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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. \
>>
>>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.
>>
Paranid have the best looking ships.
>>
>>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.
>>
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?
>>
>>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.
>>
>>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.
>>
Should i get any of this dlc if its my first time playing
>>
>>2437047
The DLC is half the map and factions being steadily re-added over time.
>>
>>2437047
Buy the community of planets pack, those are core though arguments can be made about tides. You can buy timelines when it's on sale since it's required for a lot of mods. The rest are up to you.
>>
What do you do once you have money? I have a few small factories which I’m using to fund a few megafactories. I think I’m going to be set for cash once they’re finished but I’m bored out of my mind waiting for them to build. I’ve stolen a few ships and gotten in a few dogfights as a pilot but I don’t really understand how fleet combat works.
>>
>>2437283
Build a big ass fleet, go conquer someone. Enjoy the big fleets and capital ships.
>>
>>2437283
The Factory must grow.
Also, once you have money you can get rolling on the larger plots that more heavily influence the galaxy's politics.
There are also Terraforming projects
I'm not sure how you go about unlocking those but they require a boatload of resources to do, but apparently grant some permanent effects such as Scale Plate no longer actively raiding you.
>>
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Should I play this game
>>
>>2438090
It's one of the best ever if you're willing to put in the effort.
>>
>>2438090
If you like starwars it's worth it just for the interworlds mod like how sins is worth it just for the startrek mod.
>>
>>2438090
It's a great game, however, it has a steep learning curve, so you will need to invest a lot into learning it to begin enjoying it. It also has a nice modding scene. It's a very rewarding game and no other space game is like it, but again, it takes effort to properly learn.

>>2438354
Man, I wish the Star Wars mod would update..
>>
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>>2437108

So every non-soundtrack item except for Hyperion and Envoy is in that Community of Planets pack

still gud to buy?

