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Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
the real question is if the ai changes actually made it good this time

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WebDO
Sep 25, 2009


Playing some 7.00 I think I think I really like some of the new small touches. More refined turret controls are nice, but it would be really nice if there was a "Target missiles, then fighters" option. I need to play with it more and see what it does if you use "target fighters first" or "target missiles first"

I really think the Xenon H is neat, but they definitely will have to rebalance boarding. It seems they spawn with a range of skill and it remains to be seen if it also levels up. I also captured one and it had a Xenon M in it's fleet, which also became mine. It's neat to dock one and look at the front where it kind of looks like a strange face.

I'm apparently very bad at making profits from my stations so I'm still not in range of the new mode.

I think the Xenon did get a bump in aggression in my existing universe though, my station holding the one way gate out of the Yaki sector is suddenly much spicier with three Xenon capitals zoning in at a time where previously they just marched in one by one to be disassembled.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
It's hard to quantify the AI changes, I started a new game and was surprised when doing the Terran Yaki missions that the Split had made serious headway into settling Tharkas Cascade, and that Argon Prime was under serious threat from a Split Raptor. Your M mining fleet is a hell of a lot more durable to Kha'ak sector incursion ( of dozens of plutus's mining ice in Nopelio's Fortune II I've lost maybe 2 and have comfortably put off replacing them with L miners ). The new Pirate sectors are knee deep in mineral resources and I lost more ships ( including L miners ) to the SCA harassers that plague the systems before I blacklisted them as not worth the effort. Cap ships still seem of incapable of assaulting stations without serious sacrifice and if you give an Asgard the task of attacking a Kha'ak Ravager, it's already dead - but if you can fly a Rattlesnake or Syn, you're better off dealing with it yourself. I've capped an SCA Behemoth E but am yet to try it out for myself, apparently they don't review well - turret placement appears to be their problem - the Pheonix E does review well but some folks have reported problems trying to fly them themselves. SCA haven't deigned to drop one off outside my stations for me to try yet. I've managed to find and kill a Xenon H to unlock the research ( apparently it won't unlock all required Xenon equipment blueprints ) but I haven't managed to get any Xenon M ships to bail ( the better piracy mod doesn't play nice with 7.0 yet so you'll want to uninstall it - harass function doesn't work and no ships will bail with the mod active even if you don't use the harass action ).
It's a first beta, and not an update I'd recommend to first time players or folks who haven't played in a while. The new manager offices break ( or at least are speed bumps ) most story line missions that involve you talking to someone in their office, auto pricing is whack as reported up thread ( also protectyon pricing is an issue for the Riptide Rakers ), but I do like a lot of the changes and new features.

lagidnam
Nov 8, 2010
We have Beta 2!

quote:

[Beta 2] Added Weapons and Turrets tutorial (new feature in 7.00).
[Beta 2] Added Inventory and Crafting tutorial (new feature in 7.00).
[Beta 2] Added docking UI in external view.
[Beta 2] Improved Flee behaviour when fleeing ship was moving rapidly to distant destination prior to fleeing.
[Beta 2] Improved station-based trader handling of ware shortages.
[Beta 2] Improved balancing of several newly introduced ships (new feature in 7.00).
[Beta 2] Fixed Gride talking about toolbox when the Paranid story already progressed past that stage.
[Beta 2] Fixed PAR stations in Cardinal's Domain not transferring to Trinity in existing saves (problem introduced in 7.00).
[Beta 2] Fixed story missions requesting player to deliver resources becoming blocked under certain circumstances.
[Beta 2] Fixed ships that are unable to inflict damage potentially deciding to fight in response to attack.
[Beta 2] Fixed not being able to dock at some stations in new clusters when loading older saves (new feature in 7.00).
[Beta 2] Fixed tug ships being unable to deliver scrap to stations without a suitable dock for them.
[Beta 2] Fixed unlocking of signal leaks in external view.
[Beta 2] Fixed Xenon working for player if their capital ship is successfully boarded (new feature in 7.00).
[Beta 2] Fixed Gatling bullets passing through targets (problem introduced in 7.00).
[Beta 2] Fixed small and medium ship wrecks not showing any contained Raw Scrap (problem introduced in 7.00).
[Beta 2] Fixed stations buying certain wares below minimum price (problem introduced in 7.00).
[Beta 2] Fixed certain story characters repeatedly turning around (problem introduced in 7.00).
[Beta 2] Fixed buy prices of Protectyon not updating based on supply and demand.
[Beta 2] Fixed characters speaking to player sometimes looking in wrong direction.
[Beta 2] Fixed pilots remaining visible in elevator after being relieved (problem introduced in 7.00).
[Beta 2] Fixed target name being spoken again without changing targets (problem introduced in 7.00).
[Beta 2] Fixed multiple NPCs standing or sitting in same place on Observation Deck (new feature in 7.00).
[Beta 2] Fixed equipment of owned Xenon ships not showing in ship upgrade/repair menu (new feature in 7.00).
[Beta 2] Fixed Xenon equipment blueprints not unlocking (new feature in 7.00).
[Beta 2] Fixed Xenon S/M ships not abandoning properly (new feature in 7.00).
[Beta 2] Fixed incorrect collisions when flying Xenon PE (new feature in 7.00).
[Beta 2] Fixed incorrectly oriented engines on Phoenix E (new feature in 7.00).
[Beta 2] Fixed incorrectly oriented weapons on Odysseus E.
[Beta 2] Fixed Xenon SE not being able to pick up mined resources while player is nearby (new feature in 7.00).
[Beta 2] Fixed corridor towards Split managers office sometimes clipping through dark wall (new feature in 7.00).
[Beta 2] Fixed several causes of crashes.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
I retroactively got my missing Xenon blueprints so now I have a fully fitted H to try out, I'm not sure what to do with it yet, it's a versatile industrial in that it can mine minerals, gas and haul wares but as a result it's cargo capacity is quite small ( mining hold is one third the capacity of the Cthonius E which is my current mainstay ). It has a huge drone bay but can only retrieve 2 drones at a time. The two L turrets default to mining targets so I'm pretty sure it's not a front line combat destroyer so I'm treating mine as a support ship with defense and repair drones. I also captured a Xenon B that I had caused to bail pre patch but couldn't cap until after the beta 2 update, I am yet to test it and it's plasma cutters in combat, also I couldn't disembark when docked with my shipyard - I had to teleport out. I do want the Ironclad paint mod both the ships have as my default paint option ( it's not available in the more default paints mod I'm using ).

