apr 3, 2022 02:55 |
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# ? Apr 27, 2024 23:37 |
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Omi no Kami posted:Is there a recommended starting scenario for completely beginners? I haven't touched one of these games since X3, and have pretty much forgotten everything. I mainly want to be an industrial/trader dude, so should I just pick the terran start that gives you a scout ship right away? The segaris pioneer start seemed to esse me into things fairly well, I say that
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# ? Apr 3, 2022 03:04 |