Search found 4354 matches
- Tue, 21. Sep 21, 02:23
- Forum: X4: Foundations
- Topic: Please allow carriers to resupply themselves through the use of cargo ships.
- Replies: 22
- Views: 1139
Re: Please allow carriers to resupply themselves through the use of cargo ships.
i agree very much, i feel like auxiliaries were a mistake vs making carriers fully functional
- Sat, 30. Jan 21, 03:05
- Forum: X4: Foundations
- Topic: L/XL Class ship queue too long in Super Highways vs Jump Gates
- Replies: 23
- Views: 1602
Re: L/XL Class ship queue too long in Super Highways vs Jump Gates
i remain a proponent of just making gates 2x bigger in every dimension and adding dedicated entrance lanes in the front for L and XL. None of this turning malarkey!
- Thu, 3. Dec 20, 13:38
- Forum: X4: Foundations
- Topic: Smart(er) Subsystem Targeting
- Replies: 6
- Views: 768
Smart(er) Subsystem Targeting
I (relatively) recently assaulted my first Xenon sector. As part of this I attacked several Xenon stations and did a mission to strip Xenon station turrets. This experience made clear to me the inadequacies of the current subsystem targeting mechanic in several ways. 3.0's addition of shading depend...
- Wed, 25. Nov 20, 18:40
- Forum: X4: Foundations
- Topic: Struggling
- Replies: 30
- Views: 1427
Re: Struggling
In that scenario I like to invest in factories that directly use the product of the NPC smelters and refineries. This drives a great deal of demand for your mining ships so you make profits coming and going.
- Wed, 25. Nov 20, 18:34
- Forum: X4: Foundations
- Topic: Missiles, torpedoes etc.
- Replies: 8
- Views: 2121
Re: Missiles, torpedoes etc.
Torpedoes do track, but poorly. Light torpedoes track better than heavies. There are no Novadrone-equivalent drone missiles in X4 as far as I am aware. Smart missiles are expensive and do slightly less damage, but they are maneuverable, immune to Flares, and can pick a new target if they lose their ...
- Wed, 25. Nov 20, 10:32
- Forum: X4: Foundations
- Topic: [3.30] Enemy ships being boarded need to be marked same rep as boarding faction
- Replies: 13
- Views: 1005
Re: [3.30] Enemy ships being boarded need to be marked same rep as boarding faction
in 4.0 - i dont know if this changed earlier, i havent played much since 3.0 beta - you can try to breach at Very Strong but afaict it takes the marines FOREVER to breach the hull. like not stalled per se they're just trying to dig their way out of prison with shivs sort of thing, it's going to take...
- Mon, 23. Nov 20, 16:45
- Forum: X4: Foundations
- Topic: [3.30] Enemy ships being boarded need to be marked same rep as boarding faction
- Replies: 13
- Views: 1005
Re: [3.30] Enemy ships being boarded need to be marked same rep as boarding faction
you wont have this problem if you board in hostile sectors ^^
- Sun, 20. Sep 20, 05:33
- Forum: X4: Foundations
- Topic: Looking forward to 4.0, but...
- Replies: 16
- Views: 1540
Re: Looking forward to 4.0, but...
I'm sympathetic to the goal of constraining the number of auto traders, but I also hate how clumsy the seminars system is. My personal solution to this quandary is to establish a two tiered system of normal and elite crew. Elite crew would be difficult or expensive to acquire and you'd have a limite...
- Sat, 5. Sep 20, 02:58
- Forum: X4: Foundations
- Topic: Why are my ships running away when given an attack order?
- Replies: 10
- Views: 793
Re: Why are my ships running away when given an attack order?
well you should complain to the VRO dev and also not make a huge post without even mentioning you're using VRO.... for real.
- Tue, 1. Sep 20, 02:00
- Forum: X4: Foundations
- Topic: Pirates boarding player ships
- Replies: 18
- Views: 1289
Re: Pirates boarding player ships
You can change their job from marines to service crew at will. If you are not going to be boarding with them, then currently, there is pretty much no reason to have them as marines. I definitely think that NPCs should have a chance to board other ships, including player ships, to give us a reason t...
- Tue, 1. Sep 20, 01:16
- Forum: X4: Foundations
- Topic: Why are my ships running away when given an attack order?
- Replies: 10
- Views: 793
Re: Why are my ships running away when given an attack order?
What's their morale stat like? That could be an issue. Are they missile-armed? I didn't think it would apply to destroyers - they don't have missile main guns - but ships will flee in attack runs if they are out of primary ammo. edit: also just wild speculation do you have ultra-long ranged mods on ...