ZombyDog fucked around with this message at 02:54 on Apr 12, 2024

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
OK the B does have an elevator, I had just missed it. The B and PE are never going to be my daily driver, it's nice to be able to cap them but they aren't DLC power creeped corvettes by any stretch. With the B it's Plasma Cutters are short ranged and really slow gimballed but do melt fighters, speed is hella woeful though. Might be nasty against bigger ships but lack of speed, durability and the necessity of getting into point defense range to cause damage means that you're going to see a lot of B's needed to suicide a bigger ship down. The PE is woefully undergunned and squishy. The guns do have good range but the low projectile an gimbal speed means you're missing a lot of shots in a dogfight.

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:

quote:

[Beta 3] Added dialog option to postpone Existential Crisis (new feature in 7.00).
[Beta 3] Added guidance to new HQ location when player scans old HQ plot signal leak with Kingdom End active.
[Beta 3] Added flickering of lights in rooms when ship or station is taking heavy damage.
[Beta 3] Removed chance for fighters to deploy mines in dogfights.
[Beta 3] Improved station selection for Gride's delivery station in Paranid story.
[Beta 3] Improved scanning mission to verify that opposing faction matches that given in briefing.
[Beta 3] Improved mission to track ship to abort if target was destroyed before accepting mission offer.
[Beta 3] Improved stellar output to some systems based on community feedback (improves changes in 7.00).
[Beta 3] Improved Rescue by allowing player to call for help again if rescue attempt is cancelled (new feature in 7.00).
[Beta 3] Improved drone launching and recovery at ships with launch tubes.
[Beta 3] Improved capital ship combat movement against large targets.
[Beta 3] Improved colours of exclusion zones and building lot bounds in station design menu.
[Beta 3] Improved colours on Behemoth E and Colossus E to bring them more in line with non-E variants (new feature in 7.00).
[Beta 3] Improved differentiation between radial menus (new feature in 7.00).
[Beta 3] Improved elevator on Xenon B (new feature in 7.00).
[Beta 3] Improved visuals on bridge of Xenon H (new feature in 7.00).
[Beta 3] Improved visuals of Xenon Plasma Cutter Beam (new feature in 7.00).
[Beta 3] Improved Kha'ak muzzle effect timing and appearance when viewed from far away.
[Beta 3] Improved detail on wall of Terran 4M10S Luxury Dock Area.
[Beta 3] Fixed incorrect office in gamestarts/stories resulting in problems with locations of NPCs, terminals, etc. (problem introduced in 7.00).
[Beta 3] Fixed E model Paranid capital ships not being used in Paranid story.
[Beta 3] Fixed progress blockers in various tutorials (new feature in 7.00).
[Beta 3] Fixed Covert Operations story sometimes getting stuck between Buy Plot and Build Station phases in Operation Hyena.
[Beta 3] Fixed HQ-related achievements not being unlocked in some storylines.
[Beta 3] Fixed speech being cut short in Rescue Ship generic mission.
[Beta 3] Fixed being unable to dock due to reputation loss if player attacks Gride's ship when it loses cover during Paranid story.
[Beta 3] Fixed cipher ship vulnerability in Paranid story.
[Beta 3] Fixed Xenon Research not unlocking Xenon L Shield Mk2 (problem introduced in 7.00).
[Beta 3] Fixed damage fields in Torus Aeternal.
[Beta 3] Fixed certain sectors reporting negative resource values (problem introduced in 7.00).
[Beta 3] Fixed pilots failing to bail out of player-owned ships (new feature in 7.00).
[Beta 3] Fixed docking request with rescuing ship sometimes getting cancelled if player asked to be rescued (problem introduced in 7.00).
[Beta 3] Fixed transport drones on player's personal capital ship not collecting drops when set to do so.
[Beta 3] Fixed small/medium ships sometimes teleporting short distance after being hit.
[Beta 3] Fixed excessive travel-drive dropouts for small/medium ships during dogfights.
