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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Major Isoor posted:

Yeah, it was real weird to just have these different races producing their own builder ships, which... are identical to one another?? It's a good change - I'm glad they did it! My only hope now is that they add a little variation to the Teladi ships, personally. Since their mushroom capital ships are a weird departure from their X3 ships. (I mean, they're fine for freighters, but I think I'd prefer the Phoenix or whatever the combat one is called, closer to being a more 'traditional' looking Teladi capital ship)

The Teladi's problem aren't the mushroom-ships which are alright looking but kind of Homeworld's Kadeshi but worse, the real problem is they can't really fight back, but also can't lose since their one station type is invincible after a point, so the Xenon just sort of do whatever then leave, on loop lol

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Major Isoor
Mar 23, 2011

RBA Starblade posted:

The Teladi's problem aren't the mushroom-ships which are alright looking but kind of Homeworld's Kadeshi but worse, the real problem is they can't really fight back, but also can't lose since their one station type is invincible after a point, so the Xenon just sort of do whatever then leave, on loop lol

Oh yeah, I'd forgotten about that! It's the docking bay and big revolving ring, right? Yeah the xenon just strip everything else off and... go home, haha :v: Could do with a little work, I agree!

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Major Isoor posted:

Oh yeah, I'd forgotten about that! It's the docking bay and big revolving ring, right? Yeah the xenon just strip everything else off and... go home, haha :v: Could do with a little work, I agree!

Yep lmao. Guess the Split should've learned a lesson from them :v:

TheDeadlyShoe
Feb 14, 2014

honestly x4's map is its biggest problem. 95% of players wouldn't notice the invulnerable teladi station if it wasn't camping a xenon jump.

which is frustrating since its unfixable

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
The Xenon have a weird habit of being unstoppable with one patch and pushover with another. Tbh. it feels like X4 needs a strategic level AI for each faction that plays the game properly like an RTS, instead of the weird patrol behaviour we get now.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
My understanding of the game is that all the normal factions actually do have to make use of resource collection to manufacture their ships and build stations while the Xenon have a very simplified version of that. So it's probably a thing where it's not really changes to the Xenon themselves that make their balance swing one way or the other, but the overall economy being changed can change the rate at which the main factions can generate new ships and expand while the rate the Xenon expand at remains constant. Then they end up having to tweak that rate after the fact if it turns out they're over or under paced compared to everybody else.

madfury
Dec 21, 2005
rõve loom

The Cheshire Cat posted:

My understanding of the game is that all the normal factions actually do have to make use of resource collection to manufacture their ships and build stations while the Xenon have a very simplified version of that. So it's probably a thing where it's not really changes to the Xenon themselves that make their balance swing one way or the other, but the overall economy being changed can change the rate at which the main factions can generate new ships and expand while the rate the Xenon expand at remains constant. Then they end up having to tweak that rate after the fact if it turns out they're over or under paced compared to everybody else.

I stopped playing a few expansions back but there was an incident with Xenon and associated economy. In a new game after they nerfed mining to the ground Xenon basically became supergimped. And since the player can revitalize non Xenon factions the threat became non existent. Older saves worked okay-ish because of already established sector controls and economies. I never did find out if they fixed that....

OwlFancier
Aug 22, 2013

The Cheshire Cat posted:

My understanding of the game is that all the normal factions actually do have to make use of resource collection to manufacture their ships and build stations while the Xenon have a very simplified version of that. So it's probably a thing where it's not really changes to the Xenon themselves that make their balance swing one way or the other, but the overall economy being changed can change the rate at which the main factions can generate new ships and expand while the rate the Xenon expand at remains constant. Then they end up having to tweak that rate after the fact if it turns out they're over or under paced compared to everybody else.

The xenon convert raw ores into ships, they have no interim production steps, their shipyards just consume ore directly from their gatherers.

