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Mokotow
Apr 16, 2012

Yeah. They have a nice starting chain too. Also, Boron are cool and have consequently gotten better each game.

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Major Isoor
Mar 23, 2011

Huh, interesting. Certainly not what I was expecting, but well, I'll no doubt buy it anyway. The Argon+Teladi capital ship redesigns would be great, though - especially the Teladi ones, since I've never been a fan of their shroom ships. (Hopefully the Pact start flying the new versions, so I can swipe some from them :v: It would make sense if they're stuck with the old ones, but I do like free destroyers, haha)

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Major Isoor posted:

Huh, interesting. Certainly not what I was expecting, but well, I'll no doubt buy it anyway. The Argon+Teladi capital ship redesigns would be great, though - especially the Teladi ones, since I've never been a fan of their shroom ships. (Hopefully the Pact start flying the new versions, so I can swipe some from them :v: It would make sense if they're stuck with the old ones, but I do like free destroyers, haha)

They'll still be shrooms, but sleeker ( if the Paranid revamp was anything to go by )

Flowing Thot
Apr 1, 2023

:murder:
Coming back to X4 for the first time in a year or two and decided to start a game where I built up a Terran mega factory instead of building a commonwealth one over near Pious Mists. Wow however much silicon miners I thought I needed I needed way more than that.

Flowing Thot fucked around with this message at 05:21 on Dec 21, 2023

Major Isoor
Mar 23, 2011

ZombyDog posted:

They'll still be shrooms, but sleeker ( if the Paranid revamp was anything to go by )

:negative: Hopefully they'll be much sleeker, if they end up keeping the shroom design...

Flowing Thot posted:

Coming back to X4 for the first time in a year or two and decided to start a game where I built up a Terran mega factory instead of building a commonwealth one over near Pious Mists. Wow however much Silicon miners I thought I needed I needed way more than that.

Yeah, it certainly does. On the plus side, my Terran mega-refinery is my main cash cow, despite making multiple similar-sized Commonwealth ones. I built it in Saturn so my miners are all going to Titan for raw materials - it's pretty safe there, so I just dumped a bunch of my old M-sized miners. (I previously had them roaming the galaxy, but swapped them for safer L-size ones once I had the money, so these were the leftovers) It might take a little while to get going, but you can make an absolute killing off it! Having such a small, cut-off market with huge demand is very very nice.

On the topic, I've also got a bunch of other megacomplexes going, but I'm wondering about what else I should expand into... (I currently have basically every Commonwealth material being made and/or recycled from in Silent Witness, plus a mega-refinery in Nep's Fortune. I also have a large Argon food+med megacomplex in Argon Prime, similar deal in Boron space and Terran space, hull part factories in Boron and Split space, plus a heap of water being sold into Boron space. Plus some solar plants scattered around the place, for some easy passive income)

Flowing Thot
Apr 1, 2023

:murder:
Slow realization of oh I should throw 5 more guys at this, to oh I should queue up 30 more miners.

Major Isoor
Mar 23, 2011

Flowing Thot posted:

Slow realization of oh I should throw 5 more guys at this, to oh I should queue up 30 more miners.

haha yyyyep! I absolutely love my Terran refinery. The more I scale-up production, the more the Earthlings buy! :getin:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I had ninety out there and it still wasn't enough for my stations lmao

Terran economy is demanding as gently caress

Fruits of the sea
Dec 1, 2010

I'm cautiously looking forward to the button remapping improvements. Would be great to have some QoL shortcuts.

big nipples big life
May 12, 2014

I hope they make it so you can map a shift button to controllers or map long and short presses separately.

Flowing Thot
Apr 1, 2023

:murder:
I didn't see my most wanted feature mentioned and it's a bummer. I just want carriers and fighters to work well instead of being incredibly janky.

