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lagidnam
Nov 8, 2010
So a good way to check if the there is still a war going on somewhere is to open the map, select the "Object List" panel, then set a filter for "Wharf" and a second one for "Shipyard". Now expand the stations on the left. If any of them list ships in production then the galaxy is still going. Otherwise the game is pretty much done for.

I have a 20 hours version 1.30 game and I don't think anybody fired a shot in the last 5 hours. Food stuff and medical supplies are pretty much the only thing in the galaxy that still has a fluctuating demand, everything else is slowly drying up.

At this point even automatically generated Pirates, Xenon or Kha'aak fleets would help.

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lagidnam
Nov 8, 2010

pantX0r posted:

Yep, I'm at 90% completion. The budget is well over the expected cost of the last few parts. I had previously purchased some components for the station and successfully delivered those, so I hoped I could just beat the guy to the storage.

When you right click the station with your trader make sure to select "Transfer with Build Storage", not the station. Also don't try to dock on the Build Storage yourself, let a AI pilot do this as manual docking seems to be bugged. I did this with Energy Cells and just dumped 2000 into the storage for future station building.

lagidnam
Nov 8, 2010
1.50 is up on the beta branch.

https://steamcommunity.com/app/392160/discussions/0/2806204039995510767/

lagidnam
Nov 8, 2010
2.00 is out with the promised shipyards and stuff

quote:

Version 2.00 Beta 1 HF1 1 (331614)

