Egosoft are continuing to improve and expand their detailed space trading, exploration and combat sim X4: Foundations.
Along with a bunch of gameplay improvements, one of the highlights of this release is the overhaul of the crew transfer feature. Instead of needing to make an order and having the ships meet up, it's been streamlined to be less of an annoyance. Now you can do it anywhere, along with it being possible to move any amount of people as they will use crew capsules to move around independently. Once you start getting far into the game and build up a little empire, this sounds like it will be much nicer.
The user interface for the new crew transfer system can be found under the Empire Overview in X4: Foundations.
Other patch highlights include:
- Improvements to alerts and notifications
- More information on the Logical Station Overview
- New map filters and key bindings
- Enhancements and fixes to trade behaviour
- Lots of smaller fixes and quality of life improvements
X4: Foundations is such an impressive game when it comes to the scope of it. Being able to fly across a huge universe, with so much simulated as you move around it's crazy. The economy, all the different factions, NPC ships and stations and so much more. Some of the visuals in 52.50 X4: Foundations are absolutely wonderful too.
Want to pick up a copy of X4: Foundations and find your space legs? It's available from Humble Store, GOG or Steam.
I assume they still haven't fixed the bug/idiotic design that shots which hit your allies turn them hostile towards you so that whenever you try to aid an ally you actually end up at war with them.
Only 2-3 years remaining until playability...Oh my…
I assume they still haven't fixed the bug/idiotic design that shots which hit your allies turn them hostile towards you so that whenever you try to aid an ally you actually end up at war with them.
* That's only temporary - just leave for a while
* Watch Your Fire!
* Does iirc not apply for OOS fights (no friendly fire computation)
But not on GOG, of course.
This. :)Only 2-3 years remaining until playability...Oh my…
I assume they still haven't fixed the bug/idiotic design that shots which hit your allies turn them hostile towards you so that whenever you try to aid an ally you actually end up at war with them.
* That's only temporary - just leave for a while
* Watch Your Fire!
* Does iirc not apply for OOS fights (no friendly fire computation)
Plus, there are far more concerning issues than troubles of a player who does not care where he/she is firing a six-barreled machinegun.
War with Argon in Teladi space, for example: it is apparently totally OK for Argon ships to blast you away right in front of (presumably, allied to you) Teladi (both factions) without repercussions, but the instant you return fire…
"Hold it right there, villain! In the name of The Moon, we will punish you!"
UPDATE: Now it is available on GOG.
Last edited by Alm888 on 3 August 2020 at 3:17 pm UTC
"Hold it right there, villain! In the name of The Moon, we will punish you!"🤣 you killed me
Ah, sorry, I have just misquoted the Teladi rep. :)"Hold it right there, villain! In the name of The Moon, we will punish you!"🤣 you killed me
For anyone interested though, the correct quote is "Stop your attack immediately! You will now suffer the consequences!".
Last edited by Alm888 on 3 August 2020 at 11:44 pm UTC
Only 2-3 years remaining until playability...
I assume they still haven't fixed the bug/idiotic design that shots which hit your allies turn them hostile towards you so that whenever you try to aid an ally you actually end up at war with them.
I believe there is a mod available that actually takes care of that. The game is already pretty fun in vanilla, but once you get used to it and start playing with the modes (like VRO), it becomes a whole other thing.
Nice, it is indeed available now. Odd that this happens always minutes after complainingCorollary: We shall complain more.
It isn't.Only 2-3 years remaining until playability...Oh my…
I assume they still haven't fixed the bug/idiotic design that shots which hit your allies turn them hostile towards you so that whenever you try to aid an ally you actually end up at war with them.
* That's only temporary - just leave for a while
The first few shots turn friends hostile - THAT is temporary, similar to hacking stations.
However, now that the friends are hostile, your turrets and other ships start actively AIMING AT THEM ('cause they are hostiles, right? herpderpdep :/ ) - and after just a few seconds, you/your armada will have shot down a bunch of small craft of your former allies.
The penalty for that is NOT temporary, believe me...
And even if it was temporary - what kind of insane solution is that?
"Just leave for a while!" - Oh, sure, just don't play the game for a while the way you want to due to inane design choices or bugs...
Also... "Oh, sure, I'll just tell my armada to go back home, while the Xenon eat my allies alive, because my allies will think I'm their enemy for a month now."
* Watch Your Fire!Did you actually play the game?
