EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
Modular Station Building
Post new topic Reply to topic Goto page Previous  1, 2, 3  Next
View previous topic :: View next topic
Author Message
BlackDemon





Joined: 13 Feb 2004
Posts: 724 on topic
Location: Argon Prime
Thank you for registering your game
PostPosted: Wed, 13. Sep 17, 18:10    Post subject: Reply with quote Print

Skeeter wrote:
So u can't build a ore or silicon mine like past games? Just with ships? Man that sucks.


I don't see in what way it sucks. Either way you have to get the ore/whatever to the place where it's needed, this way you already have it loaded into a mobile vessel instead of a static platform Smile

Back to top
View user's profile Send private message
Alan Phipps
Moderator (English)
Moderator (English)

MEDALMEDALMEDAL

Joined: 16 Apr 2004
Posts: 16767 on topic
Location: Stonehenge, UK
Thank you for registering your game
PostPosted: Wed, 13. Sep 17, 18:47    Post subject: Reply with quote Print

Crimsonraziel wrote:
Nope, no asteroid-stations/modules for mining they said.

Where was that said and can you provide a link or reference please? All the Q&A in the Index Sticky imply that mining aspects are still pretty much undecided or under development. Also X Rebirth had specialist mineral mining complexes and gas mining complexes although those were all NPC owned.


_________________
A dog has a master; a cat has domestic staff.
Back to top
View user's profile Send private message
PowerPC603





Joined: 20 Mar 2004
Posts: 832 on topic

Thank you for registering your game
PostPosted: Wed, 13. Sep 17, 20:33    Post subject: Reply with quote Print

BlackDemon wrote:
I don't know where you got the idea that stations will be limited to being built in squares from. There's nothing in that video that suggests as such imo.

What it has been described as is being "like Lego" where we have connection points to clip station parts together. It looks like one part would have these connection points dotted around it and it's up to us how we design the station.

If we want to make it fit into more of a square shape then we can, if we want it to all be connected in a big long line to make a mile-long station only 1 module high, then we can. That's what I took away from the video.

It has also been confirmed already by CBJ in the Q&A thread that we will have a "station blueprint" system whereby we can use some kind of in-game design UI to create our dream station, and presumably mess with different inputs and outputs before 'confirming' the end result, to avoid the whole scenario of having to actually spend in-game-money to do our prototyping.

These blueprints can then be reused to build the same station elsewhere multiple times if we wish, and possibly modified and saved as new blueprints (though that part wasn't confirmed yet).

Will be interesting to see how the system turns out but I also do hope they keep the very cool and interesting factory-style designs with all the moving parts and stuff like you describe, they do look really good Smile


As far as I understood the video, blueprints don't work as you describe it here (designing a prototype for some complex to repeat the same setup later on).
When you start the game, you only have access to a few modules to build (for example: small power plant and some small food plant).

When you explore and find new npc stations and modules dotted around the universe, you can scan those modules from an npc complex to receive a blueprint of that specific module type (example: crystal fab).

When you have the blueprint, you can implement that module type in your own complexes because you learned how to build that module type by scanning an existing one, owned by npc's.

That's how I understood it.

Also my concern is that you can only build within the blue cube around your complex when you're placing modules.
My guess is also that you cannot build outside that cube and you have to create cubic looking complexes.
But then again, according to their explanation, you can build any way you want.
So it's not really clear how it will work.

I also read something about buying placement rights for complexes (actually buying some space to build in) and my guess is that you might as well be able to expand the size of that big cube when you pay for it.
But I'm not sure about this.


_________________
GamePC: 64bit Quad-core i5-3450 @ 3.1GHz, 12GB RAM, AMD Radeon HD7770 (1GB), 22" LG Full-HD LED-monitor, Windows 7 Home 64bit
Back to top
View user's profile Send private message
ADMNtek





Joined: 07 May 2013
Posts: 138 on topic

Thank you for registering your game
PostPosted: Wed, 13. Sep 17, 20:41    Post subject: Reply with quote Print

i think bernd said that you can expand your building area. but it will get progressively more expensive the bigger it gets. its to keep you from just building just one system wide station unless you have the funds i guess.

