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Major Isoor
Mar 23, 2011

Less Fat Luke posted:

I leave a cheap-rear end ship parked at a couple key leader's hangouts.

Yep, this. Set up a few lovely ships to act as envoys parked-up at their stations, then teleport to 'em whenever needed.

Also, before I dive back in for the latest expansion, which sector is the best/safest to set up an ice mining operation, to help fuel the Boron economy? Since I know you guys have mentioned that they don't have nearly enough. I remember reading here about a sector that's a pain in the neck to get through, so I guess setting up a refinery on the commonwealth side might be best, so that the Boron have to come through to get water, rather than my miners having to brave the storm to bring ice to the refinery?

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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. ^^

tokenbrownguy posted:

i'm trying to steal blueprints with EMP bombs, and I've got 3/4 nodes scanned. but the model for the station is smaller than the invisible hitbox so I can't get within 5m to actually do the final scam. :smith:

I've been having an issue with this as well - with boron modules because that's what I've been stealing. My best guess is that the curved sections of the collision boxes are weird, so I try and find flat surfaces for the emps. This has mostly fixed the issue.

OwlFancier
Aug 22, 2013

Galaga Galaxian posted:

The big thing I heard is it increased the projectile velocity of most weapons significantly, meaning smaller ships can't really dodge and take damage a lot faster.

It does, but it also extends the range of most weapons as well, so you're fighting at longer ranges generally, so the projectiles also have further to travel.

Turrets in general are also a lot more powerful so being within range of them in a fighter is extremely stressful. Fighters should stay away from large craft if possible or accept you will just lose some. They can generally dodge anti-capital weapons though, so depending on the loadout you might fare better with a fighter mob than trying to batter it down with your own capitals. But even medium turrets pose a threat so you might have to spend a couple of fighters to bring down even a ship not particularly specced to fight them.

OwlFancier fucked around with this message at 02:20 on Apr 28, 2023

Less Fat Luke
May 23, 2003

Exciting Lemon

Major Isoor posted:

Yep, this. Set up a few lovely ships to act as envoys parked-up at their stations, then teleport to 'em whenever needed.

Also, before I dive back in for the latest expansion, which sector is the best/safest to set up an ice mining operation, to help fuel the Boron economy? Since I know you guys have mentioned that they don't have nearly enough. I remember reading here about a sector that's a pain in the neck to get through, so I guess setting up a refinery on the commonwealth side might be best, so that the Boron have to come through to get water, rather than my miners having to brave the storm to bring ice to the refinery?
I put a fairly large one in Morning Star IV and use transports with repeating orders to sell to the Boron Sectors (until the manager reached 5 stars). It's got 6 ice refineries and has been pumping out and selling stuff for like 3 game days now with no drop in the market.

Major Isoor
Mar 23, 2011

Less Fat Luke posted:

I put a fairly large one in Morning Star IV and use transports with repeating orders to sell to the Boron Sectors (until the manager reached 5 stars). It's got 6 ice refineries and has been pumping out and selling stuff for like 3 game days now with no drop in the market.

Oh, interesting! Then when the manager hits level 5, I assume you're just assigning the traders to the station directly, then letting the AI handle further shipments?

Also, that got me wondering... would it be worth having a Morning Star refinery, then have a water distribution hub station in the heart of Boron space (I guess Towering Wave, judging from the map) and just have a couple of L freighters on a loop pushing water from the refinery into the water reseller? Not sure what would be better/easier while getting the maximum 'range' on Boron buyers, really.

Oh and it's been a while, but if I put a refinery in Morning Star III and give the station a two-star manager, the subordinate miners will be able to hop over into MS4 to mine ice, right? It's been too long, so I can't remember what the deal is, with range. One star per jump, 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. ^^

Major Isoor posted:

Also, before I dive back in for the latest expansion, which sector is the best/safest to set up an ice mining operation, to help fuel the Boron economy? Since I know you guys have mentioned that they don't have nearly enough. I remember reading here about a sector that's a pain in the neck to get through, so I guess setting up a refinery on the commonwealth side might be best, so that the Boron have to come through to get water, rather than my miners having to brave the storm to bring ice to the refinery?