In something larger than the smallest ship?
In a large battle with many allies and enemies?
When you have more turrets on your hull than toes on your feet and five times as many drones & small ships, then some of them WILL hit allies in the thick of battle, it is entirely unavoidable. Which makes the idea of friends/allies turning hostile if some of projectiles hit them so absolutely idiotic.
And the fix would be so simple: ignore incoming fire for FF calculations if the original target was not you.
* Does iirc not apply for OOS fights (no friendly fire computation)That's true.
But since my entire point for playing was building large armadas and leading them into battle, that's not really helping much.
The economic simulation is nice and all, but excel just isn't something that yields much fun for me.
I was quite happy just setting my traders/etc. into automatic mode and let them do their thing while I fight or explore somewhere.
But honestly, that wasn't my only gripe with X4. Not by far.
It was just the straw breaking the camel's back.
And almost all issues I had a gripe with would be super easy to fix, but from what I gather have all been around pretty much since launch.
There was this in some patch notes after I stopped playing:
Fixed accidental friendly fire from turrets on player ship being treated as intentional.
But, frankly, I was so disappointed by the game that it will probably be years before I give it another shot.
I believe there is a mod available that actually takes care of that. The game is already pretty fun in vanilla, but once you get used to it and start playing with the modes (like VRO), it becomes a whole other thing.If there is such a mod, I wasn't able to find it.
Just loads of threads of people asking for such a mod, people saying such a mod cannot be done, or people begging for an option to turn FF off entirely - which would make sense, honestly. Only the player would be able to abuse it and the player can already exploit and cheat like there's no tomorrow, so that is not a logical reason not to give people that option.
Last edited by TheSHEEEP on 3 August 2020 at 4:03 pm UTC
I believe there is a mod available that actually takes care of that. The game is already pretty fun in vanilla, but once you get used to it and start playing with the modes (like VRO), it becomes a whole other thing.If there is such a mod, I wasn't able to find it.
Just loads of threads of people asking for such a mod, people saying such a mod cannot be done, or people begging for an option to turn FF off entirely - which would make sense, honestly. Only the player would be able to abuse it and the player can already exploit and cheat like there's no tomorrow, so that is not a logical reason not to give people that option.
Reactive Factions for getting them to react to how you interact with their enemies: https://steamcommunity.com/sharedfiles/filedetails/?id=1999425584
Apologize for attack - https://www.nexusmods.com/x4foundations/mods/381
Did you actually play the game?I am not beko, but… Why would one use anything other than "the smallest ship"?
In something larger than the smallest ship?
Anything other than a modded-out Chimera with Split Mk4 Combat Engines is soooo slow (technically, the Pegasus and T scouts are faster, but one can not pilot T and Pegasus is almost useless as a fighter).
But if you insist on being "large and in charge", there are turret control settings. Just set them to "Attack My Current Enemy" ant they shall be quiet and behaving if you do not actually select the "enemy" station in question.
Besides, if you are that close to an NPC station while fighting enemies, you should rethink your piloting strategy: close proximity to a station strips you of maneuverability: no dashes, no tactical repositioning, no engine-sniping, just plain-old board-to-board line battle. These board-to-board battles are meant for "Linear Ships" (suited for "Line of Battle" tactics ) i. e. "Battleships". And we know the only battleships in the game are Xenon ones.
Did you actually play the game?Is that a Who-Has-The-Longest-Carrier? Cuz I'm Split all the way down, baby :D
In something larger than the smallest ship?
Fun aside. Your itch has been scratched and I stand my point: Your positioning sucks. You play that long already? Well, mayhap you're doing it wrong for a long time then. Did you ever read any Sci-Fi featuring space battles? I'm delighted the way this is implemented. You pay for errors - ESPECIALLY with huge ships.
Did you actually play the game?Is that a Who-Has-The-Longest-Carrier? Cuz I'm Split all the way down, baby :D
In something larger than the smallest ship?
Fun aside. Your itch has been scratched and I stand my point: Your positioning sucks. You play that long already? Well, mayhap you're doing it wrong for a long time then. Did you ever read any Sci-Fi featuring space battles? I'm delighted the way this is implemented. You pay for errors - ESPECIALLY with huge ships.
Rule #1 when flying a Fighter/Corvette in Space Combat - if a Station or Ship is on the other side of the target, use guided weapons, reposition if possible, or hold fire until you have a clean shot..... Or let the ship/stations anti-figter weaponry deal with them.
