X4 Foundations

Is X4 something that you can pick up and play for a wee while at a time ( like an hour here or there ) and feel that you've acheived something or is it something you really have to grind out the hours into. I have Elite D, but found the long runs into bases becoming a bit of a drag to the time.

I think I'd rather reach the stations quicker and do more trading etc, rather than spend the bulk of time watching a counter run down as you approach a station.

Would X4 give that sort of play ?
 
Is X4 something that you can pick up and play for a wee while at a time ( like an hour here or there ) and feel that you've acheived something or is it something you really have to grind out the hours into. I have Elite D, but found the long runs into bases becoming a bit of a drag to the time.

I think I'd rather reach the stations quicker and do more trading etc, rather than spend the bulk of time watching a counter run down as you approach a station.

Would X4 give that sort of play ?
It's the sort of game where you only actually play it in first person to get your empire started.
then you just assign ships to trading, build stations that run themselves etc and fast forward time whilst they make money and after you've built a combat fleet play it like an RTS from the map screen.

if you know what your doing you can probably make pretty fast progress at an hour or two a night.
I don't think it's really worth the price the game costs though.
 
Is X4 something that you can pick up and play for a wee while at a time ( like an hour here or there ) and feel that you've acheived something or is it something you really have to grind out the hours into. I have Elite D, but found the long runs into bases becoming a bit of a drag to the time.

I think I'd rather reach the stations quicker and do more trading etc, rather than spend the bulk of time watching a counter run down as you approach a station.

Would X4 give that sort of play ?

In X4 travelling between stations and systems is faster than Elite.
And yes you can play an hour a day. However until 3.0 the base "noob friendly quick" missions are limited to repair satellites, setup satellites and scan some places for deposits. Maybe pick up some lock boxes and kill a dude.

The rest of the missions and especially game play, is for building ships, defense outposts, stations with factories etc. Set ships to do trade, or hunt pirates, or support your own space stations.
You can build something like this on your own. And multiples to be honest.

With 3.0 there are going to be more missions.
 
Ok Summary from the interview.
@bigmike20vt @SkeeterUK

https://www.reddit.com/r/X4Foundations/comments/cuf4iz/bernd_gamescom_interview/


  • Actual quest lines will be included in the 3.0 update. Egosoft are working on multiple quest lines at the moment but exactly how many are actually in 3.0 is still being decided. The DLC includes some exclusive ones (the ones that deal with the Split) but the intention is to show that Egosoft is not charging for the actual story.

  • Graphics, UI and tutorials are all improved in 3.0

  • Diplomacy between the player and the factions is coming with the option of engaging in large, end-game missions to influence the relations between the factions.

  • The online component will be expanded to include combat ventures, sending npc ships to other players games. This is optional though. This feature will not be included in 3.0 yet.

  • Both 3.0 and Split Vendetta will release at the same time approximately at the end of the year.

  • Split Vendetta almost doubles the amount of sectors. The number of new ships is still being decided.

  • The next expansion will come sometime in 2020 with a new race along with a free update. That race will most likely not be the Boron

In relation to Boron's, Bernd has said it would need to make special ships & stations, where they are set up as aquariums, that won't be able to use the other ingame ships or stations because of that.
That would take a lot of time, and is something that might be considered, depending sales.

On the reddit someone posted a full translation last few minutes
 
Patch 2.60 Beta 1 is out.
Full announcement
https://forum.egosoft.com/viewtopic.php?f=192&t=405397


