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File: 2026-03-30_11-49.png (175 KB, 727x353)
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9.00 beta is ongoing.
have they finally fixed aux ships? are torpedo bombers in a playable state at last? we'll find out once the changes are finalized.
>>
I just want to tell someone I got into stimulants and holy hell I am making money hand over fist.
Set up a station in the reach, scan the argon shipyard until you get a black market. You can scan other stations but the demand for stimulants in shipyards is like 600 units whereas other stations its only 50 or so so you're better off focusing on just shipping to shipyards.

Auxiliary ships felt bad just because docking with carriers is so painfully slow, I wish you could just setup trade for orders on medium traders for carriers. Obviously they don't want to allow that because then you'd ask WTF do auxiliary ships even exist, but I think that's a dumb approach. Aux ships should be M ships with like one S dock for repairing S ships and can repair L and XL ships like they can now, instead of shitty carriers that force them to make carrier logistics a pain in the ass to justify AUX ships existing.

I didn't think I'd like the balance changes very much since I loved my pulsars and they seem to have gotten really fucked this patch. I've been thinking about X4 battles as corollary to naval warfare, but it feels like a really good corollary to tank warfare right now. I'm sending in fighters ahead of my carrier fleet to absolutely wreck paranid's formation and then sending in my behemoths to melt the one by one. If I just send the behemoths at the odysseuses they get absolutely wrecked but once they're distracted by the fighters the paranid destroyers can't bring all their guns to pair. It feels really good.

Just wish I could use my pulsars as bombers. I'm using eclipses for bombers and barracudas for fighters, which were definitely better than pulsars even before the patch, but I preferred pulsars just because they looked cool. Now pulsars are just awful.
>>
>>2370690
i think they should just bite the bullet and turn missiles/torpedoes into commodities rather than consumable wares. this entire debacle around aux ships is arguably caused by their insistence on keeping missiles as wares.

imagine if missiles/torps were commodities, or at least special commodity categories with separate cargo spaces:
>one aux ship that carries all the missiles
>2-3 medium freighters hauling missiles from aux ships to carriers
>carriers rearming fighters with munitions from its internal stores
>aux ships no longer have to align with carriers to transfer shit

or at the very least, if they STILL insist on keeping missiles as wares, they can just jack up the max missile count for aux ships and carriers and let them replenish docked fighters with their internal magazines. it might not make any sense lore-wise (admiral, why does our support vessel have deeper magazines than our battleships?) but the alternative is pissing away even more man-hours trying to make this fucking replenishment system work.

while we're at it, i wish they'd just fucking sidestep the aux ship alignment issue by letting them have repair beams and use said beams to repair ships. there are a lot more severe immersion-breakers in the game and magic repair beams won't even be in the top 10 offenders. i believe egosoft has the good intention but i don't think they have the manpower to keep jerking this around. at this rate aux ships will remain useless forever in X4. why not just make them usable?
>>
>>2371309
>i wish they'd just fucking sidestep the aux ship alignment issue by letting them have repair beams and use said beams to repair ships
Its so bad. It takes half an hour to repair and rearm my colosus and three behemoths. If an NPC L trader decides to sell to me it locks up the resupply ship for half an hour with a [critical] wait for signal. Not just alignment, the whole mechanism of docking L ships at a resupply ship is just total shit. I think they could literally just remove resupply ships, let carriers have subordinates with a trade for commander role, and everything would be perfect. That only leads out-of-dock L ship repair and whatever. Repair drones exist. Do something with those. Let frigates with repair drones use their repair drones on nearby L and XL ships and its problem solved, or something like that.
>>
>>2370690
>I just want to tell someone I got into stimulants
admitting you have a problem is the first step
>>
>>2371313
>Repair drones exist. Do something with those.
yes, you're right. that's a much better idea than magic repair beams.

