X4 Foundations

Asteroid fields. The quickest is north west in fault logic (the one connected to holy vision)...or you may have luck in trinity sanctum III in the field on the east side of the map. Any field can have them, but these were the most successful for me.

Thank you.

And what do I need to do with the asteriods mine them? Sorry I've literally never done Crystal mining
 
Ahh nice one.
Yes I can see why peopel do this I have gotten quite a few valuatable crystals pretty quickly.

Found 2 of the ones I need so far so hopefully wont be at this too long.

Yes, even nerfed, in the first few hours it can get you set up real quick. On release you could make about 10 million easy in an hour - you would constantly find the most valuable white crystals. You never see those anymore.
 
I need more help sorry:

Still on the paranid civil war quest. I have given boso all the bits and also provided the station all the wares, then the paranid guy talks you you.

Anyway, the next stage of the quest states collect: Paranid Relegious Tract

The mission waypoint gets me to a station in Sacred Relic, I land there, but then the trail goes cold.

Any ideas?
 
I need more help sorry:

Still on the paranid civil war quest. I have given boso all the bits and also provided the station all the wares, then the paranid guy talks you you.

Anyway, the next stage of the quest states collect: Paranid Relegious Tract

The mission waypoint gets me to a station in Sacred Relic, I land there, but then the trail goes cold.

Any ideas?

You need to speak to someone. I think my guy was on the other side of the dock by foot. Had to take the travelator. Have to admit I can’t remember that bit too well sorry. That or I picked it up off the dock.
 
You need to speak to someone. I think my guy was on the other side of the dock by foot. Had to take the travelator. Have to admit I can’t remember that bit too well sorry. That or I picked it up off the dock.

No wonder I was having problems it was very definitely bugged.

I loaded up today docked there and it was fine, the waypoint was there and the people were there ready to talk to.
 
Do you actually get anything from completing the Paranid civil war quest?

I've done it, but didn't seem to get any reward other than the steam achievement.

I liked the quest up until you needed to supply the fleet and then station etc, just became a ball ache imo.

I'm actually quite disappointed in general with all of the storyline missions, the PHQ, Havitka, then this one. I've just got the split one left to do.

Is it possible to start the game hostile to all the major factions, and then possible to actually progress?

I think it would be fun to try and survive from basically nothing and just using the pirate stations etc.
 
Do you actually get anything from completing the Paranid civil war quest?

I've done it, but didn't seem to get any reward other than the steam achievement.

I liked the quest up until you needed to supply the fleet and then station etc, just became a ball ache imo.

I'm actually quite disappointed in general with all of the storyline missions, the PHQ, Havitka, then this one. I've just got the split one left to do.

Is it possible to start the game hostile to all the major factions, and then possible to actually progress?

I think it would be fun to try and survive from basically nothing and just using the pirate stations etc.

No reward. You either get a new pirate faction that fight with the rest of the paranid factions or you unite them all leading to a very quiet game. The same plot story outcome is similar. I agree, the outcomes are a little underwhelming.

Not that I know of, but that does sound like fun. The ZYA start is one of the most hostile starts I’ve found.
 
Not that I know of, but that does sound like fun. The ZYA start is one of the most hostile starts I’ve found.

I guess you could just pick the young blood start, shoot up every major faction to -30, except the scale plate and Havitka.

Thinking about it, I think it would be very difficult to progress without keeping at least one major faction friendly, I guess.... It would be possible to board and capture things like builders, because of course you couldn't buy any ships if hostile to all factions.

I'm trying to think if there is any reason it can't be possible. I think you'd find though if you tried it you'd run into something you just can't do without being friendly to at least one major faction.
 
I guess you could just pick the young blood start, shoot up every major faction to -30, except the scale plate and Havitka.

Thinking about it, I think it would be very difficult to progress without keeping at least one major faction friendly, I guess.... It would be possible to board and capture things like builders, because of course you couldn't buy any ships if hostile to all factions.

I'm trying to think if there is any reason it can't be possible. I think you'd find though if you tried it you'd run into something you just can't do without being friendly to at least one major faction.

I think it would be very very difficult. You wouldn’t be able to dock on any stations other than pirate stations. You would need to capture most ships that you would usually buy. Sounds like fun.
 
https://forum.egosoft.com/viewtopic.php?f=146&t=428587

3.30 beta out now.