Patch changelog
Version 2.60 Beta 1 (363437) - 2019-09-12
  • Improved balancing and robustness of in-game economy (including prices, volume and production rates of Engine Parts, Hull Parts and Smart Chips).
  • Improved Logical Station Overview (added storage allocation, buy/sell limits, module state, production module grouping).
  • Improved station Info menu (added intermediate wares, filled storage capacities by type).
  • Improved station-based traders (coordination between traders, selection of stations to trade at, use of cargo that is excess or needed by their station).
  • Improved pirate behaviour by increasing variety of wares that pirates are interested in.
  • Improved trader deal selection and cargo space utilisation logic.
  • Improved automatic resupply by preventing player-owned ships from automatically getting deployables.
  • Improved ships rearming at resupply ships by only ordering what the resupply ship can build.
  • Improved upkeep mission priority for ship pilot and station manager vacancies from medium priority to high.
  • Improved ship combat AI by reducing use of boost to avoid completely draining shields.
  • Improved ship AI by allowing pilots to target, and be able to destroy, stations that are under construction.
  • Improved aggressiveness of NPC ships in response to attack when on their way to combat.
  • Improved range of high-tech wares stocked at most Trading Stations.
  • Improved long-distance movement to moving objects.
  • Improved capital ships docking at stations and movement through gates.
  • Improved build queue processing so newer ships are less likely to jump the queue.
  • Improved loadouts of small fighters by reducing chances of them using missiles, especially torpedo launchers.
  • Improved mining yield by increasing cargo capacity of mining ships by 100%.
  • Improved behaviour of laser towers attacking stations.
  • Improved station AI by reassigning mining ships told to mine if they no longer need mineable wares when station configuration changes.
  • Improved carrier combat if carrier has direct subordinates and is directly attacking a target.
  • Improved ship movement in various situations (including moving through a gate, leaving a local highway in the middle).
  • Improved travel mode handling while going through gates and into highways.
  • Improved autopilot travel mode usage.
  • Improved info menu for station build storage to show amounts and display resources even if build storage currently doesn't have any.
  • Improved map to allow trade wares without current valid trade offers to be shown on the map.
  • Improved "ping" effect to be less obtrusive if multiple mission targets are present.
  • Added ability to assign ships to trade for resources for a station's build storage to assist in station construction.
  • Added Anchor space for orders AutoTrade, Sector AutoMine, AdvancedAutoMine and Expert AutoMine to the order queue menu.
  • Added possibility to sell resources and buy products and trade wares.
  • Added new resource region to Cardinal's Redress to help with Holy Order resource shortage.
  • Removed Tobii options if no Tobii device is detected.
  • Fixed stations under construction not being killable when out of sector.
  • Fixed Xenon asteroid stations not being killable in certain situations.
  • Fixed target speed matching not working when in relative movement to the target or after having pressed Full Stop.
  • Fixed destroying pirates that are showing their true colours sometimes resulting in a reputation penalty with the sector's police faction.
  • Fixed pirates attacking ships even if they are not interested in them.
  • Fixed pirates sometimes fleeing before attacking after just saying that they will attack.
  • Fixed space suit not undocking correctly from moving ships.
  • Fixed fleet auxiliary ships with behaviour to Supply Fleets in a space rather than as part of a fleet not enabling trade offers.
  • Fixed fleet auxiliary ships not advertising trade offers when subordinate to a station.
  • Fixed fleet auxiliary ships wanting to dock at themselves to get supplies and repairs.
  • Fixed resupply orders sometimes resulting in incorrect ammo and units.
  • Fixed resupply ships told to Get Supplies sometimes trying to purchase more than they can afford.
  • Fixed Get Supplies order trying to purchase more wares than the ship has cargo space for.
  • Fixed ships attempting to collect crates with countermeasures although they have no space for them.
  • Fixed ships being unable to transfer deployables via ware exchange in certain situations.
  • Fixed ships sometimes fleeing after getting ammunition.
  • Fixed player-owned ships that need ammo and/or drones in addition to repairs not going to get repairs if they couldn't find a resupply ship that can supply everything they need.
  • Fixed player-owned ships getting repairs at resupply ships when automatic resupply is Off.
