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File: X4 carrier.jpg (640 KB, 1920x1080)
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Last one hit bump limit.
I hope you have your terran carrier fleet by now, anon, you're not some dirty poorscrub are you? :):):):):):)
>>
>>
>Terran Cadet start doesn't even give you a basic overview of the entire Sol sector

You shouldn't have to 'explore' the civilized parts of space, especially the parts you start out from. Can you buy a complete map?
>>
>>489957
Map
https://quantum-anomaly.herokuapp.com/x4/map/
>>
>>489962
>https://quantum-anomaly.herokuapp.com/x4/map/
Yeah, obviously you can find it online but you really should know where the stations and such are in your starting region at least.
>>
>>489957
It's pretty hilarious.
>cadet a few months out of flight school
>doesn't know where the stations he's supposed to protect, serve, trade with are
>doesn't even know WHAT the stations are
>doesn't know the layout of the solar system gates/accelerators/highways, if ordered by mission command to do something in mercury or neptune he just hopelessly wanders around until he stumbles across his destination by sheer chance
>somehow this absolute retard is trusted as a covert operative and granted command of a major destroyer-class ship
>>
This game just doesn't feel good to play. Its lags a lot and even doing basic things is made unintuitive by being buried in menus.

Why can't I hire a captain but I can hire crew? What do crew even do on a small ship? Why do I have to physically visit stations and walk up to dudes to find able crewmen instead of looking at a bunch of candidates from a menu like people can do today?

There are unnecessary extra steps in everything you do.
>>
>>490133
What can you expect of a military that expects you to buy all your own shit, including state-of-the-art fighters, missiles, and weapons?
>>
when tf will Mommy give me my Katana? I already reported back to her about being teleported by the station, but she just dismissed me :(
>>
Is there an Explore command for the Ai that is actually smart and will use their Long Range Scanner to detect unknown stations and objects and then go explore them?
>>
>>490176
I think there was a mod that did something like that.
There's also a mod where long range satellites auto detect every station in a sector.
>>
>get quest to destroy laser towers
>Towers suddenly spawn all around station
>all almost immediately destroyed by other ships
>fail mission
why is it that half the side missions are bugged or broken in some way? Why is it so hard just to give the player basic random quests?

Even the Patrol mission doesn't seem to be working as intended as all you do is sit around until the timer runs out.
>>
what is the best starting 4x for someone that wants to get into 4x?
>>
>>490360
That is actually how they are supposed to work funny enough. Egosoft wanted the patrol missions to be based off of the normal ship traffic instead of spawning ships like in the older games. Problem is that in practice you end up just sitting in a system for 20min jacking off. I take them and sit in seta if i'm managing my stations just so i get paid for just sitting in one place since i'm already going to be doing that anyway. Escort mission which were added in 4.0 actually do spawn in ships to attack the one you are escorting so those are more interesting.
>>
>>490386
This game is far too German. Unlikeable, ugly character that speak bizarrely and pointless, mind-numbing busywork. I think I've gotten one mission where you actually went out to fight enemies and they where Khaak with bullshit hitscan weapons.
>>
Not a strategy game. Go back to /v/.
>>
>>490371
civ 5
>>
>>490393
VI is better by a mile.
>>
>>490391
>Imagine getting filtered by beam weapons in X4
You get beam weapons too if you want them. They are literally only good against light fighters. They do such tiny amounts of damage compared to every other gun, they are just really accurate.
>>
>>490399
No, it's not but it's more noob friendly.
>>
Soooo after building the dock on the station will the Terran commander lady call you back? I reported back to her as soon as I got back from being teleported with the station but she just relived me. I thought I was supposed to get a Katana...
>>
>>490386
>>490360
I got the laser tower mission and then instantly failed it. It was many gates away and I doubt I'd be able to get there fast enough anyways, but seriously how hard is it to make sure these very basic quests don't shit the bed?
>>
>help destroy a K
>hostile terran osaka spawns out of nowhere
>lose 50 rep because my syn tries to defend itself
What the fuck.
>>
Anyone find any good opportunities inside Sol space yet?
>>
Its weird that Terran ships 'weakness' is that they are slow. Feel like they should be fast and have good shields but be fragile.

I suppose that would be OP tho. No one cares about hull.
>>
>escort ship out of sector
>it moves at its normal speed for absolutely no reason whatsoever

i hate Germans so goddamn much.
>>
>>490469
>ship travels at a glacial pace
>ordering your ship to follow just means that it lags behind a massive amount to the point of being unable to defend the escortee and you fail the mission
I just stopped accepting those teebeehaych
>>
>>490498
This is even worse, its during the Terran HQ mission. You're only attacked once by two ships and then have to follow a slow ass transport for about an hour...
>>
>>490498
If you're flying and select match speed adjusting your speed with the scroll wheel will not cancel the match speed letting you catch up to it and you can match speed while in travel mode and it won't take you out of it even if the ship is traveling at 1 m/s.
>>
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>impatient cadets can't wait for this baby
Just play the game, it will come.
>>
>>490530
but it sooooooooooo fucking boring. Jesus Christ these missions are dryer than the desert. I can count the enemies I fought on 1 hand.
>>
>>490463
They have great acceleration though.
Apparently for short hops TER engines are the fastest because they can actually reach their max speed. And slow down to approach pretty precisely.
And hull is great if you have a lot of it because cap ships can repair under fire.

>>490535
Tbf most of the game is basically a logistics/economy simulator.
I wish one day they'll make like a DLC start or something which strips out the complex economy and put a more competent combat AI in, because these ships are actually pretty fun to fly.
>>
>>490604
Why strip out the economy? Just add a better AI and actual warzones where its profitable to participate.
>>
>>490535
The plots are dull yes, but depending on your choices you can eventually plunge about half of the galaxy into war with each other, which is exactly what I'm going to do to give myself more enemies and stimulate the shipbuilding economy.
>>
Katana or Jian for fleet support ships? I'm guessing Jian cuz more turrets to shoot down fighters. Anti big ships can be left to the Osaka's.
>>
>>490637
Because you also need to run the economy simulation.
And I doubt whatever actually good combat AI is going to be lightweight.
Also the current method means that once you've killed all the ships means they'll take time to replenish. I want something where they just spawn it in.
Basically something where you can just go shoot stuff, and not worry about anything else.
>>
>>490652
Can you plunge factions into war without effecting your standing with them?

That'd be cool if you did it on purpose to play both sides and profit.
>>
Is that Antigone Republic heavy fighter still the best? I've been using the Gladius fully outfitted with tip-tier parts and its kinda underwhelming.
>>
>>490657
With the plot yes.
According to the plot flow list posted last thread you can ignite so many wars.
>>
Damn, each Computronic fab requires 8 solar cells to supply it.
How many Computronic fabs do I even need anyway?
>>
Will factions actually pay you to use your shipyards to make them ships?
>>
>>490400
I hate how weapon work in that game you either have a weapon that hit but so weak you probably have better damage output by using your space suit laser or high damage with 10% to hit
>>
>>490682
All of them, depending of their need in ship and if your station is properly supplied.
Watching ship being build in your own shipwyard and seeing the shekel flood your account is satisfying
>>
>>490652
Could you spoiler the choices you need to make for maximum war?
>>
Wish they brought the Kyoto back alongside the Valhalla reboot :(

Having a capital ship that can carry its own escorts was nice.
>>
>>490759
The game will explicitly tell you what choices and outcomes are
>>
>>490762
Yeah, I also wish they brought us a full roster of ATF ships and more explicitly separated the two like they did in X3. Instead of working for the Terran Secret Service or whatever you'd work for the ATF and get their cool but very rare ships as a reward.
>>
Whats a good name for the zaibatsu founded by my Takeda-clan LARPING Terran Cadet?

Technically it should be Takeada Holdings or Takeada Groups since thats what the top level controlling all the other parts of a zaibatsu is typically called, but since you can't run your own bank or trading company I was going to go with Takeda Heavy Industries since thats all you do anyways. Its also just a cooler name.

Thoughts?
>>
>>490762
Wish they brought back the Kyoto because I don't really like some of the design choices of new style ATF.
So a standard TER style Battleship/carrier would be nice.

>>490833
Would be nice if they let you form your own companies. Nothing complex of course, just separating the money/properties into their own groups. Kinda like how you used to be able to assign UTs to their own stations and they only take and deposit money there.
The real benefit would then be able to more easily pinpoint problems and also just hiding large portions of your shit.
>>
So. For a shipyard how many terran fabs do I actually need? Is that 8 Computronics fab I just built/building overkill?
>>
>Kick off war between Terrans and Xenon
>My Silicon miners go from 65k per tick to 90k, with a few M miners making even more
This is good. But now I don't know what to do with all my money, should I start building Energy Cell stations or is there a middle step in building up my economy between mining and station construction? I feel like I have enough miners for now.
>>
>>490906
Well, it feels like there is huge EC consumption.
I know that the PIO shipyard is currently short of like 80mil EC or something ridiculous.
But then again I bought a lot of shit there.
So from my experience get Computronics next, then Silicates. Metallics should be abundant.
Or ignore that and try food fabs. You only really need station building materials in bulk for your own construction later while everyone needs EC and food.
>>
Hotfix 2 is out. Bunch of quest/mission fixes but more importantly TER M turrets no longer go boom permanently.

Also just realised that with the new Terran econ you can essentially make a mostly self-sufficient PHQ without it looking too stupid.
>>
>>489773
Ok I love civ4, what is the best new 4x? I never played civ5 or 6.
>>
>>490150
when you have a ship to trade
>>
>>491024
Terran Cadet
>>
Does anyone finished the terran covert operation plot ?
I'm suppose to build a station in Argon space to fuck up their econmy. The station is build, the manager recruited and price set to minimum but nothing happen
>>
Can someone tell me why they don't have Anti-aliasing after 4 games
>>
Is there a glossary of translations between English and German sector names and wares names? The names are so fucking different between the languages I can barely follow any English guide or forum discussion.
>>
Is it just me or can i not find anywhere to outfit my S ships with missile launchers in Terran space?
>>
>>491123
No missile launchers in Terran space.
Head out if you want some.
Could try Mesons out, though they are costly. Supposedly they are their anti-cap weapon.
>>
>>491123
>No missile launchers in Terran space.
wat. why? My ship started with missiles on it.
>>
Good opportunities in Teladi space? My HQ teleported there so I figure I'd set up a 'regular' economy there just to use to fund the Terran shipyard I want to build in Mars. They don't get mad at you for making or transporting illegal goods like Space Weed and such, right?
>>
>>491132
That weird because there is actually Terran missile turret but you can't have it on their shipyard.
Maybe the pionner ?
I try to build an Asgard loaded with missile turret
>>
I can't remember but can factions who do not let you dock still send traders to you?
>>
Just captured an Asgard for 0 rep loss and holy hell does its main battery wreck face.