>I think they could literally just remove resupply ships
i don't think this would ever happen. i think egosoft likes the idea of having a fleet-local cache of supplies in aux ships and i personally think it's a natural fit for the fleet battle too. they just need to come up with a way to make the inter-ship supply transfer less of a mess.
at the risk of complicating the game further, for fleet resupply to actually work with aux ships, the game needs new behavior types and modifications to existing behaviors:
>"procure supply for fleet" -- freighters will fulfill buy orders placed by aux ships ONLY. distinct from the preexisting "trade for fleet" order or just fucking replace it. it's not like anyone uses that broken behavior anyway.
>"distribute supply to fleet" -- freighters will fulfill buy orders placed by the fleet's carriers and sell orders placed by aux ships. doesn't honor external buy/sell orders. replaces the preexisting and dysfunctional "resupply fleet" order
>"attach to fleet" -- follow the fleet but in a less stupid manner. keeps distance from the spear tip but not too far. will actively maneuver to avoid enemies. aux ships (and any other supporting ships) would be perfect fit for these. maybe modify "follow leader" to fit this behavior because that fucking sucks too.
>>
>>2371679
and while we're at it, i wish they'd do away with one ship acting as the fleet lead at all times. it's just stupid. fleets should be abstract gropuings for ships to be assigned to.
>>
>>2371679
See I like the idea of fleet-local cache of supplies as well; but there's no reason that can't just be an L freighter. I don't think they even need new behaviors to be honest. Trade for fleet should treat ships with cargo requests as having sell orders. Then trade for commander with an implicit trade restriction just works.
>>
>>2371681
It seems to work well for me, though it is a bit confusing trying to figure out if a squad commander is actually a squad commander or a first among equals sort of thing. And shit definitely breaks when you have many layers deep nested squads.

But the problem is you end up with such a rabbit hole if you go "fine; here you go; I hope you know set theory; because you're going to need it to make sense of the well defined behavior of this fleet system"
>>
>>2371862
Actually on second thought I guess it would be nice if you could assign an L ship some role that gives it access to the logistics panel that stations with storage have so you can set distinct buy/sell rules to act as a long term cache without any active buy orders.
>>
>>2370562
so is this the patch that turns L ships into power fantasy?
>>
is this game better than starsector?
>>
I went to Pax East and visited the Egosoft booth, met one of the devs, got to try the game on HOSAS. When I got home I bought the game, all the dlc, and a pair of HOSAS. What are the chances I play for a week and never again? I have several hundred hours in Stellaris. I'm hoping for "single player Eve." The graphics are a little boof. Is there crafting? I know there's trading and mining and all that, but do you make stuff or buy stuff or both? What if I just want to own the universe's biggest restaurant franchise, space McDonald's?
>>
>>2375852
>Is there crafting
Sort of. I mean there's inventory items you need to do certain things, like you can disable a station's shields or turrets by interacting with a terminal in the station, which requires an item in your inventory which you "craft" by walking to up to a crafting table and combining three other items that drop from destroyed ships or are sold by traders.

But when you talk about "owning the universe's biggest restaurant franchise" - the economic model is all centered around making ships and using them to blow shit up. There's food as a ware you can sell, just like ore, or ship bits, they just exist as a "500x food" that some stations need as inputs to run their factory. There's no restaurants.