[Beta 3] Fixed ships sometimes reporting failed trade orders despite successfully completing trade.
[Beta 3] Fixed ships and turrets refusing to attack or shoot at stations that are under construction (problem introduced in 7.00).
[Beta 3] Fixed turrets not shooting at station modules (especially Kha'ak) unless set to Attack my current enemy.
[Beta 3] Fixed weapons aiming at target sometimes moving erratically when target is lost.
[Beta 3] Fixed ships fleeing towards station stopping to recall subordinates.
[Beta 3] Fixed being able to purchase mining drones for installation onto ships that can't use them.
[Beta 3] Fixed xenon pilots not abandoning ship properly again (problem introduced in 7.00).
[Beta 3] Fixed build storages with cargo sometimes not having any visible cargo pods, preventing their destruction.
[Beta 3] Fixed excessive deconstruction times for station modules.
[Beta 3] Fixed not being able to call elevator up again when standing in cockpit of PE and SE (new feature in 7.00).
[Beta 3] Fixed missing confirmation dialog in Station Build menu when opening another menu with unconfirmed construction plan changes.
[Beta 3] Fixed inability to drag order icon of Rescue people in range order on map (new feature in 7.00).
[Beta 3] Fixed inversion of controller/joystick axis for Emulated Mouse Cursor not being saved in input profile.
[Beta 3] Fixed various input mapping issues when using specific joysticks, e.g. VPC Constellation Alpha Prime.
[Beta 3] Fixed ship doors remaining open when they become visible while ship is undocking.
[Beta 3] Fixed incorrect engine position on Xenon F (new feature in 7.00).
[Beta 3] Fixed incorrect shield orientation and surface element positions on Crane E (new feature in 7.00).
[Beta 3] Fixed incorrect surface elements orientation on Heron E (new feature in 7.00).
[Beta 3] Fixed force field in Paranid interior not preventing player from entering area..
[Beta 3] Fixed several cases of weapons not being aligned properly.
[Beta 3] Fixed logo being cut off on Kyd.
[Beta 3] Fixed graphical glitch on Eclipse hull.
[Beta 3] Fixed wreck of Medical Supplies and Hull Parts production modules appearing disconnected.
[Beta 3] Fixed incorrect surface appearance of wreck of Paranid S Dome.
[Beta 3] Fixed incorrectly positioned wreck of Paranid L Dome.
[Beta 3] Fixed free-floating debris pieces in wreck of Maja Snail production module.
[Beta 3] Fixed missing detail on Boron M container storage causing turrets to appear floating.
[Beta 3] Fixed NPCs in Baldric and Bolo not using holo-keyboards to left and right of seats.
[Beta 3] Fixed transporter room door clipping through wall in Argon corridor.
[Beta 3] Fixed transporter room door fading out too quickly.
[Beta 3] Fixed being able to walk through dock area walls on Behemoth.
[Beta 3] Fixed bridge on Behemoth E being too far forwards (new feature in 7.00).
[Beta 3] Fixed missing holo trackballs on newly introduced small/medium ships (new feature in 7.00).
[Beta 3] Fixed bridge of ship docked at Paranid pier sometimes becoming temporarily invisible.
[Beta 3] Fixed bridge lights remaining off after ship has been constructed (problem introduced in 7.00).
[Beta 3] Fixed headlights of Xenon F not turning off when docked (new feature in 7.00).
[Beta 3] Fixed boost effect on Xenon F starting too far behind ship (new feature in 7.00).
[Beta 3] Fixed doors of Xenon F vibrating erratically (new feature in 7.00).
[Beta 3] Fixed glow on Boron dock area appearing cut off.
[Beta 3] Fixed fast projectiles sometimes launching behind weapons when flying at high speeds.
[Beta 3] Fixed sun shining through large ships in external target view.
[Beta 3] Fixed lens-flare blocking view from Xenon B and Xenon PE cockpits (new feature in 7.00).
[Beta 3] Fixed engine flames of Kha'ak ships not being animated.
[Beta 3] Fixed brightness of some map elements being too high (problem introduced in 7.00).
[Beta 3] Fixed several causes of crashes.


e: Would appreciate an option to postpone existential crises IRL.