• New Feature: Player-owned stations with Shipyard, Wharf and Equipment Dock facilities.
• Added options to set custom name for savegames and to delete savegames.
• Added ware exchange between ships docked at the same station.
• Added possibility to start/stop travel mode and SETA while map is open.
• Added warnings about non-working venture modules due to station layout.
• Added fighter wings directly subordinate to carriers.
• Added display of partial skill stars to one third of a star accuracy.
• Added preview of ship storage capacity after all planned trades to info menu.
• Added trade menu warning that ware is not available after all planned trades.
• Added separate Remove all Orders and Wait option, replacing parameter to Remove all Orders.
• Added failure sound when invalid hotkey is used while map is displayed.
• Added confirmation before closing station build menu if there are unsaved changes.
• Added tooltip for greyed-out claim option to show reason.
• Added full Japanese localisation (text only).
• Improved Xenon threat.
• Improved turret aiming and target movement prediction.
• Improved combat movement of frigates.
• Improved combat movement of capital ships with good captains and crews that do not have forward-mounted weapons against other capital ships or stations.
• Improved capital ship combat movement against small and medium targets.
• Improved balancing of capital ship defensive and offensive capabilities.
• Improved balancing of capital ship use of boost during combat.
• Improved balancing of capital ship crews bailing when ship is attacked.
• Improved balancing of missiles.
• Improved balancing of ware prices and production profitability to emphasize smart business decisions.
• Improved target acquisition for ships, particularly when attacking stations or capital ships.
• Improved command information shown by attacking ships when attacking a subcomponent of a bigger target.
• Improved range over which ships that run out of ammo can look for a known equipment dock from which to re-stock.
• Improved kinds of stations requested from station building missions.
• Improved encyclopedia information for production and factions.
• Improved Logical Station Overview to show station's recommended budget instead of the currently needed money in account settings.
• Improved quickload hotkey (F9 by default) so it loads the latest saved game, not necessarily a quicksave.
• Improved playback logic for music tracks from previous games.
• Improved performance when working with very large stations.
• Improved menu performance.
• Fixed issues with target elements in the HUD in certain cases (e.g. when using "external view" through the map while standing on a ship/station).
• Fixed keyboard and gamepad selection not working in scrolling dropdown elements.
• Fixed previous/next target hotkeys and enemy targets sometimes not working when flying captured venture ships.
• Fixed previous/next surface element hotkey sometimes not working after loading a savegame.
• Fixed behaviour of autopilot shortcut in the map (now correctly toggles autopilot on guidance target).
• Fixed production modules sometimes not updating their animation when production starts/stops.
• Fixed research wares being listed in economy statistics of the HQ.
• Fixed storage types in encyclopedia not being localised.
• Fixed turret modifications breaking ship info menu.
• Fixed broken Logical Station Overview menu for stations missing a storage type and having no planned modules.
• Fixed broken menu when firing crew and then hiring new people in the ship buy/upgrade menu.
• Fixed missing title text in ship construction context menu in map.
• Fixed ship assignment not being queued correctly (possibly upsetting existing trade deals).
• Fixed deliver inventory mission not correctly placing the character in some situations.
• Fixed Bring Item mission offers not being removed properly if destination station or NPC was killed.
• Fixed several issues with Fleet Delivery mission.
• Fixed Scan mission not checking for destruction of target station module.
• Fixed Scan mission to require only normal scan rather than deep scan for station modules.
• Fixed missing guidance to station module in Scan mission.
• Fixed Passenger Transport missions to filter out incorrect stations.
• Fixed Find Lockbox mission to ensure containers remain in mission area.
• Fixed station ownership not being transferred in Build Station mission
• Fixed trade and pirate guild mission offers not changing over time.
• Fixed incorrect faction and other text for several dialog options and briefings in war missions.
• Fixed introductory mission of war subscriptions getting stuck.
• Fixed Holy Order outliers sometimes prematurely precipitating conflict with the Godrealm of the Paranid.
• Fixed attacking ships repeatedly approaching and retreating from target before getting close to it.
• Fixed ships moving out of pursuit distance to attack targets in their initial approach.