Back to top
View user's profile Send private message
CBJ
EGOSOFT
EGOSOFT



Joined: 29 Apr 2003
Posts: 35620 on topic

Thank you for registering your game
PostPosted: Wed, 13. Sep 17, 22:36    Post subject: Reply with quote Print

PowerPC603 wrote:
As far as I understood the video, blueprints don't work as you describe it here (designing a prototype for some complex to repeat the same setup later on).
When you start the game, you only have access to a few modules to build (for example: small power plant and some small food plant).

When you explore and find new npc stations and modules dotted around the universe, you can scan those modules from an npc complex to receive a blueprint of that specific module type (example: crystal fab).

When you have the blueprint, you can implement that module type in your own complexes because you learned how to build that module type by scanning an existing one, owned by npc's.

That's how I understood it.

You're both right and wrong. You're right because the things we call Blueprints allow you to build specific modules, but you're wrong because the game also allows you to do roughly what BlackDemon described using a different kind of "blueprints" known as Construction Plans.

And just to clarify, while there are indeed limits on the space occupied by a station, and limitations on the ways any given pair of modules can be joined together, it is not a case of putting together little cubes to make bigger cubes as some people seem to think.

Back to top
View user's profile Send private message
ADMNtek





Joined: 07 May 2013
Posts: 138 on topic

Thank you for registering your game
PostPosted: Wed, 13. Sep 17, 23:09    Post subject: Reply with quote Print

https://www.egosoft.com/games/x4/screenshots/x4_screen_009.jpg
doesn't look like cubes to me

https://www.egosoft.com/games/x4/screenshots/x4_screen_010.jpg

https://www.egosoft.com/games/x4/screenshots/x4_screen_014.jpg
still quite detailed but it looks less detailed than XR. and clearly terran inspired.

http://www.ex-astris-scientia.org/schematics/spacedock.jpg
also am i the only one seeing the similarity.

Back to top
View user's profile Send private message
Killjaeden





Joined: 03 Sep 2006
Posts: 4799 on topic
Location: Germany
Thank you for registering your game
PostPosted: Wed, 13. Sep 17, 23:22    Post subject: Reply with quote Print

Laughing
It looks like pretty much like the same system for modular stations we used for XTC... except that you can now assemble it ingame, instead of artists having to "hardcode" it per station type.

A living section near the center, with main modules in various shapes attached, plus some extra modules (e.g. storage), connected by few 'connectors' pieces that serve as spacers, junctions or curves to alter the look and provide more connection points.

If you squint you can make out the individual pieces

Not the greatest lighting or resolution admittedly


_________________

Tutorial Custom Turrets; Guide advice on placing turrets; Guide Performance of Models
Back to top
View user's profile Send private message Visit poster's website
BlackDemon





Joined: 13 Feb 2004
Posts: 724 on topic
Location: Argon Prime
Thank you for registering your game
PostPosted: Thu, 14. Sep 17, 11:34    Post subject: Reply with quote Print

Killjaeden wrote:

It looks like pretty much like the same system for modular stations we used for XTC... except that you can now assemble it ingame, instead of artists having to "hardcode" it per station type.

A living section near the center, with main modules in various shapes attached, plus some extra modules (e.g. storage), connected by few 'connectors' pieces that serve as spacers, junctions or curves to alter the look and provide more connection points.


Yes exactly, I like it Smile

Also Blueprints and Construction plans as CBJ describes them above gets a big +1

Back to top
View user's profile Send private message
antoniut





Joined: 04 Oct 2014
Posts: 193 on topic

Thank you for registering your game
PostPosted: Thu, 14. Sep 17, 11:53    Post subject: Reply with quote Print

CBJ wrote:
PowerPC603 wrote:
As far as I understood the video, blueprints don't work as you describe it here (designing a prototype for some complex to repeat the same setup later on).
When you start the game, you only have access to a few modules to build (for example: small power plant and some small food plant).

