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WebDO
Sep 25, 2009


Sedisp posted:

Imagine not trusting a season pass but trusting a company thats selling JPEGs of spaceships for thousands of dollars

Fixed for greater accuracy of comparison

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WebDO
Sep 25, 2009


OwlFancier posted:

No there are lots of khaak.

Specifically there is a large khaak station in one of the xenon sectors off ianamus zura

X4: there are lots of khaak

WebDO
Sep 25, 2009


Can you not have more then one mission at a time? I decided to take the plunge and was in the tutorial start, found a mission signal to go find an anomaly, and found another mission node which I hovered by. I accepted the new mission but wanted to keep going on the anomaly one and didn't find any way to make it active or even find it in the menu.

WebDO
Sep 25, 2009


X4: After about four hours, the universe seems to run out of Kha'ak

So did you know that you can click the small icons on your first person radar to select things like security lockboxes, etc., that you want to navigate too? I sure didn't last night until finally trying it as a last ditch effort doing a mission to rescue medical supplies from a destroyed transport. Like, you can click it in the map after finding it with the long range scanner but it seems like you should have been able to select or navigate to an object from the map screen, but lo and behold, it's from the in ship radar.

WebDO
Sep 25, 2009


Popete posted:

The surprise is going to be a game crashing bug.

If you launch an X game and are surprised by a random formatting of your hard drive that happens I'm not sure what game you thought you were playing

WebDO
Sep 25, 2009


X4 goons please help: no matter what I do I can't seem to find pilots with stars so I only have rank zero behaviors available. No matter which ones I try, pilot rank doesn't increase so I can, you know, use them. How do I get my pilots to not be poo poo?

Also confirming captured ships from visiting players seem to behave totally differently with sensors, even after going to upgrade/repair. Any word on a fix or workaround?

WebDO
Sep 25, 2009


TjyvTompa posted:

You can rank them up by assigning them to mining ships and have them automine and then transfer them to a tradeship once they hit 3 stars. Its a really cumbersome process though. I assign them as traders to my stations and have them rank up that way but it is sloooooow we're talking +72 real life hours to gain a single star.

Autotraders really suck though so you are not missing much.

Automine requires 1 star, my pilots have zero :suicide:

WebDO
Sep 25, 2009


Data vault spawned at the entrance gate for Faulty Logic. Got to play space Mission Impossible and open it seconds before an M came through, beelining for my space suit as I boosted into my airlock. :black101: Why no, I didn't have to save scum with my jaw dropped after getting blasted on the first attempt and learning enemy ships target your suit.

So yeah, still having the automine issue since it's a 1 star behavior and my pilots all have zero. Is there anything I can do besides manually trigger them to mine, then manually make them sell, ad infinitum?

WebDO
Sep 25, 2009


pixaal posted:

All ships should come with a 1 or 2 star pilot. I've never not gotten that, add a pilot from refit screen at a warf after firing your current useless guy.

When I go to anywhere to upgrade I can always hire support crew or marines from the upgrade interface but I have never been able to hire a pilot that way. I don't know if I'm clicking in the wrong place or what but it never seems to be an option. And mooks just walking in stations are all garbage tier.

WebDO
Sep 25, 2009


Ass_Burgerer posted:

When you buy a ship, get the HIGHEST PRESET, then switch out the parts to whatever you want. This is how you get competent crew.

It's dumb. I hope they add more ways to hire crew.

The problem is that most of my ships I'm trying to crew are found or captured, so that's not an option.

WebDO
Sep 25, 2009


So I finally figured out the process to buy pilots for captured/found ships and boy do I feel dumb. I didn't realize you needed to build a minimum spec small ship and transfer its pilot, then sell the small ship back.

So, next up, station building tips to get my illegal empire of space booze/drugs up and running?

WebDO
Sep 25, 2009


Oh dear me posted:

I played all previous X games and I would like spoken target names! If only my ship didn't insist on targeting every single civilian ship around. I am trying to scan this station, I've chosen to target the drat station, and my computer proudly announces it is targeting an insignificant civilian ship instead, every two bloody seconds.