• Fixed ships attacking stations flying at and firing upon station target box instead of station modules.
• Fixed patrolling ships attacking build storage.
• Fixed ships showing excessive DPS when weapons are in more than one active weapon group.
• Fixed builder ships wandering into hostile territory.
• Fixed capital ship subordinates of carriers sometimes attempting to dock at their commander's ship.
• Fixed station-based trading ships setting their current sector as their home sector rather than their station's sector.
• Fixed ship/station operations being hampered by docked ships working for that ship/station not undocking while player is present.
• Fixed boarding ships that are missing ammo trying to disable boarding target anyway.
• Fixed formation skill checks not respecting the player being the pilot.
• Fixed another case of patrolling player-owned ships chasing hostiles beyond their engagement range.
• Fixed squadron subordinates apparently trying to attack ships from their own faction.
• Fixed player-owned ships sometimes inadvertently firing missiles depending on their weapon group setup.
• Fixed turrets set to Attack my Current Enemy not firing when they should.
• Fixed turrets set to Attack my Current Enemy firing when they shouldn't.
• Fixed ships attacking stations stopping their attack after destroying a station module or surface element.
• Fixed turrets on the player ship that are set to mining mode not firing on asteroids.
• Fixed boarding ships not launching boarding pods in certain situations.
• Fixed fleeing ships acquiring a target and attacking in certain situations.
• Fixed ships attempting to disable a target deliberately destroying it instead.
• Fixed ships with a Follow order not responding to certain situations.
• Fixed player-owned ships attacking friendly ships while patrolling player-owned space.
• Fixed non-police ships (including player-owned ships) sometimes responding to calls for police assistance.
• Fixed non-Xenon races not constructing defence stations.
• Fixed build storage of destroyed stations not being cleaned up.
• Fixed NPCs rubber-banding for a long time after loading a savegame in certain situations.
• Fixed NPCs getting stuck in elevator if player uses it while NPC is walking in it.
• Fixed NPC marshalling animations during player docking/undocking.
• Fixed multiple NPCs standing in the same position on some Argon bridges.
• Fixed cases of duplicate interior rooms on stations.
• Fixed frozen movement in bridges of docked capital ships.
• Fixed cargo trades with Black Marketeer sometimes failing.
• Fixed module hacking requirements not being respected.
• Fixed area damage not being correctly applied in certain situations.
• Fixed ships flying huge curves when going long distances.
• Fixed multiple shipyards attempting to fulfil the same NPC ship build requests.
• Fixed NPC ships sometimes requesting more subordinates to be built than they desired.
• Fixed stations not claiming sector ownership if claiming module is built later.
• Fixed turrets and shields not being added to station module when not part of a new module.
• Fixed station module stats and achievements not triggering with the first module of a station.
• Fixed station module recycling sometimes interrupting an ongoing build.
• Fixed recycle times of station modules.
• Fixed exploit where wares could be gained when recycling modules.
• Fixed inability to remove last remaining module when planning a station.
• Fixed not being able to cancel ship orders in some cases.
• Fixed total build time being off by up to one minute for some objects.
• Fixed onboard units not being factored into object value.
• Fixed inconsistencies with station hull values.
• Fixed stations not remembering their Drone/Unit supply settings.
• Fixed small ships failing to exchange wares with ships they can dock at.
• Fixed ships needlessly undocking to trade.
• Fixed faction discounts and commissions not being removed when relations worsen.
• Fixed transfer of crew from one role to another not being possible at shipyard/wharf/equipment dock if no other changes are made.
• Fixed EMP-induced signal leaks on unowned small and medium ships claiming them for the player when scanned.
• Fixed lasertowers spawning in wrong location when deployed from Elite.
• Fixed lasertowers potentially ending up in the exact same position in space.
• Fixed objects attracted with the container magnet sometimes getting an unreasonable speed.
• Fixed ships sometimes oscillating around target positions if SETA is active.
• Fixed ships docked at other ships sometimes appearing twice in the elevator menu.
• Fixed issue resulting in data leaks sometimes appearing inside station modules.
• Fixed roll input in highways steering in the wrong direction.
• Fixed inability to remap camera input control.
• Fixed not being able to load certain user-provided files (e.g. custom logos) with non-ASCII file names.
• Fixed floating geometry on the M-sized Beam Emitter Mk2.
• Fixed rare freeze related to player ship control.
• Fixed several causes of crashes.