I mean you can make a gambling den, which is a station module that increases the rate that your station gains personnel, which is just a stat a station has that provides a multiplier to output that your factories produce.
>>2375591
Yeah; I mean in the ways that they overlap I believe so. I think the only place that starsector really pulls ahead (though its substantially) is on player expression via ship loadout. You pick a ship, you pick which turrets and guns on it, you pick an engine, but you don't have stuff like hull mods that radically change how the ship "works".
>>
>>2375496
Destroyers are really good now, yeah. Kind of a shame that they also gimped fighters, that felt sort of unnecessary.
>>
>>2375899
We got vro'ed. Sucks that x4 went this route.
>>
https://youtu.be/kMUZS45ccmo?t=946
>this is "fixed and improved" destroyer behavior
egosoft...
>>
Threadly reminder that Sensible Demographics is the best X4 mod https://steamcommunity.com/sharedfiles/filedetails/?id=2973524625
>>
>>2380259
>Egosoft names an NPC after a famous White scientist
>makes him black
>modder makes the NPC White
>comments complain about the mod whitewashing an NPC
quite the society we live in
>>
>>2376656
I've got a pretty long save in 9.0 and it is worlds better, but I just jacked an asgard and it didn't take long for him to decide to park on top of a xenon station and broadside it with its turrets; I left it with the terran lasers since they seemed alright while all my other destroyers have SPL flak. Probably has something to do with it.
>>
>>2380259
It is really weird how often my pilots are black women with big afros.
Its actually kind of funny.
>>
>>2382511
it seems like they chose to keep the rank-based behavior that makes these 1-star pilots want to get in really close when there's another station module (destroyed or otherwise) blocking the LOS to the targeted module. instead of moving laterally to preserve the range, they attempt to close in because it's geometrically the quickest way to find unblocked LOS to the target.

it's really disappointing because this is the exact behavior that causes the most amount of capital ship casualties and player frustrations. the only remedy is to download a cheat mod that drastically cuts down the exp required to max out piloting skills for NPCs, and quite frankly i consider that mod to be a necessity due to how insane the NPC behavior is without it. i don't know why Egosoft insists on foisting these intentionally insane behaviors on low-skill NPCs. surely there are better ways to differentiate 1-star vs 5-star pilots besides making the former commit piloting 101 textbook mistakes.
>>
>>2383101
I gave him my best captain, actually only for the formation but it should have incidentally prevented that.
>>
>>2370562
>have they finally fixed aux ships?
Still getting unexplainable repair queue issues that stall 40+ fighters from getting restocked.
The only fix is to manually undock however many stuck ships you need to clear the stall.
>>
>>2383327
we're NEVER gonna have workable endgame carrier fleets at this rate
>>
>>2371668
Lmao
>>
https://youtu.be/tsDvoEj1xgY
relevant to the aux ship discussion. guy with actual phd in naval replenishment talks about how USN resupplies itself in modern context.
some things i found interesting
>if the resupply base is far enough away, they'll have one supply ship that stays with the fleet and multiple shuttling ships fetching stuff from resupply bases (very much like the intended aux+cargo interaction)
>it's often civilian commercial tankers that ferry fuel (chartered)
>ship-to-ship transfer uses helicopters frequently (PLEASE let us use cargo drones to transfer ship-to-ship everything)
>Burkes can't do VLS reloads outside of port (!!!)
>Ticos can reload underway, but reload equipment reduces missile capacity (thankfully abstracted away in X4)
>refueling bottlenecks constraints can potentially cut down escort count, which in turn puts carriers in mortal danger (thankfully we don't have fuel worries in X4)
>>
X3 or X4?
Answer QUICK
>>
>>2386563
quick
>>
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>>2386564
>>
>>2386563
X4 give it to ya
X4 give it to ya
First we gonna SHOOT
Then we gonna BUILD
Then we let it MINE
DON'T LET IN KHA'AK
>>
I'm new to the game and picking up every easy mission I can (Taxi, clear mines, drop laser towers) and I was wondering if I could make other ships I own but am not currently flying achieve them. Like when I send a ship to try and pick up a passenger there's no option to talk to the person on the map remotely, and when I try to send a ship to clear out mines in another system the mines don't appear on the map for me to order the ship to destroy them.
>>
>>2387613
Some missions like that are manual only.
>>
>>2386766
>KHA'AK
Why did they add khaak destroyers to the game that only exist for one crisis that nobody wants to do?
>>
>>2370562
When is the damn update coming out? I cant wait any longer
>>
>>2380259
I like the other one. This one is too fanatical
>>
>>2394148
I can wait, but would like to know some approximate date.
>>
>>2386563
X4
X3 technically has more to it but is rife with archaic systems and instabilities that make it a pain to play these days.
>>
>>2396540
>X3 technically has more to it
NTA, but you educated my ignorant ass?
>>
>>2396547
X3 has corporation subfaction stories and ships, more base ship types and roles. But on the other hand ships have no boost, and no travel mode so any early combat is horrible and all travel is done by seta. X3 is the better spreadsheet minmaxer game but x4 is better if you want any sort of game outside of that despite its shortcomings.
>>
>>2396567
Interesting. Thanks for your time.
>>
Man I finally started playing SWI and now 9.0 is gonna come out and then SWI is gonna have to update and the saves won't be compatible.
>>
>>2396547
x3 has better plots, which isn't saying a lot but it is true.
>>
>>2396567
>X3 is the better spreadsheet minmaxer game
by how much?in my experience, trying to get any kind of logistics chain in X4 is rife with behavior script misery and nonsensical setup times. if X3 isn't better by an OVERWHELMING margin that's still pretty damn bad in my book. of course this is all conjecture as i've never played X3.
>>
>>2407327
Because the game is based around seta you play x3 by sitting on the edge of the system with seta on once you're established. It also has better autotrader behavior built in. Instead of relying on mods, exploits, or fuck around with repeat orders to get your galaxy autotraders set up you just buy a software and then let them learn routes and do their thing.
>>
>>2407336
>you play x3 by sitting on the edge of the system with seta on once you're established
Wow sounds really fun.
>>
>>2407431
Obviously you do spreadsheets. That's just where you do them (to not have nearby stuff in high attention simulation) and at what gamespeed.