>>2437095
sure seems to be that way


arent saves in this game supposed to last hundreds of hours? What if you buy some dlc then decide to buy more when you're far into a save? do you gotta start a new game?
>>
>>2439126
>What if you buy some dlc then decide to buy more when you're far into a save?
The area just unlocks and it is justified in game lore as the gates coming back online and reconnecting that faction at whatever time in the save that it happens. There can be some implications like if you've partially quashed Xenon so they've concentrated their allotment into a smaller space and then enable a faction next to that space who hasn't had time to build up when they make contact. But mostly it's fine.
>>
>>2439126
Yeah community of planets pack has everything you need. Mods like star wars don't even require the ship packs.
The game to its detriment at times is fully modular so you can start a game and add dlc whenever you want. Saves are even fully compatible through updates which unfortunately has resulted in big changes not happening as often as they should because egosoft is ao unwilling to break saves to fix things.
>>
now is a good time to try the game cuz of the 9.0 thingy right? were there any mods worth getting right away?
>>
X rebirth is really cheap. at 5,99 how could i ever regret it?
>>
>>2438354
Is Interworlds that good?
>>
>>2441457
It's really good yeah. Still being developed so it has placeholder elements in places like equipment icons and such but if you like starwars it opens up the game a lot.
>>
>>2441494
I've never been a big Star Wars nerd but I might have to look into it.
>>
Every time I come back to this game it runs worse on the same settings from the last time I played and I try to tweak it and just say fuck it and uninstall. Game ran rather smooth all things considered first time through but after that its gotten worse and worse. I see a patch note list and go oh yeah that sounds cool then remember what happened the last times.
>>
>>2441535
I thought the recent version did great for performance?
>>
>>2441543
Probably did I haven't checked back in since end of last year but anytime I've wanted to play it has been an instant nope nevermind and close the game.
>>
Performance always takes a hit in big combat sectors. Outside of those it runs fine for me. Just turn volumetric fog to low.
>>
>>2441574
I didn't even bother to leave the station the last 2 times I tried, if its lagging that bad before I takeoff I don't have much hope for space. It will run "fine" if you start tweaking shit but whats the fucking point? The game ran smooth before. Supporting the devs shouldn't make it run worse kek
>>
>>2441588
Which station? I literally have never seen it act like you're describing unless there's a huge battle happening.
>>
>>2441595
Mine
>>
>>2441598
Oh ok so a gigastation which even x3 had trouble with
>>
>>2441602
No but ok.
>>
>>2441603
I don't know what to tell you man. Literally don't have that problem outside of huge battles or gigastations.
>>
>>2441608
Yeah you said that.
>>
He probably added a mod with a shitton of extra jobs spawned.
>>
>>2441611
Nah you did.
>>
>>2441457
It's fundamentally x4 with all the jank involved but the ships are effects are good.
>>
>>2437283
I'm slightly at the point before this anon, I have a few miners running around and a few trade ships making quick flips, I think it's time for my first station but I'm having trouble deciding what I should start producing first (Terran start)
>>
>>2441766
Energy.
>>
>>2441766
>>2441770
Ye energy at mercury or venus is a good start. Set it up and then get a bunch of small fast couriers to ferry e-cells around. Once it's big enough you can set up a distribution hub further out for the outer planets.
>>
Speaking of Interworlds, did that mod do anything with the underworld or black markets? I think my biggest disappointment was the incredibly weak and gay piracy in X4 and utter lack of any significant illegal wars or smuggling. You should be able to become a billionaire off of illegal goods alone.
>>
>>2437562
Teleportation research.
>>2437283
x4 has a really long point where you have enough money to not bother getting more, but not enough to do anything. I suggest mods to supercharge xenon raids with small ships. There is also a good map mod I don't remember the name of that moves sectors around to be a lot smarter than base game.
>>
>>2441840
Not too sure about black markets as I don't scan data leaks that much, but they do have a bounty hunting system, which you can do with bounty hunting stations (they even sell a few unique ships). Finding the target can be a bit of a pain though, and depending on what you pick, they may have allies nearby, so while they pay well, they can be harder missions.
>>
>>2441893
Maan, all I want is a robust criminal underworld system so I can make my cartel empire.
>>
>>2441977
>I just wanted to do robust criminal underworld stuff with my friends
https://www.youtube.com/watch?v=LXZfuC0vi4g
>>
>>2441977
I mean, I'm sure you can pirate ships and sell their goods in free trade ports. Even make a fleet out of them. In my current run, I got 2 destroyers just by capturing them. It should be possible to make something resembling a criminal empire.
>>
>>2441893
The head hunter mod is a lot better for bounty hunting.
>>
>>2442333
There's a mod for that? Is it updated to the latest version?
>>
>>2442238
NTA but the system can hardly be called robust. You can engage boarding operations on ships that then just meander around the galaxy as normal until they're captured instead of doing anything about it, and you can sell blatantly captured construction ships to anyone, not just fences. The whole boarding and criminal systems both need a huge overhaul
>>
>>2442381
>The whole boarding and criminal systems both need a huge overhaul
We expected it for tides of avarice but instead we got nothing. They even made a tutorial for the existing terrible system.
>>
>>2442238
>>2442381
Reminder Egosoft won't and can't touch any criminal enterprise content because they receive funding from the German government and the German government is full of pussy fags. This is why they refused to put gambling into the game.
>>
>>2442492
I wonder if they could release it as a mod themselves or something akin to how some porn games are sold with the nude models as a download elsewhere.
>>
>>2442955
Even the goddamn mod tools are on their site walled behind linking a cd key to an account there. They're not doing that.
>>
>still make you start in these forced scenarios with set characters if you want to play their starts
why?
No I don't want to be Dr Gibsmedat or Alien#32 just let me pick the generic white guy you weirdos.
>>
>>2444368
to add to this:
The game even knows its silly and the Tides of Avarice Stranded start has a drop down for male/female. Why not just give me that for all of them at least species restricted?
You have multiple human/alien models. Let me pick from them.
>>
>>2444371
Even the custom start gives you only a few options per race/gender lol
Two of them for Argon are "I have no face" Yaki models.
>>
>>2444377
At least the Juro start has cool sunglasses...
>>
>>2429056
No.
>>
Haven't played in awhile, new character, figured I'd do the phq and unlock the gates for the waterbois. Forgot how absolutely fuckall you get from shit like that. You'd think at least one of the missions in the chain would give like... 100k? Anything? If it wasn't for crap I picked up I wouldn't be able to even repair the ship they give you, which at least is SOMETHING.
>>
>>2444965
Just hit up any data vault for like 120k
>>
>>2444999