Changes in Hotfix 1

• Fixed missing shipyard build module blueprint licences for players who had already undertaken ally ceremony (problem introduced in 2.00 beta 1).
• Fixed ware prices overrides to fit new ware price ranges (problem introduced in 2.00 beta 1).
• Fixed menu crash caused by out of range ware prices (problem introduced in 2.00 beta 1).
• Fixed crash which could occur when saving while certain station components are under construction (problem introduced in 2.00 beta 1).

lagidnam
Nov 8, 2010
Split should be live in 2 minutes as per Egosoft Twitter.

lagidnam
Nov 8, 2010
New beta patch is out.

https://forum.egosoft.com/viewtopic.php?f=192&t=405397

quote:

Version 3.10 Beta 1 (394044) - 2020-04-07

Added mission to expand HQ if selected research requires excessive resources.
Removed Dal Busta dialog option after Split story is completed.
Changed New Game menu to show tutorials at top.
Improved balance and pricing of recruitable personnel on station docks.
Improved performance for games where player owns very large number of ships and stations.
Improved colour differentiation between racial Construction Vessel ships.
Improved storage capacity of Split mining ships.
Improved mastering of legacy music tracks.
Fixed certain hazardous regions giving massive numbers of crystal drops.
Fixed wrong faction sometimes being blamed when ships or stations are destroyed.
Fixed mining drones not launching to collect broken-down asteroids they had earlier marked for collection but didn't collect due to cancellation.
Fixed cases of defence drones docking before all are launched sometimes preventing any further defence drones from being launched.
Fixed male Split characters sometimes having female voices with Split Vendetta installed.
Fixed HQ laboratory being removed when reconfiguring station.
Fixed AI ships attacking indestructible objects indefinitely.
Fixed player account balance potentially going below zero.
Fixed being completely unable to manually dock Drill without docking software.
Fixed hatch on Gorgon closing too soon when leaving in spacesuit.
Fixed high loadout presets not favouring Docking Computer Mk2 if compatible.
Fixed Elephant sometimes being equipped with Spacesuit Scanner.
Fixed Raptor not being able to mount large missile turrets.
Fixed build times for station modules taking much longer than they should.
Fixed spacesuit oxygen replenishing after saving and loading.
Fixed certain drops being repelled by container magnet.
Fixed lasertowers deployed by player in Hatikvah mission not changing owner
Fixed wrong player-owned ship sometimes being destroyed during HQ story.
Fixed invulnerable ship during Split plot.
Fixed Dal Busta not offering Split story at HQ after player rejects story offer until save and reload.
Fixed Dal Busta not offering Paranid/Split storyline when starting from Accomplished Scientist gamestart.
Fixed Dal Busta calling to talk about multiple plot opportunities at same time.
Fixed signal leaks not being generated in Accomplished Scientist gamestart
Fixed Paranid plot mission Prophetic Mission stalling because of missing dock.
Fixed Paranid plot getting stuck at Remain Vigilant objective.
Fixed excessive delay between HQ plot related signal leaks if one was previously missed.
Fixed missing equipment for multiple factions when starting Paranid plot with older saves.
Fixed Paranid plot battle taking place in wrong sector under rare circumstances.
Fixed excessive ware amounts required for final stage of Paranid plot.
Fixed Fires of Defeat gamestart long-term mission getting stuck because of captured ships.
Fixed Hatikvah story getting stuck in rare situations during bomb-placing mission.
Fixed various missions being offered by incorrect faction.
Fixed player ship not coming to stop during certain cutscenes.
Fixed missions offered by NPCs on dock areas incorrectly appearing in Mission Offers menu.
Fixed mismatched ships and loadouts when editing shopping list entries in Ship Configuration menu.
Fixed missile turret capacities not being included in loadout information.
Fixed lasertower engines and weapons being shown in Encyclopedia.
Fixed missing images for some objects in Encyclopedia.
Fixed missing option to delete incompatible saves in Load Game.
Fixed missing Dock Interactions menu in certain situations.
Fixed missing mouse picking on map after closing Mission Briefing in certain situations.
Fixed missing tabs in Property Owned menu in certain situations.
Fixed rectangular target elements being displayed in first person in certain situations.
Fixed further cases of NPCs not being targetable on platforms.
Fixed menu crash in Info menu in certain situations.
Fixed long but rare freeze on Map.
Fixed several cases of Split storage modules appearing offset in station build menu.
Fixed lower front windscreen not being transparent when looking from outside on Kestrel.
Fixed turret group assignment and position of some turrets on Rattlesnake, Monitor and Odysseus.
Fixed paint mods on Raptor not being aligned correctly.
Fixed Split flak turrets not using correct barrel geometry.
Fixed weapon positions on Mamba.
Fixed player logo not being properly visible on Monitor.
Fixed some missing voice recordings in German, French and Russian localisations.
Fixed engine sound problems under specific circumstances.
Fixed suspense music playing while on station.
Fixed graphical artefacts for AMD Navi GPUs (5600/5700).
Fixed rare problem with platform guidance causing performance to drop.
Fixed several causes of crashes.

You can now find people with better stats running around on stations. Someone on reddit found a char with 4 mor/4 engi/2 pil that cost 60 million to hire.

lagidnam
Nov 8, 2010
Not sure if it was already mentioned but the distance your miners and traders travel from your stations depends on their piloting skill or the management skill of the station manger, whichever is higher. It's a good idea to check the trade guild missions you get in each sector while traveling. I had a 4 step mission that rewarded a management book for 2 stars on each step and a 3 star for the last step. Most are satellite/resource probe deployment and the occasional "rescue ship from minefield" missions. It's a lot faster to pump your station manager up to 4 stars instead of gathering the pilot books for all the assigned ships. The one or two extra jumps coupled with a good satellite network make a gigantic difference in how effective your station operates.

Someone was also looking at the script that manages experience gain for miners and they get less xp the more they mine. Right now the fastest way to gain xp would be to mine one unit and deliver it. A dev already said that it's gonna be fixed so don't expect your miners to level up in the next 100-200 hours of gametime.

lagidnam
Nov 8, 2010

OwlFancier posted:

Was that in from the start? I did that plot at version 1.0 and I don't remember getting a cerberus.

