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Taerkar
Dec 7, 2002

kind of into it, really

As someone who put in hundreds of hours into the past games I'm cautiously optimistic about this. The possibility of additional customization of ships is a plus to me.

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Taerkar
Dec 7, 2002

kind of into it, really

The TMs were part of the base game. I think they were introduced in X3:TC

Taerkar
Dec 7, 2002

kind of into it, really

They did mention EVA combat, though I believe only in reference to placing charges on another ship.

Taerkar
Dec 7, 2002

kind of into it, really

Hav posted:

It's a reboot of the universe. I'm a huge Boron fan, and can only hope they come in later. Kha'ak were in Home of Light, and I believe Xenon are still around.

I think we've already seen some Xenon ships in X4.

Taerkar
Dec 7, 2002

kind of into it, really

drat that map looks nice.

Taerkar
Dec 7, 2002

kind of into it, really

The spacelanes through gates are fantastic.

Taerkar
Dec 7, 2002

kind of into it, really

Cohh is sooooo happy about the GUI options.

Taerkar
Dec 7, 2002

kind of into it, really

NPCs apparently build ships now. No infinite ships?

Taerkar
Dec 7, 2002

kind of into it, really

*curses his work day just starting*

Taerkar
Dec 7, 2002

kind of into it, really

Time to demand a refund then!

Taerkar
Dec 7, 2002

kind of into it, really

Humble Bundle isn't handing out keys yet for some reason.

Not that it matters to me because I'm going to be at work for 5+ more hours.

Taerkar
Dec 7, 2002

kind of into it, really

The dev in Cohh's stream said that they were working on TrackIR implementation.

Taerkar
Dec 7, 2002

kind of into it, really

I've found a way to live the hobo life: crafting first aid kits as you hitch a ride from station to station. They sell for about ten times the resource cost.

Taerkar
Dec 7, 2002

kind of into it, really

Is it just me or is the Disco better all-around than the elite?

Taerkar
Dec 7, 2002

kind of into it, really

GODDAMN FOOL posted:

So say I'm doing a long-range scan and something pops up purple, that's for sure something special, right? I only ever find wormholes. Can it be anything else? Are there cool things out there that DON'T pop up purple?

I *think* things like lockboxes and data vaults show up as blue. They'll also pop up a small blue ? (in a circle I think) on the sector map.

Taerkar
Dec 7, 2002

kind of into it, really

FileNotFound posted:

For fucks sake - Freespace 2 was released in 1999 and had working turrets - which ALSO had specific targets

There's more ships active in any given sector in X4 than I think the entire Freespace 2 campaign had.

The game has a *lot* of turrets. Almost every station module can have a few turrets on them. And then there's also the economy calculations and the various ships going around that need calculations as well. There are almost certainly code inefficiencies but comparing it to a far simpler game decades old is laughable.

Taerkar
Dec 7, 2002

kind of into it, really

Wrr posted:

So by what you said and the pictures of sector maps, does that mean that they got rid of loads between the sectors? I played a bunch of X3 and its expansions in the day and I remember that having discrete sectors and the gates jumped / loaded you into new ones.

Is it hypothetically possible to just SETA your way into a different sector? Or do the new transit methods act as the loading screens?

There's little-to-no actual loading (there's a bit of a travel sequence for the sub-sector transitions). The superhighway runs through about a dozen gates and is pretty much seamless.

Sectors/subsectors expand indefinitely and you can't travel from one to another.

Taerkar
Dec 7, 2002

kind of into it, really

OwlFancier posted:

So what you're saying is that the AP has become more state of the art and realistic :v:

Autopilot by Tesla.

Taerkar
Dec 7, 2002

kind of into it, really

Squiggle posted:

...it did...

:hmmyes:

Ghost Ride the Disco

Taerkar
Dec 7, 2002

kind of into it, really

You can specifically see the behavior with bean turrets.

Taerkar
Dec 7, 2002

kind of into it, really

The pier you start with is also the hardest one to place.

Taerkar
Dec 7, 2002

kind of into it, really

Tooled around a bit in the beta patch and saw a lot more combat in the sectors at the beginning. There was Khaak everywhere, just like the early days of the internet.