The issue is that they frequently send gatherers out into the wider universe and get them blown up, none of the factions really have a coherent strategic level AI behind them, which also leads to things like the northwest xenon sector near the highway becoming a major traffic lane despite being unsecured and frequently raided by xenon, and there being a much more secure route directly north through the teladi sectors.

Tabletops
Jan 27, 2014

anime

TheDeadlyShoe posted:

honestly x4's map is its biggest problem. 95% of players wouldn't notice the invulnerable teladi station if it wasn't camping a xenon jump.

which is frustrating since its unfixable

is it possible to mod/replace them with a different type of station that isn't invulnerable?

i remember being really disappointed that I couldn't build one of those stations myself actually. didn't know they were invulnerable. just wanted a cool looking station: (

double nine
Aug 8, 2013

Am i correct that there is no penalty for attacking M traders & forcing it to abandon ship & taking it for myself?
at least if you stay a certain range away from stations?

Because that rules

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


double nine posted:

Am i correct that there is no penalty for attacking M traders & forcing it to abandon ship & taking it for myself?

Don't you feel bad?

OwlFancier
Aug 22, 2013

The space air is actually very dense and stops radio signals from going more than about 15km.

double nine
Aug 8, 2013

Squiggle posted:

Don't you feel bad?

getting a fleet of 4 traders within 2 hours of playing a new character? capped with an elite ?
no feels pretty great actually.

e: no but I was kind of wondering if the surviving escape pods would report you once they get to a space station, which doesn't seem a thing, sadly.

double nine fucked around with this message at 18:23 on Mar 10, 2023

a7m2
Jul 9, 2012


double nine posted:

Am i correct that there is no penalty for attacking M traders & forcing it to abandon ship & taking it for myself?
at least if you stay a certain range away from stations?

Because that rules

Don't you get a rep hit with the faction?

Ursine Catastrophe
Nov 9, 2009

It's a lovely morning in the void and you are a horrible lady-in-waiting.



don't ask how i know

Dinosaur Gum

OwlFancier posted:

The xenon convert raw ores into ships, they have no interim production steps, their shipyards just consume ore directly from their gatherers.

The issue is that they frequently send gatherers out into the wider universe and get them blown up, none of the factions really have a coherent strategic level AI behind them, which also leads to things like the northwest xenon sector near the highway becoming a major traffic lane despite being unsecured and frequently raided by xenon, and there being a much more secure route directly north through the teladi sectors.

There's a mod that tweaks the AI of the xenon mining ships to Just loving Run instead of the default "I'm going to retaliate because that makes sense for a mining ship"


but also I blame the implementation of asgards and the terran's space cop approach where they just yolo the things out to all corners of the universe, the xenon really weren't balanced to account for that

Sample_text
Apr 28, 2018

by VideoGames
Hi , I'm relatively "new" to this game, been playing for a couple of days now.
Is there a way to make my AI buddies actually follow me closely?
By close, I mean both
-Keep up with me if our max speeds are similar. Engage travel mode when I do etc.
-Don't run ahead and get killed.

Nicodemus Dumps
Jan 9, 2006

Just chillin' in the sink

Sample_text posted:

Hi , I'm relatively "new" to this game, been playing for a couple of days now.
Is there a way to make my AI buddies actually follow me closely?
By close, I mean both
-Keep up with me if our max speeds are similar. Engage travel mode when I do etc.
-Don't run ahead and get killed.

It's been a while since I played so I don't remember the specific interface steps, but in broad terms you can create a fleet led by your ship. You can then assign other ships to follow or defend you and they should behave as you describe.

If you're relatively new, this guy's x4 videos are very helpful. Just FYI they might be slightly out of date on some details at this point.

https://youtu.be/U2HFEPzc1UA

Sample_text
Apr 28, 2018

by VideoGames

Nicodemus Dumps posted:

It's been a while since I played so I don't remember the specific interface steps, but in broad terms you can create a fleet led by your ship. You can then assign other ships to follow or defend you and they should behave as you describe.