It's a decent starter reward certainly but I still wouldn't do the plot for it, you can buy one with a couple of truckloads of nividium.

It was, you get the boarding tutorial at this point in the quest chain.

lagidnam
Nov 8, 2010

BlankSystemDaemon posted:

Last I checked, there are training courses for level 1 and 2 that you can buy for cheap at most merchants, so you can at least shortcut that part.

The books from the station traders are for 0 and 1 star pilots. To get a pilot from 2 -> 3 stars you need to do the missions from the ANT or TEL trading guilds.

lagidnam
Nov 8, 2010
The Xenon decided to go for a walk in The Void, I teleported to my defense platform and:






One Destroyer I and 3 Ks, cleanup is going to take hours...

Parts of the game might be a little messy but some of the graphics and audio work they've done is just fantastic.

lagidnam
Nov 8, 2010
The new "Repeat Order" function in beta 4.0 kind of allows low level trading again. You can specify one or several sectors where your trader buys a ware and then specify one or several sectors to sell to. If you need more rep with a faction you can just set a few traders to buy and sell medical supplies in all their sectors. And the best is that you can do it with only one star. I think this might also work with miners.

lagidnam
Nov 8, 2010

queeb posted:

and note, SCA ships disguise themself as other races, so if you see a destroyer/corvette like this:


with the plunderer/raider in the name

its an SCA one and you can go nab it.

You can have hundreds of hours in this game and still learn something new, I always wondered why these guys attacked my ships even though they are "Teladi"

lagidnam
Nov 8, 2010

quote:

[Beta 2] Added raw scrap processing modules to Logical Station Overview (new feature in 5.00).
[Beta 2] Added Scrap Metal processing information to Encyclopedia (new feature in 5.00).
[Beta 2] Added welfare and processing modules to custom gamestart editor (new feature in 5.00).
[Beta 2] Added alarm sounds for enemy proximity and enemy attack (current sounds are placeholders).
[Beta 2] Added new multi-tiered fight music tracks.
[Beta 2] Changed Trade Filter Max Price in Map menu to apply no filter if set to zero.
[Beta 2] Improved balancing of recycling (new feature in 5.00).
[Beta 2] Improved resource costs and pricing of Paranid E ships (new feature in 5.00).
[Beta 2] Improved carrier combat behaviour when all subordinates are set to Docked.
[Beta 2] Improved fight music trigger conditions.
[Beta 2] Fixed imported custom gamestarts that were over-budget on import still showing as over-budget after reducing costs under certain circumstances.
[Beta 2] Fixed Torus Mission not continuing after successfully flying through initial airlock in Neptunian Terraforming story.
[Beta 2] Fixed incorrect lines being spoken during welfare module research mission.
[Beta 2] Fixed welfare module research mission not being available from savegames.
[Beta 2] Fixed welfare module blueprint not being available if unlocked via custom gamestart.
[Beta 2] Fixed Duke's Buccaneers relations being reset unintentionally (problem introduced in 5.00).
[Beta 2] Fixed Deliver Salvage order (new feature in 5.00).
[Beta 2] Fixed tugs working for stations requiring their stations to have funds (new feature in 5.00).
[Beta 2] Fixed tugs running AutoSalvage failing to find wrecks (new feature in 5.00).
[Beta 2] Fixed tug not being able to use loot magnet (new feature in 5.00).
[Beta 2] Fixed carriers with active subordinates plotting positions far enough away from targets that they lose sight of their targets and disengage.
[Beta 2] Fixed ships disengaging and incorrectly reporting they are unable to reach destination when attacking over long distances (problem introduced in 5.00).
[Beta 2] Fixed aim problems with turrets on moving ships (problem introduced in 5.00).
[Beta 2] Fixed switching ships at Mod Workbench (problem introduced in 5.00).
[Beta 2] Fixed multi-ship resupply case (new feature in 5.00).
[Beta 2] Fixed description for ship interior destinations in elevator menu (new feature in 5.00).
[Beta 2] Fixed amounts and durations for non-default production methods in Encyclopedia (new feature in 5.00).
[Beta 2] Fixed menu crash when upgrading multiple capital ships under certain circumstances (new feature in 5.00).
[Beta 2] Fixed loadouts shown as incompatible for upgrading ships or exiting station modules (problem introduced in 5.00).
[Beta 2] Fixed paying twice when upgrading ships and missing refunds when cancelling upgrades (problem introduced in 5.00).
[Beta 2] Fixed not being able to drop items from Inventory (problem introduced in 5.00).
[Beta 2] Fixed mission offer groups in Mission Offers menu sometimes requiring 2 clicks to collapse.
[Beta 2] Fixed Ship Behaviour menu not being displayed under certain circumstances.
[Beta 2] Fixed turret positions on Teladi capital mining ships.
[Beta 2] Fixed several causes of crashes.