Good mods, but especially the second one seem very finicky, doesn't it.I believe there is a mod available that actually takes care of that. The game is already pretty fun in vanilla, but once you get used to it and start playing with the modes (like VRO), it becomes a whole other thing.If there is such a mod, I wasn't able to find it.
Just loads of threads of people asking for such a mod, people saying such a mod cannot be done, or people begging for an option to turn FF off entirely - which would make sense, honestly. Only the player would be able to abuse it and the player can already exploit and cheat like there's no tomorrow, so that is not a logical reason not to give people that option.
Reactive Factions for getting them to react to how you interact with their enemies: https://steamcommunity.com/sharedfiles/filedetails/?id=1999425584
Apologize for attack - https://www.nexusmods.com/x4foundations/mods/381
From what I get from the description, you'd basically spend most of the time in a prolonged battle constantly apologizing to your allies, which, uh... well, that doesn't sound like much fun, tbh.
It also doesn't solve the problem, it just gives you a somewhat better way to react to the problem. A real solution would be to simply disable friendly fire or make the AI react to it in a way that isn't just braindead "U SHOT ME! U BAD!".
I am not beko, but… Why would one use anything other than "the smallest ship"?I used mods to make larger ships MUCH faster and actually usable.
Anything other than a modded-out Chimera with Split Mk4 Combat Engines is soooo slow (technically, the Pegasus and T scouts are faster, but one can not pilot T and Pegasus is almost useless as a fighter).
That was at least something there was actually a mod for.
Also, it might sound strange to you, but different people might enjoy different aspects of a game... or they would, were they implemented better.
But if you insist on being "large and in charge", there are turret control settings. Just set them to "Attack My Current Enemy" ant they shall be quiet and behaving if you do not actually select the "enemy" station in question.Maybe, just maybe, do not assume that the person you are talking to doesn't have the slightest clue what they are talking about or what they are doing.
I played the game for a very long time (it does take a while to get a large armada together, as you might know), and I know very well how to set up turrets, thank you very much.
You can set your turrets to whatever you want, it doesn't matter when a large battle with many ships is going on.
Allies WILL get hit by you or yours, no matter what you do.
Though maybe that patch I cited did fix at least the turret being seen as no-accident-fire. Not sure.
it was definitely an issue when I played.
Besides, if you are that close to an NPC station while fighting enemies, you should rethink your piloting strategy: close proximity to a station strips you of maneuverability: no dashes, no tactical repositioning, no engine-sniping, just plain-old board-to-board line battle. These board-to-board battles are meant for "Linear Ships" (suited for "Line of Battle" tactics ) i. e. "Battleships". And we know the only battleships in the game are Xenon ones.None of that is even related to the problems we're discussing.
Fun aside. Your itch has been scratched and I stand my point: Your positioning sucks. You play that long already? Well, mayhap you're doing it wrong for a long time then. Did you ever read any Sci-Fi featuring space battles? I'm delighted the way this is implemented. You pay for errors - ESPECIALLY with huge ships.My positioning doesn't matter. As soon as you fight in a large battle with many ships, turrets, etc. with an ally and enemies, you (or some of your ships) WILL accidentally hit allies.
This is simply not avoidable, not even in theory. Maybe try and actually do it before you comment on things you obviously know nothing about.
There are no errors to pay for if no errors were made. Sending your fleet of ships to go and help out the ally while you stay in some distance with your carrier and pick larger targets should NOT lead to you suddenly being at war with your ally. Period.
It's not like I just went into the middle of it, guns blazing, firing in all directions like some space berserker on a battleship - that does sound fun, but it just takes way too long to rebuild all those ships if you get too reckless.
I mean, sure, if you know the AI reacts to FF in such a bonkers way, you could say it was my error to even help an ally at all. In fact, that was one advice I received upon initially reporting that "slightly" overtuned FF reaction - aka "Yeah, that's a known problem, just don't fight if there are friends around". lol, what an advice.
Well, I certainly learned from my "mistake" and uninstalled, hoping that a year from then or so, I might give it another go.
I'll also not start with a meat factory, there's no money in that.
Last edited by TheSHEEEP on 3 August 2020 at 8:10 pm UTC
It's one of those things that just get better with time and the more you play it the more fun things you can do.
It's certainly not for those that just want a Freelancer clone.
Last edited by devland on 4 August 2020 at 5:11 am UTC
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