X4 Foundations

Is it just missions that give you those custom paint jobs?

Some war missions, but I get them mainly from ventures. I have a ship to those type of missions almost all the time.

Also another tip of the day. Your NPC ships only repair to either 80% or 90%, to save an expensive repair bill particularly on capital ships, just teleport to that ship and sit in the pilot seat for a minute or two whilst your repair crew take it back up to 100%.

Capital ships you need to use repair drones :P
 
Capital ships you need to use repair drones :p

Yeah I know but it doesn't seem to make any difference.

With or without repair drones your ships will only repair themselves to about 80%/90% without you being in the pilot seat, likewise with or without repair drones your ships will repair to 100% including all modules with just repair crew.

I tested it. Unless its the skill of the pilot mine are only about 3 star.
 
Yeah I know but it doesn't seem to make any difference.

With or without repair drones your ships will only repair themselves to about 80%/90% without you being in the pilot seat, likewise with or without repair drones your ships will repair to 100% including all modules with just repair crew.

I tested it. Unless its the skill of the pilot mine are only about 3 star.

Do you have full complement of Engineers?
 
Do you have full complement of Engineers?

Yup, this is on a rattlesnake anyway, full engineers and pilot.

I also tested the repair by accident, as the derelict paranid destroyer on my game was in a system with (literally) thousands of mines, flying it back the thing got wrecked including all the repair drones and engines so it was basically stranded. I had no way to get repair drones to it, so I had to fly a ship to dock to it, transfer the repair crew over and wait, the repair crew did eventually repair it all without repair drones.

I am sure drones speed to the repair up though, well I'd hope so, otherwise they are pretty useless.
 
Yup, this is on a rattlesnake anyway, full engineers and pilot.

I also tested the repair by accident, as the derelict paranid destroyer on my game was in a system with (literally) thousands of mines, flying it back the thing got wrecked including all the repair drones and engines so it was basically stranded. I had no way to get repair drones to it, so I had to fly a ship to dock to it, transfer the repair crew over and wait, the repair crew did eventually repair it all without repair drones.

I am sure drones speed to the repair up though, well I'd hope so, otherwise they are pretty useless.

I haven't experienced this tbh :/
 
Had some pesky SCA Minotaurs hitting my Hull Parts factory dumping the cargo and scooping it, in Antigone Memorial of all places.
One dared to attack a construction drone of my builder but paid the ultimate price. As I was standing on the station saw the Mammoth turrets turn (the ship was immobile) vaporizing the Minotaur almost instantly. Spending 40mil on a builder is always a great investment (20mil the ship, crew modules and 20mil the blue/purple mods). Especially when pushing into XEN systems to setup defense platforms.

Yesterday treated like pests 2 Ps and 3 Ms who tried to stop it in Ianamus Zura from completing a contract station. As 2 previous hired builders died to Xenon incursions at the gate or near the trade station.
 
Had some pesky SCA Minotaurs hitting my Hull Parts factory dumping the cargo and scooping it, in Antigone Memorial of all places.
One dared to attack a construction drone of my builder but paid the ultimate price. As I was standing on the station saw the Mammoth turrets turn (the ship was immobile) vaporizing the Minotaur almost instantly. Spending 40mil on a builder is always a great investment (20mil the ship, crew modules and 20mil the blue/purple mods). Especially when pushing into XEN systems to setup defense platforms.

Yesterday treated like pests 2 Ps and 3 Ms who tried to stop it in Ianamus Zura from completing a contract station. As 2 previous hired builders died to Xenon incursions at the gate or near the trade station.

20 mil on the blue/purple mods, explain?

You can buy these things????????
 
I'm still having problems with the build a station missions, I've started a new game and have built a station for a mission the mission has gone from my mission list yet I still have ownership of the station.
 
I'm still having problems with the build a station missions, I've started a new game and have built a station for a mission the mission has gone from my mission list yet I still have ownership of the station.

upload the save file to see what's the issue.

20 mil on the blue/purple mods, explain?

You can buy these things????????

You craft them with items you find in ventures etc.
 
Now that my work has finally quietened down a little bit, I've finally got around to grabbing the Split DLC and started a fresh game last night with the Fires of Defeat scenario. Immediately hightailed it out of the stating area in my little Jaguar and am currently hiding on the complete opposite side of the universe whilst I consider my options.
 
Finally wiped the Xenon out of the north on mine, took back all the ZYA systems and took Matrix 598, and the first of the two Tharka's Cascade systems to the south. 9 Systems in total taken in a row from Xenon.

Managed to do it mostly with a couple of rattlesnakes, those things are very good, but it did take ages. Raptor as support, they also make a good "blocker" for the Xenon capital ships as that thing can tank them long enough for your destroyers to get there.

Need to decide who to make an enemy of next, I might be borring and pick on HOP.
 