What with not being able to land and not finding anything I want on the map and continually being told about Tour Bus A, I keep bouncing off this game hard :(

What if Tour Bus A was hand painted by the British Prime Minister though?

WebDO
Sep 25, 2009


Getting back in after some time away (Last I played the Venture stuff was still in). Doing a human run and just got to the PHQ part which was kind of neat. Trying to remember how to build up my little empire.

That said, does anyone have some good or cool looking or particularly goony station templates to share, or know where the best resource is? Google wasn't particularly helpful at getting to a repository or anything.

WebDO
Sep 25, 2009


Does capturing the Oberth after giving it the research data break the plot?

WebDO
Sep 25, 2009


Less Fat Luke posted:

I haven't tried that one but most plot ships are marked as non-boardable in the game data.

Well, I have a save before I did it, so we shall see. Took 3 marine flights to take it but it got me the boron achievement after I moved the ship out of sector to get it crewed up.

WebDO
Sep 25, 2009


FrickenMoron posted:

Sounds like someone hosed up with the settings in a patch. Plot ships are flagged as "impossible" for Boarding and won't let you even attempt it normally. That said for later missions they spawn a new one anyways. You can test this by letting a cheap ship dock to it. It will explode when that Terraforming plot gets triggered.

Turns out my own crew flew the ship to Terran space to bring the good doctor to me after I obtained the data with the special fighter. Turned in the mission and got control of the helm back immediately.

WebDO
Sep 25, 2009


Major Isoor posted:

Yeah, it's tempting, but unfortunately I don't have a shipyard yet. Or can I order one at an NPC shipyard, if I have the necessary prints? Never thought about that before...
Either way, boarding it will probably the cheapest and fastest method to at least TRY first, as long as I can find an isolated Asgard.

Does anyone know approx. how many marines are needed to take it on? I have around 200 in a supply ship (mixed experience. Plenty of recruits, but also a bunch of seasoned vets who have gained a few stars through previous boardings against HOP vessels. If that's not enough though, I think I have around 150 in a L freighter that I could also use, potentially. (Although using two ships for a surprise boarding might be a bit annoying, with the AI manning one ship)

Scan the Asgards, if you get lucky you'll get a Terran Intervention Corps Asgard with ~20-30 middle tier marines. It took me four refills of my Syn to knock that out, I got lucky and caught it when it was faffing around in The Void and could make resupply trips.

My Hatikvah's Choice is a constant warzone between the Xenon and Argon and similar tactics got me a resupply ship, bringing my count of those up to 3. The problem is I have no idea what to do with them besides admire them for looking cool. (Atlas, Monitor, and whatever the Argon one is).

Does HAT have the ability to expand, or do they only get the one sector?

WebDO
Sep 25, 2009


Major Isoor posted:

Oh cool - 30 marines should be easy then, for my boarding ship. Their platoon versus my company? Yes please! :D (I wish they'd release medium sized troop transport ships though, which aren't good for combat but fit a lot of personnel)

As for HAT though, nah I've never seen them do much of anything. They just hang onto their sector and keep their stations as-is. I might be mistaken, but I'm pretty sure the only time they gained another station was when I got a job to build it for them.

Mine have built several defense stations of their own. The problem is the gate to the Xenon sector constantly has 5 capitals on the other side and send one every 30 minutes or so.

I tried a defense station at the Xenon gate and got cleaned out on that go. My second station was at the super highway to the other subsector with a defense platform of six discs connected by defense bridges. It absolutely deletes things, including the Ks :black101:.

Now I plan to change the orientation from on-plane to vertical to make a true wall of death so things don't get as close to the station. I absolutely need that degree of firepower to keep the plot (now also a spacefuel factory) alive, so now I've got ~30m spacebux invested in adding two more wall of death platforms to cover while I rotate the original. Maybe during the next Argon defense wave instead of stealing their resupply ship I can try a disc-o-doom platform at the gate again.