If you're relatively new, this guy's x4 videos are very helpful. Just FYI they might be slightly out of date on some details at this point.

https://youtu.be/U2HFEPzc1UA

I am doing that. With an "assignment" . Problem is, they either lag behind (which is somewhat acceptable if I'm much faster than them by max speed) , or they run ahead and get killed.
I ordered them to defend me, thinking they'll shoot at whatever takes a shot at me. But they will go ahead blindly into swarms of xenon for no reason.
I'm looking for either a "stick close to me" command.
Or a "retreat when at 50% shields" auto command.

Foo Diddley
Oct 29, 2011

cat
there was a new patch yesterday

6.00 Beta 6 Changelog posted:

  • Added Civilian and Military channels to Live Stream view (new feature in 6.00).
  • Added support for PageUp/PageDown in menu dropdowns.
  • Added search functionality to Controls menu.
  • Added Cockpit Glass Reflections setting (new feature in 6.00).
  • Added news banner to Start Menu.

  • Removed weapon group HUD indicators if ship has no weapon slots.

  • Improved Argon Federation and Godrealm starting relations with player in The Untested Explorer and The Accomplished Scientist starts.
  • Improved Terran Cadet transition into Defenders of Sol mission.
  • Improved ships fleeing Tide when far from any neutral station.
  • Improved readability of stars for NPC skills.
  • Improved sound occlusion in interiors.

  • Fixed missing relation settings for Xenon and Kha'ak in creative Custom Game Starts (problem introduced in 6.00).
  • Fixed Custom Gamestart satellite coverage option resulting in excessively distant satellites (problem introduced in 6.00).
  • Fixed Terran Cadet gamestart getting Defenders of Sol mission without having completed intro mission.
  • Fixed signal leak scan activity in Terran Pests mission (problem introduced in 6.00).
  • Fixed case of Trade Obstruction mission not starting in Avarice story.
  • Fixed case of Assemble Fleet mission getting stuck.

  • Fixed player-controlled Builder Ships being shown as available for assignment to construction sites.
  • Fixed ships with minimal storage capacity failing to pick up all containers when ordered to collect many full containers of wares.
  • Fixed ships assigned to Mimic commander with default behavior set to Protect Position failing to do so (problem introduced in 6.00).
  • Fixed subordinates of subordinates who are docked at commander repeatedly trying to dock when they cannot do so.
  • Fixed subordinate groups assigned to Position Defence not responding to group commands after loading savegame (problem introduced in 6.00).
  • Fixed incorrect station storage capacity predictions from ware reservations.
  • Fixed ships sometimes getting stuck at 50m/s (problem introduced in 6.00).

  • Fixed progress bars of repeatable terraforming projects not working after first time.
  • Fixed Ship Information menu not being usable with keyboard or controller under certain circumstances.
  • Fixed ship cockpit reflection probes sometimes showing docking bay features after undocking (new feature in 6.00).

  • Fixed several capital ships being unable to launch subordinates out of launch tubes (problem introduced in 6.00).
  • Fixed collision issues in Argon/Terran Wharf (problem introduced in 6.00).
  • Fixed Erlking not having collisions on main weapon (problem introduced in 6.00).
  • Fixed Elephant bridge clipping into geometry (new feature in 6.00).
  • Fixed several issues with surface elements of Albatross (new feature in 6.00).
  • Fixed visual glitch in Albatross bridge (new feature in 6.00).
  • Fixed Manorina (Gas) paint mod not being applied correctly.
  • Fixed flickering in Turquoise Sea with open comms.
  • Fixed Betty and other voice lines sounding muffled (problem introduced in 6.00).

  • Fixed several causes of crashes.

hopefully they actually fixed the ships getting stuck at 50m/s problem this time, that was annoying

Sample_text
Apr 28, 2018

by VideoGames

Sample_text posted:

I am doing that. With an "assignment" . Problem is, they either lag behind (which is somewhat acceptable if I'm much faster than them by max speed) , or they run ahead and get killed.
I ordered them to defend me, thinking they'll shoot at whatever takes a shot at me. But they will go ahead blindly into swarms of xenon for no reason.
I'm looking for either a "stick close to me" command.
Or a "retreat when at 50% shields" auto command.