Slickdrac
Oct 5, 2007

Not allowed to have nice things

Flowing Thot posted:

I didn't see my most wanted feature mentioned and it's a bummer. I just want carriers and fighters to work well instead of being incredibly janky.

From past performance, tweaking carriers/fighters is a permanent fixture of patch notes and they might be just taking that as presumed at this point

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Maybe they’ll let you bind keys to “Carrier be good” and “Fighters be good”.

Flowing Thot
Apr 1, 2023

:murder:

Subjunctive posted:

Maybe they’ll let you bind keys to “Carrier be good” and “Fighters be good”.

They should have made those buttons a long time ago.

Mokotow
Apr 16, 2012

Isn’t there a mod for that?

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
In their defense, carriers and fighters are a lot better post Kingdom End. You just have to accept that fighters are a consumable and ignore that there's a someone inside them. Carriers themselves being able to sit on the back lines, benefitting from having an auxillary ship on hand that is able to restock, while covering multiple areas of operations is pretty cool, but when it comes actually clearing out a sector you gonna swing back to Asgards and balls of destroyers.

Major Isoor
Mar 23, 2011

ZombyDog posted:

In their defense, carriers and fighters are a lot better post Kingdom End. You just have to accept that fighters are a consumable and ignore that there's a someone inside them. Carriers themselves being able to sit on the back lines, benefitting from having an auxillary ship on hand that is able to restock, while covering multiple areas of operations is pretty cool, but when it comes actually clearing out a sector you gonna swing back to Asgards and balls of destroyers.

Yep, this is the mindset to have, IMO. Carriers are OK - could be better, could be worse. But they're not in a bad place at the moment. You just need to treat fighters as consumables like Zomby said, and make sure to not assign any decent pilots to carrier craft. (Speaking of which, I've actually drawn a few decent destroyer captains from my carrier fighter pool. So it isn't a bad idea to keep an eye on them now and again! Since a few of mine seemed to really rack up quite a bit of experience, through taking on periodic swarms of xenon fighters in Hatikvah)

Also, just curious - will the Riptide Rakers move into Windfall, if you go in and clear the Syndicate out? I suspect not, but figured I'd ask. Since I wouldn't mind setting up an ice refinery around there, for the Rakers to buy from.

TheDeadlyShoe
Feb 14, 2014

Carriers just need the ability to resupply themselves. It's boggling they do not have it. Resupply ships were a mustache.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

OwlFancier posted:

New expansion announcement in half an hour by the way:

https://www.youtube.com/watch?v=0EEX6a_z2Tw

E: Apparently it's "X4 Timelines" which is an expansion focused around a new scenario based gamemode which unlocks things in the main X4 game when you complete them..?

The assets look great but uh... I do not have any interest in that idea gameplay wise...

https://store.steampowered.com/app/2700340/X4_Timelines/

Interesting idea, but :lol:, this is not NMS, which at least allows me to keep playing my own character, instead of some kind of Han Solo OC fanfic character.

I think I'll wait before judging, but when I'm playing X4, I'm not really interested in this kind of thing. Though right now, if there are mods to unlock the new stuff without the need to play scenarios, I'll be willing to get the expansion on discount later or something.

Fruits of the sea
Dec 1, 2010

TheDeadlyShoe posted:

Carriers just need the ability to resupply themselves. It's boggling they do not have it. Resupply ships were a mustache.

Mustaches generally are that, yes :v:

Tenders are very cool but they kinda need dedicated freighters restocking them or like, some other sort of QoL feature that cut down on the micro needed.

MrTargetPractice
Mar 17, 2004

It's been about a year since I last played. I stopped because I blew a ton of money on a dope carrier fleet but my fighters refused to dock up when damaged and just kept fighting until they died. Did they ever fix that/a mod been made to fix that? Or was I just doing something wrong?


I just read the last few posts and apparently the answer is no :/.

MrTargetPractice fucked around with this message at 01:09 on Dec 26, 2023

Happy Underpants
Jul 23, 2007
Homeworld had the best carriers and support ships to boot! Watching ships do the docking dance breaks my heart every time.