Antigravitas fucked around with this message at 17:29 on Apr 24, 2024

Less Fat Luke
May 23, 2003

Exciting Lemon

quote:

[Beta 3] Improved capital ship combat movement against large targets.
Be still my heart!

Tabletops
Jan 27, 2014

anime

BlankSystemDaemon posted:

Being able to save layouts of stations is a loving god-send for multiple playthroughs.

I've got a whole collection of layouts for all sorts of different bases with storage - I just load them up, and press the randomize button a few times, and they all look unique.

Can those be shared? I absolutely hate fighting with the base designer

Flowing Thot
Apr 1, 2023

:murder:
I just put all the station parts inside each other (can’t remember if there is a setting you need to toggle to allow this) and then forget about ever designing a decent station. Only stuff spaced out is docks.

FrickenMoron
May 6, 2009

Good game!

Tabletops posted:

Can those be shared? I absolutely hate fighting with the base designer

They're XML files so you could theoretically share them. The game also has an auto design feature if you don't care about space efficiency. Just plop down all modules you want and hit that auto complete button

WebDO
Sep 25, 2009


FrickenMoron posted:

They're XML files so you could theoretically share them. The game also has an auto design feature if you don't care about space efficiency. Just plop down all modules you want and hit that auto complete button

Egosoft has a forum for sharing pre built stations of varying quality and efficiency and I've occasionally looked through but never actually tried copying anything in to use because there is a lot of random trash, a lot of 10x10x10 km plot 1000 production module mega stations, and very little neat, unique, albeit ~suboptimal~ stations.

There is a gorgeous overdone Terran solar panel helix though...

BlankSystemDaemon
Mar 13, 2009



Tabletops posted:

Can those be shared? I absolutely hate fighting with the base designer
They can, but as FrickenMoron says, they're just layouts with the required modules and housing, plus a dock and a pier that I randomize to get something that looks good, so there's little point in sharing them.

To find out the required modules, you can use the station calculator - just select the modules you want based on the production chart, the number of them you want, and then press 'Autofill'.
To achieve efficiency, you can make a station in the calculator with every end-tier production module, add habitats to the point that you've satisfied the workforce requirement, and then auto-fill to get some idea of how many of each you need to build.

After you've done that, you can add S/M+L+XL manufacturing bays to your HQ.

EDIT: The real trick is ensuring that trade between the stations functions properly, such as ensuring that your stations aren't buying raw resources or the tier below it from anyone but your faction once you can satisfy the demand.

BlankSystemDaemon fucked around with this message at 11:03 on Apr 25, 2024

Polikarpov
Jun 1, 2013

Keep it between the buoys
I build all my stations on a common "frame" that has an E pier at the end with storage and M docks connected to a spine of spaced connectors.

Then I build wings of production modules off the spine.

The advantage of this is that you can copy the entire spine chunk if you need to double production quickly.





The hull parts forge in that last photo was tripled with a few clicks.

Polikarpov fucked around with this message at 11:18 on Apr 25, 2024

Corsec
Apr 17, 2007
I've played a lot of X3 years ago and I'm now considering playing this. How does this game compare to the various Litcube-flavoured mods for X3? Is there any reason to still prefer modded X3, or is this an improvement?

Less Fat Luke
May 23, 2003

Exciting Lemon
Mayem 3 and it's successors are still interesting and very unique; X4 though is pretty good in it's current form and if you enjoyed any of the X games you'd almost certainly enjoy this one. Litcube itself was interesting but a little "fake" if that makes sense - like you'd build a huge empire in LU but the materials and goods you sold just vanished into the ether and had fake demands. Mayhem added a real economy which was amazing, and that's also one of the coolest parts of X4 - shipyards will not build ships without fairly complex chains of supply and you can fill those needs or disrupt them with enjoyable effects.

It lacks a ton of the nice QoL stuff from LU and Mayhem though but the UI is pretty functional and the map is great. Honestly just go for it.

Corsec
Apr 17, 2007

Less Fat Luke posted:

Mayem 3 and it's successors are still interesting and very unique; X4 though is pretty good in it's current form and if you enjoyed any of the X games you'd almost certainly enjoy this one. Litcube itself was interesting but a little "fake" if that makes sense - like you'd build a huge empire in LU but the materials and goods you sold just vanished into the ether and had fake demands. Mayhem added a real economy which was amazing, and that's also one of the coolest parts of X4 - shipyards will not build ships without fairly complex chains of supply and you can fill those needs or disrupt them with enjoyable effects.

It lacks a ton of the nice QoL stuff from LU and Mayhem though but the UI is pretty functional and the map is great. Honestly just go for it.

Does X4 model the planetside economy or is supply/demand only calculated from ingame space stations? Is the gameplay still mostly taking place within a small volume between jumpgates, or does it allow for deeper space? That was one of the offputting things about the older X games; it didn't really feel like space so much as a maze of rooms, and the planets functionally didn't exist.

