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Less Fat Luke
May 23, 2003

Exciting Lemon
Yeah I assume it's to balance essentially unlimited free resources by having a big upfront investment.

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Major Isoor
Mar 23, 2011
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?

Less Fat Luke
May 23, 2003

Exciting Lemon
They seem to use the managers range just like traders and miners and can go through gates to pull wrecks.

Major Isoor
Mar 23, 2011

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!

WebDO
Sep 25, 2009


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"

sloppy portmanteau
Feb 4, 2019
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.

Major Isoor
Mar 23, 2011

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

SterlingSylver
Feb 20, 2007

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.

Let me know how it goes though, if you remember! Since my current plan consists of 'get experienced marines, steal an Asgard, then use that for easier station sieges' in order to avoid fleet action, as I only have a small handful of destroyers at present. If the coordinate attack command works well though, that would be fantastic - I could probably start helping the Yaki sooner rather than later.

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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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

FrickenMoron
May 6, 2009

Good game!
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.

Airspace
Nov 5, 2010
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 war profiteering bottom line resources better used to fight the Xenon.

sloppy portmanteau
Feb 4, 2019

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 war profiteering bottom line resources better used to fight the Xenon.


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.

Taerkar
Dec 7, 2002

kind of into it, really

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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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.

sloppy portmanteau
Feb 4, 2019
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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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.

Less Fat Luke
May 23, 2003

Exciting Lemon
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.
Added Protectyon Shield Generator to Logical Station Overview.
Added station type icons to station HUD elements.
Added automatic mouseover tooltips for truncated texts.
Added target elements for Vaults and Landmarks.
Added ware reservation information to station cargo display.
Added option to use Shift and Control modifiers together for keyboard input.
Removed asteroids from Next Target list.
Improved player ship starting weapons in Spear of the Patriarch gamestart.
Improved Tangling with the Teladi mission by rebalancing loadout of pursuing fleet.
Improved ambush attack handling in Enigmatic Avarice mission of Avarice story.
Improved time between Boso Ta's calls for Cease and Desist mission in Segaris Pioneer story.
Improved ending of Avarice story to avoid reputation loss and prolonged engagement with Vigor Syndicate.
Improved balancing of Protectyon availability on Tidebreak.
Improved visibility of Long Range Scan ping of Erlking Vaults.
Improved aiming of weapons against certain targets such as Kha'ak stations, mass traffic, new ships, and other structures.
Improved application of construction plans to stations to reduce cases of modules being recycled and then reconstructed unnecessarily.
Improved workforce growth/decline rates to avoid large swings in consumed resources.
Improved precision of movement by individual player-owned ships given explicit movement orders.
Improved flee behaviour of fleeing ships that already have travel mode active.
Improved combat movement of fighters attacking other fighters when the player is around.
Improved input information shown in Interaction and External View messages.
Improved layout of Ship Modification menu.
Fixed Casino welfare mission sometimes having no objectives.
Fixed Casino welfare module research not unlocking in certain cases.
Fixed Going Clean mission for Hatikvah sometimes getting stuck.
Fixed player sometimes not being able to dock spacesuit at Astrid during Answers in a Faraway System mission of Avarice story.
Fixed involuntarily being teleported out of spacesuit during Answers in a Faraway System mission of Avarice story.
Fixed unique Astrid equipment sometimes being missing after successfully capturing it.
Fixed rare freeze during Track Ship mission.
Fixed missing engine and shield generator on story Katana.
Fixed Duke's Buccaneers and Paranid factions not being at war after specific diplomatic choice during Paranid story.
Fixed selling Protectyon for high price not triggering The Freest of Markets achievement in Avarice story.
Fixed Boso Ta repeating himself in certain cases during Brantlee Northriver's Competition mission of Avarice story.
Fixed issues with racing ship being destroyed prematurely in Brantlee Northriver's Competition mission of Avarice story.
Fixed Boso Ta signal leak not being discoverable in Tides of Avarice sectors.
Fixed incorrect Brantlee dialog during Brantlee Northriver's Competition mission in Avarice story.
Fixed Dagobas Lahubasis Yorilos III missing during dock conversation with Ebby Bro during Scrapyard Salvage mission of Avarice story.
Fixed player being addressed with gamestart character's name in Arcadian Ambitions mission despite having changed it.
Fixed Haile Shinamon briefly being hostile towards player if Amplifier is destroyed under specific circumstances.
Fixed issues with hacking station in Pirate story.
Fixed transfer of credits for mission trades not working.
Fixed Vigor Syndicate and Riptide Rakers defence stations not having correct crew.
Fixed not being able to reliably use anomalies with large ships.
Fixed workforce resources not being bought on stations without production or build modules even though Fill Whole Habitat is set.
Fixed some instances where ships that are otherwise able to trade are unable to do looped trades.
Fixed hacking of turrets not being taken into account in damage calculations when player is not present.
Fixed incorrect weapon damage calculation if same weapon appeared in active primary and secondary weapon groups.
Fixed ships sometimes fleeing towards their attacker even though not fleeing toward highway, gate, or station.
Fixed police ships and station customs finding illegal wares in cargo holds of ships equipped with Mirage mod.
Fixed pirates determining cargo of ships equipped with Mirage mod.
Fixed cases of stuck large trade ships trying to execute trade.
Fixed ships and modules destroyed while under construction not contributing correct scrap.
Fixed last module destroyed on station not contributing scrap.
Fixed laser towers firing on enemy objects that are not hostile.
Fixed loss of ability to use control stations in first person under certain circumstances.
Fixed rare case where NPCs would not appear on stations.
Fixed certain stations not allowing docking in very extreme savegames.
Fixed bridges for docked capital ships being missing from station elevator destinations under certain circumstances.
Fixed certain rooms sometimes not appearing in transporter menu.
Fixed Closed Loop production method not being listed for certain equipment in Encyclopedia.
Fixed overlapping texts in Target Monitor and Message Ticker.
Fixed selecting specific ware on map overriding all other trade filters.
Fixed module search and filter in Station Build menu.
Fixed Match Target Speed and Map pan/rotate toggle not working as toggle once any control was remapped.
Fixed auto-selected target being lost immediately when looking away in gamepad mode.
Fixed current target being lost when changing between mouse and gamepad input.
Fixed having to toggle flight assist twice after turning off travel mode.
Fixed Direct Mouse Steering mode turning off after using menu.
Fixed incorrect button icons being displayed when playing with controller under Linux.
Fixed air marshals sometimes performing incorrect gestures during docking.
Fixed incorrect positions of certain turrets/shields on Barbarossa.
Fixed floating antenna geometry on Baldric and Jian.
Fixed off-centre collision issues with Shih.
Some good stuff in here, especially the work on making AI enemies be able to attack the insane shapes of Khaak structures!