I don't play X3 because you can't make player shipyards and because it can have some fundamental technical issues (I started it up and couldn't get keybinds working correctly with a controller). Unfortunately I have to accept X4's inferior economy.
>>
>>2407431
x4 is not hugely better. Rumor is the end game AI is fixed now so you can do things but there is still a big point between getting set up and being uber rich where the only viable and sane move is to ambush builders or AFK. The war system missions are a mix of unrewarding and highly punishing, some nearly impossible to do.
>>
>>2411963
I've seen their "fixed" AI driving destroyers to within groping distance of space stations just like before, so I'm not holding my breath on that one.
>>
>>2412261
apparently the actual fighting AI is much improved. I am too lazy to play the beta.
>>
>>2394157
What's the other one?
>>
>>2370690
>Roids sell like hot cakes
>>
>>2381866
>white
Feynman was a jew.
>>
>>2417505
https://steamcommunity.com/sharedfiles/filedetails/?id=3583523750
>>
>>2421875
>doesn't change the story NPCs
>more niggers
It's objectively worse, anon.
>>
>>2424237
I do not suffer from /pol/ brainrot so I dont care.
>>
>>2376656
Like a hell of a lot better than the last time I played. My destroyers would joust the station and fucking die.
>>
>>2425500
The game finallly reached a playable end game state and I'm so burned out I don't know if i can care. If only they put some effort into adding an endgame.
>>
>>2425411
>muh /pol/ bogeyman
get some new material. X is more extreme than /pol/ these days
>>
>>2426637
>xitter
designated shitting site
>>
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50 hours and this game is pretty nice. It's like Mount and Blade in space, or 3D Starsector. However, what really sucks is the general art direction. Almost everything looks so bland or stupid, especially the ships which are supposed to be eye candies in sci-fi games.
Maybe I'm spoiled by Star Wars, but when I look at space ships there, there is some actual logical design, even though they are completely unrealistic. And they just look cool. In X4 it's a bunch of random stuff bundled up together, or completely nonsensical stuff like Boron ships.
>>
>>2426904
I like the boron and split ships. The base game ships leave a lot to be desired, but they're also really old. The sapporo from timelines is cool too.
>>
>>2426904
Boron have always had a babylon 5 minbari aesthetic. The worst in x4 are by far the argon. There's not really an overarching theme to them. They're supposed to be utilitarian but that splits from what they were in x3, and even in x2 they had a more utilitarian feel because the fighters actually looked sturdy enough to withstand combat. And there's nothing unified in the designs. The fighters feel different than the medium ships which feel different than the capital ships.
>>
I wish the Star Wars mod would finally update for the new version.
>>
I just figured out how overpowered satalite trading is. Holy shit, this is busted....
>>
>>2425411
>if you don't worship niggers you are a /pol/ chud
If you think it's cool and moral to simp for blacks you are lame. Pardon, not lame, but retarded.
>>
>>2427885
Yeah I don't do it because it's basically a cheat unless you mod limits into ships.
>>
>>2427885
It makes me feel like some billionaire tech company exploiting loopholes in high technology component trading, technically shipping these top of the line CPUs by themselves to that other country is illegal but if I put them in some desktops and ship those instead it becomes completely legal, just ignore that the CPUs get pried out the moment they arrive.