Just take whatever ship you start with and start pirating. Even xenon these days will bail out. Although you gotta do the small fry ships until you can start hitting the builders.
>>
>>2444999
Or 80 million other things. That wasn't the point of the post. I have a save with billions. I started a new save coming back to the game and was just remarking how dumb it is they don't even give you like 10k for those missions.
>>
>>2444965
I suppose the idea was that the reward would be the ability to trade into Boron territory, but I see your point that the reward balance is totally fucked. In any case the entire economy is fucked and the best way to earn money early on is from abandoned ships that are always in the same spots for some unknown reason.
>>
I think they also expect people to not touch the boron until they have their economies and starter industries set up so they can industrymaxx them.
>>
>>2445178
There still isn't much need to do that. But also boron have so few enemies they hit max pretty fast and then never lose ships.
>>
>>2445165
It is just one of those things where those missions are available and doable at the start so you'd think they'd have some sort of compensation to recoup repairs at the very least. If I didn't know what I was doing it could've really fucked me to have 10k cr and no way to repair. Hell, you don't even get the shipyard in their territory revealed at first.
As for earning money, not an issue, many many ways, just striking coming back to the game how obtuse and unrewarding it is.
>get out your ship and go somewhere on this ship and do a thing
Is used way too many times in missions also. (especially those ones, you know the ones.)
>>2445178
The game leads you to it if you do the PHQ or the gate opening, which is info given to you when you start the game. A lot of players would be interested in it.
This is all starter stuff, they clearly don't expect you to touch it later since the game goes HEY COME OVER HERE AND DO THIS out the gate.
>>
>make nog scientist
>make him an absolute moron and jungle black
kek ok thats a bit much raimi
>>
>>2445178
A shame I'm a split chad so the squids get the knife
>>
>>2445196
>This is all starter stuff, they clearly don't expect you to touch it later
It's also really easy. And x4 has two story types: piss easy starter stuff and impossibly hard.
>>
>>2445723
You forgot about the 3rd category: Annoyingly long absurd obtuse missions where you do shit like wander around in your fucking space suit in some nonsense. Not hard, not easy, just obtuse weirdo insanity written by someone who never played games and playtested not once.
>>
I've played the game several times already, but I'm getting an itch for it again (haven't played the 9.0 yet).
But I don't just want to do the same kind of playthrough as usual, I need some twist to spice things up. Any suggestions?
I was thinking of buffing Xenon with mods to an absurd degree and try my hand in a kind of "world ending threat" scenario. I had already played with them buffed before, but not to such a degree. I was also considering limiting myself to only one faction's ships and station modules, but I have already played like that in the past with the Boron and Terrans, and honestly they're the two that interest me the most anyway, so I'm not sure whether I'll do that again or not. I'll probably set all the story quests to completed in the custom start, and give myself some money or maybe even a small station to get started... Any suggestions or mods to add to spice up a playthrough?
>>
>>2445949
It might be fun to start with a small defense station at one of the main xenon sector chokes and play it as a tower defense.
>>
>>2445949
do you like the star war? you can have a star war.
also you could play a different game maybe.
>>
>>2445973
One thing I still want to do that probably needs a bespoke systems mod is start with an isolated small fleet walled in by xenon space and have to defend the construction of a whole manufacturing process until the multiple xenon gates can be blocked by defense stations and you can produce enough from a shipyard to go in and wipe them out.
>>
>>2446003
This is much less interesting in practice. Also if you want you could just roleplay staying in zyarth sectors with buffed xenon or stay in hatikvahs choice. You would get some AI backup but it wouldn't last long.
>>
Is there any reason at all to buy the Timelines, Hyperion or Envoy dlc's?
>>
>>2446686
Timelines is required for a lot of mods.
Hyp and envoy are kind of up to you. I like the health and safety inspector start though
>>
>>2446688
>Timelines is required for a lot of mods.
Shit, for real? It has such terrible reviews.
>>
>>2446688
>a lot of mods.
Like what ones? None of my 20~ mods need it.
>>
>>2446690
>>2446700
Mostly the total conversion or big rebalance mods.
It's not a good dlc but on sale it's fine because it at least has new sectors and some cool ships.
>>
>>2446701
Got it for five dollars, maybe I'll use it as a tutorial dlc for getting back into the game. It's been several years since I last played.
>>
>>2446686
>>2446709
It merits mention that the DLC is implemented the same way as mods so you can pirate it and apply it to a legitimate copy of the base game. But possible that it could break upon an automatic update.
>>
>>2370562
Should I play X4 or Elite Dangerous if I want to just fly around and listen to podcasts?
>>
>>2446733
Elite has way better flight systems and soundscape but the game is mindless grind with no payoff.
x4 you're going to spend more time in menus than flying around past the first 2 hours.
>>
>>2446740
what about starsector?
>>
>>2446745
You don't really "fly around" in starsector. Starsector is mostly just battle after a battle, and those take place on battle maps, different from the overworld one where you fly around.
>>
>>2446746
One thing I did like about starsector was that flying into frontier zones to find loot had an actual sense of exploration.
>>
>>2446733
X4 is the better game for that. Elite feels the best the more involved you get.
>>
>>2446762
Yeah, I always spend a lot of time just exploring sectors and scanning planets. Too bad that the actual colonization and empire-level gameplay kinda sucks.
>>
>>2446765
Isn't elite full on psuedo mmo with factions that actually matter?
>>
>>2446733
Do you want to actually DO something? X4.
Do you want to pretend you'll one day do something? Elite. To increase your doing nothing, play online so randoms can kill you.
>>
>>2446795
>>2446733
I think you want eve online.
>>
Alright, I'll get X4, thanks for the suggestion
I'll think about Starsector as the price isn't going anywhere any tiem soon
>>
>>2446807
>I'll think about Starsector as the price isn't going anywhere
Starsector is free if you just install it with sseth's code.
>>
>>2446811
Oh fuck yeah, I forgot about that, cheers man
>>
>>2446803
Fuck no, no one wants eve online, not even ccp. The only "people" left are discord trannies (not using that jokingly) and multiboxers.
>>
>>2446823
That multibox shit is crazy. Can't believe some want it in the game. Would be playing right now if not for that. Oh well.
>>
>>2446854
When it was a scout alt so you could bridge or w/e back in the day I got it, too much money for me back in the sub only times but hey w/e.
Now? Fuck off.
CCP I mean FC wants it. That is why they even sell specials based around it.
>>
>>2446790
Define "actually matter" since I've ignored the major factions my entire Elite career to no detriment.
>>
>30min left for the sale to end
should I pick this game?
I love space games, but elite dangerous felt like devs nerf everything worthwile while putting insane grinds (engineering) as the meta