I'm not really interested in the empire buiilding, I prefer to lead a small fleet in either pirate or bounty hunting operations and to gain cash/ships from combat. Does the game cater to that kind of playstyle or is it still as empire-focused as the previous games?

FrickenMoron
May 6, 2009

Good game!

Corsec posted:

Does X4 model the planetside economy or is supply/demand only calculated from ingame space stations? Is the gameplay still mostly taking place within a small volume between jumpgates, or does it allow for deeper space? That was one of the offputting things about the older X games; it didn't really feel like space so much as a maze of rooms, and the planets functionally didn't exist.

I'm not really interested in the empire buiilding, I prefer to lead a small fleet in either pirate or bounty hunting operations and to gain cash/ships from combat. Does the game cater to that kind of playstyle or is it still as empire-focused as the previous games?

The empire building is a huge focus and many plotlines will require you to build up a solid economy or else you'll have to wait much longer to supply things from the factions themselves. The prices entirely depend on demand of the current station for certain wares / surplus of sold wares, as well as slight discounts for having a high standing with said faction.
That said X4 made station building so much easier than X3 that it's much more enjoyable.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Corsec posted:

Does X4 model the planetside economy or is supply/demand only calculated from ingame space stations? Is the gameplay still mostly taking place within a small volume between jumpgates, or does it allow for deeper space? That was one of the offputting things about the older X games; it didn't really feel like space so much as a maze of rooms, and the planets functionally didn't exist.

I'm not really interested in the empire buiilding, I prefer to lead a small fleet in either pirate or bounty hunting operations and to gain cash/ships from combat. Does the game cater to that kind of playstyle or is it still as empire-focused as the previous games?
No on the planetside economics. You can interact with specific planets via Terraforming to allow for pilot/marine training, selling Nvidium, gaining standings with the Scale Plate Pact and boosting Atigone but the whole process is incredibly resource and time demanding and very much an end game activity. Sectors maybe hexagonal instead of squares on the map, but otherwise it's the same with regards to gameplay, they're still interconnected rooms.
It's possible to play entirely as a small band of pirates/mercs, the only limit is your imagination but there's also not a lot of framework to sustain that playstyle. You can participate in wars between the Paranid or Split and Argon through randomly generated missions ranging from simple recon or deploying towers/satellites/mines to multi part missions that include supplying ships and stations, but they're typically designed so that you can do them without harming your reputation with the target faction. You can build up a fleet of ships that you've stolen, earn bounties from policing sectors ( the bounty payouts are pretty low though ) and looting battlefields can get you some good starting scratch but isn't viable for the later game. You're going to need to engage with the economy if only to stop the game universe devolving to Xenon blasted wasteland ( although so far in the current public beta the Xenon seem heavily neutered, I've witnessed the Teladi purge Scale Plate and Matrix #9, HOP purge Faulty Logic and Antigone make headway into Atiya's Misfortune without my intervention ). Your PHQ is could be ignored but if you want to research the ability to Teleport between your ships all over the galaxy or equip ship upgrades you'll need to invest time, money and resources to do so, and most of the storied plotlines will push you to having positive relations with everyone and a strong industrial backbone ( like you're not obligated to do them and ultimately the plotlines allow you to change up the relations between the related factions if you want more stability or more chaos in your universe ). The only tangible benefit to owning a sector outside of repainting the map your colour is to block the expansion of the AI factions in a given direction.

Corsec
Apr 17, 2007
Thanks for the responses guys, that's helpful. Is it still necessary to run the game overnight in SETA if I want enough cash for empire-building or can that part of the game be achieved within a reasonable timeframe while actively playing?

That's why I didn't commit to empire-building in previous games, it seemed to require an unreasonable amount of time and also to run the game while AFK.

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
I have literally never run SETA and I look down on people who do.

TheDeadlyShoe
Feb 14, 2014

generally the game is designed for you to be able to run missions (or scavenge loot boxes, or w/e) while your passive income builds.

Oscar aint no Slouch
Apr 29, 2014
I never got the chance to use seta. The game does a great job giving you plenty to do, as long as you don't neglect setting up long term projects you will not run out of things to be actively doing

