X4 Foundations

isnt it just the person with the most admin centres, factions will war you if you try to claim their sectors though.

I don't see why it wouldnt be possible to take a xenon sector
 
Just realised not only pirate stations buy illegal wares. Neat. More profits. Currently building a station in argon prime that sells every single piece of war equipment.

Traders are idiots. My biggest ship filled up with 40k units of food rations worth about 2 mil and just sat in space confused. 2 jumps away there was a trading post with no food rations in stock...
 
I had to switch back to the main branch after I started a new game in patch 1.5 and found I couldn't access my inventory. Bit of a problem when interdicted by police who asked me to drop the illegal goods. I couldn't access it to drop it..I had to run and hide in their own dock.

Started a new game again in the main branch and it worked again. Just about to switch back and retry my previous save to see if it's fixed....
 
I had to switch back to the main branch after I started a new game in patch 1.5 and found I couldn't access my inventory. Bit of a problem when interdicted by police who asked me to drop the illegal goods. I couldn't access it to drop it..I had to run and hide in their own dock.

Started a new game again in the main branch and it worked again. Just about to switch back and retry my previous save to see if it's fixed....


When I have given in to the Police, I drop my contraband from the option you get when speaking to them after pushing f or clicking their portrait. Don't go into the inv' the normal way. Maybe that's what causing it?
 
Can’t wait for the patch that gets the AI to actually make ships. My factory that produces every single war component is full and making very little cash other than a few intermediate products selling.

I wonder how long it will be until a new save is required for patch effects to be seen. I know they are trying to avoid this.
 
Captured a Mammoth. I have no idea why. I don't need one, besides saving a totally inconsequential amount of money when station building. It was just I hadn't captured anything that big before. It was fun. Out of 31 marines I sent in, 5 survived. Repairing the thing took ages. It took so long, in fact, that I got a "game over" screen while out in my spacesuit. I can only speculate I ran out of air. A warning would have been nice, but I'd been f5ing, so no big deal.

Also, went ahead and captured Heretic's End. Might try capturing a Xenon sector next. Scale Plate Green, maybe? I don't remember it being a Xenon sector in X3, so I'd be liberating it. I have two destroyers... that might be enough? Xenon capital ships are push-overs.
 
When I have given in to the Police, I drop my contraband from the option you get when speaking to them after pushing f or clicking their portrait. Don't go into the inv' the normal way. Maybe that's what causing it?
Yeah,m that's the route I took. Press F then option 1 to drop goes to the inventory screen which is totes blank.

Further to my last I did carry on my working inv save into 1.5 and it instantly broke again. Off back to the main branch again :(
 
1.5 is out with ventures :O
Manual page for ventures
https://www.egosoft.com:8444/confluence/pages/viewpage.action?pageId=77300219


With this, the final update for this year, we introduce "Ventures" - an exciting new feature in which you send your ships out into other players' universes to explore and bring back rewards. Please note that this feature is currently in BETA and will be expanded upon in the new year. Happy holidays!

