the real question is if the ai changes actually made it good this time
|
|
# ? Apr 8, 2024 03:52 |
|
|
# ? Apr 25, 2024 21:54 |
|
Playing some 7.00 I think I think I really like some of the new small touches. More refined turret controls are nice, but it would be really nice if there was a "Target missiles, then fighters" option. I need to play with it more and see what it does if you use "target fighters first" or "target missiles first" I really think the Xenon H is neat, but they definitely will have to rebalance boarding. It seems they spawn with a range of skill and it remains to be seen if it also levels up. I also captured one and it had a Xenon M in it's fleet, which also became mine. It's neat to dock one and look at the front where it kind of looks like a strange face. I'm apparently very bad at making profits from my stations so I'm still not in range of the new mode. I think the Xenon did get a bump in aggression in my existing universe though, my station holding the one way gate out of the Yaki sector is suddenly much spicier with three Xenon capitals zoning in at a time where previously they just marched in one by one to be disassembled.
|
# ? Apr 8, 2024 19:18 |
|
It's hard to quantify the AI changes, I started a new game and was surprised when doing the Terran Yaki missions that the Split had made serious headway into settling Tharkas Cascade, and that Argon Prime was under serious threat from a Split Raptor. Your M mining fleet is a hell of a lot more durable to Kha'ak sector incursion ( of dozens of plutus's mining ice in Nopelio's Fortune II I've lost maybe 2 and have comfortably put off replacing them with L miners ). The new Pirate sectors are knee deep in mineral resources and I lost more ships ( including L miners ) to the SCA harassers that plague the systems before I blacklisted them as not worth the effort. Cap ships still seem of incapable of assaulting stations without serious sacrifice and if you give an Asgard the task of attacking a Kha'ak Ravager, it's already dead - but if you can fly a Rattlesnake or Syn, you're better off dealing with it yourself. I've capped an SCA Behemoth E but am yet to try it out for myself, apparently they don't review well - turret placement appears to be their problem - the Pheonix E does review well but some folks have reported problems trying to fly them themselves. SCA haven't deigned to drop one off outside my stations for me to try yet. I've managed to find and kill a Xenon H to unlock the research ( apparently it won't unlock all required Xenon equipment blueprints ) but I haven't managed to get any Xenon M ships to bail ( the better piracy mod doesn't play nice with 7.0 yet so you'll want to uninstall it - harass function doesn't work and no ships will bail with the mod active even if you don't use the harass action ). It's a first beta, and not an update I'd recommend to first time players or folks who haven't played in a while. The new manager offices break ( or at least are speed bumps ) most story line missions that involve you talking to someone in their office, auto pricing is whack as reported up thread ( also protectyon pricing is an issue for the Riptide Rakers ), but I do like a lot of the changes and new features.
|
# ? Apr 9, 2024 01:17 |
|
We have Beta 2!quote:[Beta 2] Added Weapons and Turrets tutorial (new feature in 7.00).
|
# ? Apr 11, 2024 21:41 |
|
I retroactively got my missing Xenon blueprints so now I have a fully fitted H to try out, I'm not sure what to do with it yet, it's a versatile industrial in that it can mine minerals, gas and haul wares but as a result it's cargo capacity is quite small ( mining hold is one third the capacity of the Cthonius E which is my current mainstay ). It has a huge drone bay but can only retrieve 2 drones at a time. The two L turrets default to mining targets so I'm pretty sure it's not a front line combat destroyer so I'm treating mine as a support ship with defense and repair drones. I also captured a Xenon B that I had caused to bail pre patch but couldn't cap until after the beta 2 update, I am yet to test it and it's plasma cutters in combat, also I couldn't disembark when docked with my shipyard - I had to teleport out. I do want the Ironclad paint mod both the ships have as my default paint option ( it's not available in the more default paints mod I'm using ).