  • Fixed ships that need ammunition to fight not considering fleet auxiliary ships assigned to supply ships in their sector.
  • Fixed docked ships given an order to trade or exchange wares with the object they are docked at undocking and docking again.
  • Fixed ships assigned to mine for stations ignoring blacklist if blacklisted sector is in the same cluster as their station.
  • Fixed ships pursuing targets to beyond their operational range when not authorised to do so in certain situations.
  • Fixed various cases of ships trying to do things with objects in other sectors.
  • Fixed ships getting stuck waiting for an undock clearance that may never come.
  • Fixed capital ships getting stuck while docking.
  • Fixed station-based traders sometimes buying at a loss.
  • Fixed capital ships sometimes moving too close to their targets when attacking.
  • Fixed capital ships attempting to park at docked fleet auxiliary ships.
  • Fixed ships trying to fly through station geometry in certain situations.
  • Fixed incorrect entry movement of ships in Accelerators and, in some cases, Jump Gates.
  • Fixed carriers ordering subordinates to attack targets that were once hostile when they no longer are.
  • Fixed wing leaders fighting over orphaned wingmen when taking control of them.
  • Fixed police ships ignoring illegal wares dropped in lockboxes in response to an inspection.
  • Fixed ships deciding to open a lockbox when explicitly told not to.
  • Fixed non-smuggling traders trading wares in areas where those wares are illegal.
  • Fixed smugglers only trading with non-hostile factions.
  • Fixed missing restriction for trading with current player ship while docked.
  • Fixed ships sometimes flying excessively large turns.
  • Fixed pilots sometimes aborting travel mode without good reason.
  • Fixed autopilot aborting while still tens of kilometers from the target.
  • Fixed autopilot aborting when transitioning through a ring highway gate.
  • Fixed ships entering jump gates and accelerators from the side.
  • Fixed ships sometimes jumping by many kilometers when the player comes near.
  • Fixed rare situation that could leave ships docked at wrecked platforms.
  • Fixed station-based traders selling off existing cargo ignoring faction restriction set on their commander.
  • Fixed stations missing opportunities to trade with other stations for lack of cargo drones (improves previous fix).
  • Fixed wharfs and equipment docks not being rebuilt by factions.
  • Fixed non-factory stations potentially being expanded with production modules.
  • Fixed blueprints for 8M Standard Dock Area not being obtainable.
  • Fixed fired NPCs not leaving their post.
  • Fixed XP gain calculations for combat incorrectly determining force strength of allies and enemies.
  • Fixed falling through floor when returning from external view.
  • Fixed problem with re-assigning crew at the ship trader.
  • Fixed safe deposit box not working if the player has no or little money.
  • Fixed ware exchange failing if it involves a ship having to dock at another ship.
  • Fixed guild missions stalling if the mission station was destroyed at certain times.
  • Fixed money exploit involving build station missions.
  • Fixed venture platform exploit.
  • Fixed some cases where dock guidance splines always went through station geometry.
  • Fixed inactive orders not being greyed out on the map if they are the first order in the queue.
  • Fixed order queue menu not showing the assignment for fleet auxiliary ships assigned to supply a fleet.
  • Fixed incorrect map centering when opening it while having a super highway selected.
  • Fixed "Are you sure?" question in station build menu showing up when closing an empty plot.
  • Fixed large number of orders breaking the behaviour tab in the map (corrects previous fix).
  • Fixed selection mismatch in menus with multi-selection when scrolling with keyboard or controller.
  • Fixed station build menu being unusable due to constant refreshes in certain situations.
  • Fixed unusable blacklist dropdowns for some resolution and UI scale combinations.
  • Fixed mission context menu in the map sometimes being cut-off.
  • Fixed being able to open an invisible menu with Object Info hotkey when HUD and menus are disabled.
  • Fixed menu crash when restoring a minimised menu.
  • Fixed menu crash when interacting with the target monitor while it shows a collectible or a crate.
  • Fixed menu crash in the plot placement section of the map under certain circumstances.
  • Fixed Radar Display game option not always working correctly.
  • Fixed Boost Toggle game option not working at all.
  • Fixed game becoming unresponsive if a ship in a superhighway moves to another ship in a superhighway.
  • Fixed several performance issues in specific situations.
  • Fixed several causes of memory leaks.
  • Fixed several causes of crashes.

