Search found 21357 matches
- Wed, 15. May 24, 15:43
- Forum: X4: Foundations
- Topic: X-TRA POLLS Round #5 | What type of ship do you primarily use?
- Replies: 26
- Views: 536
Re: X-TRA POLLS Round #5 | What type of ship do you primarily use?
This one is easy. I did learn to fly Dragon in X2. Therefore, I did fly Dragon in X3R, X3TC, and X3AP too (even though the X3 version was a different brick) and do fly Dragon Raider in X4. She is medium, so we lock medium as the correct answer.
- Wed, 15. May 24, 10:59
- Forum: X4: Foundations
- Topic: Looking for shipyard BP
- Replies: 2
- Views: 123
Re: Looking for shipyard BP
Look from https://forum.egosoft.com/viewforum.php?f=195 forum. "Blueprint" is for a station module, ship, gun, etc. The (stored) layout how and which modules are within station plot is a "construction plan", AFAIK. You do know how many fabrication bays you want. Add enough habitats to cover the crew...
- Tue, 14. May 24, 08:57
- Forum: X4: Foundations
- Topic: Factory workforce mechanics need changes/rework
- Replies: 11
- Views: 372
Re: Factory workforce mechanics need changes/rework
Assuming that one quits playthrough at 100 hours, how much of "large habitat, with welfare" does get built by then (and the production on top of it)? Two separate stations accumulate faster than their habitats in one station (unless they are on different sides of that large habitat threshold). Those...
- Mon, 13. May 24, 23:57
- Forum: X4: Foundations
- Topic: Factory workforce mechanics need changes/rework
- Replies: 11
- Views: 372
Re: Factory workforce mechanics need changes/rework
I did peek my station, in Windfall. Population 0. "Base growth" seems to be 20. Is that per hour? If yes, then it could accumulte 480 per hour. (Could and does, but since I give no food, they go away.) 10% of "1000 hours" is 100 hours, so that magical 2000 workers. However, what does workforce have ...
- Mon, 13. May 24, 19:37
- Forum: X4: Foundations
- Topic: Can player stations build ships out of mixed-race parts?
- Replies: 7
- Views: 273
Re: Can player stations build ships out of mixed-race parts?
The "template" can also be called "saved loadout". A loadout is a list of items. When you apply loadout, the ship gets exactly those items. You can apply a loadout on a station only if that station sells all items on the list. Your station does "sell" all the items that you have blueprints for. Ther...
- Sun, 12. May 24, 16:03
- Forum: Off Topic English
- Topic: Death announcements for persons of note
- Replies: 826
- Views: 182171
Re: Death announcements for persons of note
Roger Corman, the “King of the Bs”, left us after 98 years. https://apnews.com/article/roger-corman ... 9d4b881645
- Sun, 12. May 24, 00:09
- Forum: X4: Foundations
- Topic: X-TRA POLLS Round #4 | Which is your favourite race of the playable races?
- Replies: 44
- Views: 2878
Re: X-TRA POLLS Round #4 | Which is your favourite race of the playable races?
We can get technology from all factions regardless of into which our character does/did belong. Therefore, the technology does not really dictate, unless we roleplay a patriot.
- Sat, 11. May 24, 23:58
- Forum: X4: Foundations
- Topic: {feedback/question] gamestarts
- Replies: 7
- Views: 313
Re: {feedback/question] gamestarts
as zyarth for example, why iam not starting as a freelance pirate who needs to steal some ships ( not boarding or something ) but running over a station jumping into any ship ther and just steal it , to deliver it to a pirate HQ to get a small fleet together ? The "jump into ship at station and ste...
- Sat, 11. May 24, 21:30
- Forum: X4: Foundations
- Topic: funds from station to player vice versa
- Replies: 4
- Views: 170
Re: funds from station to player vice versa
No, I don't think statiom ever automatically withdraws from the player account. But it will automatically transfer to the player account under certain circumstances. No automatic player -> station, AFAIK. IME, whenever player changes the amount that station has credits -- whether it is "Accept esti...
- Fri, 10. May 24, 14:53
- Forum: X4: Foundations
- Topic: [Poll]Should Existential Crisis be optional?
- Replies: 75
- Views: 2426
Re: [Poll]Should Existential Crisis be optional?
I agree with your point "IMHO, something you that can deal with when you want, is not a crisis.". But what we have to do right now is damage control because Egosoft thought the idea of having a tower-defense with enemies spawning on player assets is fun. This has to be optional to not scare away pe...