lagidnam
Nov 8, 2010

Betty Wight posted:

So I bought this while it was on sale. Any advice before I dive in or just go for it and it’ll be good?

Most important thing is to NEVER look at what your npcs do. Everything works better if the player isn't there. Especially mining and docking/undocking, npc pathfinding is mediocre at best. If the player can't see it then everything just gets calculated with no regard to collision etc.

There's also a setting in the Game Settings menu called "Maintain speed in Menus", set this to on, otherwise every time you look at the map your ship will stop.

lagidnam
Nov 8, 2010
Looks like the Tides of Avarice NDA is gone. Some Youtubers posted new videos of the second new Battleship the Erlking. It has half a million hull hp and it's own special turrets. One main battery, 5L, 17M and the L turrets are special pulse turrets with 9.4km range that deal twice the damage of an Argon L plasma turret. We might get a lot new expansion info in the next few days.

Here's a video of the new ship.

https://www.youtube.com/watch?v=j0du-_qg1ZE

lagidnam fucked around with this message at 08:42 on Mar 7, 2022

lagidnam
Nov 8, 2010
I had a Xenon I come through Second Contact II Flashpoint and go up into Argon Prime where it destroyed the Wharf and most of the Stations. Gametime was one day at this point so no chance to stop this by myself. The I then died like most Xenon in Hatikvah's Choice in front of a tiny Spacefuel factory. 60 Large plasma turrets solve a lot of problems I guess.

lagidnam
Nov 8, 2010
Quick heads up about the ToA missions. Finish the questline in Avarice last. You're supposed to make a decision and depending on what you choose, one of the factions will drop to -25. There are 2 missions to help with that but none of them get you back to -9 or higher.

The problem is that the ToA factions don't have criminal traffic to raise your standing, don't award the right kind of missions or give rep when you kill a Xenon next to a station. The only way to raise your standing is trading and that requires at least -9.

lagidnam
Nov 8, 2010
My current game has two NPC stations inside the hazardous field in The Void. I had to block the whole sector from faction trading as my ships killed themself trying to buy some Quantum Tubes.

lagidnam
Nov 8, 2010
After almost 1200 hours in this game I finally understood how you get a station to use its own build materials for building production. Leave the "Available money for construction" slider on 0 Cr. If the station has building materials in storage that are eligible to be sold, a cargo drone will come and ferry the stuff over to the build storage.

lagidnam
Nov 8, 2010
Reveal video/teaser for the expansion on Friday. They didn't want to announce it without having something to show.

lagidnam
Nov 8, 2010
Egosoft forums have a bit more info:

https://forum.egosoft.com/viewtopic.php?f=146&t=450611

Patch 6.0 is going to come with the usual fixes, improvements etc.:

quote:

Position Defence, a new feature which allows you to have a carrier-led fleet defend a larger area
A new cinematic camera cutscene mode
Improvements in, among other things, AI combat and fleet behaviour, trade behaviour, boarding, salvaging, docking experience, flight pathing, low attention combat simulation, and the station editor
UI and quality-of-life improvements
Performance improvements
... and much more

lagidnam
Nov 8, 2010
There is so much good stuff in the patch notes:

quote:

- Added Kha'ak-specific Destroy Station missions.
- Improved Zyarth economy to counter it being overrun by Xenon (affects new games only).
- Fixed Split flak turret bullets not exploding.
- Improved amounts sold by free traders and miners when only selling, particularly across multiple sectors.
- Improved missile damage and ammo consumption simulation when player not present.
- Improved capital ships using forward-mounted guns in combat when player not present.