is x4 comfy? I was considering getting it with all the DLC
>>
>>2446818
>>2446811
What's this?
>>
>>2447031
nothing. go away.
>>
>>2447018
X4 is a heavy economic and empire building simulator. You can fly your own ship and do combat and explore, but after a handful of hours in you'll start spending a lot more time in menus managing ships and eventually stations.
>>
I wish we got a mobile factory ship. I'd like to do a pirate run like that.
>>
>>2447101
Since Xenon need only energy cells, silicon and ore to build anything, should they get a heavily armed mobile wharf ship?
They get resources delivered to them by their transporters and build S- and M-ships right into their internal storage.
They would have a similar role to auxiliary ships but instead of repair and rearming of ships they would simply construct new one right on the frontline.
So basically a mix of auxiliary, carrier and wharf.
>>
>>2447101
Supply lines for creating any ships are way too complex for something like that to make sense imo. You can already teleport your main base, which kind of fills the same niche I suppose.
>>2447110
Now for Xenon yeah, that could work. A gigantic ship like that might even have a small amount of solar panels on itself just in case the supply chain is somehow broken.
I like the idea.
>>
>>2447133
>Supply lines for creating any ships are way too complex
We already have closed loop that is just scrap and energy cells to make ships.
>>
>>2447145
>We already have closed loop that is just scrap and energy cells to make ships.
Huh? Is that something from 9.0? I only recall scrap being processed into refined metals or something like that.
>>
>>2447148
Scrap gives hull parts and claytronics, closed loop lets you create Argon modules, ships and equipment out of only hull parts and claytronics.