What I'm saying is I need a better income stream because I can easily come up with station designs in the tens of millions of credits. And still would love it if we had a repository of station designs plans with photos

WebDO
Sep 25, 2009


TjyvTompa posted:

Not that I can find. I have several fleets just doing circles in the system and from what I can tell the Khaak appear out of nowhere, constantly.

This sounds like an amazingly bugged mining escort mission which is the only thing I can think of where they just spawn in from thin air. Also, I didn't know they could output enough damage to threaten anything over M class.

WebDO
Sep 25, 2009


Ursine Catastrophe posted:

I've seen that a couple times in Hat Choice 1, yeah

who would win, a xenon war fleet or one (1) libertarian gas station

I'm trying to get a scrapping station up at the Xenon gate, my "welcome mat of death" has been very effective. Once I scrape together some more credits I'll make it a proper cage.

Only problem is when I teleport in sector to Hoover up ~100 drops and A) fill my notification queue for ~10 minutes and B) the station accidentally clips one of the Argon defense fleets and have to take a 2-3 point rep hit when the station deletes them for going aggro

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"

WebDO
Sep 25, 2009


Re: Asgards -

1) How many does one need acquire in vanilla to start auto clearing Xenon?
2) Do you go with heat reduction mods or something else for the laser?

WebDO
Sep 25, 2009


BlankSystemDaemon posted:

In-universe, Kha'ak are the only species who can do inter-system jumps without gateways. They're also, supposedly, capable of doing intra-system jumps, but I don't think I've ever seen the AI do that in-game (unless that's the justification for them suddenly appearing around you when you're doing travel mode well outside the sector plane, but he Xenon do that too).

Re: intra-system, it's probably the justification for them warping in when you do the escort missions where they attack

WebDO
Sep 25, 2009


staberind posted:

I'm not a big fan of docking, but a lot of people seeem to like it.
I just let otheer peoplee dock for me.

Docking computer Mk 2
Point at LZ
Boost at the green hologram
100% of the time

WebDO
Sep 25, 2009


TjyvTompa posted:

Is there a mod to stop the xenon from building ships? I use this already: https://steamcommunity.com/sharedfiles/filedetails/?id=2426876427
It removes them from all systems except 1, they seem to warp around the universe always having a couple of shipyards in 1 system. My problem is that they keep producing an infinite stream of Xenon K's. I've thrown around 5 billion in ships at them so far and they just keep coming. So loving irritating, I just want them gone.

I'm certainly not the best X player, but my biggest threat zone is a constant incursion into Hatikvah's Choice, which I locked down by building a wall of turrets by the gate. It's now a murder, salvage, and occasionally warp to a Behemoth to hoover up loot station.

For sector clearing for small stuff, a handful of Asgards OOS does nicely. I learned the hard way that a solo Asgard can be permanently disabled by a sufficiently large fleet of Ms, but it never died. I've been using something like 3 or 4 to clear the Split sectors.

Haven't gone after home bases but I've been able to turn around their momentum and keep things at bay.

WebDO
Sep 25, 2009


So uh, say I forgot to rename my nav beacon for the correct wormhole for Leap of Faith, is there an easy way to find it again, and/or any way to automate moving the uh, trade goods out of there?

Also, really hope my two missing Erlking vaults are in there, I've laid out like $100m in advanced satellites so far and only found three in the other sectors...

WebDO
Sep 25, 2009


Lamquin posted:

[ToA]The wormhole into Leap is the first south of the Avarice V Dead End gate. There is no way to automate moving wares in and out, you'll have to do it manually (although you can bring a carrier loaded with Raleigh (Condensate) plus the Astrid and haul a LOT of Protectyon out of there) - just remember you can only enter for a short moment after the tide has hit.

Erlking vaults cannot be in Leap of Faith, so no worries there!


Due south of the gate, or is it more like, SW? I'm not seeming to be able to make either work.