At least that's how I rationalize shipping Terran built satellites into Antigone/Argon territory. I'm not selling Terran microlattice technology to their enemies, I'm selling common consumer grade satellites, that's totally different.
>>
>They never changed station sniffing. Yeah fuck that. I'm not physically bumping my nose on every station just to see how much shit it has internally even when I have a satellite there. Thank fuck for mods.
>>
>>2426904
Space ships aren't supposed to look like fighter planes
>>
>>2428585
prove it
>>
>>2428585
The point is, neither X4 nor Star Wars are space sims.
>>
Is it me, or is passive mining a lot less efficient in 9.0?
>>
>>2428601
Space has no atmosphere so wings are completely unnecessary
>>
>>2428608
Flying to a port on a planet or any asteroid with an atmosphere would benefit greatly from wings. Dual role craft have wings.
>>
>>2428622
>Flying to a port on a planet
Would be extremely inefficient. That's why there are space trading stations in first place.
>>
>>2428625
>Would be extremely inefficient.
Unless a material being transported was expensive enough.

Coltan is air shipped out of slave run mines in Africa. If the price of a commodity becomes high enough it becomes viable to export, whether there is a space station or not. The is the real life scenario to base science fiction on.

Winged craft would be viable to transport or control those areas. Also wings would allow the fighters to land planet side if the carrier or host station became inoperable.

It's just a bad analysis of a trope. Winged fighters are viable. Also big game like dragons and death claws would be eaten by armies just like the big game of Africa was poached and slaughtered during those wars.
>>
>>2428625
X (and presumably Star Wars) is a world where things like fuel costs are a nonfactor. Shields block any wear from friction and their sci-fi nonsense reactors will put out as much power as they need to reach orbit again. From the perspective of a random Argon pilot, having to swap ships at a space station to go down on a planet is a bigger inconvenience than having a dual purpose ship that wastes some amount of their infinite energy.
>>
>>2427911
Piracy is worse but I can't resist
>head to neutral sector
>wait for builder to show up
>easily claim and sell the ship
It never even calls for backup. It's so stupidly easy. And you can even do it in claimed sectors if you are careful and stop distress drones.
>>
>>2428622
>>2428633
What you aren't considering is how bad those wings are for everything else.
They take up space which means ports have to be built bigger.
They also make the ship itself a bigger target in combat, even if the wing itself doesn't have anything vital on it when it gets shot off it will still completely mess up the center of mass of the craft and make flying the thing a nightmare without some super advanced AI assistance.
>>
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>>2428585
Does it look like a real space ship to you?
>>
>>2429056
YES
>>
>>2429056
It looks like a submarine.
>>
>>2428585
It is a logical design, if we assume small fighter ships are a thing. You can fit stuff on their wings.
>>
>>2429063
Why? It's clearly designed by someone who knows nothing about rocketry.
>>
>>2429066
its aliens and technology we did not invent yet so it makes perfect sense
>>
>>2429084
ok retard
>>
>>2429085
Oh, please, like you know any better.
>>
>>2429056
That looks like something Apple would sell for 999 million credits, so yes.
>>
>>2429064
That's because it is; Boron ships are submarines first, spaceships second. A quirk of how they really don't like space. Argon and Terran fighters look like aerospace fighters because the majority of their populations are planet bound and most operations involve flying through atmospheres. Players only being able to fly in space is an indie game dev budget issue, not a setting issue.