ZombyDog fucked around with this message at 02:54 on Apr 12, 2024 |
# ? Apr 12, 2024 01:19 |
|
OK the B does have an elevator, I had just missed it. The B and PE are never going to be my daily driver, it's nice to be able to cap them but they aren't DLC power creeped corvettes by any stretch. With the B it's Plasma Cutters are short ranged and really slow gimballed but do melt fighters, speed is hella woeful though. Might be nasty against bigger ships but lack of speed, durability and the necessity of getting into point defense range to cause damage means that you're going to see a lot of B's needed to suicide a bigger ship down. The PE is woefully undergunned and squishy. The guns do have good range but the low projectile an gimbal speed means you're missing a lot of shots in a dogfight.
|
# ? Apr 12, 2024 04:06 |
|
quote:[Beta 3] Added dialog option to postpone Existential Crisis (new feature in 7.00). e: Would appreciate an option to postpone existential crises IRL. Antigravitas fucked around with this message at 17:29 on Apr 24, 2024 |
# ? Apr 24, 2024 17:24 |
|
quote:[Beta 3] Improved capital ship combat movement against large targets.
|
# ? Apr 24, 2024 18:18 |
|
BlankSystemDaemon posted:Being able to save layouts of stations is a loving god-send for multiple playthroughs. Can those be shared? I absolutely hate fighting with the base designer
|
# ? Apr 24, 2024 20:15 |
|
I just put all the station parts inside each other (can’t remember if there is a setting you need to toggle to allow this) and then forget about ever designing a decent station. Only stuff spaced out is docks.
|
# ? Apr 24, 2024 20:41 |
|
Tabletops posted:Can those be shared? I absolutely hate fighting with the base designer They're XML files so you could theoretically share them. The game also has an auto design feature if you don't care about space efficiency. Just plop down all modules you want and hit that auto complete button
|
# ? Apr 24, 2024 21:06 |
|
FrickenMoron posted:They're XML files so you could theoretically share them. The game also has an auto design feature if you don't care about space efficiency. Just plop down all modules you want and hit that auto complete button Egosoft has a forum for sharing pre built stations of varying quality and efficiency and I've occasionally looked through but never actually tried copying anything in to use because there is a lot of random trash, a lot of 10x10x10 km plot 1000 production module mega stations, and very little neat, unique, albeit ~suboptimal~ stations. There is a gorgeous overdone Terran solar panel helix though...
|
# ? Apr 24, 2024 21:37 |
Tabletops posted:Can those be shared? I absolutely hate fighting with the base designer To find out the required modules, you can use the station calculator - just select the modules you want based on the production chart, the number of them you want, and then press 'Autofill'. To achieve efficiency, you can make a station in the calculator with every end-tier production module, add habitats to the point that you've satisfied the workforce requirement, and then auto-fill to get some idea of how many of each you need to build. After you've done that, you can add S/M+L+XL manufacturing bays to your HQ. EDIT: The real trick is ensuring that trade between the stations functions properly, such as ensuring that your stations aren't buying raw resources or the tier below it from anyone but your faction once you can satisfy the demand. BlankSystemDaemon fucked around with this message at 11:03 on Apr 25, 2024 |
|
# ? Apr 25, 2024 10:55 |
|
I build all my stations on a common "frame" that has an E pier at the end with storage and M docks connected to a spine of spaced connectors. Then I build wings of production modules off the spine. The advantage of this is that you can copy the entire spine chunk if you need to double production quickly. The hull parts forge in that last photo was tripled with a few clicks. Polikarpov fucked around with this message at 11:18 on Apr 25, 2024 |
# ? Apr 25, 2024 11:16 |
|
I've played a lot of X3 years ago and I'm now considering playing this. How does this game compare to the various Litcube-flavoured mods for X3? Is there any reason to still prefer modded X3, or is this an improvement?
|
# ? Apr 25, 2024 20:28 |
|
|
# ? Apr 25, 2024 21:54 |
|
Mayem 3 and it's successors are still interesting and very unique; X4 though is pretty good in it's current form and if you enjoyed any of the X games you'd almost certainly enjoy this one. Litcube itself was interesting but a little "fake" if that makes sense - like you'd build a huge empire in LU but the materials and goods you sold just vanished into the ether and had fake demands. Mayhem added a real economy which was amazing, and that's also one of the coolest parts of X4 - shipyards will not build ships without fairly complex chains of supply and you can fill those needs or disrupt them with enjoyable effects. It lacks a ton of the nice QoL stuff from LU and Mayhem though but the UI is pretty functional and the map is great. Honestly just go for it.
|
# ? Apr 25, 2024 20:36 |