Taerkar
Dec 7, 2002

kind of into it, really

Shrimp or Shrimps posted:

Thanks! Didn't know this. Well there's no point in doing the missions, then, is there? I mean, if the goal was to embiggen the (AI) economy rather than as a money making job.

I already bought the builder too lol. Oh well it'll come in handy for when I start setting up my own stations.

As long as it's not in a terrible location they're basically subsidizing a station for you.

Taerkar
Dec 7, 2002

kind of into it, really

Squiggle posted:

Honestly, travel engines fuckin' rule with the spool up - they go slow as poo poo if you just enter travel mode, but what you should do is hit Travel mode and IMMEDIATELY slam boost. You've only got like a single second to boost before travel mode takes, but (with the Discoverer) you can get up to 1600+ in that second before the windup cutoff which gets you up to speed WAY faster than the combat engine can.

With that said, I love the pitch rate on the combat engines, so...I am conflicted.

Isn't pitch rate determined by the thrusters, not the engines?

Taerkar
Dec 7, 2002

kind of into it, really

Leal posted:

The hardest thing in going back to X3 is the lack of custom emblems.

I'm pretty sure in at least one of the X3 games you could as I remember having one.

Or was that only X2?

Taerkar
Dec 7, 2002

kind of into it, really

2.5 just dropped.

Egosoft posted:

New Feature: Resupply ships are now available and carriers can also resupply their fighters.
New Feature: Sector blacklist settings to prevent ships entering certain areas.
New Feature: Inventory management with lockboxes in space and inventory storage at player HQ.
New Feature: Tobii eye-tracking support (Windows only).
Added information about missing licence for buying blueprints.
Added basic set of blueprints to Hatikvah and Scaleplate faction representatives.
Added wanted ware amounts to trade context menu.
Added images and background information relating to star systems and planets in encyclopedia.
Added logbook entries for NPC ships being built, restocked or repaired at player shipyards.
Added note/hint while mouse direct steering mode is active.
Added more variations for Build Station, Rescue Ship and Scan missions.
Added new global orders section in player information menu.
Added options for ware transfer and trade with build storage to docked menu.
Added inventory information to player-owned ships.
Added categories to object list and property owned in the map.
Added options to sort the object list and property owned menus by name, size or hull.
Added warning in trade menu if a ship cannot transport a ware.
Added possibility to cancel builder ship assignments before ship deploys at station.
Added current build progress information to the module type summary lines of station entries in the map.
Added option to configure autosave interval (and prevented autosave immediately after a manual save).
Added information about hacked research module to research menu.
Added information about hacked production modules to info menu and Logical Station Overview.
Added ability to configure Logical Station Overview graph data for each station individually.
Added wreck filter option to map.
Added interior sounds to rooms, shops and ship bridges.
Added mining and resupply tutorials.
Improved cockpit glass transparency.
Improved fight-or-flight decision-making to only call for help if help is to be expected.
Improved behaviour of ships docking at busy locations.
Improved guidance for the find crate missions.
Improved station mining subordinate behaviour when station resource requirements increase.
Improved storage capacity of carriers to help them fulfil their supply function.
Improved faction logic to attempt to rebuild shipyards after their destruction.
Improved information menu presentation of cargo storage on ships.
Improved collision avoidance in specific situations.
Improved CollectLockbox order behaviour.
Improved selection of multiple wares for behaviours and map filters.
Improved out-of-sector firepower calculations.
Improved resource preview in the ship build/upgrade menu.
Improved satellite deployment tutorial.
Improved performance of loading and saving.
Improved interface for dropping player inventory.
Improved map object list performance when looking at many player stations.
Improved faction behaviour when dealing with ware shortages.
Improved ship formation behaviour when flying in travel mode.
Improved controller support for initial ship type selection in ship build menu.
Improved ship docking and undocking movement in certain cases.
Improved behaviour of free-flying police.
Improved defence drone handling by capital ships in combat.
Improved mission reward text for paint mods.
Improved updating of wares to be traded or harvested by station-based trading ships and mining ships.
Improved Logical Station Overview graph data selection.
Improved AI station generation logic to make selection of large habitation modules more likely where appropriate.
Updated external links to wiki and manual.
Changed faction representative menu to still show owned blueprints.
Removed Fly To objective from Build Station missions.
Removed ability to load construction plans that contain more venture modules than the player has available.
Removed ability to move an empty station plot after paying a cheap licence to a location with an expensive licence without repercussions.
Fixed mouse-over text not being updated in certain cases when scrolling a table.
Fixed resource display showing amounts up to 100x too high when removing station modules.
Fixed moving of station plots potentially resulting in incorrectly placed build storage.
Fixed faction representatives selling ship blueprints of other factions of the same race.
Fixed ware exchange between capital ships getting stuck.
Fixed shield generator obscuring space suit docking bay on Behemoth for existing ships (was fixed for new ships in 2.20).
Fixed deployables launching from ship getting stuck when boarding operation against that ship succeeds.
Fixed doors on docked ships sometimes not opening when the player is nearby.
Fixed getting stuck in elevators that are going up.
Fixed ships getting stuck during flight in certain circumstances.
Fixed Kha'ak stations offering missions.
Fixed Hatikvah and Scaleplate ships being unavailable from their shipyards.
Fixed Xenon being unable to repair or build certain station modules.
Fixed supply information in Logical Station Overview not updating.
Fixed research menu not showing completed research if it finished while menu was not displayed.
Fixed capital ships undocking from each other potentially failing without recovery.
Fixed being able to Board abandoned ships.
Fixed being able to Claim ships that are currently being boarded.
Fixed lasertowers being allowed to receive orders that they cannot complete.
Fixed station drone removal when target amount is zero.
Fixed wrong interact menu options for lasertowers.
Fixed inability to Comm carriers and resupply ships from map.
Fixed interactions on docking bays of capital ships that are themselves docked.
Fixed certain research activities being cancelled when loading a savegame.
Fixed missing resources for station module loadouts sometimes not being listed in menus.
Fixed build storage not correctly taking future module and loadout resources into account while a module is being recycled.
Fixed incorrect requirement to own at least one ship blueprint of a certain ship size before this ship size can be upgraded at player-owned shipyards.
Fixed ships not upgrading/repairing if piloted by player with unrelated orders on order queue.
Fixed trade/equip orders being ignored if assuming direct control of a ship with such orders.
Fixed sending ship to repair multiple components only repairing the first queued component.
Fixed planned loadout changes on station modules marking all following modules as changed.
Fixed repair menu showing completely wrecked surface elements on ships as having no damage.
Fixed stations with workforce of multiple races not ordering all resources to feed them.
Fixed trade context menu not working if no player ship is available.
Fixed ship being teleported when disabling Flight Assist from the quick menu while near a station.
Fixed traders that are subordinates of stations sometimes purchasing wares that are not required by their commander.
Fixed newly constructed shipyards and defence stations not being named correctly.
Fixed ammo/units not being added to Encyclopedia when included in loadout on player-owned ship.