Installed an AI mod to "fix" it.
Got a couple more hours of enjoyment out of it , but then uninstalled.
Game's too jank to enjoy for me sorry.
Too many things are either broken or unexplained.
I picked this up thinking it's gonna be similar to Starsector, but man, between the weird ai , the way the game handles off-screen combat, the ui that I had to watch a youtube series to understand it, and the lack of hotkeys for basic functionality, game's raw as hell from my perspective.

Tabletops
Jan 27, 2014

anime
how dare you

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Starsector's almost the polar opposite of this game when it comes to space stuff lol

Sample_text
Apr 28, 2018

by VideoGames
I mean I did get 20 or so hours of entertainment out of it, but at the end the "out of sector combat" and the bad ai broke me.

Between my corvettes being able to kill xenon for 30 minutes while i'm not watching ,but melting the instant I teleport to join in because up until now no "actual combat" has been happening, to my destroyers refusing to fire their guns at a station unless I'm on the bridge of one of them watching them do it, that's enough for me to consider the game "broken".

I've read online that the catch-all solution is to just get to the point in your economy where you can throw entire fleets away and not care, but that's just not my thing.

I wanted to pilot a ship and have AI wingmen with me to do cool poo poo in space, game can't do it, therefore I consider it bad.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Pretty understandable, especially since most of the game is about getting to a point where you do as little of that as possible tbh

queeb
Jun 10, 2004

m



Yeah to me x4, and all other x games are just empire building games. I do basically 0 space combat until I have destroyers I can just sit in and watch the light show, I just wanna make production chains and stuff

Oscar aint no Slouch
Apr 29, 2014
Why not both? Do the Darth Vader playstyle where you fly your private fighter in amongst your fleet, dock on your flagship to take charge when necessary

Major Isoor
Mar 23, 2011

Oscar aint no Slouch posted:

Why not both? Do the Darth Vader playstyle where you fly your private fighter in amongst your fleet, dock on your flagship to take charge when necessary

Yeah, that's what I like to do. Fly solo and wipe out a bunch of escorts, etc, then dock on my destroyer to wipe out their flagship! All the while, my industry is continuously growing in the background.

William Bear
Oct 26, 2012

"That's what they all say!"

Major Isoor posted:

Yeah, that's what I like to do. Fly solo and wipe out a bunch of escorts, etc, then dock on my destroyer to wipe out their flagship! All the while, my industry is continuously growing in the background.

There's no greater Space Chad move than fiddling with your stations and adjusting budgets when looking out the window of the captain's office of your flagship while your assembled fleet is lighting up space with all of its guns converging on some station.

I recently remembered that this game existed and saw that a new patch and DLC was in progress. I tried out the beta and I was impressed with how it fixed problems with my main complaints: fleet control and performance. Now I'm impatient for everything to come out.

FrickenMoron
May 6, 2009

Good game!
Whats the issue with Out of Sector combat anyways? It's not like Starsector simulates every battle you're not taking place in, it's just numbers clashing as well.
As someone who loves both games I agree with everyone else that this game is mainly for the hustle and zero to hero empire building. The combat side was always underbaked especially fleet combat.

TheDeadlyShoe
Feb 14, 2014

OOS throughout the series has been plagued by outcomes being a lot different than in sector combat. It tends to swing back and forth between 'the player needs to be there for your dudes to win' and 'the player should never actually join a combat because that will make your dudes lose', depending on the game, the patch, and what kinds of ships you are using. Both of those outcomes are not great really.

in some cases the difference has been radical, like capital ships able to endlessly mulch fighters vs capital ships unable to beat fighter health regen.

Starsector doesn't have those issues cuz you don't give two shits about combats that don't involve your personal fleet.

William Bear
Oct 26, 2012

"That's what they all say!"