How are you all loading out your turrets though? When it's front facing not all the Ls are being used like the Syn.
>>
So I hear you can mod your weapons but its RNG bullshit. Does anyone actually do it?
>>
What influences station build speed? Trying to put a hexa dock on my agri fab took 20 minutes but putting one on my substrate fab is saying 50 minutes to build with the builder in place and all the needed resources in build storage.
>>
>>492188
Only for my personal ship.
But I just save edit for the mats.
The real value is in the others imo. Though range/speed extenders for destroyer weapons is great too.

>>492207
Number of construction drones on the builder.
30 is max used iirc, but keep spares in case of losses so I generally pack 50 on my own.
>>
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i am retard how do i change the resolution of the image to be square and compatible with X4 logos without changing the shape of the image?

This is what I got trying to resize the resolution of the Takeda mon
>>
>Mommy makes you buy your own advanced satellite.

this isn't the kind of domination i had in mind
>>
>>492334
How many do you need anyways?
>>
What's the best sci-fi 4X?
>>
>>492376
Aurora 4x
>>
>>492346
1
>>
So Teladianium is just super-special lizard metal? Its just as easy to make? Cuz its in crazy demand for wicked prices down in Grand Exchange; like i thought this thing was like the platinum stuff the Ferengi use.
>>
>>492451
it's lizard metal that costs less energy but more ore
>>
>>492461
Think I know what my HQ is gonna specialize in first. This and Spacefuel.
>>
>>492485
well the thing can teleport so
>>
>>492496
Yeah, but not for a while and I want to get setup in Commonwealth space for a while building up contacts so I can better exploit them when I plunge the galaxy into war via plots.
>>
How do I avoid 'jousting' wish other S ships and stay behind them?
>>
The Gladius doesn't feel very good. Its too slow even with mk3 combat engines and loses too much momentum while turning.
>>
>>492536
shift+x, match speed
>>
>>492642
it's also long and wide like my clock
>>
>>492451
I think it might have smaller size too.
>>
>load times of almost 2 minutes
Jesus Christ
>>
>>492771
Anon,your SSD?
>>
>>492780
Yup, its on one.

Is it all the extra mods I'm running?
>>
>>490877
>8 Computronics fabs
Jesus anon do you even know how many miners you'll need to supply them? Terran manufacturing eats a shitton of resources.
>>
Anyone know where to find the Phased Repeater Gun in VRO?
>>
>>492788
Somewhat, everything is kept track of in a plain text XML that is gziped. It's kept compressed by default and then uncompressed when loading or saving and then compressed again once loading or saving is complete. Without compression the save file even with only a few hours of play time can balloon out to several hundred mb and just gets worse over time until a save file is several GB. Also, loading times are heavily influenced by your CPU and I'm pretty sure it can use 100% just trying to load and save shit.
>>
>>493193
> plain text XML

is that how saves are usually stored? Seems very archaic.
>>
>>493223
>seems very german
yes
>>
>>492188
>loot basic weapon chambers by the dozens with repeat orders
>put basic OP 50% dmg +40% cooldown mod on 8 syn turrets
>turret doesnt have cooldown

8 plasma turret with 50% dmg just afk kill stations
>>
>>492771
~100 second save times and ~3 minute load times here.
>>492780
It's on my M2 NVME SSD, there are few faster drives in the world than my particular model.
>>493193
>>493223
XML is the culprit, but there's a good reason to use such an "old" format. It's very modular in how it lets you tie details to together, which is why every ship in the galaxy can be simulated real time with everything from its exact cargo contents to the names and stats of its crew. I'm no software engineer but I've seen XML save files explained as very much like a matrioshka doll, with layers upon layers that can easily be accessed, altered, and rearranged on the fly. Unfortunately it's also a very slow file structure to read/write, because every bit of it is looked at every time. Every time you load a save it starts a completely blank featureless world, and then builds it up one item at a time, rather than just looking for significant changes like other games might.
>>
Where can you see the production stats for your station?
>>
>>491068
Because they are based, and they understand that jaggies > blurries
>>
>>493318
>Unfortunately it's also a very slow file structure to read/write, because every bit of it is looked at every time
I would think the bigger issue would be that it's stored in ascii instead of binary. Text is notoriously slow to read/write.
>>
I love building with Terran parts, they just come together so well compared to the other factions.
>>
Can XL shipyards build L size ships?
>>
>>493430
Yeah I'm gonna try and play this game as a full terran build.
It's a shame ou can't get hull parts and shit in terran aesthetic but I'm happy with the rest of my station being all terran parts. They just look so good.
>>
What are the resources to build a terran Osaka? I want my mega shipyard to be able to build two at once without running out of resources.
>>
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>right in the middle of the Living Quarters

noice
>>
I've always wondered whether you can build that fucking giant ring structure onm the TEL trading station.
It's so fucking cool, I hope you can.
>>
Terran ships don't need shield or weapon parts right?
>>
>>493551
No they use their own independent supply chain that doesn't need any of that shit.
>>
>>493551
they are insanely OP in that they need like 4 wares total for everything
>>
>>493563
>>493564
So the station builder telling me I need other parts besides Terran ones is incorrect?
>>
No one would happen to know the cost of a fully loaded Asguard, would they?
>>
Am I missing something about Teladianium? Its so simple to make and worth so much, there's gotta be a catch.
>>
>>492836
I'm still getting a feel for it.
But somehow I'm supplying 2 just fine with free miners, or at least the logistical overview is mostly grey names.
But yeah, is it overkill or what? Because I've somehow consumed all the computronics supply available.

>>493223
Great for save editing though. There are a lot of little things I want to do but don't want to bother with mods for.
>>
>>493453
No. You specifically need L Fabs.

>>493515
One of the things I miss is that you cannot connect at both edges. I mean practically they are but the still active white connection points bother me.

>>493548
Not without mods.

>>493564
3 actually

>>493571
Station builder? Not shipyard?
If so double check your modules. You might have accidentally added a CoP dock instead as iirc the PHQ portion gives you a free blueprint for that.
Otherwise you can click on the + on the left of a module to see its cost.
Only shipyards might have issues with needing other parts, but stations is flawless from what I've seen.

>>493641
Less EC but more ore in their production compared to Hull parts. Considering recent mining changes they are much less efficient.
>>
how much money should i save for my first station and what should i put in it?
>>
The new Utopia skin is pretty sweet. Just what I wanted.
Company Skin is fairly good too compared to some of the weird shit they used to give.
>>
Oh boy, just got 4 Computronics online and they are hungry.
Adding another 6L and 10M miners for now.
But I think I'll actually need to add another L Solid storage too.
>>
I know you're the paymaster and all, but why the fuck would you ask for a station hundred's of km away from everything else.
Just got like an ARG and TEL build mission in literally the middle of nowhere.
I mean money is money but damn.
>>
>>493571
Chech your module or the weapon/shield loadout of your module
>>
>>493430
I like the fact that you can put module in the middle of ring habitat
>>
>>493479
Check the encyclopedia
>>
>>493888
1-3 mil.

You don't need a huge complex, just a single ware producing facility and a dock. There is no single miracle item that you can build for steady profit though. You need to look for regions of 1-4 systems that need one specific good, and then build a station to fill that gap.
>>
>>494121
>just a single ware producing facility and a dock.

..and several storage units for finished + raw goods.
>>
Oops. Apparently 1 of those Terran 4 cross docks is not enough because everyone uses Hokkaidos apparently.
Now I need to tag on a bunch of 1 piers.
>>
Is there a list of all paint jobs and how to acquire them?
Would be even more helpful if they come with ID codes.
>>
>>494145
Go dual hexa dock
>>
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>No Terran DAKKA
>>
>>494778
>L main battery
>Proton barrage
>M Bolt turret
>L Bolt turret
>>
>>494778
>kill shields
>B E A M R A P E
You just aren't thinking correctly. They also sound fucking insane.
>>
>tfw accidentally flooded the market for raw materials
I have 20 M ships sitting at full capacity of methane, silicon, ore hydrogen and helium for the last 6 hours... Should I just dump everything and sell the ships?
>>
>>495213
>selling to the market
>not selling to your own storage and letting the market buy from you in limited quantities and at a huge mark-up
please anon, learn to diamond
>>
>>495234
It's my first campaign, please understand. Do I need a trading station or can the ai buy from any station?
>>
>>495250
Simplest trading station would be just a dock along with one solids and one liquid storage modules. Either assign miners to it (which seems broken at the moment) or set your miners to sector mine with a trade rule to only sell to your own stations. Set up the station to only buy from your own but sell unrestricted.
Best to host this station in one where most of the AI factories are.
Once you have that running you can expand it to other things, energy cells and building mats are usually good options. Have your fabrication stations all push their products to your trade station where you horde and sell high.
>>
Finally scrounge up a tiny budget, build my teladianium station, supply ore by miners and energy cells with traders... it ain't working. Oh, I need workforce? I need a habitation module? Okay, lets unlo- 10 fucking million for an S size hab module. Not even to build it, just ask the lizard cunt to let me copy his DRM filled blueprint. Building it is a separate cost.