Fixed wrong text displayed for police faction in encyclopedia.
Fixed station modules sometimes being constructed and recycled in a loop.
Fixed stations potentially building turrets and shields on modules being recycled.
Fixed station modules which were destroyed appearing as operational while recycling.
Fixed Teladi Trading Station not being able to repair its modules.
Fixed XS deployables launched from some capital ships getting spawned away from ship that launched them.
Fixed some capital ships having too much S ship storage.
Fixed some capital ships being unable to store docked M ships in internal storage.
Fixed player being stuck in wrong position when getting up while external view is active.
Fixed bullets not hitting when viewing a remote battle in external view.
Fixed ships launched from launch tubes not immediately folding up their landing gear.
Fixed ships sometimes getting stuck while docking.
Fixed several cases of formation wingmen going through geometry.
Fixed ware exchange failing in some cases when involving one ship docked at another.
Fixed free traders preferring low-volume wares.
Fixed rare case of free traders choosing a now-disadvantageous trade over a trade that had improved over time.
Fixed station module search not being localized.
Fixed freeze when there is a police ship belonging to a faction that no longer controls any space.
Fixed non-factory stations gifted to other factions not updating their name correctly.
Fixed laser towers displaying a ship icon as their target element in the HUD.
Fixed weapon aim indicators being displayed when a menu is open.
Fixed interact menu not working in certain situations.
Fixed issues with moving station plots during Build Station missions.
Fixed Rescue Ship mission potentially creating unowned ships which don't get cleaned up.
Fixed Rescue Ship mission reward calculation in the variant where the ship must be delivered.
Fixed warping to a different sector when getting up during specific stage of HQ mission.
Fixed missile range calculation for dumbfire missiles.
Fixed very slow mission offer display if many offers are known.
Fixed menu errors when opening information menu for ship under construction.
Fixed huge player-owned stations not displaying all stored wares in information menu.
Fixed encyclopedia links to ships not working correctly.
Fixed NPC buy/sell orders not honouring minimum amounts.
Fixed ships stuck waiting for upgrades.
Fixed error messages when attempting to unlock EMP-induced data leaks on ships.
Fixed dock speed limits being applied when travel mode is active.
Fixed ships docking at moving objects appearing to strafe very quickly at certain times.
Fixed police ships remaining in space where they no longer have police authority.
Fixed some factions' police ships not being named as police.
Fixed defence drones belonging to Teladi Trading Stations not docking after completing their tasks.
Fixed stations potentially trying to trade with other stations when they no longer have any available cargo drones.
Fixed ships built for invasions sometimes not performing their intended orders.
Fixed subordinates not responding to attacks in some cases.
Fixed ships attacking targets outside their engagement area when on their way to their engagement area.
Fixed squadron subordinates getting distracted by hostile targets encountered while on their way to join their commander.
Fixed subordinates of carriers waiting for the player's permission before undocking to attack if player is on board the carrier.
Fixed station-based miners and traders not updating their range when they or their manager improve in skill.
Fixed construction vessels not always being unassigned when a station is destroyed.
Fixed NPC ships not firing their weapons when attacking under certain circumstances.
Fixed turrets set to Fire on my current target only firing sporadically when current target is a station.
Fixed turrets set to Attack my current target periodically stopping firing.
Fixed player-flown ships with turrets set to mining mode only acquiring asteroids 3km away regardless of mining turret range.
Fixed mass traffic sometimes using the wrong ships directly after loading a savegame.
Fixed asteroids in certain regions sometimes ending up with negative mineral yields.
Fixed incorrectly-scaled rendering of paint mods when redesigning certain ships.
Fixed promotion of crew to pilots removing existing pilot from ship.
Fixed object selection failing in the map when switching between tabs.
Fixed cases where map continued panning/rotating even after having released all mouse buttons.
Fixed station building menu asking to confirm loss of changes if nothing was changed.
Fixed station building menu not updating when a module build finishes.
Fixed returning venture ships sometimes being displayed in an incorrect location on the map.
Fixed map object list not showing the correct player logo for player-owned sectors.
Fixed supply settings for Drones and Missiles in Logical Station Overview.
Fixed workforce information in Logical Station Overview being greyed-out
Fixed player map icon being very large in certain situations.
Fixed external view on surface elements.
Fixed targeting while in spacesuit.
Fixed loot-magnet sound stuck after auto-save.
Fixed tooltip text getting stuck in the station build menu when using the controller mouse emulation.
Fixed various NPC pathing issues on platforms.
Fixed NPC rubber-banding when talked to while walking.
Fixed detached habitation modules during AI station construction (existing station layouts are not affected).
Fixed factions building more defence stations than they should.
Fixed situation where ships could appear stuck in internal storage.
Fixed missing localisation of several texts in menus.
Fixed several localisation issues in mission texts.
Fixed being able to fly into planets.
Fixed NPCs walking in front of pilot in Demeter and Hermes.
Fixed Pulsar's right weapon being visually disconnected from hull.
Fixed Nodan lights not turning on.
Fixed missing mode visualisation in Nodan cockpit.
Fixed Xenon capital ship engines not having animated exhaust flames.
Fixed duplicate display on panel in Kestrel cockpit.
Fixed missing geometry on side of Discoverer Vanguard.
Fixed missing external geometry when standing on Incarcatura bridge.
Fixed Incarcatura bridge location.
Fixed missing ID code panel on Odysseus.
Fixed being able to walk through desks in engineering section.
Fixed menu crash when opening the map legend in certain cases.
Fixed menu crash when upgrading a damaged ship and then trying to select a different ship.
Fixed Empire Menu breaking if menu attempts to display other menus.
Fixed game freeze in certain situations.
Fixed case of player falling through floor of flying ships.
Fixed not being able to use the joystick POV for cockpit camera movement.
Fixed some Teladi NPCs not moving their mouths when speaking.
Fixed Split female eye blink animation.
Fixed inability to remap some camera controls.
Fixed incorrect carriage return in version number in start/options menu (Linux only).
Fixed possible system memory leak when low on graphics memory.
Fixed several causes of crashes.

