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I believe the plan is adding races, zones, and some incredibly well-acted plotlines...just, smaller than TC/AP. I think more of an "actual DLC" style, more of a smaller scale than TC/AP. EDIT: Along with this, it looks like they're announcing a delay for the Split DLC and 3.0, moving it back to the first quarter of 2020. quote:During the development of the X4: Split Vendetta expansion and the 3.0 update, a number of things have emerged that we really want to see implemented, optimised and fixed in time for the next big step forward for X4: Foundations in order to meet our own expectations as well as yours. We simply need a bit more time to do so. Hm. May as well try it again now, then. Squiggle fucked around with this message at 18:15 on Oct 17, 2019 |
# ? Oct 17, 2019 17:38 |
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# ? Jun 8, 2024 09:25 |
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Just got the news about the delay, and to be honest it's probably a good sign if they're willing to delay it. Better to have a decent release than a rushed one. Gonna try 2.60 and see how it goes. Also I've been running the same save since release and it works fine, and I'm particularly curious to see how the new economy changes affect it because they're supposed to really cut out useless stations, so I want to see that in my slightly bloated universe. OwlFancier fucked around with this message at 19:11 on Oct 17, 2019 |
# ? Oct 17, 2019 19:08 |
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hobbesmaster posted:Sounds like I should just start over then. Are the planned DLC expansions the equivalent of TC and AP? The exact scope of Split DLC is not known. I think new sectors were confirmed also story elements and new game starts. Of course it will add race ships and station modules. 2.6 patch notes also came with an announcement that 3.0 (and Split DLC) are postponed to Q1 2020. I'll wait until 3.0 to start again...
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# ? Oct 17, 2019 19:21 |
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Have they added lore and descriptions to X4 yet? I gave this a whirl some times ago and one thing that really flew in my face was that it felt really empty with most descriptions missing and there was just a huge general lack of information. Compared to X3 you always had some kind of lore and fluff text attached to things and the computer voice would read poo poo to you and all that. Smallish things like that make a huge difference in making the game world feel more alive.
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# ? Oct 18, 2019 07:37 |
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Fewd posted:Have they added lore and descriptions to X4 yet? I gave this a whirl some times ago and one thing that really flew in my face was that it felt really empty with most descriptions missing and there was just a huge general lack of information. Compared to X3 you always had some kind of lore and fluff text attached to things and the computer voice would read poo poo to you and all that. Smallish things like that make a huge difference in making the game world feel more alive. After tooling around with the game for a bit for the first time since January or so, it does seem as if they've filled in quite a few of the encyclopedia descriptions? Like the ones for the various kinds of probes, for example, which I remember being completely blank the first time I played. Also, all the trade goods seem to have fluff for them (I can't remember if that was always the case, though). The pages for the various factions are still missing lore, sadly.
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# ? Oct 23, 2019 10:02 |
I just bought this. Even if it's not in super great shape yet, I feel like I got so much value out of X3, TC and AP that I can afford to buy this to support them. Their latest patch looked super promising and I'm looking forward to the expansion. I'm mostly interested in building up industry in space and apparently this game is already pretty decent at it so I'm looking forward to playing it.
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# ? Oct 28, 2019 09:07 |
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a7m2 posted:I just bought this. Even if it's not in super great shape yet, I feel like I got so much value out of X3, TC and AP that I can afford to buy this to support them. Their latest patch looked super promising and I'm looking forward to the expansion. Building up giant stations is probably the game's biggest strength. Once you have the modules unlocked it's basically like putting together a freeform lego set. Then just hire a builder, give the construction site some money and your big complex comes to life. No more having to manually unpack each individual station or spider webs of tubing connecting then together.
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# ? Oct 28, 2019 11:57 |
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I read somewhere that if you put your stations close enough together, too, they will actually share resources ambiently through the mass traffic system.