Fucking hell they've made this a multi step chore, I would have been better off investing this money in traders. Fuck.
>>
>>495511
>Oh, I need workforce? I need a habitation module?
No you don't.
Where's your manager?
>>
>>495511
>he pays for module blueprints
>>
>>495250
AI can buy from any station.
>>
Are beam turrets useless and pulse turrets the only way to go for M turrets on L ships
>>
>>489773
This looks so fucking retarded I can't wrap my mind around it.
>>
>>495511
first of all blueprints over a few mill should be hacked by EMP, and habitation is mostly for aesthetics.
>>
>>495796
Habitations are for workforce which are for efficiency. Can't remember if its consuming less resources or producing more products but probably the latter.
Otoh it has a lot of little problems with it that are easily resolved by throwing money at it which is why just don't bother early game.
>>
Oh damn. I thought the Tokyo is just a Raptor with more shields, less speed and less guns.
I just realised it only has 40-50 S class ship storage. I.e. I cannot keep a 70-90 strong air wing on it.
Shit. Not sure how to distribute my fighters now. 3 carriers definitely but not sure how to distribute attack/intercept/defend.
>>
>>495348
>et your miners to sector mine with a trade rule to only sell to your own stations
>Set up the station to only buy from your own but sell unrestricted
how?
>>
>>496213
Trade rules probably. Check in global orders. You setup individual trade rules there then you can apply it.
>>
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A seemingly endless stream of Xenon has begun rolling over the Argon sectors, should I evacuate my station?
>>
>>496296
I doubt you can evacuate in time.
What assets do you have? Nothing there is considered a major problem yet.
>>
>board a pirate Behemoth with marines fresh off a station
>17m for a few minutes of work
This shit is even more OP than it was in X3, back then at least you had to train your marines before making fat stacks.
>>
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>>496296
>>
>>496459
How the hell do you even train anything in this game?
>>
>>496531
You don't. You're supposed to get those seminars and train them that way.
Or you can set up some kind of combat academy to train piloting. I noticed the fighter pilots in my CVBG levels up fast enough en mass. Though they get stuck at around 3 stars iirc.
For management don't worry, they'll level up on their own soon enough.
For engineering, either builder ships, they level up engineering like crazy apparently. Or any destroyer or otherwise which sees heavy combat, their service crew levels up fast too.
>>
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X4 has more plots than I realised
>>
>>496567
X4 was so fucking bare bones at release, I'm amazed people still gave them the benefit of doubt after X:R
>>
>>496601
x series has a long history of being dogshit at launch
>>
>>490674
Split fighters and corvettes still trump everything else.
>>
>>496601
It was always clear they had some kind of vision. You don't get this kind of subtlety and coherence of game systems.
>>
>>496671
Exactly. I mean, look at games like Star Citizen.
>>
>>496704
SC does have a vision, vision of the greatest whale hunt of all time
>>
what's up people, i'm new and did the tutorials
what do now ?
>>
>>496798
play the game
>>
I wish there was a more intuitive way to pirate ships in the beginning. Shooting ships and praying they abandon ship is so tedious.
>>
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>>496601
X4 is amazingly refined at what it does. You get exactly the tools you need to shape the universe exactly what you want in a reasonable scope and timeframe. The effort, experience and vision the devs put into creating the game systems that govern X4's simulation are evident. I agree that X4 used to be barebones at launch, but even then any real "gamer" with a passion for the medium should have seen beyond the book's cover and recognized the fine gameplay that is there.

There are other empire-building sandboxes that are comparable to X4, but no other game can give you quite the unique experiences that this game does.
>>
How do you properly assign your miners to mine a sector?

Right clicking a spot, selecting mine, only mines in a very small radius around that spot. If there's nothing there, you'd think they'd move on? No. They sit there and do nothing. Forever. They don't even tell you there's no ore left in that small circle. Similarly, assigning them to my 'trade outpost' to let others buy my ore and silicon instead of me going to them, as one anon suggested, does nothing. The miners assigned to the station just float around, there's a command 'automine' but they don't actually do anything.

This is obtuse and difficult to understand. What am I doing wrong?
>>
>>497040
Select AutoMine as their behaviour, and choose the minable resource and sector.
>>
>>497040
Miners are all sorts of fucked right now.
>set up massive silicon & gas refining complex in asteroid belt
>assign a flotilla of miners to mine for the station, have pre-scouted nice resource nodes with my stupid probes all around the neighboring sectors
>retarded miners decide to fly a full 4 jumps away, through extremely hostile territory, to mine a low-yield area that literally took four hours to fill one cargo hold
>manually forcing them to mine one sector and return to base gives them a full yield in 10 minutes but they refuse to do this on auto-mode
I've invested 40 million credits in various stations and they've all earned jack shit because mining doesn't fucking work. The only thing that has earned back its keep after days of playing, let alone made a profit, is my solar power station.
>>
>>496798
scan stations for secret missions, probably the first thing every player should do.
>>
>>497170
Weird. My Computronics despite working like shit is still making good money over in Segaris.
Have you tried letting other miners sell to you? Because I do actually see the same thing as you do, but am too lazy to deal with blacklists for the moment.
>>
>>497183
No, that would cut into my profit margins too much. I spent a fortune on this place so that it could be 100% self sufficient and just print money for me. I didn't buy 1L 10 M and 4 gas miners just to let the AI take over. I don't have any cash left to give the station so that it could buy from traders anyway.
>>
>>497190
>1L 10M
You're kidding right? That's barely enough. Computronics consume a whole lot of silicon.
Although not having any cash left for basic budget might also be causing issues.
Stations have issues with lack of budget even if you're buying shit from yourself.
>>
>>497170
Couldn't you restrict them to only mine in the Asteroid Belt?
>>
>>497170
>manually forcing them to mine one sector and return to base gives them a full yield in 10 minutes but they refuse to do this on auto-mode
Hang on, I just noticed this. But have you tried this with Repeat Orders?
>>
>>496567
How do you get the war between Antigon and the federation my choice were : where between terran and argon, stop trade between argon and antigon or destroy data to save status quo
>>
>>497170
I have the same issue since since the patch, I have one shipyard and one complex that produce shit based on silicon to supply my shipyard located in Argon Prime.
The silicon isn't properly supplied because my miner are currently mining in Asteroid belt.
I tried to created a restrain activities to many sector but it doesn't seems to work and everytime I create some rule my miner/station decide to randomly apply it so Ihave to check all of them every time.
The majority of of my playtime is trying having my station supplied again and it's annoying
>>
>>497193
All those isdue wouldn't exist you could set the miner/trader to take a specific good from your station for free
>>
That's it. I'm building my first mining station. Let's see how it goes.
>>
>>497170
Yep, same issue here. My miners jump out of the high yield system that also houses the home station to travel to a distant low yield system and do fuck all for hours there.
>>
Well it's nice to hear my miners aren't the only ones being weird right now. Usually I would use ordinary autominer that would mine nividium to supply to trade stations for some early income boost. Some miners are working perfectly, the trade station is their anchor station and they go to neighboring sectors looking for nividium to mine and sell.
Cool.
The other 50 percent of miners are;
Doing absolute fuck all, they float in the system with the trade station and do nothing. So instead I;
Tell them to do Advanced Autominer, with a range of 4 sectors to buy/sell nividium, which also is a crapshoot, sometimes they work, sometimes they decide to just shut down and do nothing.
I think Grand Exchange is the one that has a trading station and nividium in the same system; that miner loves to completely ignore that nividium, instead go to the sector with the boron PHQ, and mine it there, slowly as hell, then return it back, instead of doing it all in the same sector.
Among other abnormalities, miners are acting weird.
>>
>>497246
>>497429
Holy fuck and here I thought this was just jank you're supposed to power through with micromanagement. You're telling me this is abnormal?
>>
>>497456
There was recent mining changes. Combined with how pilot levels affect mining while being stupid hard to level with mining but not combat, things are kinda shit atm.
For now I'm trying to see if dedicated mining stations and then trading to factories is going to work.
>>
>>497429
>sector with the boron PHQ
that's where the nividium is tho?
>>
Never had trouble mining, I use automine mostly and mining stations, then supply factories either directly in the mining sector or elsewhere through the mining station. Mine for commander only 2 ships per management star of commander. More and it slows mining a lot
>>
the cloak goes away btw
>>
How the fuck do I use seminars?
I have 4 2 start management seminars yet whenever I go up to my station manager the "give seminar" button is greyed out.
>>
>>497839
You need 1 star seminars or something.
But its basically not so much that the seminar brings them up to that star level directly as each star level needs different seminars.
>>
>>497848
So I can't use a 2 star seminar on a crewmember if they don't already have a 1 star level?
That's fucking gay
>>
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Useful little tidbit I nabbed from the discord: How to create a basic autonomous trader with 1-star pilots

>give ship a repeat order
>buy and sell a ware at a station
>click on edit location
>select sectors, add multiple sectors
>???
>profit!

Your trader will now autonomously buy and sell one ware across the selected sectors. You can just keep adding this order for different wares too for full autonomy! Only drawback is that you have to manually set the minimum/maximum price instead of letting the trader decide it automatically
>>
>>497854
Yup. And so on through all the seminars.

>>497856
Can repeat orders work with mimic? Heard there were issues.
>>
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>>497193
I'm not making computronics. And the number of miners is completely irrelevant, read the reply chain. The problem is a station miner will take an hour or more to fill its hold, but manually telling a miner to gather from one little patch will fill that same hold in ten minutes. 50 station miners taking an hour to fill their holds is not a solution to the problem, which is that they choose to mine in the most retarded places despite me marking the best concentrations with my probes that they ignore.
>>497194
Unfortunately no, not all the materials my complex needs are there. The best place for ore, for instance, is right outside the gate in Savage Spur, which is 2 jumps away while my retard miners will often fly 4 jumps away for some 0.001 density ore instead of going for the 10.00 density.
>>497210
This works to an extent, but the problem is they'll clear those patches relatively soon and then get stuck in an empty repeat order loop where they fly to that cleared spot you've marked, do nothing, go home, repeat etc.
>>497246
>>497410
>>497456
I really hope they fix this soon, it absolutely kills the game. Also explains why the galactic economy is at a complete standstill, there are dozens of factories in every faction's space that are starving for ore and when I watch a faction's miners gather they're being just as inefficient and slow as the player's. Whatever egosoft fucked up this time has ground all industry to a halt, but since my own miners are too retarded as well I can't fill the gap myself either.
>>
>>489773
Is this game finally playable?
>>
>>498071
Yes
>>
>>498077
Bit sad they don't have the retarded X2 outfits these days.
>>
>>497951
While I kinda understand why they wanted to change the distribution of ressource in favor of outer sector (even if I was against it) I don't understand why the fuck they changed the AI for miner
>>
Can all ships with docks do repairs?
>>
>>498349
No, only carriers and aux ships.
>>
>>497170
Oh lord, is that why my ships aren't doing jackshit? I've been trying to fuel a computronic factory with silicon and 10+ medium miners aren't doing jackshit.

Also general FYI: cargo drones are fucked too. I set my Syn to scavenge a battlefield and the drones were all fighting each other to dock.
>>
>>498401
The issue isn't they are doing jackshit, the issue is they are going at the oher side of the universe to mine while there is closer (and sometimes better) place to mine and crippling the supply of raw material
>>
>>498401
>>498414
https://www.youtube.com/watch?v=hhn_COZESQI
here is a video on repeat orders that is about 20 mins long (setting up mining ops are covered in the first 7 or so) and it might be a solution to the problem you're having with your miners.
>>
>Take build station mssions for easy cash
>build the bare minimum stations, none of them ever have large ship docks
>no weapons ever, nothing ouside of the very basics
>laugh as the economies collapse since none of the actual mass haulers can dock at any stations other than mine
>>
How do I make my miners gather the right ore? My station uses a tiny bit of Ore and a ton of Silicon. My Ore portion of storage has been full for hours, and all of my miners are ignoring high Silicon areas to get more Ore. I now have miners with enough Ore in their holds to keep my station running for the next in-game week, but 0 Silicon and the miners won't do anything but get more Ore even if I make them dump their 1000t of Ore into space.
>>
>>498488
Congrats on becoming the X4 equivalent of the Chinese Communist Party anon.
>>
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One equipment dock is selling advanced satellites for 90k.
The wharf right next to it is selling advanced satellites for 130k.
Buy from the dock, sell to the wharf. 40k profit per.

