Search found 21332 matches
- Sat, 27. Apr 24, 10:54
- Forum: X4: Foundations
- Topic: Sometimes I feel that modular space stations are not a good idea
- Replies: 51
- Views: 1468
Re: Sometimes I feel that modular space stations are not a good idea
Don't tend to, unless the stations are VERY close together. Even then would rather focus my entire demolition fleet on one station at a time, rather than split my forces & take twice as long smashing them simultaneously. Entire point of conducting my battles & station demolition in high attention i...
- Fri, 26. Apr 24, 23:55
- Forum: X4: Foundations
- Topic: Sometimes I feel that modular space stations are not a good idea
- Replies: 51
- Views: 1468
Re: Sometimes I feel that modular space stations are not a good idea
RISK is perhaps closer to that (desired) level of "RTS"; one tells armies to take an area and they do (or die). We have no control on details, on tactics. We can only harness the logistics to send enough numbers to beat the odds. (I presume, can't remember rules of that game.) What you said is a ty...
- Thu, 25. Apr 24, 21:40
- Forum: X4: Foundations
- Topic: Sometimes I feel that modular space stations are not a good idea
- Replies: 51
- Views: 1468
Re: Sometimes I feel that modular space stations are not a good idea
The point is the game wants to be 'somewhat RTS of a kind but not really' while it does not give the player tools to do this. The X games have been mainly first person shooters. The RTS-like UI is very recent. You have never been pissed of that your flotilla is unable to simply execute the order 'd...
- Wed, 24. Apr 24, 18:53
- Forum: X4: Foundations
- Topic: Sometimes I feel that modular space stations are not a good idea
- Replies: 51
- Views: 1468
Re: Sometimes I feel that modular space stations are not a good idea
If one wants extreme simplification, then devs could simply show THE END the moment the game loads. That would naturally be temporary , used only until the AI is perfect. :twisted: Naturally, the financial effect of such -- by all logic easy-to-implement -- addition would be substantial. :oops: The ...
- Sun, 21. Apr 24, 13:15
- Forum: X4: Foundations
- Topic: Sometimes I feel that modular space stations are not a good idea
- Replies: 51
- Views: 1468
Re: Sometimes I feel that modular space stations are not a good idea
I think ideally they should move around while maintaining range Yes. This is not exactly a new issue. In early X3R I had wingmen. The had mass drivers. They did chase a Xenon and shoot at it. The issue back then was I was chasing the same Xenon and I was between the foe and my wingmen. I was not de...
- Wed, 17. Apr 24, 22:37
- Forum: X4: Foundations
- Topic: [Request] Xenon difficulty slider
- Replies: 14
- Views: 532
Re: [Request] Xenon difficulty slider
Making Xenon stronger is same as making player weaker. Can you make yourself weaker, or do you need a slider for that?
- Sun, 14. Apr 24, 11:26
- Forum: X4: Foundations
- Topic: Do we really need 'docing software'?
- Replies: 15
- Views: 503
Re: Do we really need 'docing software'?
If you only drive S/M ships, you'll hard to think the necessarity of the component. True, not necessary, but approaching from any angle and with any speed that takes you mostly inside of the station structure, and then being pulled back out to the pad by the almighty Docking Computer is convenient ...
- Sat, 13. Apr 24, 21:17
- Forum: X Trilogy Universe
- Topic: [X2] Question - Build factory missions - answered.
- Replies: 2
- Views: 140
Re: [X2] Question - Build factory missions
IIRC, https://www.egosoft.com/support/faq/index_en.php?faqtype=1&subcat=18&version=4 describes all missions in X2. X3R had essentially same "hardcoded" missions. X3TC had new, "Mission Director", implementations https://www.egosoft.com/support/faq/faq_answer_en.php?answer=1171&version=9 (including t...
- Mon, 1. Apr 24, 15:12
- Forum: X4: Foundations
- Topic: Build fleet missions may have adverse effects on you game...
- Replies: 9
- Views: 1309
Re: Build fleet missions may have adverse effects on you game...
lol i knew it was possible just never seen them put the ships to good use What is crazier is the last time i had a build 3x destroyer mission must of been closer to the start of my save. True, most deliveries seem to beeline to nearest suicide ASAP, but some loiter longer. I rename the ships -- loa...