Ursine Catastrophe
Nov 9, 2009

It's a lovely morning in the void and you are a horrible lady-in-waiting.



don't ask how i know

Dinosaur Gum

Less Fat Luke posted:

Yeah and also it can help to use a fast ship with looping "attack enemies nearby" orders.

Also new beta is out!

Some good stuff in here, especially the work on making AI enemies be able to attack the insane shapes of Khaak structures!

quote:

Improved flee behaviour of fleeing ships that already have travel mode active.
Fixed ships sometimes fleeing towards their attacker even though not fleeing toward highway, gate, or station.

oh thank god

now if they could just make ships attacking outposts not suicide run them

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
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.

BlankSystemDaemon
Mar 13, 2009



Changes for the latest beta posted:

Removed asteroids from Next Target list.
Oh thank loving god.

Richard Bong
Dec 11, 2008

staberind posted:

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.

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.

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe

Richard Bong posted:

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.

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!!

Baba Oh Really
May 21, 2005
Get 'ER done


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

Polikarpov
Jun 1, 2013

Keep it between the buoys
The Reaction Force mod seems to work well for sector patrols.

Major Isoor
Mar 23, 2011

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.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

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?

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.

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

Baba Oh Really
May 21, 2005
Get 'ER done


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.

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
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

Less Fat Luke
May 23, 2003

Exciting Lemon
drat is the ventures stuff still disabled?

FrickenMoron
May 6, 2009

Good game!
Yep. The plan was to bring them back with 4.10 but I think it's perma shelved now.

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY
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?

Less Fat Luke
May 23, 2003

Exciting Lemon
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.

queeb
Jun 10, 2004

m



wonder how many people actually did them, modding seems like such a huge part of the game to me.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
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

Ursine Catastrophe
Nov 9, 2009

It's a lovely morning in the void and you are a horrible lady-in-waiting.



don't ask how i know

Dinosaur Gum

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)
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.

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)

Airspace
Nov 5, 2010

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.

Less Fat Luke
May 23, 2003

Exciting Lemon
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.

Omi no Kami
Feb 19, 2014


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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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

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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