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# ? Oct 28, 2019 14:51 |
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Shalebridge Cradle posted:Building up giant stations is probably the game's biggest strength. Once you have the modules unlocked it's basically like putting together a freeform lego set. Then just hire a builder, give the construction site some money and your big complex comes to life. drat, now that's making me want to get the game now, to rebuild my almost self-sufficient space weed+Argon whisky factory. (The only thing it needed was energy cells, which are shipped in from an entirely self-sufficient energy cell factory in a nearby sector) Unfortunately I don't really have the time for it right now, so I'm planning on waiting until Christmas, where I'll hopefully have that time available - plus a discount on the game. I don't suppose there are any time-lapses of a big station being built, is there? Or just screenshots, etc. of the finished product, at least. X3's looked great (well, the solar panels, etc. I mean...definitely not the mess of tubes) so I've got high hopes for X4's!
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# ? Oct 29, 2019 07:05 |
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You can make much more interesting looking designs if you want, I tend to just cram everything into a brick because it's easier It does look pretty cool if you stick a landing pad somewhere dense, the scale of the stations really comes into focus when you get out of the ship. OwlFancier fucked around with this message at 07:19 on Oct 29, 2019 |
# ? Oct 29, 2019 07:16 |
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OwlFancier posted:
Still, it's a substantial improvement over X3 - looks good! What's that giant rod there for, though? Is that an airlock/umbilical for larger ships to dock with? Also, can you (easily) get your own sector in this, by the way? I remember getting one in X3, but it was like, so late in the game that it didn't really matter. Since I had already established myself elsewhere, so it was too little too late, really.
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# ? Oct 29, 2019 07:18 |
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Major Isoor posted:Still, it's a substantial improvement over X3 - looks good! What's that giant rod there for, though? Is that an airlock/umbilical for larger ships to dock with? That exactly. It's the capital ship boom, the wireframe boxes you can see coming off it are the necessary clearance, so you need to project it clear of the body of the station. Major Isoor posted:Also, can you (easily) get your own sector in this, by the way? I remember getting one in X3, but it was like, so late in the game that it didn't really matter. Since I had already established myself elsewhere, so it was too little too late, really. Yes, in fact a very big addition is the ability of sectors to change hands, depending on who builds the relevant sector claim stations in them. That sector itself is a netural sector (kind of a designated player sandbox sector tbh) which I built a station in and claimed. The same process is how factions fight and take over space from each other. It doesn't really do anything at the moment for the player though, other than allow you to rename it. But supposedly they want to add some more mechanics to that in 3.0, and hopefully the split dlc will add more sectors to claim given that most of the current map is densely populated already. Oh also there's an AMA taking place on reddit today as I understand it, if anyone wants to ask a question? https://twitter.com/EGOSOFT/status/1188863196553252865 OwlFancier fucked around with this message at 07:38 on Oct 29, 2019 |
# ? Oct 29, 2019 07:20 |
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Controlling a sector yourself, or at least making sure nobody else controls it (anymore), means you don't have to buy the space for your stations anymore, which is admittedly a very small benefit.
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# ? Oct 29, 2019 20:43 |
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OwlFancier posted:Oh also there's an AMA taking place on reddit today as I understand it, if anyone wants to ask a question? https://www.reddit.com/r/IAmA/comments/dosb0o/im_bernd_lehahn_founder_of_space_simulation_game/ AMA for anyone that wants to read it.
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# ? Oct 29, 2019 21:11 |
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Just paging through there. The split DLC will apparently include a lot of plot so that sounds good.
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# ? Oct 29, 2019 21:16 |
I'm playing the "Experiment" plot mission and I can't figure it out. I think I may have deadlocked myself because since the mission I sold the ship I started it with because I wanted to upgrade. I flew a new ship to the spot with three antimatter cells, but nothing happened. Am I screwed?