- Wed, 19. Aug 20, 20:40
- Forum: X4: Foundations
- Topic: I kill a Xenon K destroyer... then NOTHING?
- Replies: 4
- Views: 859
Re: I kill a Xenon K destroyer... then NOTHING?
They usually drop a small pile of stuff, but it won't usually be right next to the wreckage.
You'll only get decent rewards for killing stuff in the context of a mission or to a lesser extent with a police license. Killing stuff outside that context is going to be a drain on your resources.
You'll only get decent rewards for killing stuff in the context of a mission or to a lesser extent with a police license. Killing stuff outside that context is going to be a drain on your resources.
- Wed, 20. May 20, 15:18
- Forum: X4: Foundations
- Topic: Egosoft, can we boost and improve seminars?
- Replies: 38
- Views: 1565
Re: Egosoft, can we boost and improve seminars?
They level up 1/3 of a star because behind the scenes there are 15 flat skill levels - 3 for each star you see. A seminar raises 1 skill level. Pilots do not gain xp, they get chances to level up as they conduct qualifying tasks. yes, they fly better in combat. pilot rank reduces delay times between...
- Wed, 20. May 20, 12:30
- Forum: X4: Foundations
- Topic: The margin difference between products and modules/ships is enormous (pls have a look Ego)
- Replies: 73
- Views: 3579
Re: The margin difference between products and modules/ships is enormous (pls have a look Ego)
i mean there's no real reason for factions to pay full price for the ships, after all they have their own shipyards. Just reducing the price NPCs pay as opposed to the price of the ship - via whatever mechanism - does seem like a solution Limiting the # of NPC ship orders is not a solution though, a...
- Wed, 20. May 20, 01:33
- Forum: X4: Foundations
- Topic: The margin difference between products and modules/ships is enormous (pls have a look Ego)
- Replies: 73
- Views: 3579
Re: The margin difference between products and modules/ships is enormous (pls have a look Ego)
I dont have a problem with it anymore, as I have my own economy and yes, thanks to the modability of X4 :). I just wanted to answer to the post that CBJ quoted someone who said that its not possible because it is. Nothing more. So I am out here because It think the argumentation is less on the topi...
- Tue, 19. May 20, 17:25
- Forum: X4: Foundations
- Topic: The margin difference between products and modules/ships is enormous (pls have a look Ego)
- Replies: 73
- Views: 3579
Re: The margin difference between products and modules/ships is enormous (pls have a look Ego)
Egosoft can't just reduce the margins to reduce the money spigot, because then it becomes vastly cheaper to purchase ships yourself. Cheaper ships won't solve problems of having too many credits. You can't do it the other way, either; increasing the wares required to build a ship will result in extr...
- Mon, 18. May 20, 14:45
- Forum: X4: Foundations
- Topic: AI navigation and capital ship travel is completely broken
- Replies: 49
- Views: 3877
Re: AI navigation and capital ship travel is completely broken
"..playing around with custom pathfinding solutions such as A*. I was impressed to find that Unity's built in navmesh tools were still the fastest way to go, however I will say that this might just be due to my limited knowledge of A*." (word for word) That is because he is NOT referring to the A* ...
- Mon, 18. May 20, 13:36
- Forum: X4: Foundations
- Topic: AI navigation and capital ship travel is completely broken
- Replies: 49
- Views: 3877
Re: AI navigation and capital ship travel is completely broken
"..playing around with custom pathfinding solutions such as A*. I was impressed to find that Unity's built in navmesh tools were still the fastest way to go, however I will say that this might just be due to my limited knowledge of A*." (word for word) This is specifically in the context of things t...
- Mon, 18. May 20, 13:04
- Forum: X4: Foundations
- Topic: AI navigation and capital ship travel is completely broken
- Replies: 49
- Views: 3877
Re: AI navigation and capital ship travel is completely broken
the problem is not the theoretical feasibility, but performance requirements in a game that is already pushing the boundaries of what is practical. one of the videos you link even has the narrator discussing how they tried out A*, but went back to Unity's navmesh because it was faster. in any case, ...
- Mon, 18. May 20, 10:42
- Forum: X4: Foundations
- Topic: AI navigation and capital ship travel is completely broken
- Replies: 49
- Views: 3877
Re: AI navigation and capital ship travel is completely broken
Gonna put my 2c in for the "Larger gates with dedicated frontal lanes for in/out even for XL" fix on this topic, as I always do. It's a little bit clunky just retconning gate size, but i think every x4 player there is would accept that in a heartbeat for smoother journeys. I mean, some more proactiv...