Tried the patch and crashed to desktop after 2 minutes in my old 5.10 save. They're saying it's compatible to old saves but it might be a good idea to reset the graphic settings and start a new game.

lagidnam
Nov 8, 2010
Bernd made a 10 minute video explaining some of the changes we get with patch 6.00 and Kingdom End:

https://www.youtube.com/watch?v=mbfez5ljdE4

They're calling it the complete edition as the universe is now feature complete in regards to the races they wanted to add. We're probably getting a bundle of all the dlc for new players as well.
They will however still work on X4 after the expansion is released, so there is a chance that we get more dlc after this one. He's also mentioning Ventures, they are not dead and are still developed as a feature update after Kingdom End.

lagidnam
Nov 8, 2010
The 6.0 beta branch does have the new Jolt physics engine and according to a thread in the forums, does run better for some people. Personally, I don't see any difference but I'm also running a Ryzen 1600 with everything on minimum so who knows.
Biggest speed improvement on the map is still to disable the direction lines for all ships.

lagidnam
Nov 8, 2010
Holy poo poo, they've really come far from the 1.0 release. Hard to believe that it's still the same base engine.

lagidnam
Nov 8, 2010
Not sure if it's common knowledge but you can do most of your trading for NPC stations with Repeat Orders. The setup might need a few clicks extra but you can do it with a one star pilot.

Switch the ship to Repeat Orders then right click a system, not a specific station and click "Buy in". Select the ware you want to trade and click Ok.
In the behaviour tab of the trader expand "Buy" and click on "Add Locations". Right click a system and a small button labeled "Select" should appear. If you cant select the system then this means there isn't a station who can buy the ware. Add all the systems you want.

When the buy part is done, right click the system you want to sell in and select "Sell in". You can add additional systems/stations from the "Sell" order in the behaviour tab.

You might have to adjust the buy/sell prices at some point but otherwise these traders should run forever. If you're lucky some of them might even get to 3 stars piloting after one or two weeks of game time (they won't). It's also a pretty solid way to make money at the start of the game.

lagidnam
Nov 8, 2010

Krogort posted:

Same issue with the SCA, they are extremely agressive in Boron space and there seems to always be one active there.
I have a khaak instalation in Heretic End and a lot of SCA seems to go suicide themselve there including destroyers but still, Boron space always has a Minotaur or two.
Are there M freighter that are good at dodging those ? Buffalo do the trick but at 9 millions credits they are expensive.

I have the exact same issue. I tried arming the Boron but the NPC police is reacting way too slow to make any difference. I was running Dolphin transports with mk2 gear from Heretics End into Boron space and a SCA Marauder with two plasma guns seems to need 4 shots to kill those. You can't save that.

At some point I just filled the sectors with advanced Satellites and started to search for "Pillager" and "Marauder" every 20 minutes. If I find something I send 3 Hydras over to kill the ship.

Another option wold be to only use L traders or give your M ships the order to drop cargo. They only drop some of it and it's a lot less annoying then trying to find out to which station the dead ship belonged to.

lagidnam
Nov 8, 2010

quote:

Version: 6.00 HF 2 (498349) - 2023-04-27

Fixed Queen's Herald gamestart not being unlocked by default.
Fixed The High Road mission not being offered if Boron story is set to complete in Creative Custom gamestart.
Fixed Repair Ship disappearing in Terran Secret Service story.
Fixed Hatikvah Arms Delivery mission not proceeding when delivering ships during Boron Plot.
Fixed Menelaus' Reminiscence getting stuck in hazardous region at end of The High Road mission.
Fixed The High Road mission not accepting temporary player ship back if provided consumables were used.
Fixed Geometric Owl being trapped in wrong position in Torus during Torus Aeternal mission of Pioneer Terraforming story.
Fixed suitless Boron sometimes being client for various missions.
Fixed Friends in Low Places achievement not triggering.
Fixed wrecks in Sanctuary of Darkness being destroyed and not awarding achievement.
Fixed hull damage from "thunder" region in Sanctuary of Darkness.
Fixed selection of navigation beacons for HQ warping not working in some gamestarts.
Fixed excessive explosive asteroids being created over time.
Fixed missing population numbers in most Boron systems.
Fixed missing illegal wares for Boron faction.
Fixed rare case of game incorrectly being detected as "modified" when entering Jupiter system.
Fixed freeze when changing graphics settings with game installed on very fast drive.
Fixed missing voice lines for English, French and German.
Fixed screen going black towards end of loading certain savegames.
Fixed specific case of stuttering.

lagidnam
Nov 8, 2010
Some interesting things in those patch notes:

quote:

New Feature:
- Observation Deck module for stations.

In addition to all this new content, the 7.00 update also includes significant gameplay enhancements, such as the introduction of the "Existential Crisis" endgame challenge
for veterans. This daunting confrontation pits players against a faction that spares no effort in its aggression, offering a thrilling new dimension of strategy and resilience. For those who prefer a more serene journey through the stars, this challenge can be opted out of, ensuring a tailored experience for every commander.

- Added auto-targeting of next hostile or next surface element on destruction of current target.


Plus another 5 pages of QoL changes. Other developers would sell this amount of content as a 20$ DLC.
There's also a lot more changes in the Egosoft public beta forums.

quote:

Improved balancing of mineral and gas region yields across whole map.
Here we are mostly looking for feedback on impact to existing games, but general feedback is good too. While there were some cuts in some locations, this should not impact the overall availability, in fact there should be more gases.
Improved balancing of stellar output across all systems to match stars and locations.
Following community feedback we adjusted the Stellar Output to match the star type and system look as much as possible to have a consistent "formula" across the map. This means that there is now much more variation, in both directions. Here too we are looking mostly for feedback on how much this impacts existing saves, but also general feedback as well.
Improved ware allocation for wharfs, shipyards and equipment docks.
The way shipyards, wharves and equipment docks allocated wares was adjusted to have a more sensible balance based on what is required to build and equip ships. In addition several of these stations were deemed to have too little storage and as such their construction plans were adjusted. This is also be patched to existing saves, so that these stations will eventually expand to add the additional storage.
Improved price balancing for several MK2 weapons.
Some weapons were asking for very high amounts of Advanced Electronics, which inflated the demand. As such we adjusted the pricing for some of those weapons to additional wares, but maintaining the price. The feedback that we are looking for here is if that impacts ships production, hopefully in a positive way and not have the now less inflated demand, improve the wharves production.
Improved balancing of storage volume for S and M storage modules.
Here we increased the capacity for some of the S and M modules. This has the effect that existing stations will end up with more storage, which may in short term have some impact in pricing, but will balance itself out. For new NPC stations this will impact the decisions they make on which modules to use and require less modules to achieve their desired storage capacity. If you note anything strange due to this please report.
Several smaller fixes and improvements for Construction Vessels.
We adjusted the jobs distribution to have some CV focus more on their own faction construction tasks. Also adjusted their logic to avoid them idling in enemy sectors. This should have a positive impact, especially to NPC construction. If you spot any problems with this please make a note.
Build Storage of deconstructed stations sell their wares first
This will make so that the build storage of any station that has been deconstructed will try to sell the wares before the build storage gets removed. This should return at least a portion of the wares back to the economy. Please note if you find any issues with this.
Improved miner decision-making
This should improve the choice miners make where to mine, especially systems contested by hostile factions. They also should not clump together as much on one spot. Feedback on the impact of these is welcome.
New Clusters
Several new clusters have been added, some will have established economies some only resources. Feedback on the impact of those would also be appreciated.

lagidnam fucked around with this message at 19:36 on Apr 4, 2024

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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.

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