X4 Foundations

All you need is 1 pilot and transfer between ships and store the pilot somewhere safe... consider it like an AA driving instructor!

I must have one somewhere in my empire!

Or just do some lock box missions and get 2+ star pilot books :p

Yes, if all else fails I’ll do this.

I'm thinking about starting a new game. I was heavily onto X3AP with Litcubes mod so I'm guessing this will be a breeze.

Should I get the expansion before starting?

It adds a fair bit. The split ships are great.
 
The basic and one star seminars are very common sold at almost every trader, and they are very cheap. No reason why any of your pilots shouldn't be starting out at 2 stars.

Same with your station managers.

I do have one question kinda related. My station auto miners insist of going next door for resources, when everything they need is in the same system as the station, and from what I can tell in higher yield also!

I'm looking at the default behaviour section on the auto miners and see a max sector or jumps, which looks to be unlocked and it at 2/2. However I cannot change it, seems to be locked to this.

I'd ideally like to set it to force them to stay in the stations system.
 
The basic and one star seminars are very common sold at almost every trader, and they are very cheap. No reason why any of your pilots shouldn't be starting out at 2 stars.

Same with your station managers.

I do have one question kinda related. My station auto miners insist of going next door for resources, when everything they need is in the same system as the station, and from what I can tell in higher yield also!

I'm looking at the default behaviour section on the auto miners and see a max sector or jumps, which looks to be unlocked and it at 2/2. However I cannot change it, seems to be locked to this.

I'd ideally like to set it to force them to stay in the stations system.

Are you sure all the resources are there. Any 'mineral' field for example doesn't necessarily contain all of the solid resources.

In the core ANT system there are gas fields in range, but no methane or helium (I annoyingly didn't realise this when I built my shipyard).

It also gets more complicated in a sector like Grand Exchange that has several 'sub-sectors'. So sector automine will use all of them for example - which actually is quite handy for inexperienced miners.
 
Are you sure all the resources are there. Any 'mineral' field for example doesn't necessarily contain all of the solid resources.

In the core ANT system there are gas fields in range, but no methane or helium (I annoyingly didn't realise this when I built my shipyard).

It also gets more complicated in a sector like Grand Exchange that has several 'sub-sectors'. So sector automine will use all of them for example - which actually is quite handy for inexperienced miners.

Nah I've got resources probes down it's all there and in higher yield.

The only possible thing I can think of, this mineral patch they go to next door is a relatively small circle, but it's absolutely swamped by miners from other factions. I think..... That the area might have been very high yield what the game was created, and although the yields are low due to how much it's being mined, the AI still sees it as high yield and sends all their miners there.

It's the only possible explanation I can think of to why not just mine, but every factions miners seem to like this spot.

I have figured a sort of bodge fix, I setup a restriction for that system for activities which seems to have worked but.... It's far from ideal as looking at the restriction it'll also stop my traders using that system.
 
So my plan is getting there now.

I have 5 larger station complexes setup and built all in my one system and next to each other.

The 5 setup produce the end products of:
- Hull Parts
- Claytronics & Adv Electronics
- Shield Components & Field Coils
- Drone, Weapon & Turret Components
- Antimatter Converter & Smart Chips

Each factory is completely self sufficient from the raw materials to the end products, and seem to be working ok. I think...... between those end components and all the sub components needed to make them, I have covered everything needed for ship and module building.

The system is completely self sufficient with raw materials also, so I literally dont need to leave and can now start building ship production.

It is a little anoying you cannot remove the buy orders from the logical overview, restrict trade removes both buy AND sell. I have setup restrict trade on most things as I do NOT want my stations buying anything, but, I'd also like to sell some of the production wares. Seems the only way is to uncheck restrict trade, then manually adjust the buy order to 1 unit only and set the price to the cheapest, a little frustraiting.

I do have a question though, as stations are producing excess wares, which are the best size freighter for station auto traders, M or L? - keeping in mine im trying to stay to Split only so it'll be either a Boa or Buffalo.
 