This is infinitely more lucrative than any M sized cargo trade run. And the prices do not seem to change, at all. What the hell? Is this an oversight? Working as intended?
>>
>>498651
It should work fine the way you configured it. Apparently there is a bug/glitch in the game right now that prevents silicon harvesting in general.
>>
>>498723
Yeah after a few more hours they started mining silicon while still floating around 90% full on ore. Doesn't seem to matter though because despite high SI densities they're taking fucking AGES to gather silicon. What should have been a modest 6-carbonate fab complex is only managing to produce 1/3 of a single carbonate factory's hourly product despite a flotilla of miners supporting it.
>>
Starsector is out, we don't have to suffer through this slog anymore...
>>
>>498765
Meh, I prefer this one desu
>>
>>498401
>Also general FYI: cargo drones are fucked too. I set my Syn to scavenge a battlefield and the drones were all fighting each other to dock.
Nothing new. They've always been fucked.
And I hope the Computronic factory is only one module.
>>
>>498488
Is that a problem? I always build that way and most of my traders are Ms anyway.
Though I've always build HOP defense stations with beams just to fuck with them. And destroyers with only the bare minimum.

>>498709
WAI. For now. It has to do with ware levels I think.
>>
>>498488
I've seen them building these docks themself after.
>>
>>498763
Technically WAI. Which is kinda why before COH it's recommended to not have a station have more than 1 input of ore/gas respectively.
The new Terran economy chain has now exposed these weaknesses.
I would recommend you deploy mining stations instead. Basically a dock/pier and tons of solid/liquid storage. Assign miners to it to only mine a single solid/liquid and then assign additional miners as trade ships since those are the only solid/liquid ware transporters.

Not to say that mining isn't borked in other ways atm. But should as well eliminate one of the more obvious problems.
>>
>>497856
On but how do I make a trade fleet?
>>
>>498800
So you're saying we should minimize the number of production modules in each station and use trade ships to deliver the resources?
>>
>>499032
No. I'm saying you should minimize the number of resources. Which doesn't work anyway because Computronics takes both Ore and Silicon.
But otherwise if you're planning to go big, and not say having 1/1/1 or 2/2/2. Split up your Comp/Sili/Metal fabs into their own complexes so that they do not take too many resource types. And then set up mining stations, just 1-2 solid/liquid storage, dock, pier and have those only mine one resource and then use miners as trade ships to transfer them over. This would at least alleviate the miners mine ore and ignore silicon bullshit.

If you're setting up COP stations otoh. Don't attach refineries to your production complexes, have the refinery separate and each one only having one resource input. That both makes it easily scalable and not having the above filling up ore and ignoring silicon bullshit.

Basically this if everything else is too confusing.
Any complex requiring miners should have at max one(1) solid and one(1) liquid input. Any more than that and things go to shit.
Its nothing new really, but the new TER economy is not helping.
>>
you know, when I built my first shipyard, I expected the Races to buy other race ships, like Argon buying Paranid ships
>>
>>
Oh shit
>>
>>499378
>>499379
Are you just going around in the game photographing ass and booba modeled by German hands?
>>
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>>499411
>just
No,i'm looking for crew
>>
Segaris is almost unusable now.
Tried to go modding my ships there and its so slow.
Probably doesn't help that I bring my loaded carriers in to mod them.
>>
Got around to painting my ATF ships. And god they look ugly. Utopia doesn't apply its basic white so its only the blue trim, and it looks kinda shit, but ah well.
>>
>>499830
what do you mean paint?
>>
Just encountered the "none of my station's assigned miners are actually fucking doing anything" bug.
Incredibly irritating.
>>
>>499909
Paint mods.

>>500114
They are probably doing things, they are just shit at it.
How many raw inputs for that station?
>>
>>500429
4, two solid and two liquid
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>>500758
Good luck then. That has honestly never worked well even before this. The mining changes has just exacerbated their effects.
Or to be more helpful, you want a max of 1 liquid and 1 solid. For Terran stations you want to build a dedicated mining hub then ship the raw materials over.
>>
>>500769
Yeah that's what I'm doing now. I just didn't have the money to build that many resource hubs, nor buy the ships to assign to them at the time of building.
>>
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>massive global silicon shortage
>X4 screws with silicon miners

They're just being authentic, guys.
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>>501008
Same thought came to mind when I was reading about graphics cards shortages due to silicon shortages.
>>
damnit I've been playing this game non stop 16h a day since the terran expansion do I need help
>>
>>500114
see if any of this helps
>4 miners, so ur station manager should be at least 2 stars
>also check if there are enough resources/resource probe in the system (+1 system per star), for helium a system with only 10k helium isn't gonna do much good for example
>check if ur station has enough money for atleast all 4 miners to buy resources from

there are probably more but these are the common problems
>>
People keep saying there's a lot of Nividium in Grand Exchange but I've been placing resource probes everywhere and can barely find any. Are the rocks on the outer edges of the system or something?
>>
>>501107
Fuck, me too. I hate the little pains and bugs and problems this game has, but the feeling of triumph it can elicit once you get something to work is without equal.
>>
>>501168
Probably not a lot. But there is some.
Just set an auto miner or something and forget it. But with that said, I found a couple hundred or so at one of those purple patches.
>>
>>501205
I like the way its industry works.
Its like a first person Sierra city builder.
>>
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Why does everyone in this game sound so fucking british?
>>
One thing I like about the Terran economy is both making the PHQ look nice now because it matches.
And also being able to cram all the production modules on it without looking like crap or killing performance.
>>
>>501205
I reached a little roadblock a week ago but then I played it with headset for the first time and I haven't showered/eaten breakfast since
>>
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katana, dragon or nemesis?
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>>501577
katana because its armor plates were folded 10000 times by greatest terran shipbuilders over mars.
>>
>>501577
Kurokami
>>
>>501577
Falx with a gladius escort
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>>500769
How tf do you ship raw materials, I've got a couple of miners acting as assigned traders and they just sit around the station doing nothing.
And yes, I do have the buy and sell orders set up correctly on both stations.
>>
>>502672
Nevermind, it looks like I just had to wait 20 minutes for their retard captains to realise that there was a massive silicon storage station in the adjacent sector
>>
>>502672
>>502677
Yeah, it can be a little opaque at times.
You can also set them to exclusively trade with your stations with trade rules, but I prefer to stimulate the local economy too.
Slowly transitioning out of autominers now.
>>
Did the brand new hotfix 3 fix miners bugging out and doing fuck all?
>>
>>502774
Nothing about that in the patch notes
>>
>>502774
>>502910
Can confirm, my sil miners are still acting like dumb asses
>>
They really should let miners level up faster.
Will probably solve most of these problems.
Either that or make it easy to swap pilots in.
>>
>See update
>"Xenon attacking the void"
>Oh shit that's where my new pride and joy factory is being built, better send the swansong over to assist the antigone in clearing the sector
>ship drops out into the sector and is immediately met with a V and an I and the only antigone support being two fighters and a scout
>gets fucking vapourised
Why are the antigone such niggers that they don't even defend their own sector, /vst/?
>>
Do possible mission bounties increase with ship size?

I have enough credits for an Osaka but I'm not really sure if I should buy it or keep developing various industries.

Also, who the fuck thought it was a good idea to design the game around relying upon player input to prop up the economy? Seriously.
>>
>>503372
Antigone are scum.
>massive xenon invasion in second contact flashpoint, where my main hullparts factory is
>antigone send one corvette and some large freighters to fight it
>terran intervention fleet arrives suddenly, wipes out the xenon capital ships and starts cleaning up the small shit
>antigone retards send a small fighter wing into the dogfight, somehow do enough friendly fire damage to the terrans already there to start an actual war
>antigone destroyer finally arrives to fight the xenon even though they're now all dead, is instead annihilated by an angry asgard
>the terran intervention fleet is now happily removing the true menace from second contact, antigone and their argon supporters
I've decided I'm just going to go set up camp in the asteroid belt and see if I can help their war effort, hopefully the terrans finish off these retards for good.
>>
>>503487
Based. Antigoniggers got what was coming for them. I swear to god if I lose my factory to this I'm going to immediately go down the TER/ANT war storyline just to spite them because that factory has taken far too long to pay for and build.
>>
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>>489773
>autopiloting through argon space while shitposting
>ram directly into an asteroid
>"Warning: Autopilot Epicly Failed"
Alright.
>>
>>503423
>Also, who the fuck thought it was a good idea to design the game around relying upon player input to prop up the economy? Seriously.
Profit opportunity. See the Terran economy for what happens when its all humming along smoothly, minimal chances to earn money trading.
With that said the factions do get their economy working eventually, assuming they don't die in the meantime.
>>
>>503423
Are you unicellular brain?

Of course the economy demands player interaction. What is the appeal of an economy that just works autonomously and no need to interact with? Your first consideration of basic game design principles or something?
>>
Fucking Terrans are killing the Xenon in Matrix 79B.
Fortunately it seems their Asgard is stuck on some 0% hull Wharf.
Whatever I guess, I think I need to clear that area out later for the plot anyway.
But its kinda a pity that following all the plots will probably murder most Xenon on the map.
At least I'm not selling 20+ Rattlesnakes this time to help the ZYA steamroll everyone.
>>
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>>503801
I am literally scavenging for claytronics and hull parts around the galaxy because the economy of three different factions collapsed by 96nd hour mark, irrespective of xenos threats. My initial plan was to build up Terran fleets and use Grand Exchange as an industrial base to start a war with the galaxy, but if this had carried on I would've had to restart my run entirely.

X3TC and X3AP both had the same flaw. If the player didn't mass produce solar plants in argon prime then the Argon economy, and by extension half the galaxy, dies an agonizing death.
>>
Too bad you can't scuttle ships for blueprints anymore, seems like I have to get +20 terran for syn and asgard baka
>>
Anyone else having problems with the "build defense station" missions?
They never seem to accept when my station is built despite it meeting all the prerequisites.
Any fixes?
>>
>>504053
Nope. Completed a shitton of these.
First things first, correct plot?
Second, turret/shields generally have trouble completing because of lack of resources, are they completed?

