X4 - Now with more flyable ships


#304

This game…

I have a frigate, a base, a growing fortune, miners, traders, and I can’t get enough. But the bugs! Sometimes I land on stations and there is no one there. I had a hard crash while going to a station to sell a bunch of crystals, about 2 million credits worth - lost all of that work.

The interface is a PITA. I still can’t figure out how to get people to work on my station, but I do have a manager. He just stands around whenever I land. LOL. Okay back to banging my head on the desk while at the same time loving this game.


#305

X4: Foundations 1.30 Update Released

X4: Foundations - Egosoft

• Added graphics setting to show graphics card and screen separately on multi-GPU systems.
• Added option to restore all default settings.
• Added Nividium to items bought by Argon and Teladi trade stations.
• Added SSAA 2x and 4x options back in.
• Improved accuracy of turrets and gimballed weapons.
• Improved skill gain profile for NPCs.
• Improved station-based traders to sell products at at least the price set at their station.
• Improved options for selling illegal wares.
• Removed non-functional engine mod type.
• Removed mining turret compatibility from Sunder.
• Removed display of type icons for unknown objects on map.
• Removed mouse cursor emulation in start menu.
• Removed option to shuffle station construction plan for HQ.
• Fixed logbook showing oldest 1000 entries instead of newest.
• Fixed searching for ware names to use the correct trade filter.
• Fixed missing guidance information in Mission Manager
• Fixed invasions stalling and starving the war missions of suitable situations.
• Fixed illegal build plot for advanced gamestart “The Unworthy Entrepreneur”.
• Fixed player-owned ships sometimes dropping cargo without the player telling them to.
• Fixed passengers or prisoners sometimes being promoted to captain thereby changing ship ownership.
• Fixed turrets on M-sized ships flown by the player and set to attack all enemies not engaging hostile XS-sized ships.
• Fixed case of patrolling ships failing to engage pirates pretending to belong to their faction.
• Fixed police ships penalising unpaid plots in locations where they do not have police authority.
• Fixed “Promote best crewmember” button not working if ship has no pilot and all crewmembers have 0 skills.
• Fixed being able to recruit crew from NPC-owned capital ships.
• Fixed another case of AutoTrade not functioning.
• Fixed AutoMiners not selling the resources that they gather.
• Fixed some player-owned ships not allowing you to dock.
• Fixed L-sized turret and shieldgenerator blueprints not being available to the player.
• Fixed certain collectables not being picked up when you fly over them.
• Fixed ships stuck while docked awaiting an invalid build to complete.
• Fixed characters being stuck in unhelpful places.
• Fixed being able to clone crew members.
• Fixed player logo being applied to HQ asteroid.
• Fixed player HQ information menu not working after adding a production to the HQ.
• Fixed missing dock areas on builder ships.
• Fixed incorrect type of mines near gate in Eighteen Billion.
• Fixed error incorrectly appearing if build is completed.
• Fixed asteroid scanning not being possible.
• Fixed missing text localization in several places.
• Fixed missing German station announcements and other voiced lines.
• Fixed a case of ships having no collision detection.
• Fixed ships skipping collision avoidance in certain situations.
• Fixed most cases of clipping through docking bay floors when docking.
• Fixed a case of the player ship warping to an invalid location on undocking.
• Fixed more cases of the player ship warping around (e.g. after taking control).
• Fixed crash when installing broken equipment mods.
• Fixed occasional unrecoverable freezes.
• Fixed several other causes of rare crashes.


#306

A lot of big fixes in there. Nice.


#307

Did you build the habitation thingie on it?


#308

That’s a good sounding patch!


#309

OMG this sounds super hilarious.


#310

New Beta branch also out. Allegedly quite good. Adds war and new modules & new mining targets.


#311

I can’t stop playing. :)


#312

Me either. This game has a lot to do.


#313

I’ve not played in a week. It’s been so tough, but I’m in the middle of my video series, and haven’t had the energy to record. Silly, I know.


#314

Mr. Rubin, if I wanted to play a more finished space game than X4 is today, should I play X3:TC (unplayed in my library) or Starpoint Gemini Warlords (on sale on Steam)?


#315

How about Evochron Legeacy?

(But if you HAVE to choose between those two, Warlords is the better choice, I feel)


#316

I have Evochron Mercenary in my library. I’m looking for something that lets me build an empire more than just a combat game.


#317

You can build stations and such in Evochron Legacy. It’s a lot more than just combat.


#318

I tried playing Evochron and it seemed even more obscure than the X games.


#319

It’s far more ship-focused than the X games, I’ll tell you that.


#320

The problem I always have with Evochron - besides it being overcomplicated in its own ways - is that I didn’t feel like my actions were having any direct impact on the universe state and most “events” just felt like random rolls that didn’t really care about existing state. Might not be actually true, but that’s how it felt. One of the things I’ve always liked about the X series is that they compress the time and space in a way that makes it easy to see shifts in the dynamic aspects.


#321

That’s fair. If it makes you feel any better, the latest version has a dynamic war you can take part in.


#322

And influence? Or does is just set up two warring sides to give you combat situations to jump into?

-Tom


#323

It’s a bit more nuanced than that. From:

https://www.starwraith.com/evochronlegacy/about.htm


Simplified Faction and Location Based Cooperative Multiplayer

  • A new two faction system provides a consistent territory and reputation structure across the entire Evochron quadrant. Players choose the faction they will be allied with, either the Alliance (ALC) or Federation (FDN), in single player when they start a new profile. The new faction system also lets players select either faction temporarily when they join a multiplayer game. Faction selection establishes which systems will be friendly to the player and which ones are hostile. Players can join together with the same faction to team up or join opposing factions for PvP battles and competition. Territory control is now exclusive to ship destruction, requiring changes to a faction’s presence in order to alter a territory control value in a region.

  • Join forces with other players in multiplayer to complete more challenging activities that can offer higher pay. To link with other players, simply travel to the same sector and have one player accept a contract at a local station or city. Cooperative multiplayer objectives can pay all linked players.


I’ve seen the front lines on the map move in single player, so it does seem to work. I’ve done a bit of the war as well, but not as much as civilian stuff.