Would love it if X series had the budget of Star Citizen, but they don't. Can tell that they wish they could do more ground stuff from their attempts with scenarios that require the player to walk through stations.
>>
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They seriously haven't filled out the descriptions yet?
I remember playing years ago and half the items had no fucking info.
>>
>>2428757
Piracy as a second stage of very early game getting started is good. You run a handful of missions to set yourself up in an okay fighter, then you steal a pirate gunboat, then you steal miners to either directly use or wash into legitimate ships. I also chose Nopileos to eventually claim as mine so I was just "taking control" of it. Feels good man.
>>
>>2428757
>>2429521
Weirdly the hard part of piracy is managing to be where a ship stops instead of chasing it around endlessly. Rendezvousing with something under travel drive, knocking it out of travel and staying on it is very difficult and has basically no gameplay assist (like being put into relative motion when getting close to a large ship), not even a computed numerical readout. Same reason that any mission targeting a specific ship is total bullshit that should be ignored.
>>
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Finally, some goddamn reinforcements. I kept all my fleets in this jewish sector to keep this part of the highway safe
>>
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>>2429892
I like that since it's not an official Argon sector the Argon military doesn't devote nearly as many resources defending it, only defending it either as an ally or because their fleets are flying through it to get to one of their own sectors. Terrans send their fleets here because it's sector that borders sector borders a Xenon sector. Game mechanics supporting game lore.

Do wish that the Terran strategic AI did more checks to decide where to send its fleets and build outposts; it likes to select sectors deep in Xenon territory because they border other Xenon sectors even though those missions are doomed to fail. Despite that I still really like building Terran outposts everywhere they ask.
>>
What's the fastest way I can get 3 star pilots? Need them for passive income shit.
>>
>>2429934
Early game: 2 star training seminars from missions, loot boxes. Downside is it requires a lot of your time to do.
Mid game: build a mining outpost or a factory, assign dozens/hundreds of small fast courier ships to mine or sell goods, you'll have dozens of 3 star pilots within hours. Mining outposts are a good way to bypass the range limits of low skill miners, the outpost manager 's skill is what determines mining range.
Late game: pilot academy on world you terraformed, can mass produce them.

If you have money to replenish losses then a carrier loaded with fighters will train pilots fast, every kill has a good chance of raising skill. Go kick a Kha'ak nest and let your fighters deal with it, the survivors will be 3 star and above. Expensive but fast.

Personally I end up building a solar plant in Venus, assign about 50-100 argon courier vanguards to sell the energy cells and eventually I have all the pilots and money I'd ever want.
>>
>>2429926
I don't think it's that complex. I am pretty sure the argon fleets there are hardcoded and not defending an ally. Kind of like how boron are hardcoded to send a fleet to to argon but there is no actual actions as their ally.
Also one of the diplomacy missions say hat will buy boron ships but they never do which is kinda bullshit.
>>
Is timelines any good? I know in the Steam reviews everyone despises it because it isn't classic X4 but is there value on it's own? Is it good for teaching new players some of the ropes?
>>
>>2430093
It is a good way to train piloting skills but I wouldn't call them tutorials. More of extra challenges. If you're really interested in the setting it's a good primer of major events or what random people's lives are like.
>>
>>2430093

I started playing last week and did all tutorials > Timelines > Sandbox.

I think it's good for newcomers. You will have to git gud for some missions (Terminus 1 is brutal, apparently it's a 9.0 update thing) but it's also a good way to experiment, do your keybinds, understand how some stuff work...