- Sun, 31. Mar 24, 21:57
- Forum: X4: Foundations
- Topic: Build fleet missions may have adverse effects on you game...
- Replies: 9
- Views: 1309
Re: Build fleet missions may have adverse effects on you game...
You reap what you sow?
I don't give more than moderate equipment to such fleets, because there is always a slight chance that I might face them later. Less creditss, but better sleep.
- Sun, 31. Mar 24, 10:22
- Forum: X4: Foundations
- Topic: "Fly By Boarding" (Video)
- Replies: 67
- Views: 3646
Re: "Fly By Boarding" (Video)
You'll want to keep all the ships close together when doing this or take out a bunch of turrets. I think I've seen numerous threads about the (lack of) ships kept close together. In other words, many want to do that for various reasons, but the game does not have such feature. Isn't the whole point...
- Sat, 30. Mar 24, 16:51
- Forum: X4: Foundations
- Topic: New Images from the 7.00 update just landed!
- Replies: 61
- Views: 8797
- Sat, 30. Mar 24, 10:42
- Forum: X4: Foundations
- Topic: "Fly By Boarding" (Video)
- Replies: 67
- Views: 3646
- Tue, 26. Mar 24, 17:43
- Forum: X4: Foundations
- Topic: Limits on player expansion
- Replies: 16
- Views: 1417
Re: Limits on player expansion
"kind of" The habitats are kind of upkeep too. In games like Civilization there are "issues" that grow non-linearly with the size of the civilization (e.g. pollution, corruption, unhappiness) and some means to counter them. More efficient counters require technology advancement. Therefore they have ...
- Sun, 24. Mar 24, 14:05
- Forum: X4: Foundations
- Topic: Terraforming Drone Build Rate
- Replies: 9
- Views: 346
Re: Terraforming Drone Build Rate
The limit on terraforming drones makes sense, I suppose. If the game used ALL the pads, it could cause traffic issues. Can you imagine standing in a Boron bay and watching 24 of the things take off and try to fly out at the same time? The build limit is not on terraforming drones. It is on all ship...
- Sun, 24. Mar 24, 14:01
- Forum: X4: Foundations
- Topic: which story or quest line?
- Replies: 7
- Views: 225
Re: which story or quest line?
Anyway, was really asking what storyline should I progress / are best? There are many "stories". None is "huge". Some invoke permanent changes on factions, with "point of choice", i.e. one can't get all outcomes within one playthrough. Separate stories can be done in any order or simultaneously. De...
- Sat, 23. Mar 24, 17:44
- Forum: Off Topic English
- Topic: Can we get a like button for each post please?
- Replies: 12
- Views: 585
Re: Can we get a like button for each post please?
I volunteer to mark the CBJ's post as the solution for this thread. :goner: Some make a post when they have experienced something awesome. There is no question, nor an issue to "solve". There is no solution for such succee , no end for awesomeness. Some posts are old and the solution was valid when ...
- Sat, 23. Mar 24, 17:35
- Forum: X4: Foundations
- Topic: Limits on player expansion
- Replies: 16
- Views: 1417
- Sat, 23. Mar 24, 14:35
- Forum: X4: Foundations
- Topic: Terraforming Drone Build Rate
- Replies: 9
- Views: 346
Re: Terraforming Drone Build Rate
I thought about adding another S/M build module, but the Boron module I have now should be capable of building 24 at a time already. Have you tested how many S ships does the Bay assemble simultaneously? Common world S/M fabrication bay will build 8 S or M drones per cycle (even it should be able t...
- Sat, 23. Mar 24, 14:30
- Forum: X4: Foundations
- Topic: The gold Idea to fix trading and logic for AI and player.
- Replies: 7
- Views: 398
Re: The gold Idea to fix trading and logic for AI and player.
Station A needs 20.000 energy cells (gives a contract for 20.000 cells at X price) AI or player can pick the contract sell the goods This is the current game. Station needs energy and announces "buy offer". Ship makes a contract to deliver X ECells at price Y. Then it delivers (or fails). If X was ...