Flowing Thot
Apr 1, 2023

:murder:
They should really just teleport them inside when close which is the only sane solution.

Phobeste
Apr 9, 2006

never, like, count out Touchdown Tom, man
Or have a behavior where the carrier holds course or something. In general caps need to do less twisting and turning IMO

Major Isoor
Mar 23, 2011

Phobeste posted:

Or have a behavior where the carrier holds course or something. In general caps need to do less twisting and turning IMO

Yep, agreed - it's this. The carrier should hold course, while all the attack craft zoom around it to get into position to dock

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
I wonder if they fixed the whole "ignore everything else happening including the enemy destroyers battering tf out of the carrier because the little ships have not all docked yet" while I mash buttan begging it to just regroup anywhere but right there.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

staberind posted:

I wonder if they fixed the whole "ignore everything else happening including the enemy destroyers battering tf out of the carrier because the little ships have not all docked yet" while I mash buttan begging it to just regroup anywhere but right there.

Carriers really don't want to be in the same sector as any enemies so you shouldn't be exposed to immediate threats. As long as you have your strike craft assigned to groups you can assign those groups a target, multiple positions to patrol or a ship to escort a sector or two away from the carrier and they will fly back to the carrier ( or a nearby auxillary ship ) to repair or reload without you needing to intervene. I get it, the Raptor makes for a great light show, especially if you mod Erlking M turrets onto it.....

.... but it's too expensive and slow an asset to risk as a frontline ship ( and woefully under gunned if you don't mod Erlking M turrets onto it ). You've got to treat your carriers like the USN treats their carrier groups and not like the SDF-1 Macross or Battlestar Galactica. That also means no combat landings or hot drops I'm afraid.

ZombyDog fucked around with this message at 13:19 on Dec 26, 2023

Mokotow
Apr 16, 2012

Putting together a list of mods and things I’d put into a perfect play through.

I’m really not down with the travel engine bullshit and how combat is about zooming in and out. I’d throw out the travel engines.

I’m on the fence about the highways - they are there to keep the economy from stagnating, but since the travel engine’s out, I’d mod these out too.

The weapon variety is not significant enough I recon, so I’d go with VRO. I’d also cram some extra ships in there.

I’d like to have a different set up than the stock universe, so I’d also find a mod that maybe puts the sentients at a disadvantage towards Xenon or just has a different universe set ups. I remember years ago the faction mods that would really make the world pop, and I imagine with the much slower transport of goods, letting off blood via constant invasions would create epic goods shortages and bottlenecks.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Mokotow posted:

Putting together a list of mods and things I’d put into a perfect play through.

I’m really not down with the travel engine bullshit and how combat is about zooming in and out. I’d throw out the travel engines.

I’m on the fence about the highways - they are there to keep the economy from stagnating, but since the travel engine’s out, I’d mod these out too.

The weapon variety is not significant enough I recon, so I’d go with VRO. I’d also cram some extra ships in there.

I’d like to have a different set up than the stock universe, so I’d also find a mod that maybe puts the sentients at a disadvantage towards Xenon or just has a different universe set ups. I remember years ago the faction mods that would really make the world pop, and I imagine with the much slower transport of goods, letting off blood via constant invasions would create epic goods shortages and bottlenecks.

I'd recommend Uncharted Skies for your universe shake up which is compatible with NoSuperHighway.

As you progress through the Kingdom End DLC it will open up a couple of gates that will expose the Boron to incursions from both the Xenon and Split ( and Terrans which might be fun if you decide to trigger the war between the Argons and Terrans ). I haven't come across anything that kills travel drives outright, there's a mod that reduces S/M class travel speed to be as fast as their boost speeds but that was last updated in 2021, everything else is about enhancing travel speeds.