• NEW FEATURE (BETA): Send your ships on ventures into other players' universes!
• Added (BETA) Japanese localisation.
• Added option for "Betty" to speak target names.
• Added option to undock and abort ship upgrades that are waiting for resources.
• Added turret behaviour settings to the Ship Interactions menu (including L/XL ship turret groups).
• Added notification in case player-owned ship is unable to dock as ordered.
• Added inventory net worth in empire overview.
• Added cooldown for station repair when stations are under attack.
• Added entry for the manual to Help menu.
• Improved performance with AMD GPUs.
• Improved ability of lasertowers to track targets.
• Improved faction rebuilding logic to not overload shipyards as much.
• Improved traders supplying shipyards and wharfs.
• Improved "Where can I find...?" dialogue option.
• Changed inventory drop button to drop all selected wares if multiple are selected (for single wares amount can still be chosen).
• Changed maximum damage done to ships due to sabotage by bailing pilots.
• Fixed getting left behind when leaving your ship in the space suit while in relative movement with a bigger ship.
• Fixed squadron subordinates sometimes flying extremely far from their commanders while flying in formation.
• Fixed station-based mining ships delivering very few resources to their station if the station has little to no funds.
• Fixed shipyards not stockpiling enough resources for ships with large amounts of deployables, and miscalculating resource allocation for other wares.
• Fixed further case that could lead to police punishing player for retaliating against pirates.
• Fixed capital ships sometimes bouncing off of each other when attempting to dock to exchange wares.
• Fixed pirate ships congregating around their own stations.
• Fixed and prevented pirate ships attempting to plunder in highways.
• Fixed receiving requests from other pilots for help while not in a cockpit.
• Fixed player-owned docked ships requring additional instruction to proceed with orders after being given new orders.
• Fixed Xenon and Kha'ak ships always having very bad pilots.
• Fixed incorrect reputation requirements for friend/ally ceremonies of Ministry of Finance.
• Fixed repair mass traffic of pirate ships causing reputation loss when destroyed.
• Fixed turrets and self-maintenance not working on ships whose pilots bailed out.
• Fixed job ships not filling out their squadrons to make up for combat losses.
• Fixed player ship not being included in boarding menu ship selection if player ship is selected along with other player-owned ships.
• Fixed target of successful boarding operation sometimes getting some owner other than the player faction.
• Fixed newly-boarded ships retaining their old orders.
• Fixed lasertowers deployed by AI pilot waiting for player to tell it to proceed before deploying while player is standing on ship.
• Fixed defence drones attempting to go to dock for repairs and to get more supplies.
• Fixed mining ships not correctly reporting when they have completed their order.
• Fixed player station managers not being assigned correctly in certain situations.
• Fixed being able to teleport to stations that are not player-owned or allied.
• Fixed missile blueprints not being available (now available from faction representatives).
• Fixed HQ Escort mission selecting an inactive gate for the ship to fly through.
• Fixed Satellite Coverage mission.
• Fixed Rescue Ship mission not rewarding any credits.
• Fixed ships to be rescued from a minefield responding to attacks.
• Fixed other lasertowers in a group not responding if one of them is attacked.
• Fixed several issues with Find Lockbox mission, including it not finishing in certain cases.
• Fixed Repair mission not completing if object got repaired in the meanwhile.
• Fixed Acquire Captain mission being available for spacesuit.
• Fixed Assassination missions selecting player-owned NPC's as mission-target.
• Fixed abort condition for several missions.
• Fixed several tutorial progression issues.
• Fixes savegames with stalled guild missions.
• Fixed player not being correctly refunded when aborting some ship builds.
• Fixed shipyards and wharfs never building again if they were hacked.
• Fixed Xenon shipyards and wharfs sometimes storing wares they don't need.
• Fixed menu crash when upgrading capital ships.
• Fixed trade context menu being black.
• Fixed doors sometimes getting stuck after loading a savegame.
• Fixed NPC ships being removed on loading savegame in some situations.
• Fixed failure to open Logical Station Overview for large stations and for low UI scale values.
• Fixed plot management menu breaking with too many stations.
• Fixed freeze in map when viewing information on very large stations.
• Fixed mission briefing in ultra-wide resolutions.
• Fixed start menu not opening in certain cases.
• Fixed missing German character voices.
• Fixed various localisation issues.
• Fixed reversed front/back speakers.
• Fixed causes of several freezes and performance issues in specific circumstances.
• Fixed several other causes of rare crashes.
 
Not going to get the game as I don't have the time and got confused by X3. But I got to hand to the developers and their commitment to the community and patching their games so quick.
 
Turns out two destroyers and a bunch of fighters is not enough to kill a Xenon defence station. Couldn't get the hull below 97%. Gonna have to get some more destroyers, I think.
probably can just get some small ships to fire torpedoes but rearming this is a pain in the ass until we get the resupply ships
 
Yeah, the need to resupply is why I only took weapons that don't need ammo. Bolt guns on the fighters, beams on the destroyer turrets, standard main battery cannons for the destroyer main weapons. I figured the main battery cannons on two destroyers would be enough to whittle the station down, but it self-repaired so quickly I couldn't get it below 97%. I was even parked close enough to the station that my beam turrets were hitting it too. Xenon stations can hull tank, who knew?

I'll try again with 5 destroyers once I scrape together enough funds to buy them. Then 10 if that doesn't work. I won't take fighters next time, they just got blown up without really accomplishing anything. Maybe one Nova or Quasar, kitted out with ions and bolts to take out station turrets. This sector shall be mine, one way or another.
 
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