FrickenMoron posted:

Whats the issue with Out of Sector combat anyways? It's not like Starsector simulates every battle you're not taking place in, it's just numbers clashing as well.
As someone who loves both games I agree with everyone else that this game is mainly for the hustle and zero to hero empire building. The combat side was always underbaked especially fleet combat.

Specifically, the latest beta patch fixes a longstanding bug where capital ship forward-facing weapons simply weren't taken into account for out-of-sector combat. Before these fixes, you could send 10 Asgards to fight a station, and it would take forever for them to kill it because the game forgot their primary gun existed.

It's very welcome.

a7m2
Jul 9, 2012


Does Star Sector have the economy and empire building stuff X4 has?

OwlFancier
Aug 22, 2013

In a very abstract sense, yes. It doesn't simulate anything like the level that X does, you find good planets and start colonies on them, decide what industries they should develop, and get warned of strategic threats to them (like enemy factions coming to gently caress them up) and can choose to intervene. Also a lot of industries benefit from fancy lostech doodads you can find when exploring, so you're incentivized to find them.

It's good fun but the game is fundamentally about you driving around with your one fleet and anything that happens outside your immediate vicinity is largely not tracked except for specific elements that are considered relevant, such as the movement of specific fleets which signify important events. The game also backfeeds from things that happen, so if you intercept a trade fleet that is headed to a planet, that planet will experience shortages of whatever the fleet was carrying.

It's a good fun game but it isn't centered around economic simulation, the sim is there to get you fighting tactical battles with your fleet. While it has plenty of room for strategic decision making, it's all in service of the core of getting you to smash big ships together, and I think that's to its credit.

It gets described as "mount and blade in space" and tbh that's probably 100% the best way to envision it.

Mister Bates
Aug 4, 2010
Starsector also has a ship customization system that is a lot more complex than X4's and a significant portion of the game is theorycrafting, designing, and tweaking builds in a manner very similar to something like MechWarrior. Even the smallest ships have a bunch of different weapon mounts that can all hold different things and you have dozens upon dozens of weapons that can go in each that all have different characteristics and roles, and various auxiliary modules that can also be fitted, and some hulls have unique properties that might make them better suited for a certain role in a fleet or enable unique tactics that no other ships can do. It is not abnormal to spend hours at a time just fiddling around with a ship build and testing it in the simulator repeatedly, and one of the most popular mods is one that adds detailed combat metrics to make it easier to evaluate the effectiveness of a design.

X4 is a strategy game first and the tactical-level combat is there to give flavor to the strategy and the player interesting new decisions at the strategic level, Starsector is a tactics game first and the strategy layer is there to provide context for the fights and generate interesting fights.

They're two of the best games ever made and if there is one of the two you haven't tried you should try it.

BlankSystemDaemon
Mar 13, 2009



How's the HOTAS support in Star Sector?

a7m2
Jul 9, 2012


I tried Starsector and it doesn't click for me. Is there a good video or guide that can help?

Taerkar
Dec 7, 2002

kind of into it, really

There's a thread for Starsector here. Semi-active and usually happy to share tips and answer newbie questions.

Mokotow
Apr 16, 2012

a7m2 posted:

I tried Starsector and it doesn't click for me. Is there a good video or guide that can help?

FYI you’re not alone, I tried twice and I just can’t grasp the controls, get owned right up front

OwlFancier
Aug 22, 2013

BlankSystemDaemon posted:

How's the HOTAS support in Star Sector?

It's... a top down 2d shooter.

Mokotow posted:

FYI you’re not alone, I tried twice and I just can’t grasp the controls, get owned right up front

Main suggestion everyone has is switch the control scheme to follow the mouse cursor by default, as the situations where you would not want to do that are few and far between and almost entirely when you're driving a giant capital ship that maneuvers like a barge.

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Tabletops
Jan 27, 2014

anime
yeah mouse aiming/pointing or whatever was key for me getting into flying

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