Announcing X4: Split Vendetta and update 3.0

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Ovni
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Re: Announcing X4: Split Vendetta and update 3.0

Post by Ovni » Sat, 31. Aug 19, 02:33

SplitBoy wrote:
Wed, 28. Aug 19, 10:46

The thought to need a balanced game in the first place is imho the biggest problem.
Neither is X nor the previous games a competative Title nor is it even Multiplayer to begin with balanced in a classical sense it is not necessary.
I even would go as far and say it limits replay ability and role playing incentives.

The game would indeed benefit from pre game start variables that can be tweaked to change up the meta like for example poor mining grounds in core systems that would force miners into fringe systems from the get go or police presence high or low factory modifiers in regards to output and input or chances for disasters like famine and pandemics and such.
Exactly. It's a sandbox, we should be able to customize our experience, that's where all the fun and replay value lies once you've seen everything. Egosoft should ensure that the Galaxy doesn't go completely bonkers on the default settings, but we should definitely be able to triple Xenon expansion rate if we feel like our life expectancy is too long. Ego can always put a big fat warning for players who don't realize they can break their game.

Personally I wouldn't mind a slower early game but I also realize that Ego can't make defaults that please everyone, so I'd rather ask for sliders.

Players should be able to share on the Workshop slider presets that lead to interesting games.

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Killjaeden
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Re: Announcing X4: Split Vendetta and update 3.0

Post by Killjaeden » Mon, 2. Sep 19, 18:34

Options menu is long overdue for X, but
Players should be able to share on the Workshop slider presets that lead to interesting games.
The game is very random, so sharing sliders would be barely useful in reproducing a "interesting game". You can just share your settings normally (screen) in forums after all...
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chrisco54
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Re: Announcing X4: Split Vendetta and update 3.0

Post by chrisco54 » Wed, 4. Sep 19, 12:19

Xenon_Slayer wrote:
Tue, 6. Aug 19, 15:57
This is the first big expansion for X4
yay :!:

h1ght
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Re: Announcing X4: Split Vendetta and update 3.0

Post by h1ght » Sat, 7. Sep 19, 23:44

is there a changelog/feature list of 3.0 stuff/improvements/changes?

i dont want to use a mod to build a station to supply wares to the builder or do it by hand . :shock:

never played x before, just couple of minutes and was lost. this time it makes some fun. but some things missing. :?:

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IblisBane
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Re: Announcing X4: Split Vendetta and update 3.0

Post by IblisBane » Wed, 11. Sep 19, 09:31

Well...finally.

Apart from a few days of play testing on release, I basically shelved this to a) wait for the Split expansion, (where's my Dragons and Mambas) and b) give the modders a chance to get their claws deeper into it.

With hundreds of hours in X3, I (like many others) still feel a bit let down by X4 (although not nearly as badly as Rebirth, which I stopped playing and never touched again once I realised I was locked into a single ship), but since I (out of faith) pre-ordered the collectors edition, and so get the DLC by default, I resolved to give it a fair go once the Split expansion came out.

Waiting with baited breath...but perhaps diminished expectations. :D

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mr.WHO
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Re: Announcing X4: Split Vendetta and update 3.0

Post by mr.WHO » Wed, 11. Sep 19, 16:31

I see that some weapons get FX rework/upgrade.

Any chance for rework/upgrade of Desptroyer main guns? For the biggest guns in X4 they are very dissapointing both graphical and sound wise.

Felicitus Bigbeaver
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Re: Announcing X4: Split Vendetta and update 3.0

Post by Felicitus Bigbeaver » Thu, 12. Sep 19, 09:04

I would like to see automatic repair and ammo supplying to fleets with a supply ship or carrier attached - with a log entry and maybe a catagory for this. Fleet auto attacking the biggest threat, with fighters counting bombers as these. Fire rates and repair rates / shield charging improving with better crews.

and a large chocolate bunny from Bernt every easter.

Felicitus Bigbeaver
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Re: Announcing X4: Split Vendetta and update 3.0

Post by Felicitus Bigbeaver » Thu, 12. Sep 19, 09:08

The destroyer main guns could do with a rework. Rather than being a version of a pulse laser, they could activate in a special combat mode which means they take 30 -45 seconds to charge but vapourise all but freighters and above. With matching visual effects and holes forming in the side of destroyers. Some extra sound files for survivors "What the F*** was that" etc

SplitBoy
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Re: Announcing X4: Split Vendetta and update 3.0

Post by SplitBoy » Mon, 16. Sep 19, 18:17

Felicitus Bigbeaver wrote:
Thu, 12. Sep 19, 09:08
The destroyer main guns could do with a rework. Rather than being a version of a pulse laser, they could activate in a special combat mode which means they take 30 -45 seconds to charge but vapourise all but freighters and above. With matching visual effects and holes forming in the side of destroyers. Some extra sound files for survivors "What the F*** was that" etc
I don't see the Destroyer top of the food chain for combat vessel a weapon like this would remove some room upwards to expand into bigger capital ships like Cruiser and Battleships.

Take a closer look at the Trailer and pause at the scene with that weird gargantuan turret see notice any similarities to the Destroyer Main Gun this could be a indicator to what might come XL Turrets or just simple twin Destroyer guns in a turret.
You better go play with asteroids!/You losssssee profitsssss!

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