A screenshot of the current mission progress along with plan build could help.
>>
>>504071
I think i've figured it out, I think the turrets/shields never get the resources needed since I've had one station sit there for over an hour trying to get 600 microlattice, that I've had to now manually buy for it.
>>
>>504116
Yeah, those are annoying because they don't actually need the builder to stay there. So the builder leaving makes it seem like its completed.
>>
>Had 10k+ Computronics in my Trading Station
>Had several thousand Computronics stocked around the various faction Trading Stations
>All zeroed now.
Oops, I think I bought too many Tokyos from the Moon shipyard. Probably 9 of them and 3 Houshous by my count.
>>
>>502774
Try not to have more than one liquid and one solid inout on your stations, that seems to work for me.
>>
>>504551
>bought the stimulants blueprint
fuck i thought these would help the workforce but they're just token drugs
>>
>"I'll just place my massive factory in the middle of this cross shape of mineral/gas spots in the void, this will allow my miners maximum effeciency whilst also being near the gate!"
>factory is slap bang in the middle of a hazardous region that destroys all ships
Yep, it's "downloading the mod that makes haz regions only do shield damage time" because I'm retarded and also too stubborin to move the factory.
>>
I've found a fix of sorts for mining. First, make sure the ship has full service crew. Second, make sure the pilots are all 4+ star (use a mod of some sort to make leveling this easier, it is literally impossible to justify making a single pilot take 40+ hours to reach 4.). Enjoy your functioning economy.
>>
This game doesn't have named characters that you help and build relations with like in mountain blade, does it? just faction rep
>>
>>504581
Just leave the sector, since there is no such damage OOS and a massive factory is a fps sink anyway.
Also how do you build a massive factory in The Void without realising that?

>>504714
Pretty much, faction rep aren't characters anyway.
>>
One thing I like about the Katana is the way its hull is shaped so that you can clearly see most types of paint mods on it, and most of them look good on it.
>>
>>504849
I kinda just slapped it down, I hadn't been in the void so long that the hazmat shit just slipped my mind.
>>
>>505100
I see. But anyway, getting rid of it is a good idea regardless.
For me I just switch to all L miners slowly because fuck the Khaak. L miners also ignore hazards because of their shield regen. Not as efficient as a mix of M/L though, but less maintenance needed. The only L miner I lost was to some wandering Xenon K.
>>
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Alright, I give up. I can't figure out how to have a ship transfer a ware continuously from one of my stations to another of my stations.

If I do it manually, I have to keep queueing orders constantly.
If I use repeat orders and buy+sell, it only does a tiny amount of wares at a time and eats my money.
If I use distribute wares or autotrader + blacklist, the ship just sits there "looking for offers" even though there is literally only a single one within my blacklist.

I can't figure it out. Context: my factory in Terran space can't produce energy cells due to low light. So I build solar plant in a high light sector. Can't figure out how to transfer the cells continuously.
>>
>>505263
Beyond letting NPCs deal with that shit.
What are the prices you set at your solar plant/factory?
>>
>>505285
My prices are set minimum for sell, maximum for buy, everyone has enough money. The sectors are in range. I've been stringently following the guides and videos. The whole point is rather moot though, since it should transfer my wares without eating my cash, seeing how Cradle of Humanity has sectors that can't produce energy cells, and you're forced to produce energy cells in a distant sector and transfer them (manually queueing a transfer every half hour atm, obviously not a viable solution).
>>
>>505300
Enough money as in filling up the recommended budget?
In such a case imo should as well open up EC trade then. That's what I do.
>>
>>505311
Impossible since my energy cell production is closer than any NPC station and my own station just starts trading with my own station then, instead of simply transferring the cells.
>>
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>>505263
>>505285
Well I'll be fucked. I saved my game and rebooted my pc and suddenly my distribute wares traders are doing something. I changed literally nothing. Is this a bug or something?

Anyway, my stations are now trading among themselves, which isn't ideal but the losses are less than the earnings from production, so it's better than nothing.
>>
>>505330
>>505340
Glad you resolved it then.
But yeah, you generally want to reboot the game once every couple hours imo. I used to have the bug where everybody on stations just fucking vanishes. Also there are several little bugs that couldn't be resolved because save and reload or rebooting the game resolves it.
>>
Oh god, I need so much Adv Electronics for high mass teleportation.
I guess I'm finally forced to get a factory for that, or several.
>>
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>>505263
Works fine for me, what I did was the following:
>clear all orders and assignments
>set default behavior to repeat orders even though none are selected yet
>now order the ship to exchange wares with my ecell station, picking up its full cargo load of ecells
>now order the ship to exchange wares with my factory far away, delivering ecells (make sure the "how many to hold back..." bar is set to 0 so the trader doesn't hold some ecells in storage)
>enjoy infinite free energy that doesnt even charge station accounts
I've had this setup running for about 20 hours of gametime, it works perfectly. My freighter ships 12000 ecells between the two stations every 10 minutes or so, and has only just now proved insufficient since I doubled my production there to 12 silicon carbide 2 computronic matrix so I'll be tasking another freighter with it.
>>
>>505487
This was already discussed. Freighter won't unload if his buy order is already fulfilled by NPC traders (regardless of empty storage room in the station), meaning your freighter may simply fly back and forth with full load.

What people want is the order "UNCONDITIONALLY unload your cargo here". Period.
>>
>order: flee
>flies straight into a xenon defense station
We do a little flying.
>>
>>505555
The flee override is one of the most bullshit things. Like when has it ever worked.
>>
>>505560
Just lost a baldric after I ordered it to stop attacking the frisgate it had decided to take on, and the flee command kicked in and it started flying in almost lockstep in the same direction the frigate was travelling.
What the fuck are you doing, egosoft.
>>
>The Oberoth follows your HQ after teleportation.
And here I was dropping sats on them just so I can track them later. Was surprised when they disappeared so I followed the mission guidance.
>>
>>505555
>>505560
Flee works for me 70% of the time. I think its also tied to pilot skill. When my miner gets attacked by Khaak, he runs back to the nearest station to dock.
>>
Got the Segaris mission chain done. Shorter than I expected, also as easy as I hope.
Now I can use some of the cool new terraformer tech.
>>
Damn, MIN stops giving missions for some reason. Now I need to somehow trade my way to 20 rep.
18 atm at least.
I'm setting autotraders to anchor in MIN shipyard sector with 5 gate buy range and 0 gate sell range so hope that works.
>>
Well, that's all blueprints excepting the Yaki secured now.
Guess I need to finally take a look at all those damned missions, especially the HAT and others.
>>
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>>507334
I'm in a similar spot, I have all production chains fully covered and am basically printing money and spaceships. I basically did everything EXCEPT terraforming. I'm not really sure what to do at this point. Is terraforming worth anything?

Pic related: space cows
>>
>>507337
I meant more I'm lacking Yaki blueprints, so since I couldn't just grind rep, I need to start doing those plot missions.

But yeah, do terraforming. The money you'll earn probably doesn't matter but the pilot/marine training could be useful.
Besides, its not like there's anything else to do so why not make the universe a better place.
Oh and also one of the rewards make SCA friendly while the impossible one is a test of your production/storage capabilities. More of your storage desu.
>>
>do fleet construction missions
>redesign the built ships into some wacky skin so I will be able to know when I am fighting my own creations
I mean, it'll also be easy to tell because it's going to be shit like an osaka with 1 turret and no shield generators but still.
>>
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Holy FUCK do you really start to snowball the moment you can pull off a "deliver fleet" mission.
Jesus fucking christ I'm SWIMMING in cash.
>>
>>505509
Of course, but what people want means nothing when it comes to egosoft. 15 years later and they still can't fix basic UI issues modders resolved a decade ago. For now, just set up a repeat trip order and don't allow NPCs to trade that ware.
>>
>>507678
Yeah. Those are really profitable.
And you can also combine it with >>507389 to really sabotage a faction.
I used to buy 1 gun HOP destroyers and barely fitted Gorgons from the HOP and use those to complete the missions. So now they are short on resources and have crippled ships floating around.
Or you can just hack shipyard storage.
>>
>>489773
I'm about to lay down the hammer on the Yaki as a Terran commander.
SOL INVICTUS!

And fuck me there is so much QoL features missing from X3, TC and AP. Why the fuck is it such a hassle to setup supply lines between factories now, when it was pretty much perfected in the previous games?
At least stationbuilding has become damn near perfect.
>>
>>508374
Imo its because they don't want you to exclusively trade between yourself.
>>
>>508388
It's fucking annoying how egosoft keeps trying to force a specific play style
>mega complexes bad
>supply routes between factories bad
>printing money with shipyards after investing hundreds of millions into them? Helmut, get ze nerfhammer
It's like they want you to roleplay as just another NPC, fuck
>>
>>508401
There is nothing wrong with mega complexes though.
>>
>>498675
epic woke moment
>>
>>507992
Yeah it's fun to just hand over what are essentially minimum-viable-product tier shells of capital ships, and since I'm currently playing both sides of the ARG/HOP war neither side loses because they now have equally shit ships.
The terrans I am concerned about though because I don't want to make the intervention fleet so crap that it can no longer fight the xenon.
>>
>>508531
Don't worry. Their Asgards regularly solo wharfs in my game while their Tokyos refuse to fucking die.
You should be more worried about the Xenon.
>>
>>508466
It takes unreasonable amount of time to build one because you can use only one builder at a time. In X3 the more money you had, the faster you could scale up your mega complex, now you are stuck with the same build rate no matter how rich you are.
>>
>decide to do the developers a good deed
>look it up on steam
>game+cradle of humanity DLC costs ~15% of my country's living wage
>>
>>508551
Right. That.
Not really too bad imo if you properly plan out your builds so that necessary modules come online in order. Still take it over spaghetti complexes. Those were actually tedious.
Since mass traffic transporting goods didn't work, they should let us have short range transportation so if we build within range we can just have it act as a mega complex.
>>
>>508401
Worst part is they didn't do this in the earlier games. The change seems to come from X Rebirth.
But damn the new supply chain mechanics are a pain in the ass to set up. I encountered a bug where I could set up Repeat Orders to pick up energy cells, but I couldn't transfer or sell them to my stations. It fixed itself a couple of days later, but damn I had to set up so many transfers manually.
>>
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BEAM'D!
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>currently singlehandedly causing a massive shortage of comp substrate in terran space
It's called we do a little trolling. And by trolling I mean building a computronic substrate factory in grand exchange that requires 2500 compsub to build while also comissioning multiple fleets at the terran shipyard.
>>
>>508898
That's nothing. I accidentally built a death star SPP which still requires 37k comp sub.
Stopped it halfway before the guns are out though as I don't actually need all those guns.
Also it costs 700mil last I checked.