It is incredibly simple to build something, but you can only make Argon stuff.
>>
>>2447172
I think 9.0 did add some sort of magic khaak product that actually can be used for anything, though. It's just a shame the khaak aren't really implemented in a way this is useful.
>>
>>2447173
It would be nice to have a khaak overhaul update at some point. They have very few ships, and don't really do anything particularily interesting in general.
>>
>>2447175
The problem with khaak is that they don't rely on the gates.
How to you balance a faction that can literally teleport wherever it wants?
>>
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the stars look like shit, they look like a low resolution skybox
are there any mods to make it look better?
I'm not a graphix whore but holy shit
>>
>>2447208
If I were egosoft I would do something like make proper khaak infested sectors like that boron one that can't ever be cleared and have to be patrolled by the player and npcs factions to be usable. A bit like that pirate area they added.
As for being aggressive I'd still have them attack mining areas but only for nividdium and change nividium into a really high risk high reward and low volume ore that a player might bother to manually defend, or at least dedicate a lot of ships to. And if you fail khaak take over the sector and then xenon spawn in and take it over too. Because xenon and khaak already work together in that crisis they made anyway.
>>
>>2447213
yeah I feel the same way with some stuff like >>2445453
What are we doing here? This is some bix nood shit kek
the game looks pretty good in some parts and weirdly doesn't and doesn't perform as well as it should in others.
Oh whale. Maybe X5 now with more dlc about old ships will be better.
>>
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>>2447271
just started the main game and jumped into a gas giant that looked kinda bad, like a low resolution texture (with a low resolution static ring)
I hate comparing games since each space game is unique in its own way but after playing some others, I'm surprised on how x4 fails at just simple textures
also dat asteroid render distance wtfm they pop up when they're really close to you
>>
>>2447283
>also dat asteroid render distance wtfm they pop up when they're really close to you
It's because they used to pop up way further away but asteroid sectors ran at 10fps. It's the second funniest part of the game aside from that sector from tides of avarice that looked like you were flying in some guys colon.
>>
>>2447271
>X5
Ten more years.
>>
>>2447283
so much of it looks convincing so it makes the other stuff glaring.
scale is really good in this game generally especially in stations
>>
>>2446823
>>2446854
>>2446861
FCPP has proven to be sub par at both developement and business. In EvE They are always "copying the nextbestthing" 2 years after another game made it relevant and profitable, losing hundreds of millions trying to remake what halo did decades ago. For the second time. And absolutely cancering up their space mmo with gate mechanics that force botting and multiboxing for content.
Stay far far away from them.Their biggest win since eve launch has been buying themselves back for a song from a publisher that sank so much money on them it was worth it to pay them to go.
>>
>>2447355
all i wanted to do was mine in space and games just have to be autistic tranny retard nonsense...
>>
Every few years I get the eve itch, hop on for a couple weeks on a fresh character and dip for another couple years.
>>
Do you think the game could use some more ship classes? What would you add?
I was thinking how it would be nice to have a fast first response/patrol ship/light carrier/L frigate or something like that. Instead of using multiple M and S ships for patrols and defence from minor threats like some stray khaak, I'd love to have a speed focused mini L-ship with ~8-12 S and ~1-2 M capacity and some turrets.
I was also thinking that dedicated bombers would be cool, for example focused on having many broadside torpedo launchers, but you can already fit destroyers with torpedos if you want so I'm not sure how to differentiate the niche. I guess I'm mostly just imagining them different visually, but the role is pretty similar.
>>
>>2447457
A giant ore mining carrier that uses mining drones and has flight bays and stuff.
>>
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X4 player survey posted on steam:
https://docs.google.com/forms/d/e/1FAIpQLSeya4dY5NhdxBMgdTsxxOtnHM5TxVP4K_I-PoJGvRck-pvJ0w/viewform
What do you think about the game's strongest/weakest parts?
>>
>>2447640
>strongest
it is in the x series
>weakest
yeah
>>
>>2447640
Personal inventory a shit. Move most of it (anything that isn't a player consumable) into the primary economy (while trimming down all the unnecessary crap) and put the recipes in a station module.