Taerkar
Dec 7, 2002

kind of into it, really

I know it's really not any different from an autopilot but I rather enjoy being chauffered around by a hired pilot, allowing me to do base management work without worrying (too much) about flying about.

Taerkar
Dec 7, 2002

kind of into it, really

Did they improve the explore command? I'm noticing that my little Discos are revealing more of the sectors a lot faster than they used to and seem to be wasting less time searching the same spots.

Taerkar
Dec 7, 2002

kind of into it, really

I believe some of the AI stations have that arrangement.

Taerkar
Dec 7, 2002

kind of into it, really

My PCs performance for this game was never great but it's become a real slideshow lately.

Taerkar
Dec 7, 2002

kind of into it, really

They already pushed it live. Just in time for to start a fresh unmodified game so I can play around with Ventures.

Taerkar
Dec 7, 2002

kind of into it, really

nessin posted:

Did they do anything with Ventures? I was going to start an unmodded game because of them but the options menu still said it was in beta so I kind of assumed they just dropped the concept and left in whatever was there when they first implemented it.

I wasn't sure which is why I started the new game. I know my modded game had a number of venture ships in it but since it was modified I couldn't send any out.

Taerkar
Dec 7, 2002

kind of into it, really

Anyone know if the money crystals spawn on mineable asteroids or only on the empty ones?

Edit: Found some, so yes.

Taerkar fucked around with this message at 02:13 on Apr 10, 2020

Taerkar
Dec 7, 2002

kind of into it, really

OwlFancier posted:

Yeah there's a bug in 3.1 it seems that buggers the explore command and also makes map squares not reveal when you go over them.

I was wondering what the hell was happening.

Also for making money I've been starting with one of the Argon M-sized freighters (Idriss?) and rolling around with them. They have two turrets on the sides and are fast enough that they rarely have any issue with pirates (Make sure their default reaction is escape) and if the pilot isn't skilled enough you can use the trade filter on the map to find some good runs. Just filter for specific products and queue up a number of trades to make the $$$.

I've had good luck with Teliadianium(?) and occasionally microchips and advanced electronics, though your numbers will likely vary due to how the economy plays out and the various ongoing conflicts.

A decent "plop one down and forget about it" option is a Drill (mineral) mining silicon in Argon Prime. There's a silicon refinery there that'll reliably pay ~145k per Drill run and its a rather safe sector.

Taerkar fucked around with this message at 18:40 on Apr 10, 2020

Taerkar
Dec 7, 2002

kind of into it, really

Not really sure if I want to play any more until they fix some of the issues from 3.1.

And I just recovered the Odysseus.

Taerkar
Dec 7, 2002

kind of into it, really

Are those the slaves that show up in that cutscene in the one Xenon system? Because they kinda flew into the side of a Xenon frigate and died.

Taerkar
Dec 7, 2002

kind of into it, really

I got achievements with a modded game?

Taerkar
Dec 7, 2002

kind of into it, really

Figures that I've got a whole bunch of crafting materials EXCEPT Argon Beef.

Taerkar
Dec 7, 2002

kind of into it, really

Just recently discovered that you can see what the pilots of your other ships have picked up for collecting.

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Taerkar
Dec 7, 2002

kind of into it, really

The only downside of the scientist start is that you don't get the free corvette.

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