FrickenMoron
May 6, 2009

Good game!
You absolutely do not need to SETA unless you do some *really* lategame terraforming. It's best to stay active and scout for lucrative missions while you build up your passive income force. There's always something to do really.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
Yeah no it's definitely isn't a game I'd run AFK. If I'm am using SETA it's because I have a few time consuming building projects I'd really like to get out of the way ( or I'm trying to force myself to finish a terraforming project ), and even then I'm still managing ships and other stations, teleporting to personally deal with sticky situations ( like dealing with Xenon incursions I can't entrust my fleet captains to deal with ) or scouting and planning new ventures in other sectors. I like to set up big builds that don't really need me to nursemaid them and then start on one of the story plots, checking up on the projects between plot stages. I'd definitely not recommend setting up a couple of traders or miners to run overnight because you're early game and have no credits, because a) they'll all be dead by the time you wake up with a paltry sum in your wallet and b) you're not actively doing the things that would enrich you faster and are more entertaining. Even in the most basic vanilla starts you can take your dinky Discoverer to Pioneer territory and pinch a Freelancer Katana or two that's stuffed to the gills with advanced satellites, start on the Boron plotline opening up Watchful Gaze that's going to fill up with a lot of different random defenceless industrial ships for you to plunder without taking a reputation hit so you can sell them on or set up for local auto trade /mining while you're working on research projects for Boso back at the PHQ, next thing you know you've got the blueprints to start building decent stations and you have a bunch of industrial ships already working for you, you've spotted some trade opportunities, you've done the Terran cadet plotline enough to get yourself a free Syn, you've turned Asteroid Belt into your own personal cash cow, you've pulled the Odysseus out of Faulty Logic VII and now you're actively looking to hijack some SCA destroyers ( then Fallen Family Rattlesnakes, then Erlking or maybe an Intervention Asgard ). If you're anything like me you've been looking for a system that has reasonable access to everything you need to start establishing stations that will ultimately feed your own ship production facilities, so you'll never need wait for AI factions to have components on hand to build ships that you want to buy, and credits will become meaningless once you've bought the station ship production module blueprints and which ever ship and equipment blueprints you need to build your dream navy and you've effectively won the game and it's up to you to decide to paint the map green, do some terraforming or just start all over again.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Corsec posted:

I'm not really interested in the empire buiilding, I prefer to lead a small fleet in either pirate or bounty hunting operations and to gain cash/ships from combat. Does the game cater to that kind of playstyle or is it still as empire-focused as the previous games?
Actually, if you have the Split DLC I'd recommend the Fire's of Defeat start. It doesn't lock you out of the other main story plots, but as far as a starting situation goes it's rather challenging and probably most exciting. You're incentivized to take risks in sectors that will have enemies actively pursue you, pirate yourself into better ships and prepare yourself to take out a rival vessel that is way overmatched for your starter ship. With the current beta taming the Xenon somewhat, your final target is less likely to get blown up before you can exact your revenge and restore your honor. You'll want to do industry stuff later if you want to do any of the other plotlines, but you aren't expected to prop up anyone's economy or bother with the PHQ on the way to fulfilling your primary goal.

ZombyDog fucked around with this message at 07:10 on Apr 30, 2024

Corsec
Apr 17, 2007

ZombyDog posted:

Actually, if you have the Split DLC I'd recommend the Fire's of Defeat start.

Interesting, it sounds like a cool way to strucutre the first part of a playthrough. How well does boarding and capturing work ingame? In X3AP I needed mods to control bail rates and thresholds if I wanted to force pilot bails, and marine boarding was no fun at all.

Oscar aint no Slouch
Apr 29, 2014
On my last playthrough a while back once I got the syn I was making good money just by fighting by taking the terran destroy xenon station missions. I think I recall they paid out 20 mil a piece and the trick was to outrange the station's turrets which the syn main battery could do by default and outfit plasmas on the L turrets. As long as I took out the xenon station L turrets first, I could take them down with no losses. This might be even easier now that there is an attack turrets command for ai controlled ships, but I haven't played since they added that.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Corsec posted:

Interesting, it sounds like a cool way to strucutre the first part of a playthrough. How well does boarding and capturing work ingame? In X3AP I needed mods to control bail rates and thresholds if I wanted to force pilot bails, and marine boarding was no fun at all.
So bailing S and M ships doesn't use marines, it's a dice roll once you reduce your target's Hull to below 75% ( and shields below 20% ), your bailing chances improve when you get your target to below 50% and again at below 25%. The hull capacity of your ship compared to your target also plays a serious role, if you're in a smaller lighter ship than your target, your odds are dramatically improved, conversely if your ship is heavier it's going to take longer ( the Boron Irukandji is an exceptional piracy ship, you have access to weapons that focus on doing shield over hull damage, you're fast and maneuverable enough to evade defensive fire and have access to excellent shields, while conversely the Split Dragon is the worst ship for forcing bails, simply because Split love hull tanking and you have a lot of hull ). Once you have your target down to 75% hull the game rolls against the target captain's morale stat ( if you scan the ship when you're within 1000m then you can see that stat - lower morale pilots bail quicker higher ones take longer, you might not want to even bother with a captain with 5 stars in morale ) every 30 seconds, modified by by the difference in ship hull stats, and your odds improve if you get them below 50/25%. If you succeed the dice roll then 3 crew members will bail, if not you just have to keep up the pressure. Once everyone has bailed you can eject from your ship repair the signal emission and it's now yours to pilot or go to your personnel screen and send someone to captain for you ( you can also just sell the ship directly to a wharf without a crewmember, but you make significantly more credits by getting a pilot to take the ship to a wharf to strip any expensive modules and deployables before selling the hull ). The Better Piracy mod turns the whole process into a mission that makes things a lot more transparent and allows you to tweak the odds but currently doesn't work with the beta.
Boarding L and XL ships is a far more complicated process, marine quality is very important ( make sure you're friendly enough to dock at the Vigor Syndicate wharf/shipyards - it's like a 30% chance that a recruited marine is a veteran rather than inexperienced which can be expoited - hire a full complement of marines, dismiss the ones that are inexperienced, rehire marines and dismiss until you have an almost full complement of veterans ). You don't have to shoot up your target ship and surface components, but disabling engines and turrets will make your marine pod's lives easier, and a damaged hull will allow your marines to cut their way in faster. Once the actual fighting starts it's determined by the boarding stats of your marines vs the defending crew ( with a little randomness for spice ), and the number of marines you can send over is limited by the ship's crew capacity, so quality will trump quantity. Trying to board an FAF Rattlesnake with fresh recruits will only result in you needing to replace those recruits and the defenders have just been given free boarding experience buffing their defender score for round 2.