Give better descriptions on missions. A new player shouldn't take a low difficulty station defense mission and find fighters that will murder them. Or not know that medium difficulty means a destroyer. There's also some bugginess there with descriptions being wrong so instead of an easy enemy I got Terrans with rape beams.
>>
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>>2447640
So we all agree that laser turrets and gunboats are shit, right?
>>
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>>2447213
>>2447283
Complain about it in the survey
>>
>>2447664
I'm gonna complain about you in the survey
>>
>>2447664
I answered ship interiors if anyone cares.

>>2447656
Gunboats are also not fun to fly.
>>
they really gotta rename the kha'ak at this point i can't take it seriously when they are telling me about the cock deployments
>>
>>2447827
The name softens the nuisance of dealing with them.
>>
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>>2447770
>I answered ship interiors if anyone cares.
Same. Not asking for Star Citizen level interiors but I'd be happy if every ship got an Argon Courier level interior.

>Gunboats
Gunboats either need the double of turrets or medium turrets need to hit harder. Would rather have a corvette out there (and Argons need a corvette class) than a gunboat.
>>
>>2447770
>>2447904
>ship interiors
How much time do you/would you actually spend looking at anything outside of the cockpit? I feel like the skyboxes would not only be much less work, but also improve the experience very significantly more.
>>2447904
>or medium turrets need to hit harder
Honestly this. Medium turrets are just kinda shit all around. They really need some niche they could fill, because as they are now, they can't even deal with light fighters.
>>
>>2445165
No, it's hauling space fuel in PIO territory

Illegal ware that is legal there but pays the same as if the supply were scarce. Also, conveniently placed factories next to selling places.

(The more I think of it, the more I realize every gamedev is a commie with no real concept of economy)
>>
>>2447904
Gunboats just need one or more special slots that buffs all turrets mounted on them, or better yet, gives them special properties.
e.g. pulse turrets now have considerably more force impact, enough to throw lighter ships off course when hit
>>
>>2370562
So, which dlc is worth grabbing?
I bought the pack that includes timelines and the base game
>>
>>2448312
Split Vendetta, Cradle of Humanity and Kingdom's End are all very worth it, they add storylines, factions and a bunch of systems and ships.
Tides of Avarice is ok I guess, but I don't really care much for the ships they added there, and the gimmick in the new systems is kinda annoying as well.
Timelines I haven't played, but from what I gather it's seperate from the actual sandbox gameplay, so I don't care about that. And the other DLCs are just one ship + short story, so not much.
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>>2448316
Should I pick them up right away? Is the game baren without them, I'm still doing the tutorial or can I fuck around before I need to pick 'em up?
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>>2448324
I've never done so myself, but I think it should be possible to add them mid-playthrough. The new stuff they add is mostly in new sectors that will just get connected to the ones already in vanilla.
I think at least those 3 DLCs I mentioned add a lot in terms of variety, but if you've literally only just started it's not like you're going to run out of things to do immediately, so you could just keep playing and if you like the game get the DLCs later.
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>>2448162
Just let them mount some of those boron type turrets that are great at slowing down fighters.
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>>2448331
>>2448324
Personally I like turning off all the DLC at the start and then turning one on every 12 hours or so (or whenever I finish a plotline). New gates get activated and when I fly near them there's a cutscene introducing the new faction.