With that said, the Terran economy is extremely strong. I can keep ordering Hokkaidos in batches of 10 without resource shortages, though I also had 16 modules of Comp sub fabs at that time, a bitch to keep them fed though.
>>
>>508682
It's not even that the graphics are bad, but I feel like the games have lost their aesthetic touch since X2.
>>
>change a single option in the menu
>20 second loading screen
Ah yes, the jank awaits me.
>>
Pilot levels were a mistake.
>>
So I just get out of my ship and drag my face along the hull of a station to get its blueprint?

Is that worth doing or is it more efficient and fun to just do missions to buy the damn things?
>>
>>509752
Once you've got the appropriate tech researched, you craft some or go to a pirate base to buy some spacesuit emp bombs and the bomb launcher upgrade, then go and find whatever module you're after, get close to it and then throw an emp bomb at it (change the ammunition type of the bomb launcher in the same screen where you manage ship weapons), detonate said bomb and scan the resulting dataleaks.

If you don't want to piss off any particular faction / get dusted by station defenses, limit doing this to any single station no more than 2 times.

Overall this brings down the cost of most modules to somewhere around 100-150K each as opposed to millions or hundreds of millions. Another thing to note is there are modules that cannot be acquired this way and those are the ship maintenance and fabrication docks of all sizes.
>>
>>509743
They are fine. They just need to level a lot faster.
Like up to level 3 should be at max a couple hours of them fucking around.
Though if they are in active combat they are pretty quick, its just a PITA to move them around.
Actually a lot of it is UI problems, they would be more tolerable if I can mass train them.
>>
>>509166
Personally I'd say since X3 and the DLC. I loved the ship designs from those games.
>>
>>509291
>Quick save
>Takes 30 seconds
>Quick load
>Takes 3 minutes
>>
>THE KHA'AK
lewd
>>
I just found out you can grind rep pretty quick by going to Xenon stations under attack and just shoot down drones. Went from -15 with split to 15 in like 5 minutes.
>>
https://store.steampowered.com/app/483330/X3_Farnhams_Legacy/
I don't get it.
>>
>>510380
Its a free expansion, basically.
>>
Am I missing something or is there no way to dedicate a station miner to a specific mineral?
>>
https://www.youtube.com/watch?v=B8Z9YDCXbdM

Thoughts?

Might this make X3 superior to X4 again?
>>
>>510380
Its basically the dev endorsed mod made by modders like enderal for skyrim.
>>
Any mod for X4 like litecube universe? Vanilla is too boring as you only fight a few Xenon scouts here and there
>>
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>>510678
But I like being able to walk around my stations and ships
>>
Things have really changed with COH, or its the mining changes and luck.
But this game I need to literally protect the HOP from the ravaging ANT hordes.
>>
>>510861
I think adding segaris and the terrans really helped them out since segaris will trade with them and help move wares and terrans will attack xenon they aren't so isolated and prone to getting overrun by xenon.
>>
did anyone rebuild the yaki yet? do they start building ships and stations?
>>
>>510869
Something changed desu. I used to sell ships to ARG/ANT and they have never been as aggressive as this game.
The ARG even went and blew up the ZYA wharf.
Now I'm trying to figure out how to get True Sight back to the HOP. Without outright declaring war. So mined transporters it is.
>>
>>510873
This is a good point. The yaki (afaik) only have the corvette and fighter designs so they have no transports or capital ships. Will they buy from you if you build a shipyard there?
>>
Seriously I've had my game running for nearly 48 hours and not a single pilot has leveled up. Is my game bugged or something?
>>
God damn I love the Split gatling cannons.
BRRRRRRRRRRRRRRRRTTTT!
>>
>>511023
Yeah the pilot level system is fucking garbage and I stopped trying to level them up naturally, it's either seminars or terraforming stuff now. That shit must be some dev's pet project, it took so much complaining until they added a feasible way to train them, even if it's lategame.
>>
>>511023
Mod it. Seriously, the vanilla implementation is inexcusable. I'd recommend either faster leveling or purchasable seminars (all seminars rank 1-5 are sold at all station traders in infinite quantities, it will cost ~600k to get 1 crewman to 5 stars in 1 stat). Coincidentally, having 5* miners actually fixes their retarded AI too.
>>
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So what are the rewards for terraforming?
>>
Started the game up for the first time in a few weeks and get a horrible screeching noise at the main menu and in game too. It seems to modulate when I mess with the volume sliders, and havnet found anything about it on the steam or egosoft forums. Any ideas?
>>
>>511506
https://steamcommunity.com/sharedfiles/filedetails/?id=2418599766
This also tells you all you need to know about terraforming if you don't care about spoilers.
>>
>>511023
The pilot leveling system is retarded I have 200h of game and never had one goes above 3 star
>>
>>511779
I'm not even sure it can desu.
Btw I heard that apparently it uses a RNG system for levelling up, rather than fixed experience gain. And not sure when it rolls but that's probably why my fighter pilots all get to 3* quickly.
>>
>>511271
>>511472
>>511779
Yeah I ended up adding the seminar mod from the workshop. My income just jumped from some 20 mill/h to +100 mill due to my miners and traders being able to actually work properly now.
>>
It would seem I managed to stem the Khaak tide in Asteroid Belt by destroying their hidden base there. It was fucking up all my complexes, as I couldn't afford to switch out my miners to Hokkaidos.
>>
Any good mod recommends for my new playthrough? Is VRO worth it?
>>
I just realised the Terran Disc defense platforms have up/down connectors too.
So you no longer need cross connectors for your death star. But you still need vertical connectors though, but those can be substituted with small storage.
>>
Holy fug i didnt know there is a X4 thread/general on 4chan. I thought im alone, its too wonky for an audience.
Im playing since 130 hours now, it is very fun to me.
>>
>>510890
ill see if it works but im worried that since factions only buy their own ships the yaki will only buy heir own designs so only fighters/corvettes, anyway gonna take some time im -19 terran and still need to do quests
>>
>Fuck around in Split territory shooting up a Xenon station
>Kill the destroyers they throw my way once in a while
>I + three K's drop in to say hello
>"Hightail" it out of the sector as fast as a 117m/s ship can
>The Xenon fleet divert course and go straight for the Split stations
Oops.
>>
>>511924
Lovely game, but the jank is real
>>
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Dal Busta. A man who's introduced to you as he 'supposedly' fucks up a deal between HOT and SCA, leading to chaos and fighting between one pirate and one semi pirate faction. You'd think he's inept.
He then moves on to work for a Split terrorist cell and is perfectly capable of being responsible for the rise of a new power, the schism between the families and the Patriarchy descending into total war and the complete breakdown of Split society. Without skipping a beat, Dal moves on to Paranid space, where he participates in a tipping point of their civil war by mercilessly destroying a space station housing a huge number of unhatched Paranid high priests, committing mass noble genocide and making sure the Paranid sides never reconcile their differences in a genocidal civil war.
The utter madman then successfully suggests the player character to unleash a Yaki plot to lead a massive Xenon armada towards the very heart of humanity, Sol, which will result in massive casualties as Terra herself fights for survival, and with no remorse he tells the player to murder the only sane person who could expose the utter madness unleashed upon the galaxy.

And then it fucking dawns on you, Dal Busta is not inept, nor is he stupid or shortsighted. He is a brutal agent of chaos, a merciless machine of pure disregard for life in pursuit of nothing more than credits. No ethics or morals have ever weighted upon this negotiator of entropy, personally responsible for the death of potentially millions of lives, he has aligned himself with the strongest entity, you, the player, effortlessly pulling the strings of mass murder on a galactic scale.
>>
>>512461
"Showed them niggaz who's gangsta!" - Dal "Straight" Busta
>>
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Wait a minute,the Tokyo doesn't have Large turrets
>>
>>512436
Just get an Asgard bro and oneshot every Capital in the game.
>>512621
Yes, it also has no shields and on top is slow as fuck. Worst carrier.
>>
>>512621
>Went to check
>It's true
Weird, though not like it really matters.
Interesting design choice though.
>>
>>512696
>>512709
the gather fleet missions ask for L turrets
>>
>>512711
Every other carrier has 1 L turret and the Raptor has 8
>>
>>512711
So does asking for Falx with S pulse lasers.

>>512716
As a S-class carrier the Tokyo is superior to all of them though.
I don't have to explain other COP carriers I hope, but Tokyo launches fighters faster than the Raptor due to its launch bay design. This probably doesn't matter that much in the long run but its at least a sidegrade.
The one that really gets fucked over is the Teladi Condor with their 2 shields wtf. They should have more desu. Teladi has always overshielded their ships.
>>
Damn, just realised you can just type plunderer in the map search bar and it basically filters out everything else.
SCA hunting is so much easier now.
Oh and because everything is filtered out the map is smoother too.
>>
>>512748
>As a S-class carrier the Tokyo is superior to all of them though.
What does that even mean?
Its the slowest, least shielded and most expensive carrier with no L turrets. Its only redeeming feature is the potential use of terran materials if you build them yourself, as terran ships are easy to build and supply.
>>
>poor as dirt but slowly save up 600million over the course of about a game week.
>only other ship larger than M is the free Syn from the story, but now I've begun construction on an asgard that will hopefully kick enough ass
I'm excited anons, 1 hour for my megaplex to finish producing all the remaining materials and 2.5 hours for the ship itself to be built.

Also, how does bailing work in this one? I remember in X3AP LU you'd occasionally see bailed fighters, corvettes, possibly even capital ships after heavy fighting in a sector if you got there before the NPCs claimed them all. I've yet to see a single bailed ship sitting around, just the handful of pre-placed derelicts.
>>
>>512806
>Least shielded
That's the Raptor and the stupid Condor with 2 shields for some godforsaken reason.
>Slowest
I'll give you that one, like damn its slow. Not that the Raptor is much faster. So a benefit to other COP carriers.
>Most expensive
Easy to build as you mention, easy to buy too, I regularly purchase fully-equipped Tokyos in trios from the Moon.

But all those are for the most part irrelevant, it has 18 bays, similar to the Raptor for fast fighter handling while having a significantly shorter launch canal allowing for faster fighter launches compared to the Raptor.
Lack of L turrets is irrelevant, your 40+ fighters or destroyer escort is what should be dealing the damage.
I mean its a fucking carrier.