WebDO
Sep 25, 2009


With the current patch, what should you be outfitting fighters and the like with for OOS combat if you're not using mods? Will they take advantage of and do better with things like the various rail gun variants?

Also, someone was mentioning setting up capital ship weapons - I swear someone mentioned a way to prioritize what the main battery does. Basically, is there a way to make my Asgards point and click Ks with the beam of eradication, or do I really need to teleport in and turn them manually and shoot the main battery to avoid AI idiocy?

Personal frigates I'm accepting that I'm trash at aiming and use things like the chain guns and rapid fire stuff, maybe I'll try manually using the rail guns again given the discussion up thread but they really used to feel bad.

WebDO
Sep 25, 2009


OwlFancier posted:

I think the main battery should go for the thing the ship is actually targeting. You can set each group of turrets to prioritize fighters or capital ships.

It's just wild that I've had to save scum to save a fleet of 3 Asgards that kept trying to engage Ks with a bold engine first strategy, but usually they did reasonably ok. Meanwhile a solitary Syn is holding a different gate for me cleaning out Ks with no intervention. The AI is weird sometimes

WebDO
Sep 25, 2009


Airspace posted:

I can see the gas being put in liquid storage.

It's just really cold. Really, really cold.

So is space when you think about it

WebDO
Sep 25, 2009


I seem to have not set my blacklisted sectors correctly and now have my multiverse save in this position where my Erlking is in the middle Vigor sector dying to an onslaught of 18 fighters because I had it background trading Terran goods and for some reason it decided to cross Vigor space. I have a handful of fighters within two sectors but no fleet of substance. And I don't have my own fab up and running, nor do I have all the BPs, so it's using a handful of turrets.

Barring coming up with a creative way to save it, can you replace the Erlking if it goes down?

WebDO
Sep 25, 2009


FrickenMoron posted:

The xenon are living rent free in teladi space in my game, wreaking havoc there. It's really bad even in the highway systems. Edit: It's not even Ks, just a lot of Ps and M/N in squads hanging out there and harassing everything.

Also tested the venture skill gain, the pilot gains around a third of star every scouting mission (30 minutes). Theres a quicker one thats 15 mins but has a 10% chance of the ship dying. He started off at 1 star, then came back with roughly 1.3 then almost 2 stars. So you can train someone to 5 stars easily that way.

The whole crew gains skill, just less than the pilot. If I had a good trade system for all goods set up I'd consider sending traders full of marines to get skilled up, just would be a bummer if the RNG checked them out since all the trader missions have a 10% destruction chance

WebDO
Sep 25, 2009


FrickenMoron posted:

:frogsiren:



:frogsiren:

I have kidnapped the queen. I checked and the ship only had 1 pilot and it let me board it.

The Oberth was my first advanced auto trader

WebDO
Sep 25, 2009


ughhhh posted:

Behemoths are such useless ships. Had a patrol of 4 behemoths and a guppy guarding a gate to a xenon sector. Was doing thier jobs well until I had the guppy go off to repair and refit, and a K appeared and promptly destroyed 2 of Behemoths before I even noticed. At least the Odysseus can mount a M for extra flak turrets.

Behemoths are so bad that my death sandwich gate station (like two plates that are 3x12 defense disc/bridge platforms) can't even be a guarantee to save them when a K pops into Hatikvah - and I keep a fleet of them there to occasionally vacuum up the ~100 crates whenever I think to look at that area of space.

It's like >> 70 L plasmas on either side of the K, but the behemoths can still pull off the suicide occasionally somehow.

WebDO
Sep 25, 2009


Is there a way to mass apply a load out to defense modules? I made an Argon disc and Argon bridge load out, but whenever I build a station I'm currently having to go in to each module individually and apply the load out which seems... Inefficient

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WebDO
Sep 25, 2009


BlankSystemDaemon posted:

I didn't even get one Mk3. :mad:

I got 1, and really didn't play a ton because Warframe came out with Duviri Paradox. I wonder what the criteria were to qualify honestly

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