HOP often end up being my biggest customer so I tend to avoid becoming their enemy, plus I always feel like they could do with the help when they're being attacked from so many directions from the start of the game.
 
I'm still having problems with the build a station missions, I've started a new game and have built a station for a mission the mission has gone from my mission list yet I still have ownership of the station.

Don’t get me started on them. I now have about 5 that I built, met all the requirements (even the hidden ones they don’t tell you) and now the missions have disappeared and I still own the stations. This game is an exercise in frustration sometimes.

Now that my work has finally quietened down a little bit, I've finally got around to grabbing the Split DLC and started a fresh game last night with the Fires of Defeat scenario. Immediately hightailed it out of the stating area in my little Jaguar and am currently hiding on the complete opposite side of the universe whilst I consider my options.

It’s a fun start.

I’m currently contemplating how to get my remaining achievements. The rest are pretty grindy, so I’m taking my time with them.
 
@suenstar
@CaptainRAVE

Odd, I have built tons of stations now and not a single problem that wasn't my own mistake.

Things can can catch you out is getting solid/container storage mixed up, or not realising the mission marker is vertically up or down from the level of the map, looking at the map top down.

Sometimes something that will trigger it to complete is that go back and adjust the plot sized, move it 1km bigger in any direction I find thatll sometimes un freeze it and the mission will complete.
 
3.2 beta is out. Trade Rules being added and some good fixes incoming!

Version 3.20 Beta 1 (396825) - 2020-05-05
  • New Feature: Trade Rules enable improved control over station trade offers, station supply offers and sale of ships.
  • Added links to "What is X4: Foundations?" video series to External Resources menu.
  • Added option to import and export individual construction plans to share with community.
  • Added information about original gamestart to Load and Save menus.
  • Added missile storage capacity information to missile turrets in Encyclopedia.
  • Added Mark All as Read option to Encyclopedia.
  • Added icons to order options in Interact Menu.
  • Added behaviour icons to Map legend.
  • Added faction abbreviations to Factions and Relations menu.
  • Added Start Guidance option to Interact menu of data vaults.
  • Added Fly To option to Interact menu of deployables and drops.
  • Added details about mission duration and involved ships to Venture Results menu.
  • Added match speed indicator to crosshair (default hotkey Shift+X).
  • Added error message when attempting to trade with stations that do not have docking facilities for current ship.
  • Removed irrelevant information for unmanned vessels from Object Info menus.
  • Removed duplicate inventory and station account management from Empire Overview.
  • Removed ships and stations lists from Empire Overview.
  • Removed ability to install unsuitable equipment mods for certain types of shields, weapons, turrets and ships.
  • Improved names of Xenon weapons.
  • Improved target selection for pirates.
  • Improved chance of AI pilots opening lockboxes when player not nearby.
  • Improved trade assignment speed if many subordinates try to trade same ware for their commander.
  • Improved guidance during Paranid plot maze section.
  • Improved visibility of target speed indicator in speed-bar against bright background elements.
  • Improved presentation of player-owned ships on ventures in Property Owned menu.
  • Improved balancing of Patrol Missions by increasing enemy presence.
  • Improved map performance in certain situations.
  • Fixed Split wharves missing Pier.
  • Fixed Fallen Families faction not building new ships.
  • Fixed stations not posting public buy offers for supply resources.
  • Fixed NPC stations disabling some of their production modules indefinitely under rare circumstances.
  • Fixed crews of mining ships not gaining experience when player not nearby during mining operations.
  • Fixed ships refusing explicitly given orders to trade with a station that is blacklisted.
  • Fixed Recall Subordinates command not disarming drones.
  • Fixed pirate ships not attacking NPC-owned ships that refuse to drop their cargo or comply with inspection protocols.
  • Fixed ships assigned to Trade for Build Storage using station manager account instead of construction account.
  • Fixed construction plan Shuffle option using connection modules that are not available.
  • Fixed accidental friendly fire from turrets on player ship being treated as intentional.
  • Fixed distress drones being launched prematurely.
  • Fixed ships not doing damage when player not nearby if they were originally built with neither weapons nor turrets.
  • Fixed player-owned capital ships not doing damage to non-hostile targets designated explicitly by player.
  • Fixed ships sometimes repeatedly getting supplies at fleet auxiliary ships.
  • Fixed NPC-owned ships paying for ammunition, deployables and drones that they already have when resupplying at player-owned equipment docks.
  • Fixed some cases of ships not flying correctly around capital ships, specially when docking.
  • Fixed ships not able to catch and dock on moving Raptor.
  • Fixed station-based traders buying resources that their station isn't currently buying.
  • Fixed stations sometimes creating trade offers with zero amounts for wares that are required for production.
  • Fixed free-flying police and recon ships sometimes getting stuck while scanning something.
  • Fixed comm response by police when non-player ships are scanned and no illegal wares are found.
  • Fixed relative movement stopping when getting up from pilot seat.
  • Fixed speed matching not turning off when changing target.
  • Fixed distance calculations for teleportation range limits.
  • Fixed exploit allowing unlimited small ships to be stored.
  • Fixed exploit allowing crew members to be cloned in certain situations.
  • Fixed incorrect unpaid plot licences under certain circumstances.
  • Fixed losing faction reputation from illegal station plots although licence was paid.
  • Fixed not being able to autopilot to targets that are under construction.
  • Fixed not being able to request docking at build storage when piloting capital ship.
  • Fixed rare case of weapons firing under player control when player is no longer controlling ship.
  • Fixed several hints getting stuck during Flight School tutorial.
  • Fixed some missions not correctly displaying opposing faction in briefing.
  • Fixed missing Court faction representative.
  • Fixed Paranid plot mission A Small Errand getting stuck on objective Await: Further Instructions under specific circumstances.
  • Fixed conversation option to pay credits in Paranid plot missions Unfolded Potential and An Ethical Challenge only appearing once.
  • Fixed getaway ship not being recalled from internal storage if it was stored away during Split storyline at Hall of Judgement.
  • Fixed missing prisoners at Hall of Judgement in Split story.
  • Fixed plot not proceeding during cutscene to sabotage Scale Plate trade run.
  • Fixed ships encountered in war subscription missions sometimes being invisible.
  • Fixed Hatikvah story not always being re-offered when initial station was destroyed.
  • Fixed Split story getting stuck in Suspicious Split Mission if Passenger Ship was lost.
  • Fixed mission conversation option for passenger to return to Passenger Ship in Suspicious Split Mission.
  • Fixed End of Oppression/End of Terrorism missions getting stuck at payment stage if ship NPC contact was on was destroyed.
  • Fixed HQ Research Module not being named correctly in certain gamestarts.
  • Fixed HQ Research Module being removed when loading construction plan.
  • Fixed fleets not being sorted by fleet name in Object List and Property Owned menus.
  • Fixed trade wares missing in Logical Station Overview if not currently stored.
  • Fixed turret groups not being highlighted on ship in Ship Configuration menu under certain circumstances.
  • Fixed inconsistent selection and highlight of shield and turret groups in Ship Modification menu.
  • Fixed equipment mod category availability if no equipment is installed.
  • Fixed rounding issues for equipment mod effects.
  • Fixed station hull percentage not being shown in Info menu unless scan level was at least 80%.
  • Fixed ship docks being listed as station dock modules in Encyclopedia.
  • Fixed missing "+" on buttons in Ship Configuration and Player Information menus.
  • Fixed Trade menu not being visible in certain situations.
  • Fixed sector map sometimes being broken by deployables ending up in invalid positions.
  • Fixed Arm/Disarm Turrets option in Interact menu being inconsistent when multiple ships are selected.
  • Fixed some map controls not working after quick-loading with map open.
  • Fixed returning venture ships causing performance issues until sent away again.
  • Fixed excessive sound volume in logo video.
  • Fixed issue where sounds could be missing or delayed.
  • Fixed game generating two crash dumps per crash instead of one.
  • Fixed several causes of crashes.
 