I have a pretty big one in Rork's Demise (16 Water modules). It's a sector on the boron side of Sanctuary of Darkness - the one with the ridiculous amounts of ore in system and it prints a respectable ~2ish mil/hour although I'm now siphoning it off for my own purposes so overall it's not directly contributing to my wallet like it was. My goal is eventually to use a trading post and use L freighters to truck water through SoD and sell on the other side. They basically give no shits about the hazard zone.

Less Fat Luke
May 23, 2003

Exciting Lemon

Major Isoor posted:

Oh, interesting! Then when the manager hits level 5, I assume you're just assigning the traders to the station directly, then letting the AI handle further shipments?

Also, that got me wondering... would it be worth having a Morning Star refinery, then have a water distribution hub station in the heart of Boron space (I guess Towering Wave, judging from the map) and just have a couple of L freighters on a loop pushing water from the refinery into the water reseller? Not sure what would be better/easier while getting the maximum 'range' on Boron buyers, really.

Oh and it's been a while, but if I put a refinery in Morning Star III and give the station a two-star manager, the subordinate miners will be able to hop over into MS4 to mine ice, right? It's been too long, so I can't remember what the deal is, with range. One star per jump, or something?
Yes to all three things!

Major Isoor
Mar 23, 2011

Ice Fist posted:

I have a pretty big one in Rork's Demise (16 Water modules). It's a sector on the boron side of Sanctuary of Darkness - the one with the ridiculous amounts of ore in system and it prints a respectable ~2ish mil/hour although I'm now siphoning it off for my own purposes so overall it's not directly contributing to my wallet like it was. My goal is eventually to use a trading post and use L freighters to truck water through SoD and sell on the other side. They basically give no shits about the hazard zone.

Oh, nice - thanks for the heads-up! Maybe I'll do something similar with Rolk's demise, then have a distribution hub in Great Reef, perhaps.

Then while I do that, I'm gonna finish my shipbuilding ambitions (I've been building up megacomplexes to produce all wares shipbuilding requires, from mined ore and silicon) and build a gate defence platform in Hatikvah's Choice I, at long last. The Xenon there have been a pain for my ships and buyers, along that trade lane...

Less Fat Luke posted:

Yes to all three things!

Excellent! Thanks for that

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


When I engaged in Water Trade with the Boron I had an ice refinery in Hatikvah's Choice III and would freight the refined water over to a trading station in Watchful Gaze for more traders to distribute to the Provinces Adrift.

DaveKap
Feb 5, 2006

Pickle: Inspected.



You know what mod I'd love? One where I can change a ship's default behavior to "repeat orders" without it wiping all current orders. God what an annoying rear end gotcha I keep tripping over.

Ragnar Gunvald
May 13, 2015

Cool and good.
So with the Terrain plot, where you make them go to war with ANT/ARG... They've added BOR to the list too, so it's a 3v1 war and something to move to boron economy a little.

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. ^^

Ragnar Gunvald posted:

So with the Terrain plot, where you make them go to war with ANT/ARG... They've added BOR to the list too, so it's a 3v1 war and something to move to boron economy a little.

Yeah I was planning on triggering this. I can't wait.

For the record, although I don't have anything to compare it to really - the boron economy hasn't been slow at all, at least for lower tier goods. I was nervous about it, but they're gobbling up most of what I'm making without complaint.

Ragnar Gunvald
May 13, 2015

Cool and good.
I still have huge shortages that's limiting ship production. It's driving me nuts TBH.

I've switched a bunch of stuff to Terrans now while trying to fix the microlattice shortage they have.

The terrain econ is just so much easier to work with.

OwlFancier
Aug 22, 2013

Yeah trying to attack the commonwealth economic problem has a big "where the gently caress do I start" issue. Hull plates are a good basis but there's like a whole side that's just "technowidget corncobulators" or whatever poo poo that all sound the same and you can never remember which one does what or is used where but they all have their own production factory you need the blueprint for.

Ragnar Gunvald
May 13, 2015

Cool and good.
It's more the time it takes with the shortages that bugs me.