When you explore and find new npc stations and modules dotted around the universe, you can scan those modules from an npc complex to receive a blueprint of that specific module type (example: crystal fab).

When you have the blueprint, you can implement that module type in your own complexes because you learned how to build that module type by scanning an existing one, owned by npc's.

That's how I understood it.

You're both right and wrong. You're right because the things we call Blueprints allow you to build specific modules, but you're wrong because the game also allows you to do roughly what BlackDemon described using a different kind of "blueprints" known as Construction Plans.

And just to clarify, while there are indeed limits on the space occupied by a station, and limitations on the ways any given pair of modules can be joined together, it is not a case of putting together little cubes to make bigger cubes as some people seem to think.


CBJ, it will be in X4 the possibility to build "Octopuss" type stations? Smile

https://imgur.com/a/xmnBz

Back to top
View user's profile Send private message
CBJ
EGOSOFT
EGOSOFT



Joined: 29 Apr 2003
Posts: 35620 on topic

Thank you for registering your game
PostPosted: Thu, 14. Sep 17, 12:05    Post subject: Reply with quote Print

I'm fairly sure it should be possible to build stations with a number of "arms" but I can't promise that 8 will be one of the available numbers. Smile

Back to top
View user's profile Send private message
antoniut





Joined: 04 Oct 2014
Posts: 193 on topic

Thank you for registering your game
PostPosted: Thu, 14. Sep 17, 12:18    Post subject: Reply with quote Print

CBJ wrote:
I'm fairly sure it should be possible to build stations with a number of "arms" but I can't promise that 8 will be one of the available numbers. Smile


Thumb up

Back to top
View user's profile Send private message
Xenon_Slayer
EGOSOFT
EGOSOFT



Joined: 09 Nov 2002
Posts: 10724 on topic
Location: Camping the North Gate of Black Hole Sun
Thank you for registering your game
PostPosted: Thu, 14. Sep 17, 12:56    Post subject: Reply with quote Print

You can also rotate modules on the yaw axis, so you could stack connection modules with 4 'arm' connections each and rotate them differently so there are 8 directions (on two height levels).

Back to top
View user's profile Send private message Send e-mail
antoniut





Joined: 04 Oct 2014
Posts: 193 on topic

Thank you for registering your game
PostPosted: Thu, 14. Sep 17, 15:09    Post subject: Reply with quote Print

Xenon_Slayer wrote:
You can also rotate modules on the yaw axis, so you could stack connection modules with 4 'arm' connections each and rotate them differently so there are 8 directions (on two height levels).


Even better! Thanks ES

Back to top
View user's profile Send private message
Ezarkal





Joined: 22 Apr 2015

Location: On the bridge

PostPosted: Thu, 14. Sep 17, 15:23    Post subject: Reply with quote Print

Sounds sweet!

I'm quite eager to see that.


@ antoniut: From what mod is that station in the screenshot? It looks nice!


_________________
Murphy's law states: -If anything can go wrong, it will.
Addendum: -Murphy was an optimist.
Back to top
View user's profile Send private message
RAVEN.myst





Joined: 20 Jun 2011
Posts: 2007 on topic

Thank you for registering your game
PostPosted: Thu, 14. Sep 17, 15:46    Post subject: Reply with quote Print

In one of those screenshots, I see L/XL shipyard docks - am I correct in inferring that we'll get to build player-owned shipyards? I would SERIOUSLY like that! The only other time we've seen something resembling that has been the PHQ in the X3s, and even then in vanilla we were limited to one, and it operated differently to NPC shipyards. Having player-owned SYs function similarly to NPC-owned ones in XR would be great - supplying the resources and the like...


_________________
-
Any loose animals will be vaporized on sight.
-
Born on Lave, raised on Freeport 7...
-
The Write Stuff
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page Previous  1, 2, 3  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
Control Panel
Login Data
The time now is Mon, 25. Sep 17, 02:32

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2017
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.57475 seconds, sql queries = 29