  • Fixed Hatikvah story not always being re-offered when initial station was destroyed - great, that should fix it on my old save allowing me easy access to the other achievements.

@suenstar
@CaptainRAVE

Odd, I have built tons of stations now and not a single problem that wasn't my own mistake.

Things can can catch you out is getting solid/container storage mixed up, or not realising the mission marker is vertically up or down from the level of the map, looking at the map top down.

Sometimes something that will trigger it to complete is that go back and adjust the plot sized, move it 1km bigger in any direction I find thatll sometimes un freeze it and the mission will complete.

It seems its only the Split builds not working for me. Weird.
 
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My miners are still broken. After much observation and experimenting, there's just something odd going on with my station.

When my station was small, all my miners were working fine. Later I bolted on some more modules and then the problems started.

Now the miner returns to my station, exchanges wares, undocks...But doesn't return to the asteroid field. Instead, it undocks then immediately goes to 'gathering resources', except it's doing it right next to my station. Like there's a big fat asteroid sat there.

This is happening 80% of the time and never happens at NPC stations. And whilst you can actually just drag the symbol thingy back to the asteroid field where they mostly sort themselves out, it's still quite a chore.

I can't see any other way to remedy this other than hoarding the resources the miners are supposed to bring. When I have full stock I can open for business again, and this should vastly reduce the rate in which they return to my station and go **** up lol.

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?

Always wanted to try this but I messed up the install (had Mammoths floating about everywhere),what were those two factions all about?

No shortages of fights to pick in X4 if you were wondering.
 
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