I don't mind talking the problems at all, but it often takes 5-6 hours to get a station built, then you still have to get the drat ships to sort out the logistics.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

The big "I give up" part for me is drone and turret components. The entire galaxy needs them so if you try and support them in one part well too bad, you're still starved everywhere else and every single station you'll ever build or look at will beg and plead for them lol

And that's with at least three super stations and five regular ones pumping the bastards out. The only station I have that regularly supports them is my HQ but with all the SCA raiders and Khaak I just can't get enough ships out to everywhere lol

In my new pirate game too now jesus christ that's a lot of raider ships in Segaris

Less Fat Luke
May 23, 2003

Exciting Lemon
Hell yeah finally got the Erkling!

It actually wasn't too bad, lost an initial Shuyaku full of newbie marines to it but then realized I can refill my marines next door in Windfall I *and* their marines are mostly veterans so the second load took it with very little casualties (and they were all immediately fired and replaced with service crew, thank you for your service).

Sadly it turns out most of the equipment is locked behind data vault blueprints so not sure how long it'll be til I bother with that.

Edit: poo poo I just realized that a tool I put on Nexus mods like a year ago to scan your savegame for Kha'ak installations could easily be updated to find these dumb blueprint vaults.

Less Fat Luke fucked around with this message at 16:16 on Apr 28, 2023

Major Isoor
Mar 23, 2011
Wait, you sell your marines?! drat, that's cold! I pop them back across into the original freighter/transport for future missions, filling the gaps with rookies.
(Good to know about Windfall having vets, though. I thought only rookies were available everywhere you go!)

Less Fat Luke
May 23, 2003

Exciting Lemon
Yeah in this Boron playthrough I'm trying not to steal ships or blueprints since I think every other time I've played those were my main activities. Had to make an exception for this potential future flagship though.

OwlFancier
Aug 22, 2013

Service crew train pretty fast so I would just switch their roles, then you have service crew who can :yarr: if needs be.

Less Fat Luke
May 23, 2003

Exciting Lemon
Huh, I didn't realize you could bulk switch the roles.

Moochewmoo
May 13, 2009
Man something super strange has happened with my performance. I last played probably a year ago and could maintain a pretty steady 60fps or higher. This was probably pre-ToA. But I bounced of that DLC for whatever reason and came back for Borons. Well now my FPS literally will not go past 45. I'll drop all my settings, set my processor affinity to "high" or "real time" but for whatever reason I just can't get it past 45 fps. On the main menu I can clock like 120+ at various graphics settings though.

Anyone encounter similar issues? Is there anyway to solve this? I understand it's mostly CPU bound but I'm at 4.4ghz on a 6 core processor and 6 core hyper threading. I'm still running a 1080ti but man... Maybe that's my bottle neck now? Does the GPU do the new physics simulation?

Ragnar Gunvald
May 13, 2015

Cool and good.
How many transports etc do you guys normally attach to stations? Or miners etc.

OwlFancier
Aug 22, 2013

Less Fat Luke posted:

Huh, I didn't realize you could bulk switch the roles.

Literally just drag one role down and the other one up.

OwlFancier
Aug 22, 2013

Ragnar Gunvald posted:

How many transports etc do you guys normally attach to stations? Or miners etc.

If the ore storage is empty, assign more miners. If the production output is full, assign more traders, if inputs and production are both not full, build more production modules :v:

More specifically, adding traders to sell wares just allows you to sell at a higher price, as you can sell at the buy price of stations rather than waiting for traders to buy at stock dump levels from you. But eventually you will steadily increase the saturation level of the stations in range so the price will go down a bit. So export trading is not necessarily the most important thing unless you want to direct output to a particular part of the galaxy.

Inputs should never be empty, if your inputs are empty you are stalling production, so that's your big thing to make sure to stay on top of. You can buy from NPC traders too but for raw materials, you want to try and supply them yourself as that's a big cost you can cut. You can also do a mixed input where you buy and supply your own, as it is still better to run the production at full even if you have to buy some of the inputs, but that's a prime candidate for bringing in house.

OwlFancier fucked around with this message at 18:08 on Apr 28, 2023

Ragnar Gunvald
May 13, 2015

Cool and good.
I just wondered if there was a point people stopped adding ships but I guess yeah, that makes perfect sense.