Mokotow
Apr 16, 2012

Huh could have sworn I saw a mod that removed travel drives but that might have been a long time ago.

big nipples big life
May 12, 2014

wouldn't getting rid of travel drives just destroy the economy? It would take like a week for a large freighter to get anywhere.

Mokotow
Apr 16, 2012

:sickos:

TheDeadlyShoe
Feb 14, 2014

MrTargetPractice posted:

It's been about a year since I last played. I stopped because I blew a ton of money on a dope carrier fleet but my fighters refused to dock up when damaged and just kept fighting until they died. Did they ever fix that/a mod been made to fix that? Or was I just doing something wrong?


I just read the last few posts and apparently the answer is no :/.

There's a setting that you can adjust in global orders that controls how aggressive ships are about resupplying/repairing. Tho I believe they only check that after their current target is destroyed.

Keeping carriers away from fighting is unnecessary. They are XL warships and shielded appropriately.

FrickenMoron
May 6, 2009

Good game!
Sorry I hate all of these changes. But I agree the travel drive needs to be reworked a lot around combat. Any kind of interdiction field generator that disables travel drives in an area could work.

TheDeadlyShoe
Feb 14, 2014

The biggest issue with any kind of interdiction field is that either the ai is smart enough to go around - in which case it's not very powerful - or the ai is not smart enough to go around which just makes them look dumb.and causes all sorts of heartache for players when their ships die stupidly.

BlankSystemDaemon
Mar 13, 2009



Mokotow posted:

Putting together a list of mods and things I’d put into a perfect play through.

I’m really not down with the travel engine bullshit and how combat is about zooming in and out. I’d throw out the travel engines.

I’m on the fence about the highways - they are there to keep the economy from stagnating, but since the travel engine’s out, I’d mod these out too.

The weapon variety is not significant enough I recon, so I’d go with VRO. I’d also cram some extra ships in there.

I’d like to have a different set up than the stock universe, so I’d also find a mod that maybe puts the sentients at a disadvantage towards Xenon or just has a different universe set ups. I remember years ago the faction mods that would really make the world pop, and I imagine with the much slower transport of goods, letting off blood via constant invasions would create epic goods shortages and bottlenecks.
In addition to the other recommendations, can I throw in a mention of Station Shuffle and Hatikvah's Faith?
First one only has any effect when you initially create your game-world, as it shuffles around station production modules (and includes all those in the DLCs). The second one makes it so Hatikvah Free Space won't immediately be overrun by Xenon (which seems to happen with most seeds).

FrickenMoron posted:

Sorry I hate all of these changes. But I agree the travel drive needs to be reworked a lot around combat. Any kind of interdiction field generator that disables travel drives in an area could work.
Sector Satelites adds satelites with travel drive interdiction fields, but it's only for L and XL ships.

Mokotow
Apr 16, 2012

Hmm the travel drive seems to be hard baked into ship combat behavior. I wonder is editing it out doesn’t cripple the AI. I’m surre the boffins at the Egosoft forums have this figured out.

MrTargetPractice
Mar 17, 2004

TheDeadlyShoe posted:

There's a setting that you can adjust in global orders that controls how aggressive ships are about resupplying/repairing. Tho I believe they only check that after their current target is destroyed.

Keeping carriers away from fighting is unnecessary. They are XL warships and shielded appropriately.

I'm pretty sure I tried that but I'll give it another check when I start playing again.

I've never lost a carrier but I've only ever had them parked near a gate Xenon use for.invasions. I've never used them offensively. I find caping ships fun so I always have a bunch of free ships that I throw into the woodchipper when I go to take a system.

Flowing Thot
Apr 1, 2023

:murder:
The idea of launching your fighters from your carrier several sectors away is blowing my mind and I wish I knew about that earlier.

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MrTargetPractice
Mar 17, 2004

I'm thinking maybe my fighters weren't dockijg up because the carrier was 'busy' fighting. Another thing to try when I pick the game nack up

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