I do have a question though, as stations are producing excess wares, which are the best size freighter for station auto traders, M or L? - keeping in mine im trying to stay to Split only so it'll be either a Boa or Buffalo.

Typically M. They get there quicker and can adapt to changing buy/sell orders more quickly. I'll have maybe 1 Buffalo on a station and then several Boas.
 
mmmmmm' kay?

20200430143134-1.jpg
 
Grrrrrr, so.

On the advanced shield mods, one of the mods will increase BOTH capacity and recharge rate at a decent amount for the tier of mod.

On the exceptional mods, one will do capacity, delay and recharge rate, but only up to 30% Vs, the other 2, either capacity or recharge rate to 70%.

I did many, many reloads of the 70% recharge one to see if we could get the hidden second property to be capacity, but it appears this will only ever be the recharge delay, which is kinda useless.

So you have the option in either good boost to capacity, good boost to recharge or a pretty crappy boost to both, although if I could get near 30% both recharge rate and capacity, would that outweigh a higher bonus to one......

Decisions........
 
^^

I'm probably going out on a limb here, but I seriously do not have the patience for these videos and the 100s just like it. 1 minute in and still waffling on...Get to the point already. Yes we know the game doesn't explain Moral, that's why we clicked your video!
 
Also,

Nabbed another an Atlas last night and decided to sell it. 19mill all in. When the MK3 engines are 15 million that doesn't make sense.

So stripping out the modules and selling them actually net 21 mill alone, plus another 9 mill for the ship chassis.
 
Whilst I’m waiting for the Dukes station to build I’m trying to get a few more achievements, a few of them are pretty straightforward. I am struggling to find passengers to transport though. Any tips?
 
Whilst I’m waiting for the Dukes station to build I’m trying to get a few more achievements, a few of them are pretty straightforward. I am struggling to find passengers to transport though. Any tips?

Is it those very easy missions where you just need to pick someone up and drop them at a station?

Not related, but I'm going to double up production on my hull part factory. I made them all to be self sufficient in ship building, but I thought I'd open them up to trade to make some money on the side. My hull part factory is getting hammered it's always empty none left for myself!

The miners are keeping up easily, so I'll just double up the three production modules.
 
Is it those very easy missions where you just need to pick someone up and drop them at a station?

Yes, I've started to find some now.

Not related, but I'm going to double up production on my hull part factory. I made them all to be self sufficient in ship building, but I thought I'd open them up to trade to make some money on the side. My hull part factory is getting hammered it's always empty none left for myself!

The miners are keeping up easily, so I'll just double up the three production modules.

Basically the universe seems to take as many hull part factories as you can build (I must have a few hundred by now). It'll just keep building ships and blowing them up. Look at the shipyards and you'll soon get a feel for the wares you can never overproduce.
 
Is there anyway to make a capital ship fire at maximum range while stopped? I'm using the Odysseus with triple L plasma and its able to attack the wharf in the sector I've taken over without being hit but its taking time so I was wondering whether I could add a few more in and get them stopped so they don't go closer than 7km as they will then be got by the stations defences.
 
Finding crystals is such a pain now. I need 9 for a mission, but can't find the ones I need. Any sectors better than others for crystals?

If you mean unstable crystals, ignore those missions if you plan to use EMP bombs to get blueprints. Otherwise go to a busy asteroid field and you will find many from the NPCs breaking asteroids.
 
If you mean unstable crystals, ignore those missions if you plan to use EMP bombs to get blueprints. Otherwise go to a busy asteroid field and you will find many from the NPCs breaking asteroids.

No, I need the ones for the Paranid questline, the Mitonene (i.e. 'very rare'). I somehow had 3 already, probably from a lockbox. I need 6 more which is possibly just one more crystal.

This game amuses me sometimes. I have 33 billion in cash, 8 half billion shipyards with several more on the way. Somehow I'm only an 'Advanced Mogul' which I believe is several ranks on an exponential scale away from 'Xtreme trader'. I'm shooting for achievements now and then one more play through to get the remaining alternate storylines. That's the plan anyway.

Edit: NW Faulty Logic I - found my crystals in minutes. I'll remember that sector. Loads and loads of them.
 
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