For some reason I thought there would be a rule of thumb or something. 5L miner for X or whatever.

OwlFancier
Aug 22, 2013

It will depend a lot on where you're mining from, how dense the fields are, how much cargo and speed your miners have, their skill, whether they're crossing gates etc.

Much easier to just watch the storage bar and see if it's too full or too empty.

You will eventually flood the market and it can take time for your production to really filter through everything, so maybe stop adding production once your sale prices really start to bottom out, but otherwise yeah there's no limit on your productivity other than FPS and patience.

Even then it's gonna be subject to world effects. If you're absolutely cranking out supplies for one part of the universe they're probably gonna start winning their wars which can mean either a reduction in profits as they stop losing ships, or and opportunity to start selling the other guys!

OwlFancier fucked around with this message at 18:38 on Apr 28, 2023

ughhhh
Oct 17, 2012

Is the syn + abandoned destroyer and a smattering of corvettes/fighters enough to clean out the sectors for the yaki? I'm thinking of doing that mission this run and also take over those sectors for my industrial base. I'm guessing adding a guppy with fighter compliment would be a better fleet, but money is tight with only one hull parts factory running.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

ughhhh posted:

Is the syn + abandoned destroyer and a smattering of corvettes/fighters enough to clean out the sectors for the yaki? I'm thinking of doing that mission this run and also take over those sectors for my industrial base. I'm guessing adding a guppy with fighter compliment would be a better fleet, but money is tight with only one hull parts factory running.

Not even close - a Syn can't take out a station on its own and there are dozens

You'll want multiple Asgards and supporting fleets for that, along with resupply ships (be prepared for the resupply ships to suicide charge the Is). You need to kill literally everything. Every last Xenon, from each station to each fighter. You can prevent them respawning by killing everything then setting up your own defense stations and blockade vessels around jump gates, with scouts for the handful of ships that try to re-establish their own structures. By the end it'll tell you what few remain, but it's a several day endeavor.

My initial fleet of five Asgards, a Tokyo and some Syns got wiped, for context, when a backup fleet pincered them between two stations. The second fleet of seven with three carrier fleets and destroyer escorts got it done, with reinforcement waves to cover for them. The trick is to get critical mass so when something starts to lose shielding it can fall back, and so you can have enough break off to deal with interceptions and not crumple.

RBA Starblade fucked around with this message at 19:18 on Apr 28, 2023

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
If you're feeling simultaneously really gutsy and really bored, any capship with L PAR Plasma Turrets can take out a station from outside the range of it's defenses........eventually. But the AI is dumb so you'd have to do it by hand, which takes a long, long, long, long time to do. And you'd need to very, very carefully babysit some fighter cover to deal with the defense drones/fighters, or they'll just knock out your turrets+engine and leave you hanging in space, unable to be killed by them but unable to move, until a xenon capship shows up and you're dead.

Also if more than one capship at a time is in the sector and shows up to defend the station, or even if one shows up and you don't see it coming and get your main guns reoriented in time before it travel drives directly on top of you, you're also dead. (Also if you're using an L capship that's not a Syn or a Raptor, becuase they're flying cannons with excellent turret coverage so they shred, I can't comment on how well the L ships with shittier hardpoints deal with Xenon caps 1:1 but "probably not nearly as well")

This also doesn't account for the fact that you also need ships scouting the entire sector at all times because destroying a station tends to mean the Xenon just try and build another one in random spots that may be out of your range of vision, and they will get a replacement for station #1 done long before you're done destroying station #2 if your fleet is small and you're not absolutely covering the sector in sats.

So yeah potentially you could but it's an absolutely loving miserable slog and I don't recommend it. It's not even challenging, just somehow incredibly risky and ineffably boring at the exact same time. Make a real fleet first, then worry about the yaki.




e: I will say that if you're really barrel-scraping, "hand driving capships in the direction of a station from a positive/negative Z axis before parking them and giving them the attack order, one at a time" tends to help them actually stay in place and out of danger range, since they can be in range of most/all of the individual sections of the station at the same time just by pivoting and they tend to be less likely to suicide dive under the still-live guns of the station to get in range of a module on the far side of it". It doesn't guarantee it, but it helps.