My current run started with Cradle of Humanity turned on (played Pioneer start) and added Tides, Envoy, and going to add Split tomorrow. Going to finish off by adding Kingdom when I finish the Split plot.

The game world does feel a bit small compared to all the DLC, base game has 50ish sectors while with all the DLC it's 150. But it's still very playable with just the base game. I'd recommend the new-ish "Wayward Scion" start, decent ship and a semi-guided tutorial mission to ease you into the game.

The DLC factions are Terrans which are the high tech xenophobic faction with it's own separate economy - their ships are slow but work heavily with the travel drive and turbo for boom & zoom type fights, Split are the high aggression slaver faction - ships that look like they're made of rusty scrap with poor shields and rapid fire guns facing forward and fast combat movement but slow strategic, Boron are the aquatic pacifist squid people - ships with thick shields and beam weapons that do a variety of effects from slowing down ships to penetrating shields.

Each DLC faction has a non-standard gimmick that the base factions don't have.

The Hyperion DLC is a large 'player ship', high firepower, good defense, perfect piracy marine deployment ship. I don't like how easy it is to get so I only add it to the game once I've reached midgame and I'm looking for frigates to use as troop carriers.

Envoy ship DLC adds a medium corvette sized ship that's perfect for exploration or the new diplomacy system. Noteable for its detailed interior. Fast, can disguise itself but lacks game changing firepower - I prefer to fly the Terran Katana as my daily driver. It's main feature is being the best ship to use in the diplomacy system.
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>>2448398
I wish slaves were added back so split had more things to do. It would be nice to go on slave runs in other sectors.
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>>2445453
Seems your universe is lacking in sensibility.
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>>2448406
I miss passenger ships in general. I want to move 200 people from one system to another with bonus points for 'luxury' cruises that visit special features in the game world. Liked them in X2 and I'm one of the people who did those tourism missions in Elite Dangerous.

Would also allow for dedicated marine troop carriers for boarding actions.
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>>2380259
>White people still existing in the future
This isn’t science fantasy
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>start the game
>go through first gate
>this nigga shows up
>"hey hello who are you? anyways here's a free station"
so who's this fucboi? I've read that it's a quickstart to some long quest.
I have no knowledge about x lore but wasn't this race lost beyond gates? in fact my main mission starts with one ugly mother fucker telling me to investigate some gates because these floating aliens may be behind its recent activity

also, I don't know what this station does. Do I need to mantain it or will I be able to slowly get a grip of its uses?
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>>2448431
There's no "maintainence", and you will be able to use that station. You might want to leave this questline for later if you'd rather just focus on flying around without getting bothered with the empire management layer of the game yet.
>wasn't this race lost beyond gates?
Yes. If I remember correctly, he was born in Split slavery and escaped from there, so he's never seen his homeworld
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>>2448418
Most of the Earth's population was wiped out during the Terraformer wars. Mostly people who could afford bunker complexes survived, Japan had an edge since that's where jumpgates were invented so they had portals and a very strong economy. It's highly optimistic though since all of Africa and India ceased to exist.
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>>2448331
>>2448398
So, that's a yes for the DLCs
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>>2448431
He's a Boron, aka the squids and yeah, there's more of them beyond that gate, which is the Kingdom's End DLC gate.

You're getting it free because it's been years since the game was created and a recent update skips tied to the Boron DLC skips the questline tied to the station and that station is tied to many questlines and NPCs. Veteran players didn't want to re-do that quest yet again. You get the original PHQ questline if you play without the Boron DLC or get the Terran variant of that questline if you start as either Terran or Pioneer.