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# ? Oct 30, 2019 08:00 |
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a7m2 posted:I'm playing the "Experiment" plot mission and I can't figure it out. I think I may have deadlocked myself because since the mission I sold the ship I started it with because I wanted to upgrade. I flew a new ship to the spot with three antimatter cells, but nothing happened. Am I screwed? Jump out of the ship in your spacesuit, fly some distance away, and the quest should continue. It doesn't matter what ship you use, as long as it has the antimatter cells. I started a new game recently and it took me a few minutes to remember how this worked too.
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# ? Oct 30, 2019 08:10 |
Shalebridge Cradle posted:Jump out of the ship in your spacesuit, fly some distance away, and the quest should continue. It doesn't matter what ship you use, as long as it has the antimatter cells. I started a new game recently and it took me a few minutes to remember how this worked too. I guess a lot of the posts are outdated and it's since been fixed. Thanks, I'll give it a shot tonight!
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# ? Oct 30, 2019 08:23 |
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do remember that you are not getting that ship back after you leave it at the designated spot. so bring a spare if you want to go anywhere anytime soon
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# ? Oct 30, 2019 08:28 |
Thanks, I'll remember. I'm really enjoying this game, more than I expected to. It definitely needs more improvements but I have no doubt that they're coming. It's the same thing for every X game before.
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# ? Oct 30, 2019 08:48 |
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Did they ever make this playable on a 2gb card? I heard they were going to try that at some point and I would really love to play this game at some point. It's been just sitting in my library taunting me for a year.
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# ? Nov 2, 2019 02:46 |
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Domattee posted:Controlling a sector yourself, or at least making sure nobody else controls it (anymore), means you don't have to buy the space for your stations anymore, which is admittedly a very small benefit. Some kind of taxation mechanic would probably make a lot of sense for this sort of thing. If you build in a sector your station either has to pay some sort of regular fee to the sector owner, meanwhile if you own the sector, other stations have to pay the fee to you. This would also give you an incentive to conquer already occupied sectors and leave the infrastructure intact. I feel like this kind of thing could be modded in although I don't know the first thing about modding in this game (does it even support it yet? I haven't followed it for a while)
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# ? Nov 2, 2019 04:01 |
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taxation is kinda how we thought it would work when they described it back in the day, like an actual incentive on your station placement... but just like research mechanically its a wet fart.
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# ? Nov 3, 2019 10:27 |
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3.0 beta is now live:quote:Version 3.00 Beta 1 (373142) - 2019-11-14 Looks pretty drat big. There also appears to be some new content ship/weapon wise from reading the forums.
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# ? Nov 14, 2019 23:10 |
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OwlFancier posted:3.0 beta is now live: Those are some nice changes. I noticed more than one thing listed that had either annoyed or confused me while playing recently.
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# ? Nov 14, 2019 23:29 |
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So does this mean 3.0 official release + split vendetta are on the horizon?
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# ? Nov 14, 2019 23:32 |
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Next year, they pushed it back to add more stuff and hopefully polish it some more. They did a stream today too you can watch: https://www.youtube.com/watch?v=qp3Rzm5K5SA E: The new flak turrets look pretty boss. OwlFancier fucked around with this message at 00:09 on Nov 15, 2019 |
# ? Nov 15, 2019 00:04 |
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Ha, finally making the holo-vid training courses you can find actually do something. Great list, though. I can't wait.
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# ? Nov 15, 2019 00:06 |
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New impact effects are nice: Ooooh poo poo they redid the sounds for when your ship gets shot too, really bassy and nice sounding. E: There's a new mass driver weapon with an 80km range... E2: oh poo poo it has no gimbal, fixed forward only, and it zooms you in when you hold the button down and fires when you release, literally a space sniper rifle. OwlFancier fucked around with this message at 00:35 on Nov 15, 2019 |
# ? Nov 15, 2019 00:12 |
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So I can finally have a keel mounted rail gun?
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# ? Nov 15, 2019 21:46 |
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They're not enormously powerful, still only a normal size weapon, but they can hit stuff from 80km away and they do hurt a bit, very low ROF though.