Ursine Catastrophe fucked around with this message at 21:03 on Apr 28, 2023

OwlFancier
Aug 22, 2013

If you want a siege ship I think dumbfire missile turrets are better bombardment options as they have 20km range. Yes you have to pay for the ammo but it's fairly cheap and quite effective.

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
The problem always seems to be that range doesn't matter as much as "line of sight to the next section of the station"-- you could hit a station from across the sector but if the AI can't "see" the next piece of the station it wants to shoot at, it's sure as poo poo going to scrape it's hull up against the station in the process of getting the next bit into LOS. PAR Plasma has something stupid like ~10km range and Xenon turrets only have ~5km so you've got plenty of wiggle room if you're not an AI pilot. (And as with a lot of things in this game, "cost" isn't always as much as an issue as "supply lines to get those missiles from where they are to where your fleet is", if you're scraping for a bare-minimum assault fleet)

ughhhh
Oct 17, 2012

I had never really done any big war in x4 and had just assumed that as a player I could eek out some crazy victories (like in bannerlord or total war). I guess I gotta build my industrial capacity a bit more.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

ughhhh posted:

I had never really done any big war in x4 and had just assumed that as a player I could eek out some crazy victories (like in bannerlord or total war). I guess I gotta build my industrial capacity a bit more.

That mission is 100% there to give you something to do with the Asgard blueprints and as a victory lap, it's not worth your time otherwise lol

OwlFancier
Aug 22, 2013

ughhhh posted:

I had never really done any big war in x4 and had just assumed that as a player I could eek out some crazy victories (like in bannerlord or total war). I guess I gotta build my industrial capacity a bit more.

I would say this is part of the reason people like VRO, it adds a lot of specialised and interesting weapons for large craft and allows you to build ships designed for specific roles, whereas vanilla kinda limits you to mashing slow plasma lobbers at each other.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


So apparently the Peregrine in VRO has some kinda plasma weapon that bypasses capital shields. Is that built into it or Incan it be swapped out for a “normal” weapon, cause I kinda fell in love with the vanilla Peregrine and I wouldn’t want to see it forcibly stuck back in its original launch-era role as a dedicated anti capital “bomber”. I liked my modded, hot rod cutter/gunship with its flak turrets and fixed space shotguns.

OwlFancier
Aug 22, 2013

Galaga Galaxian posted:

So apparently the Peregrine in VRO has some kinda plasma weapon that bypasses capital shields. Is that built into it or Incan it be swapped out for a “normal” weapon, cause I kinda fell in love with the vanilla Peregrine and I wouldn’t want to see it forcibly stuck back in its original launch-era role as a dedicated anti capital “bomber”. I liked my modded, hot rod cutter/gunship with its flak turrets and fixed space shotguns.

That is a feature of all the former "gunship" types, it is a special bomb launcher designed to do that and goes in the front slots of them.

I would say though that you might want to look at the other M ships because turrets generally are good enough that you don't need that many of them, also some ships can mount "high energy" weapons in some of the front slots which are different from the standard ones.

There is actually a variant of the peregrine model called the cormorant which can mount three turrets and is a kind of armed freighter.

E: looking at the peregrine it seems like they added a center mount which I think is the bomb launcher, so you might still get some freedom with the two gun pods on the side. I'm not cool enough to the teladi that they'll let me fiddle with the loadout.

OwlFancier fucked around with this message at 21:36 on Apr 28, 2023

Ragnar Gunvald
May 13, 2015

Cool and good.
Is there some kinda of wiki or something with everything VRO changes? I've got lost the few times I've attempted to mess about with it in the past.

OwlFancier
Aug 22, 2013

https://sites.google.com/view/vrowiki/Home?pli=1

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Ragnar Gunvald
May 13, 2015

Cool and good.
Sorry I should have been more specific, I know about that and I've looked at it a few years ago and again earlier today. But it doesn't do a very good job of saying what the ships are used for, what the weapons are good or bad at. It's just a spreadsheet. I wanted kind of write up/explanation thing really but if that's all there is I guess.

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