- Fri, 10. May 24, 14:44
- Forum: X4: Foundations
- Topic: Is 7.0 Too Easy?
- Replies: 28
- Views: 1216
Re: Is 7.0 Too Easy?
Well, if you think it isn't broke and people get trhe most enjoyment from the midgame, extending the midgame is a logical conclusion. IMHO, the game has only "endgame", because no matter what (and how little) I have, I am awesome. Therefore, there is no "midgame" for me and no change would make tha...
- Thu, 9. May 24, 14:17
- Forum: X4: Foundations
- Topic: [Poll]Should Existential Crisis be optional?
- Replies: 75
- Views: 2426
Re: [Poll]Should Existential Crisis be optional?
As it stands it’s just a nuisance to the player So is the Tide, although one can choose to play a playthrough without ToA. PHQ in Heretics sounds like a nuisance, but again, one can choose to start a playthrough without KE. There are two topics: Is "crisis" part of what the X Universe is, or a trea...
- Thu, 9. May 24, 13:56
- Forum: X4: Foundations
- Topic: Is 7.0 Too Easy?
- Replies: 28
- Views: 1216
Re: Is 7.0 Too Easy?
Main in-game incentive was to create an additional location from which I could obtain ARG v XEN war guild missions. One could argue whether that is in-game or external. Is roleplaying a "good, loyal Boron" internal or external? Is knowing what maximizes Guild missions internal or external? Supporti...
- Thu, 9. May 24, 00:27
- Forum: X4: Foundations
- Topic: Is 7.0 Too Easy?
- Replies: 28
- Views: 1216
Re: Is 7.0 Too Easy?
If we can get some better fights out of deepening the interfactional diplomatic situation, all the better. I would imagine that even the finest diplomatic efforts might produce some disgruntled splinter factions with a chip on their shoulder against the player I reckon, the X3FL has something like ...
- Wed, 8. May 24, 19:03
- Forum: X4: Foundations
- Topic: [REQUEST] XL Sized Station Building Modules
- Replies: 17
- Views: 551
Re: [REQUEST] XL Sized Station Building Modules
Incidentally, if your answer to that is "let's have XL cargo ships as well then", then all you're actually doing is making the game use bigger numbers to achieve the same result! True. And since we would multiply all numbers by X, we would also multiply the numbers in, say terraforming projects; if...
- Wed, 8. May 24, 17:12
- Forum: X4: Foundations
- Topic: [REQUEST] XL Sized Station Building Modules
- Replies: 17
- Views: 551
Re: [REQUEST] XL Sized Station Building Modules
~ even if the intention is to keep the numbers of stations and modules down for better game performance :) Yes thats my only reason for requesting this. Trade-off. An activity (terraforming) project requires N tons of matter. That creates two needs: 1) PHQ has to be able to hold N tonnes at once. T...
- Wed, 8. May 24, 16:50
- Forum: X4: Foundations
- Topic: [Poll]Should Existential Crisis be optional?
- Replies: 75
- Views: 2426
Re: [Poll]Should Existential Crisis be optional?
I think the point is to turn it into a plot, as it appears the simple spawning-on-top-of-assets mechanic is very much annoying to players, and I think it would fit more with the aesthetic of the game anyway. First, one primary idea in X4 has been: gather resources, assemble assets, and then cruise ...
- Tue, 7. May 24, 18:23
- Forum: X4: Foundations
- Topic: Is 7.0 Too Easy?
- Replies: 28
- Views: 1216
Re: Is 7.0 Too Easy?
True, wanting to have all toys (blueprints) and something to shoot at is like wanting to have a cake and eat it too. Possible to some extent, but not endlessly, nor always entertaining.
- Tue, 7. May 24, 17:10
- Forum: X4: Foundations
- Topic: Is 7.0 Too Easy?
- Replies: 28
- Views: 1216
Re: Is 7.0 Too Easy?
I can only assume that we're being asked to define our own difficulty in the current implementation of X4: Foundations. If your Xenon aren't difficult enough, help them take over the Split's territory, or something. That has my take since X3R; I'm the shepherd and the Xenon are my flock. I both nur...
- Tue, 7. May 24, 16:49
- Forum: X4: Foundations
- Topic: [Poll]Should Existential Crisis be optional?
- Replies: 75
- Views: 2426
Re: [Poll]Should Existential Crisis be optional?
I did peek into this thread. That was a mistake. Spoilers -- they kill in-game exploration. :headbang: The thread title asks whether "EC" should be optional. From Egosoft pre-marketing I got the impression that something is. So, is the question whether something is opt-in or opt-out ? Lets say that ...