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# ? Nov 15, 2019 23:05 |
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OwlFancier posted:They're not enormously powerful, still only a normal size weapon, but they can hit stuff from 80km away and they do hurt a bit, very low ROF though. That's still quite nice. It actually gives some obvious variety to the weapons. Makes me wonder how well the AI handles it.
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# ? Nov 16, 2019 02:15 |
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Curious too, also neat that the game can totally simulate combat over that range. All three of the new weapons are a bit different, the muon charger is like a charge up burst plasma gun thing, and the flak turret has AoE effect I believe.
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# ? Nov 16, 2019 02:43 |
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quote:Changed Bomber ship type designation to Gunboat. I guess its better than pretending they are bombers. I watched (much of) the stream. Some interesting stuff. They hired an actual marketing professional for the first time. 2.6 was originally going to be a waaaay smaller patch. And they said they took a multipronged approach to making 'sitting next to a capships hull shooting it to death over 20 minutes' unworkable. Which is good, since its real bad gameplay... but i just had to roll my eyes at it. C'mon, guys, people have been doing this in your games for literally 15 years or more. TheDeadlyShoe fucked around with this message at 18:54 on Nov 16, 2019 |
# ? Nov 16, 2019 18:50 |
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I wish that the Split weren't delayed. At least they look good.
Galaga Galaxian fucked around with this message at 19:45 on Nov 16, 2019 |
# ? Nov 16, 2019 19:43 |
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My memory of X3 is actually that M1/2 classes were ridiculously lethal to anything smaller than another M1/2, I certainly wouldn't go near one with a fighter cos you'd get creamed. The capships being easily destroyed is more of a Rebirth/X4 thing because they changed how turrets worked and limited their coverage more. From pootling about in an oddy post-patch they do seem a lot more resiliant to small craft, the shields recharge between hits a lot better, and generally weapon balance seems in a better place. But I do still wish small craft were a bit more lethal to each other if you can line up a good burst, a lot of them still feel very undergunned and target prediction is still a little poor. Maybe if we had more non-gimballed guns that did a lot of damage that'd be nice. I hope they expand the weapon lineup with more interesting guns like the railgun and muon gun.
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# ? Nov 16, 2019 20:30 |
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lolquote:Make sure that your savegames are backed up!
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# ? Nov 17, 2019 07:56 |
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This loving rules
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# ? Nov 17, 2019 08:29 |
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OwlFancier posted:My memory of X3 is actually that M1/2 classes were ridiculously lethal to anything smaller than another M1/2, I certainly wouldn't go near one with a fighter cos you'd get creamed. The capships being easily destroyed is more of a Rebirth/X4 thing because they changed how turrets worked and limited their coverage more. Oh my recollection is that anything with a smaller number will wreck anything of a larger number, (apart from M1>M2) which was annoying because there's space in this sort of game for bigger to be better, but an M5 trying to engage an M3 will spend forever just trying to break shield regen.
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# ? Nov 17, 2019 13:30 |
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# ? Jun 8, 2024 09:25 |
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Alchenar posted:Oh my recollection is that anything with a smaller number will wreck anything of a larger number, (apart from M1>M2) which was annoying because there's space in this sort of game for bigger to be better, but an M5 trying to engage an M3 will spend forever just trying to break shield regen. I think the issue in the pre-Rebirth games is that every ship was just one huge monolithic entity, so as far as the game engine is concerned an M1 is just an M5 with much higher numbers (except for speed). The change in cap ships to have a bunch of slow tracking, individually destroyable turrets does a much better job of making them fundamentally different things because now they actually have tradeoffs involved. An M1 will still annihilate an M5 pretty easily but an M5 can survive much longer than it used to because it can fly in and take advantage of blindspots, and actually potentially deal some meaningful damage by taking out a few guns or shield generators before they get nailed by a stray shot and wiped out. It won't win the fight, but it can meaningfully contribute now.
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# ? Nov 17, 2019 22:43 |