I think it's good. Makes sandbox less tedious to get into.
>>
Just got back into the game, haven't really played since pfft 4 years ago so I forgot everything.

Playing terrain because I haven't before. What's the easiest way to get the time fast forward time thing. I forget what it's called.

Also I got a mission to seize some large transport which I never did before. I just manually blew up it's engines and turrets, now I'm stuck at what I actually need to do now. I cant destroy it's large shield generator with my current load out too. My fighter only carries 2 marines. Can marines go through shields? Do I need more?
>>
>>2430593
>What's the easiest way to get the time fast forward time thing. I forget what it's called.
SETA, it's made from loot you get from destroyed Xenon ships. It's very rare loot so it's best left to ships piloted by NPCs with orders to collect droped items inside conflict zones.

>Also I got a mission to seize some large transport which I never did before. I just manually blew up it's engines and turrets, now I'm stuck at what I actually need to do now. I cant destroy it's large shield generator with my current load out too. My fighter only carries 2 marines. Can marines go through shields? Do I need more?
A lot more. This is a mid game mission hence the huge payout. You can use medium freighters as troop transports though frigates like the Cobra do combat and carry 30ish marines. Large freighters can carry hundreds of crew which will require a lot of marines to defeat. Marines can go through shields.
>>
>>2426904
I mean to be fair the art style was alwayys hit or miss in the series. A large part of the X3 roster were greeble sausages (Teladi M1s/M2s) or ships which looked like 1 ship copy&pasted 5 times and stitched together (any ATF ship, especially the Valhalla), but there were some standout designs.
The paranid were very sleek and distinct even if i didn't fuck with their aesthetic. The Split M3/M4s were kinda ass but their M1s/M2s were gorgeous, agressive looking ships. Argon designs were downright beatifull. combining this weird babylon 5-esque aesthetic with what is kinda the Halo UNSC vibe.
X4 has it's share of good designs, I think the rattlesnake is beautiful, And I do fuck with the Ray, it's just so wierd it's hard not to love.

But there are also stinkers.
I respect the Sapporo for being a Nebulon B and an Omega smashed together but I just don't think it works, the Behmoth is dogshit, the paranid ships are again, too sleek for their own good, they look like plastic toys. And they gutted anything interesting the xenon had. \
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>>2431849
X4 really fucked up on release because they tried to add the same kind of dock to every ship that holds one, meaning every single ship had a giant ugly gray square on top of it.
Thankfully they realized this quite fast and Split Vendetta already had some much better designs.
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>>2431849
I miss the X3 Argon Centaur. Argons need a corvette class anyways.
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Paranid have the best looking ships.
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>>2431864
Frigates are just corvettes by a different name.
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I did it! I captured my first ever destroyer. And to think all it took was this small force. Was super tedious though.
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So I'm playing Terran and have built up my shipyard all the way up to XL ships and started making some really good money. I'm considering moving into the center of the map but realized there might be an issue if I started purchasing equipment from the other races for shipyard use. Is there any way to filter what blueprints your shipyard has access to? The moment I buy some other races ship it's going to want claytronics and a bunch of other shit I definitely don't have built in my terran shipyard. I'm assuming the queue could get stuck waiting for materials that will never show up when I'm selling my ships there.
Would banning certain factions from using a specific stations help? Will the NPC terrans buy only their faction designs or will they try to buy other races ships if I have that blueprint purchased?
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>>2434134
>Would banning certain factions from using a specific stations help?
You can just set the storages for Commonwealth or Terran resources to 0, they won't build ships for that faction if they don't have resources.
> Will the NPC terrans buy only their faction designs or will they try to buy other races ships if I have that blueprint purchased?
Military Terrans will buy only terran military ships, but equipment can be from any faction. Civilian (freighters/miners) NPCs will buy ships mostly from their own race and sometimes (5%) from friendly nations and never from enemies.
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>>2435123
Alright that sounds easy enough. I just didn't want ships getting stuck half built because of a lack of resources in the station.



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