In of itself the station itself doesn't do anything other than unlock the research system and allow you to diplomacy with other factions, but you can add modules to it that generate resources or produce ships (very expensive to setup) or defend itself. Stations don't have a maintenance cost in of themselves, adding workers for increased productivity (up to +50%) will require an upkeep but factories will still work slowly without workers. You can ignore it until you want to deal with it, personally I like adding a storage, dock and a few solar panels for some passive income then wander about the galaxy doing random missions.
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>>2448443
Yes the faction DLC are worth it.
Yes the game feels a bit baren without them.
Yes you can fuck around learning the game before picking them up but you missed the recent sale.
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>>2448450
>>2448439
thanks anons
I chose the emergence start iirc, I don't know if it skips a lot of content (that would suck)
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>>2448453
It doesn't. They implemented the dlc kind of shittily so every plot is avaiable from the start. By all established lore before the boron dlc was made it should be quite a lot of effort to even start the expedition and the player should have to bankroll it.
Which would have been nice to have the alliance of the word as a psuedo player faction because they don't really have a purpose in game.
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>>2448644
>They implemented the dlc kind of shittily so every plot is avaiable from the start.
This is why I turn off some DLC when I start a playthrough, it's an overload when the game is throwing questlines at you every few minutes when you're just starting out.

The Alliance of the Word does have one purpose, they'll sell ships to the player even if they've managed to anger all other factions. I wish they had a questline though or missions though, they'd be perfect for an exploration themed story.
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second wreck I find and second bugged crate I can't reach
is this normal?

>>2448644
thanks man
I'll just ignore quest offerings and keep a slow pace
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Can I have ideas to roleplay? I want a new start.
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>>2449364
Develop out in pirate space. Use diplomacy to cause the faction that wronged you to be at war on many fronts. Press their weakened position and exterminate them. Claim their systems.
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So, I'm a newfag to X4 and the X franchise, I completed all the tutorials and started my first run as a runaway, did the mission where I have to bug the pirate base, but three niggas attacked me and obliterated me instantly, I reloaded and tried again, and the same thing happened, what the fuck do I do?
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>>2449490
dont get obliterated by niggas then nigga
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>>2449364
My roleplay is usually mainly about siding with a specific faction, and thus ONLY using their ships and buildings, and potentially being hostile to whoever is hostile to them as well. I also like buffing the fuck out of xenon through mods and just trying to stop them.
I have also been considering doing a playthrough where I'd start with a small station, maybe with an S/M wharf, but I'm hostile with everyone, so I just try to take over sectors with resources and destroy all the other factions that are in those areas. Haven't gotten around to it yet though, and I am a bit worried that the vanilla factions are just way to passive to make it interesting anyway.

>>2449490
I don't remember the specific mission, can you just escape or do you need to defeat them? If it's the latter then I guess you could either try to buy a whole bunch of laser towers and deploy them before or during combat so that they help you, or you could just try upgrading your ship a bit, or even getting a new one.
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>>2449516
>>2449368
Alright. i'll be a boron fag and transition into helping curbs. I may avoid building a shipyard, too OP, and only limit myself to selling curbs ships.
>>
Anyone tried this? Sounds interesting
https://www.nexusmods.com/x4foundations/mods/2214?tab=description
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>>2449597
It sounds incredibly cool for roleplay so we can focus on combat and stuff instead.
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Would you rather they started working on X5 already, or keep developing X4 for a few years more?
What would you like to see in a potential X5 several years from now?
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>>2449645
They've been working on X5 for years.
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>>2449661
Is that a fact or an assumption? Have they announced anything?
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>>2449664
Assumption i think since last Q&A said that x4 is getting much more support than expected.
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I apparently lost the prototype Hyperion to friendly fire and the autosave is after that. Was it that much better than the new one they give?
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>>2449704
The reward hyperion is just a regular hyperion with shitloads of mods. It's better but not unique. x4 doesn't have all too many unique ships, and I think most of them come from timelines.



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