Version 3.30 Beta 1 (403173) - 2020-06-25
  • New Feature: Improved personnel management and crew transfer system.
  • Added new upkeep missions.
  • Added limit of 10 simultaneous accepted missions (excluding plot, upkeep and guidance missions).
  • Added Hold Position override order variant for use during attacks.
  • Added option to put docked ships into internal storage.
  • Added ability to enter space suit from docked capital ships.
  • Added ability to define multiple sectors for player alerts.
  • Added ticker notification for player-owned ships and stations coming under attack.
  • Added logbook entry for player-owned stations being attacked.
  • Added notification and logbook entry for player-owned stations getting destroyed.
  • Added option to fire unassigned crew members in Crew Info menu.
  • Added option to pause production in Logical Station Overview.
  • Added information about station supply resources to Logical Station Overview.
  • Added captions to columns in Logical Station Overview.
  • Added ship type icons to blueprint trade and Fast Travel menus.
  • Added map filter options for enemy offers and gate connections.
  • Added map background opacity option.
  • Added new input bindings for diagonal steering and strafing.
  • Added new input bindings for toggling auto-roll and aim assist options.
  • Added option to select GPU in-game (requires restart).
  • Removed ability of Cerberus to be equipped with mining lasers.
  • Improved docking process to allow S and M sized ships to be docked in reverse direction.
  • Improved Defence subordinate behaviour by reducing engagement range to 20km.
  • Improved resource handling to move surplus resources for Drones and Ammo to cargo bay if station has use for them.
  • Improved balancing of seminars (increased effectiveness, increased price, reduced quantity available).
  • Improved subordinate traders by changing priority to favour demand over distance.
  • Improved AutoMiners to make use of their factions' resource probes.
  • Improved selection of sectors for order parameters in Behaviour menu.
  • Improved wording of ship role assignments in Interact menu.
  • Improved performance of Distribute Wares order in cases where blacklists result in it having significantly smaller operating range.
  • Improved performance of mission guidance rendering on map.
  • Fixed Paranid plot mission A Small Errand getting stuck at objective Follow: Dead Drop Signal under specific late game circumstances.
  • Fixed certain plot stations being recycled due to economic issues.
  • Fixed blueprints being obtainable from data leaks on ships.
  • Fixed rebuilt build modules remaining in an inoperable state if they were wrecked before existing hack expired.
  • Fixed ships having lingering links to inoperable build modules resulting in them not being able to upgrade elsewhere.
  • Fixed ships executing order Distribute Wares sometimes finding trades in blacklisted sectors.
  • Fixed ships belonging to Godrealm of the Paranid in Split space persisting when they shouldn't.
  • Fixed AI-controlled ships sometimes jumping ahead on path after going through accelerator or gate.
  • Fixed certain ships not being able to dock manually without docking computer.
  • Fixed mass traffic ships not flying correctly when returning to dock.
  • Fixed ships getting very large number of Attack orders if they have Attack assignment and their commander engages many targets.
  • Fixed promoted subordinates sometimes inheriting an assignment that they cannot fulfil.
  • Fixed newly promoted subordinates inheriting their former commander's assignment but not updating their behaviour.
  • Fixed boarding ships sometimes not launching pods.
  • Fixed turrets in Attack my current target mode sometimes not shooting when targeting station.
  • Fixed turrets on certain stations consistently missing capital ships.
  • Fixed weapon aiming problems when shooter rotates or moves laterally to target.
  • Fixed transport or build drones remaining unavailable under certain conditions.
  • Fixed venture ship being lost due to destroyed/moved venture docks when free venture dock is available.
  • Fixed defence modules not getting turrets on some stations where they should.
  • Fixed Split storage modules missing shields and turrets.
  • Fixed stuck trades between stations and build storage.
  • Fixed ships getting stuck in docking bay.
  • Fixed wrecks triggering player alerts.
  • Fixed getting notifications and logbook entries for player-owned drones and laser towers getting destroyed.
  • Fixed laser towers stuck in highways.
  • Fixed asteroids accumulating when repeatedly saving and loading in same location (corrects previous fix).
  • Fixed higher trade ranks and associated achievements being somewhat too difficult to achieve.
  • Fixed higher fight ranks and associated achievements being much too difficult to achieve.
  • Fixed fight rank not increasing when player destroys station modules.
  • Fixed transporter doors on M ships not closing when NPCs use them.
  • Fixed exploit allowing crew members to be cloned in certain situations.
  • Fixed exploit involving selling ship equipment by transferring credits when build process is complete.
  • Fixed exploit allowing licence and blueprint purchases to be made with insufficient funds.
  • Fixed incorrectly scaled satellite ranges on map.
  • Fixed discrepancies in information presented by boarding menu during operations.
  • Fixed loadout statistics not taking equipment mods on grouped turrets into account.
  • Fixed empty Import Construction Plans context menu under certain circumstances.
  • Fixed Ship Configuration menu not working when accessed at resupply ship under certain circumstances.
  • Fixed station storage display in Info menu if station storage is empty.
  • Fixed all module categories being collapsed when editing module loadout in Station Build menu.
  • Fixed Behaviour and Individual Instruction menus jumping to top row after scrolling on right side.
  • Fixed sliders for order parameters in Behaviour menu not working correctly with mouse.
  • Fixed overlapping texts for station accounts in Object Info menu.
  • Fixed Loadout Info tab with high UI scale settings.
  • Fixed selecting hologram on Split capital ship bridge resulting in player taking control of ship.
  • Fixed multiple minor glitches related to mouse click handling, e.g. clicks on NPCs sometimes immediately selecting dialog menu option.
  • Fixed visual hole in bridge on large Argon ships.
  • Fixed positional lights on Argon defence tube appearing in wrong position in upgrade menu.
  • Fixed small Mass Driver Mk1 and Mk2 appearing visually disconnected in upgrade menu.
  • Fixed Split defence module details being disconnected in upgrade menu.
  • Fixed floating and intersecting turrets on Teladi defence platform.
  • Fixed slightly offset guns on Tuatara.
  • Fixed gun on Jaguar not being properly visually attached to ship hull.
  • Fixed shields on Wyvern not protecting surface elements.
  • Fixed misplaced rear turrets and shield generator on Rattlesnake.
  • Fixed wrongly rotated shield generator on Raptor.
  • Fixed player logos on Raptor not being properly visible.
  • Fixed excessive stuttering of engine sound especially on ships flying in formations.
  • Fixed several causes of crashes.
 
Whats the best method for destroying Xenon defense stations?, as even with a mixed fleet of 22 destroyers (6 Behemoths, 6 Phoenix Vanguards, & 10 Ody's ) i'm losing ships at a rate i can't sustain.
 
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