ZombyDog fucked around with this message at 03:45 on May 2, 2024

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Corsec posted:

Does X4 model the planetside economy or is supply/demand only calculated from ingame space stations? Is the gameplay still mostly taking place within a small volume between jumpgates, or does it allow for deeper space? That was one of the offputting things about the older X games; it didn't really feel like space so much as a maze of rooms, and the planets functionally didn't exist.

Not only does it double down on this the Boron expansion's plot is literally "our space sectors are dying and so we are also and so we're abandoning space travel to survive on our planets alone. Hey wait what's that strapping young armada barreling through the derelict jumpgate". It's really funny when you realize that the entire space empire building thing is more or less totally irrelevant to anybody else in the galaxy, on purpose. You're just another Space rear end in a top hat

Corsec
Apr 17, 2007
Is the vanilla game tolerable or is it still a game that needs mods to be good? The Star Worlds Interworlds mods seems like a standout, any experiences of it?

Thanks for the description of capturing/boarding, it sounds like X3AP's but maybe more convenient.

Thanks for all the feedback, this has been on my want-to-play list for years.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Corsec posted:

Is the vanilla game tolerable or is it still a game that needs mods to be good? The Star Worlds Interworlds mods seems like a standout, any experiences of it?

Thanks for the description of capturing/boarding, it sounds like X3AP's but maybe more convenient.

Thanks for all the feedback, this has been on my want-to-play list for years.
I mostly just use a handful of QOL mods.
Assailer's X4 Mods, I use most of these ( Satellite Service, Sector Explorer, Fly By Looting, Fly By Lockbox, Sector Patrol, Secret Stash ).
Improved Space Suit, for the Mk3 repair Laser.
Faster Crew Levelling

quote:

Ran some tests, the mod still works as expected (7.0 beta).
Average hard ship kills required for a pilot to reach 5 stars from 0 stars, 1 vs 1:
With mod: 406 kills
Without mod: 239159 kills (LMAO)
Equipment Modifications Redone, takes the randomness out of the ship mods.
Crafted Mod Components, allows you to craft ship mods.
Better Kill Credit, your subordinate ships will actually now get you positive relations and bounties for killing stuff without you needing to be flying the ship.
Bounty get you Money, Bigger bounties. Basically if you want to be the leader of a small gang of ne'er-do-wells, you want this mod and the one above to make that playstyle more viable.
Auto Trader Skill Rebalance, gives your pilots access to the Autotrader/Autominer commands from the start.
More Default Paint, unlocks a lot of but not all of the available paint schemes ( that are normally given as mission rewards and are single use ) as Default options. I just really like Privy Court OK?
Neutral Engine Tints and Terran Neutral Hardpoint Tints so everything looks just a little more visually consistent.
Better Piracy, I've already mentioned this one upthread, I've never bothered with tweaking any of the settings, but the Harass mission takes you through the steps and timings for a successful pirate action so that it's like second nature even without the mod ( which is a good thing as the mod is currently broken with the beta ). Having just checked the Github for the mod, it does remove the penalty for having a ship with higher hull than your target

Interworlds seems quite popular, but for me it was just X4 with a Star Wars veneer, and I'm just tired of all these star wars. VRO is the other big one that a lot of folks swear by, it's a pretty major rebalance overhaul and may lead to a more X3 feeling experience, but I haven't played X3 in over a decade and I haven't really tried VRO so I'm not qualified to comment. There are a bunch of mods that massively shake up the galactic map, add new sectors and game starts ( wanna play as a Yaki? ), add more ships, beef up some of the minor factions or just make factional war a little more interesting but that list above is what I always keep going back to.

ZombyDog fucked around with this message at 12:33 on May 2, 2024

TheDeadlyShoe
Feb 14, 2014

The X4 boarding system is actually X:Rebirth's boarding system but not quite as good. It's vastly improved over X3's, although it retains what is IMO the worst aspect (Juggling marine veterancy). The devs are convinced players love minutely increasing the skill on hundreds or thousands of employees, any one of whom could randomly blow up and die instantly if they get anywhere near combat.