Note: If a problem is not listed as fixed above then it is probably not being addressed in this patch, but may be planned for a future one.

Note: When switching back from the Beta to the Release version, you may encounter problems with the controls. To resolve this, go to the in-game Start Menu and select Settings, Controls, Load Profile, then select the default profile from the list. Alternatively, if you make a copy of your inputmap.xml file before starting the Beta, you can simply copy this file back into your \Documents\Egosoft\X4 folder. Deleting the file will not solve the problem as it will be restored from the Steam Cloud.
 
Nice big patches like this make me want to play this game again. Sunk so many hours into it but then I get distracted by all the other pretty games...
Plus I'm busy this weekend so it'll be ages before i can try it.
 
Apparently if you give it time the 2.60 patch removes some of the station building spam and maybe other spam that was caused by something in 2.50 i think they said. Test a new game to see if better fps if a save isnt showing it straight off. There saying.
 
Apparently if you give it time the 2.60 patch removes some of the station building spam and maybe other spam that was caused by something in 2.50 i think they said. Test a new game to see if better fps if a save isnt showing it straight off. There saying.

I like the new patch :)
The Teladians were Xenons punchbags up to now. Not any more. Xenons went and bombed a TEL trade station. After some serious ship building session, a huge TEL fleet started pushing the Xenons not out of MIN & TEL space but out of the Xenon sectors also. :D

I love this game. :D
 
@Smokey Deza tbh the game is great since 2.5, nothing to do with 1 year ago.

-----------------------------------------------------------

Patch 2.6 Beta 2. Changelog

Beta 2 Improved coordination between multiple mining ships assigned to the same station.
Beta 2 Improved movement of ships moving to distant objects.
Beta 2 Fixed player being blamed for attacks they were not involved in.
Beta 2 Fixed ships waiting to dock at a resupply ship that is currently busy waiting indefinitely.
Beta 2 Fixed docking ships not being responsive to attacks when their order is not critical.
Beta 2 Fixed specified formation not being applied to fleet auxiliary ships.
Beta 2 Fixed wings set to use formation Circle or Semicircle changing to Line Abreast or Line Astern.
Beta 2 Fixed low attention mining of capital ships not accounting for ore collector drones.
Beta 2 Fixed NPC-owned stations permanently selling off resources which were only meant to be sold temporarily.
Beta 2 Fixed NPC-owned trading capital ships attempting to trade while not having transport drones.
Beta 2 Fixed station-based drones not docking at station when Recall Subordinates is issued on the station.
Beta 2 Fixed station-based traders trying to sell more than they will have.
Beta 2 Fixed station-based traders getting stuck addressing resource shortages that the player has explicitly set to not be purchased.
Beta 2 Fixed estimated build time for ships not taking state of shipyard into account.
Beta 2 Fixed UI issues if trade wares are turned into resources or products by adding new production module.
Beta 2 Fixed player- and visitor-owned ships ordered to Distribute Wares only selling to shipyards and wharves.
Beta 2 Fixed game freezing if commander of a wing is sent on a venture.
Beta 2 Fixed suspense music triggering around enemy build storage for destroyed stations.
Beta 2 Fixed player-owned station plots being removed if the last module is recycled (problem introduced in 2.60).
Beta 2 Fixed free managers being created for player stations (problem introduced in 2.60).

At last they fixed this bug
Fixed wings set to use formation Circle or Semicircle changing to Line Abreast or Line Astern.

Can send now my haulier fleets into enemy zones when building new stations, without having to keep a close eye on the escort fleets if they maintain the correct formation to keep away the enemies.
 
X4 is on sale with 25% discount on GOG
https://www.gog.com/games?devpub=egosoft&page=1&sort=popularity

Some older games are up to 75% and X Rebirth with all DLCs at 50% discount.

X4 is in much better shape now. I am just waiting for 2.6 to leave beta before I jump back in. Looking forward to 3.0 and the DLC, I'll definitely purchase it, I always lose hours and hours to these games.

I have no doubt it is given the thread is now 5 pages long. But if there's no end game, if it's just like all the other X games where you wind up with a huge fleet with nothing to fight.

What's the point?

There is an endgame - the wars between factions and the xenon sectors etc.

3.0 is meant to be bringing much more to this.
 
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