>>512809
>Asgard
Its just sad the paints you apply doesn't get to show its full glory. Or perhaps I'm using the wrong paints.
>Bailing
Same as vanilla X3AP. Though iirc after bashing them up and asking them to bail occasionally works.
>>
>>512621
This is offest by the fact that it's nigh unkillable.
As I found out when trying to suicide one into a xenon defense station
>>
>>512866
Its profile probably doesn't help with the retarded AI targeting.
The Tokyo and Osaka have pretty thin frontal profiles.
>>
So anyone here at all using VRO!?
>>
>>512903
Yeah, I like that capitals now have sensible range on their weapons
>>
Has anyone done Operation Draco from the Covert Operations terran plot? I can't seem to figure it out. They want me to deliver a fully equipped minotaur sentinel with certain wares in its cargo hold, but the cargo hold is way too fucking small to hold even a fraction of the wares it needs. What's the trick?
>>
Am I the only one who gets a raging boner when you take down a destroyer class in a frigate?
Sneaking up on them, destroy their engines, take out their shields and then slowly rape them is so satisfying.

>>512967
You fucked up, like I did, and got a vanguard instead of sentinel.
>>
>have to return to a station every time you want to restock missiles
They really fucked missile ships in this one didn't they? What's even the point? I can carry like 50 missiles which will kill maybe a handful of ships and then I have to fly back to the nearest wharf.
>>
I'm new to the X series and I'm also a total brainlet for when it comes to trading in open-ended games
The question is, how the fuck do I make hella cash?
>>
>>512980
well when I played X2 I just set up a solar power plant and left the game running over night
>>
>>512980
You don't need to trade at all, the fastest way to earn money early is to shoot fighters until the pilot bails, then sell the ship. Repeat until you can afford a frigate full of marines, then move up to boarding destroyers to make fucktons of money really fast.
After you accumulate money this way, you can build a production complex to print free money/ships
>>
>>512980
Also remember that unlike older games, X4 doesn't, for the most part, spawn enemy ships.
So in general patrol missions are free money for just spending 20 minutes in a sector.
Don't worry about enemies coming in, I've tried and apparently while they give bonuses for kills, they don't care if you just go afk.
>>
>>512980
While previous replies are not wrong, fastest way of making money early is crystal farming on asteroids. Watch out for a blinking flash and fly close, shoot crystal and make, when lucky, over 2 mil an hour.
>>
>>513008
Its been nerfed though. Or is this post nerf?
>>
>>511824
CAN'T STOP THE KA'AWK
>>
>>512980
Hire npc miners
>>
>>513022
I did and I'm very dissapointed with my one. I told him to automine in the reach sector and so far I haven't seen him delivering any profit to me.
Or maybe I've forgotten to set up his behaviour to sell the ore. I managed to figure out how to tell him to automine, but beyond that I fell pretty lost on what to do next with him.
>>
>>513047
go to grand exchange and mine Nvidium
>>
>>513047
>>513022
Miners are busted right now. In order to function normally they need 5* pilots and a full service crew, good luck getting that without a mod or 500 hours playtime.
>>
>>513061
honestly downloading a mod for pilot seminars is a very valid thing seeing as pilot levelling is fucking disgusting right now.
>>
>>513064
>Right now
Its always been busted for non-combat levelling.
Which would be fine if it wasn't tedious to swap pilots around.
>>
Played X2 and X3 but never really liked the way each sector was just a room with doors leading to next room.
Has X4 spiced that up a bit?
>>
>>513047
the reach is kinda is a poor sector>>489962
resources probes,satellites/trade subscriptions also help
>>
>>513071
no
>>
Why are there so many blackamoors among the terrans? Is the future truly brown?
>>
>>513118
Gene editing made them normal,nah it's just made by germans
>>
>>513118
Yakub was actually one of the ancient gate builders and after the gate shutdown he returned to uplift his people.
>>
Watching the "Coordinate Attack" command carriers have in action is pretty fun. The way the fighters position themselves around the target and then pounce in is fucking beautiful.
>>
>Terran flaw is that they are slow

That's, ah, pretty interesting for the 'high-tech' faction with all the sleek looking ships and who annexed the lost colony with the fastest ships in the previous games.

I get Split being faster cuz they're bloodthristy warriors, but Terrans should at least be 2nd fastest until Boron come along. Their flaw could be paper-thin armor and average shields.
>>
>>512838
If the carrier has no L turret it should make up for it by being the 'purest' carrier of them all. That means speed and at least 20% more hangar capacity.
>>
Is the new X3 expansion worth going back to?
>>
>finally have enough to buy shipyards
>immediately buy the XL shipyard blueprint and start construction on a vast complex that has four of them
WE BIG BOYES NOW
>>
>>513197
I don't know if I can go back to X3 after X4 (muh grafix and muh immersion)
>>
>>513227
>The 'people' in X4 aren't immersive at all tho
>>
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How do I use my stations supplies for building?
>>
>>513242
Make a global order for your ships to only trade with your own faction, do the same for station ware sales, and then they should autotrade if you assign traders to stations.
>>
>>513064
I agree completely, and that's what I did to fix mine. I didn't mean to imply using a mod was bad.
>>
>>513189
They have the fastest acceleration by far, but you're right. Honestly I'd just prefer that their ships were way more expensive and had shitty armor. Their weapons, shields, engines should all be exceptional since Terrans are the "super advanced alien species" of the setting.
>>
For the Yaki,do I need to clear xenon out of just their sector or?
>>
>>513310
Think having the best shields as well as weapons and speed would be OP. Armor is just a courtesy in this game; when your shields go out your kinda fucked.
>>
>>513359
OP was my intention.

Wouldn't be that broken in VRO though, where shields and armor work completely differently and you can have a tanky ship with very little shield capacity.
>>
>>513364
Perhaps Terran ships should be #2 in speed and shields since I think its more fitting for Split to specialize in the former and Paranids the latter.

Weapons should be generally superior and straightforward. But there should be more exotic and specialized weapons other factions can use that are incompatible with their ships. In X3 I believe this was the case, as basic Terran small-craft guns were vastly better than most 'Commonwealth' weapons save for the space-flamethrower thing and the Phased Repeater Guns. Other weapons might have also been better, but you had to learn to use them.

I agree with armor being the dump stat.
>>
>>513369
What? Terran weapons were generally shit though.
Don't just look at stats, look at their actual performance in field. Only the M/AM were good iirc. And SSC were okay. Missiles were godlike until AP where they became a little less godlike.
EMPC has shit accuracy
PSP were only great in player hands when you can charge them
SSC was a sidegrade to flak.

Their weapons now are actually superior with proton barrage being a more accurate gattling and their pulse laser being all around better.

>>513310
But they are though, their weapons while lacking choice are generally among the best.
Their shields being the best should be obvious.
And their engines exceptional acceleration means they can actually hit their top speed easily. And decelerate just as well though you need to hit the stop button rather than just turning off travel drive. In short hops they are actually faster than COP engines. Who cares if you have higher top speed if you don't actually hit it in normal use.
>>
Jesus christ the Terran attack on the Yaki is a pain in the ass.
I want to participate, but the fleet perform so much better OOS where it won't bog itself down by trying to destroy every Xenon it comes across.
>>
>>513587
In my case they had no chances no matter what - against a pair of xenon I.

Is someone is going to try Farnham's Legacy? Looks interesting.
>>
>>513857
>Is someone is going to try Farnham's Legacy? Looks interesting.
Eventually. I have AP.
>>
>>513857
It took a lot of loading earlier saves, and re-evaluating my strategy, but the fleet has just now arrived in Savage Spur 1, while I went ahead, took out the amplifier, and baited their fighters to me and my fellow destroyer. They have no chance against our turrets.
>>
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>>513922
And I just noticed this little gem during the battle lmao
>>
>>512809
seen a few bailed ships aroud the universe (not the already derelict ships), one of them a yaki fighter outside the plot which was pretty nice, but they bail much more if you comm and ask for surrender
>>
>having to bankrupt myself to rapidly build and supply new computronic substrate factories so that the terran economy doesn't collapse and so that I can actually build structures outside of terran space
I'm starting to think my "only terran stuff" larp playthrough was a mistake.
>>
>>514115
But you're making mad bucks if terrans are starved for this stuff, aren't you?
>>
>>514116
Not yet, the terran space factory hasn't finished yet and the only other one I have is in grand exchange. But that is sort-of paying for itself in the way that I've got like 20 million worth of contract stations about to finish up due to it's resources.
>>
Why can't I builds this dock?
>>
>>514151
Huh. I remember back then that some if not all of the HQ's connection doesn't accept docks for some reason.
I just added a bridge and called it a day.
>>
Hello!
>>
>>512988
>bailing
You could save up enough for a full on ship producing megaplex by the time you've gotten enough bails to buy an L miner.
>>
Time for some more "tales from The Void"
>scroll over to see how my big mega hull part factory is doing
>see a K has arrived and is shooting the shit out of it
>it has no weapons because I'm cheap
>watch as my L miner gets vaporised by the K
>of course there's no ANT ships coming in to help, because the ANT are niggers
>sigh as I have to refit my doghsit "provide fleet" tokyo into an actual combat capable vessel to send it over to kill the K
>>
>>514429
No fighters on the Tokyo?
Well, it can occupy the K OOS for awhile at any rate.
I saw 3 Ks and 1 Tokyo do the OOS spinning dance for hours.
>>
>>514434
Nope, it was basically barebones so I could scam the terrans for 130 million.
Honestly though I'm confident it'll kill it even if just through sheer attrition since the tokyo is just invincible even if it's fairly weak in firepower.
>>
>>514442
Oh. Provide fleet. I thought it was an euphemism for something.
If its a single K its doable with a fighter if you have shield piercers, and are not a shit pilot like me.