It is important to always scan ships you want to board. Some ships have vastly better boarding defenses than you expect and some are surprisingly easy for their value. Note that it is possible to reduce a ships boarding defense by attacking it as sometimes crew will partially eject from large ships like how pilots will eject from small ships.

The biggest fly in the ointment of boarding is that if you try to board easy targets like pirates in patrolled space, you run the risk of the local cops helping you out by blowing the ship up with your marines on it.



I wouldnt recommend stuff like the fly by lockbox to get started. Lasering lockboxes is a fun little minigame until it gets old, and the effort required serves to balance them in the early game.



I thought interworlds was a lot of fun. Their VRO-ish take on small vs large ships can make for extremely cool fights and exciting trench runs. (The CIS ships are a particular joy to fight around.) However their 4X-ish take on the galaxy has weaknesses when it comes to some aspects of X4 gameplay. Pirates are vanishingly rare for example, and there are too many sectors that aren't very distinguished from one another (the X3 problem) so the map can be kinda boring.

TheDeadlyShoe fucked around with this message at 17:35 on May 2, 2024

Polikarpov
Jun 1, 2013

Keep it between the buoys
If you go the VRO route I'd recommend the Reemergence mod in addition to it. Reemergence shuffles the map a bit and adds some more missing ship classes on top of VRO (S class bombers, TMs, more L class frigates and light carriers, custom faction drone models) as well as brings back the OTAS faction from X3 with custom ships.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
Beta 4 is up

quote:

[Beta 4] Added option to override ware baskets of subordinates with trade assignments.
[Beta 4] Added indication of critical wares to AutoTrade default behaviour.
[Beta 4] Added more details to Timelines start menu entry (new feature in 7.00).
[Beta 4] Changed start menu to put Load Game option back into top level (problem introduced in 7.00).
[Beta 4] Changed radial menu setup dropdown in Controls menu (new feature in 7.00).
[Beta 4] Changed white flash effect when opening menu to more subtle colour.
[Beta 4] Removed UI glow from Ship scanning elements (new feature in 7.00).
[Beta 4] Improved ending of Combat Scenario to be less confusing.
[Beta 4] Improved Station Design Simulator environment.
[Beta 4] Improved guided missile accuracy against certain targets.
[Beta 4] Improved capital ship combat movement (further improvement in 7.00).
[Beta 4] Improved auto-aim targeting on engines, shields and turrets.
[Beta 4] Improved visibility of defence modules in station build menu (further improvement in 7.00).
[Beta 4] Improved readability of target monitor while using ship modes (further improvement in 7.00).
[Beta 4] Improved quantity and locations of Xenon Defence Stations (in new games only).
[Beta 4] Improved support for joysticks with more than 32 buttons (up to 64 buttons per device supported).
[Beta 4] Fixed passenger transport mission sometimes asking to pick up passenger from invalid location.
[Beta 4] Fixed Combat Scenario not being completable (problem introduced in 7.00).
[Beta 4] Fixed destroyed ship equipment being paid for when selling ships.
[Beta 4] Fixed station-based traders trading with empty ware basket.
[Beta 4] Fixed autopilot being active after teleporting to ship.
[Beta 4] Fixed ships and drones docking without properly avoiding object they are docking with on path to dock (problem introduced in 7.00).
[Beta 4] Fixed abandoned ships continuing to move (problem introduced in 7.00).
[Beta 4] Fixed some ships being frozen above docks after loading savegame (problem introduced in 7.00).
[Beta 4] Fixed crew transfer not working with Xenon PE and SE (new feature in 7.00).
[Beta 4] Fixed people in ownerless space suits ejecting out of player-owned ships (new feature in 7.00).
[Beta 4] Fixed certain supplemental input devices (e.g. VPC Control Panel) not being detected as joystick.
[Beta 4] Fixed menu crash when changing input modifiers under certain circumstances (new feature in 7.00).
[Beta 4] Fixed target monitor remaining hidden after opening menu (new feature in 7.00).
[Beta 4] Fixed alignment of docking UI in external view (new feature in 7.00).
[Beta 4] Fixed Head Movement Intensity game option not being applied to camera shaking.

RIP Syndrome
Feb 24, 2016

Looking great. Can't wait to play it a couple of months after it's out of beta.

Less Fat Luke
May 23, 2003

Exciting Lemon

quote:

[Beta 5] Improved capital ship combat movement (further improvement to 7.00).
Yesssssss

FrickenMoron
May 6, 2009

Good game!
Allegedly. I would love to see a video that actually tests and quantifies these.

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Pylons
Mar 16, 2009

https://x.com/EGOSOFT/status/1788223411702956067

This new controller profile looks great. Might have to check it out.

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