Btw, have they fixed the bug where they ask for a L turret on a Tokyo?
>>
>>514449
Yeah, they also fixed the ones where it asked for an S sized weapon on the falx.
>>
>>514450
Great! Although after those rampaging invincible Asgards/Tokyos I don't exactly feel like doing them.
Otoh if I stuff their fleet with min Tokyos that might actually work out.
Huh, need to think about it. What kind of shields are they asking for?
>>
>>514454
Generally it's like 1XL MK1 shield on the tokyo. Often they don't even ask you to put a shield on the osaka whihc is great if you're running VRO where shields aren't even a mandatory requirement.
>>
>>514455
Just vanilla.
And thanks. Might be worth it. Though I have no idea how faction ship quotas work, like whether they take these guild mission ships into account.
>>
>>514462
What do you mean by "guild ship"? AFAIK as long as grug put valid ship in yellow circle, then grug get money.
I don't think it matters how you get the ship, just as long as it has the equipment and is in the sphere.
>>
What's point of Mk3's?They're only slightly better but several times the cost
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>be me
>discover Starector
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>>514695
>*Starsector
Maybe I'm not me after all
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So apparently having multiple weapons overheat reduces cooldown effectiveness
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>>513541
I like Terran ships but acceleration doesn't do much for you when your top speed is like 2km/s. It takes my destroyers 10 minutes to cross one sector, and even the fighters pale compared to the 15km/s+ speeds you'll see out of COP lineups.
>>
>>514695
Yeah, Starsector is everything I ever wanted the X series to live up to and more. Since discovering it 5 years ago I've never looked back, until deciding to try COH since the SS update was still on never-ever status (it finally updated like a day or two after I got COH). Once the mods are back up to date I'll have to abandon my universe to the xenon and never look back at this level of jank.
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>>514854
Meh. Tried SS, it's just too much level-up bullshit and too little actual simulation for me.
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>>514860
You need mods for the simulation aspect, and the "level-up bullshit" was always easy to ignore and a background concern. The only thing X4 has over SS is that every ship is actually built individually and not spawned, but that's a first for the X series too.
>>
I dont understand how people find vanilla xenon boring, I just lost a maxed asgard when 1 i 6+k's and dozens of fighters ambushed me near a xen spp
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>>514901
They tend to not be much of a threat. I needed a lot of mods to get them actually out and kicking ass, now they're consuming half the galaxy and it's a desperate fight to stay alive for several factions. The ones who declare war on the terrans tend to die fast since without the intervention fleets the xenon just keep expanding.
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>>514603
All those war missions are considered guild missions right? I meant whether those are considered when calculating their total fleet strength and whether they need to order more ships.

>>514847
Tests done indicates that Terran ships unless travelling really long distances can outpace COP ships because of that acceleration. No point to having 15km/s if you can't make use of it.

>>514901
It's really hit or miss. I've never seen 6 Ks for one. Record for me is 4Ks and no Is ambushing a 5-6 ZYA Rattlesnake pack attacking their wharf.
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>>514854
I used to think 'egosoft' was just a mildly retarded euro take on 'id software'. Nope. They really are a posse of self-centered dindunuffin germ*ns
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>>514860
>too little actual simulation
>*main screen turn on*
>Dal Busta: move zig for solve all busted maze button pressing puzzle for gro├če justice!
>>
>Yaki base blew up a Tokyo and fighter escorts.
Okay, its apparently tougher than I expected.
>Zyarth has 8 Rattlesnakes sitting outside the Xenon gate.
Now this is worrying. At least I stalled their advance in Tharka's Cascade. But the Matrix is vulnerable.
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>>513244
But how do I get level 3 pilots so they can auto trade?
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>>515677
Combat training.
That aside, I think Distribute Wares should work too.
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>>515384
I-IS THAT A FREEPORT? AAAAAAAAAAGH HERE'S FLEETS OUT THE ASSS
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>>514854
>mods are back up to date
I wonder how many mods are dead now because the modders moved on or had life changes since the last update. I know a ton of old factions are dead and buried for years now.
>>
>>517833
Happens every time, but thankfully its usually the shittier mods anyway. All the top-quality ones I love like II, Diable, Blackrock, Mayasura, and so forth still have active mod authors so they'll get updates if they haven't already. And typically the more popular mods are revived anyway if the author is missing for long, if not by the forum's notorious autists than by anons on /v/ and /vst/.

>>515336
>No point to having 15km/s if you can't make use of it.
I forget there are some people that play the shitty vanilla version of X4, with highways and simplified combat and all that. I imagine the engines are fine when you don't ever need to travel because there's a magical space highway to hurtle you around for free.
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Well I cleaned all the xenon and am starting to build shipyard + factories around the yaki, but not getting any mission offers from their base, was kinda hoping for build missions etc. Anyone any luck?
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Been playing for over a week now since COH came out. Xenon are still sitting in their sectors, no factions have gained any ground from each other, and I'm already swimming in cash supplying the entire universe with all the raw materials, gases, and energy cells/silicon wafers/refined materials than you could possibly hope for. Even going through the Yaki plot and siccing the Xenon on the Terrans did basically nothing, Getsu Fune is still completely Terran.

The most fun is the early game when you're just setting up; when it gets closer to endgame, there's really nothing to do. I've unlocked terraforming but haven't done it yet, sounds awfully dull if it will play out how I imagine it will, with pre-scripted mission goals as opposed to anything really new.
The battle lines haven't moved whatsoever and that's on top of doing every plot to increase piracy, civil war, and general turmoil. I guess the next step is to go buy ten battleships and just crush whatever I want, Xenons probably, but why?. I spent the entire playthrough avoiding combat entirely and now it's steamrolling time, there's nothing inbetween to bridge the two extremes which is unfortunate.
I had fun, definitely, but when I finished the Yaki plot, I expected an overwhelming wave of Xenon, instead nothing happened. I expected Yaki to become its own faction and expand, instead nothing happened. After I sabotaged Terran's plans and started a Terran vs Argon/ANT war, I was expecting them to grind each other to dust, instead nothing really happened, they were content just sitting at their gates. After I finished the Paranid plot, unleashed the Buccaneers on the galaxy, I was expecting maybe some sectors to change hands, instead nothing happened, just small raids from Paranid SCA here and there. With all of the additional improvements and additions since the game came out, it still feels like a grind that goes nowhere.
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It will take a couple of days of wrestling with the interface to set up the production and logistics for building my own ships, but, in a game where not much happens, what's the point? You play strategy games and you get to a point where you know you've already won, but you gotta spend considerable time mopping up; that's precisely how I feel with this, except the 'victory' is pretty hollow as the challenge was minimal.
I have read some accounts of people claiming their galaxies get taken over by xenon, how playing is a constant fight for survival... I have never had that happen even with modding the shit out of the game.

8/10, Split females sound hot but damn their faces are ugly.
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>>518984
Mods fix most of this but you're still right.
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>>518992
For reference, the list of mods I used for this rather uneventful playthrough;

Still feels like it's not enough, maybe adding the mod that makes faction relations dynamic with periodic wars between all factions would weaken them enough for xenon to gain a foothold somewhere, but, who knows. I'll come back to it in another year or two.
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>>519005
Weird, we've got almost the same modlist but right now (~80 hours in) the Xenon have almost wiped out ANT and one of the Split factions, and the paranids have almost completely wiped out the Argon. A buddy of mine with the exact same modlist as me though has a completely dead universe like yours.
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>>518324
It somewhat ironic that you complain about shitty vanilla versions and at the same time complain about shitty Terran carriers.
And I was referring more to big ships where their superior acceleration allows them to travel faster.
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>>519288
What? I've not mentioned carriers in any of my posts anon. Additionally, that's not what ironic means.
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>>519365
I'm fairly certain it is.
And fuck, I was talking about why Tokyo's are good somewhere up that reply chain.
Probably, its been a day or two by now.
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>>518984
>>518990
Great review, thanks. Game sucked me in and I definitely enjoyed the ride, but the game's end arrived with almost shockingly little fanfare.
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>>518990
In my game HOP destroyed the Xenon territory bordering them and Split were crumbling under Xenon assault. Zhya economy was dead with the lost of their two main ressource system and was cut of in two while Free Family was about two loose one of their sector under permanent Xenon assault until I decide to buy a destroyer to protect the rebuild of the equipment dock and build a defense station.
Teladi took the advantage of this and has probably the largest fleet. They actually managed to conquer Nhuut Family against the Xenon and managed to take one Xenon territory bordering Teladi and Free Family territory. Matrix 9 is currently wiped out.
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>>520229
Teladi are always unironically the strongest because they understand that strong economy = strong fleet.
My current game is weird though, even with minimal support every faction's economy is supercharged. I think at this point each sector probably has a dozen stations at minimum. And the TEL had like 5-6 Claytronics fabs in 18 Billion.
SC2 Flashpoint probably has 20-30 stations atm.
Only the recent hull repair nerfs are preventing the ZYA from running roughshod all over the Xenon. I count probably a dozen Rattlesnakes all over and 1 Raptor. Rattles are running around in 3 packs at minimum and I've seen some in 5 packs. Its horrifying really. Even the PAR are pushing into Emperor's Pride after I helped them stem the Xenon advance into Litany.
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>>520088
This, I was having fun and slowly saved ~600m to get my own Asgard production up and running, to upgrade from the Katana I've been using for the past 50 hours or so (>>512809).

Now that it's finished I've got my new flagship, the factory is free to go back to printing 30m an hour in raw resources, and... that's it. I've tried the ship, it's great, but what's the point? I've got a decent income but nothing I need to buy, I've got a great ship but nothing I need to fight unless I feel like pointlessly spending 100 hours clearing out xenon sectors, and there's just nothing to work on or towards. The end came very abruptly and unexpectedly. I've tried mustering up the desire to play it over the past 2 days but there's just nothing for me to do, I think I'll go back to starsector and factorio now.
>>
Should I setup in Grand Exchange for the long-haul and make my empire providing for the Teladi economy? Space Weed and Teladianium seem like worthwhile goods to produce, but I'm so scared about putting down roots.
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>>520548
Space weed and teladianium sounds like hard goods to sell desu. Have you actually checked demand?
Otherwise why not, there is good resources in the area and its pretty central to everywhere else.
Just start off with something simple after checking demand, not like you can't move on later, just don't plop everything down instantly in case it turns out to be a bust.
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>>520557
Teladium is actually going for insane rates of 200+ around Grand Exchange. Seems pretty good for a ware that just needs ore.
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>>520570
Check out first what's exactly buying it, but otherwise sounds good. Cause you don't want the main or even worse only purchaser to be some trade station.
Just remember that Teladianium is the Teladi equivalent of Refined Metals.
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>>520580
There's also a pirate base nearby, so can do space fuel as well. Dont think the Teladi scan for contraband.
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>>520589
MIN might, but well, could always let them come to you or run fast S couriers.
>>
I don't know what's up with the universe but if I look at the most in demand resources in my game, it's always ore, silicon, helium/hydrogen... Weirdly enough I have something like 100 drills flying across the galaxy bringing me untold millions of credits.. and the demand for raw resources doesn't even flinch. Are the races only mining the absolute bare minimum and leaving me to pick up the slack?
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is it just my game or are the terran fleet(s) sent to take out the yaki retarded?
they kept attacking xenon stations on the way there and losing all their fighters, then they'd end up just circling said stations until they died, leading to another fleet being sent which just repeated the abortion of a process until I finally had a big enough fleet to just do it myself
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>>522068
That's unfortunately working as intended. It's a slow burn to get to their stations and they will fight absolutely everything along the way, whether they succeed or not.
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>>510873
>>510890
Well I finally completed the plots and secured yaki space, have stations and shipyards running. Yaki buy their own fighters and corvettes but nothing else, also no missions from them. Looks like they're not an expanding faction and just a (small) item sink. Too bad though, would be much cooler if they had more ships and stations like in X3, so much potential..





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