[Video] Daily life of a fleet commander...

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Aken_Bosch
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[Video] Daily life of a fleet commander...

Post by Aken_Bosch » Wed, 18. Mar 15, 22:04

https://www.youtube.com/watch?v=Ni_v6N3-erg

What happens when you have five Sucellus under your command, and you throw them at the umpteenth unlucky Titurel passing by?

Happens that you don't move a finger, and enjoy the light show from the comfort of the bridge on one of your ship :P...and also, you have the chance to see that the Sucellus cannon is not an urban myth, it fires for real! (for the ones who didn't believe :P)

I won't never thank Litauen enough for his effort...

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Post by Sparky Sparkycorp » Wed, 18. Mar 15, 22:39

Ah, the Sexyllus! So good, so sleek, so deadly!

Thanks for the vid :)

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Post by BigBANGtheory » Thu, 19. Mar 15, 10:58

Nice video really shows off the mod and the potential for fleet command. Just imagine if your holomap was integrated into the capital ship bridge and you could actually command in real-time :)

Capital ship bridges should imho be a part of the vanilla game, maybe Egosoft will look at a bonus pack one day for XR?

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Post by linolafett » Thu, 19. Mar 15, 11:57

Lovely to watch :)

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Post by edammer » Thu, 19. Mar 15, 12:43

Shame the Radar dish in the way.
Is there a mod for that?

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Post by Simoom » Thu, 19. Mar 15, 12:48

Is this with the vanilla 3.50 movement scripts? They still didn't fire the IHC until very close to the target, and then started collision avoidance and didn't fire the IHC for long (at least they didn't just retardedly ram the target like they used to in previous versions)

Still wish they would learn to maintain distance better, though.

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Post by Sparky Sparkycorp » Thu, 19. Mar 15, 12:52

edammer wrote:Shame the Radar dish in the way.
Is there a mod for that?
I don't think so but the Devs kindly moved the Balor dish from top to bottom recently, which helped the Bridge Mod a lot. Maybe we will be lucky with the Sucellus. It would probably need a sensible alternative surface to place it on if that was to be the case.

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Post by Artean » Thu, 19. Mar 15, 14:14

BigBANGtheory wrote:Nice video really shows off the mod and the potential for fleet command. Just imagine if your holomap was integrated into the capital ship bridge and you could actually command in real-time :)

Capital ship bridges should imho be a part of the vanilla game, maybe Egosoft will look at a bonus pack one day for XR?
How many times have this been mentioned since launch? It must be the single most wished for feature, and for a good reason. Come one Egosoft, it can't be that difficult!

OP: Nice vid!
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Post by Aken_Bosch » Thu, 19. Mar 15, 14:33

BigBANGtheory wrote:Nice video really shows off the mod and the potential for fleet command.
I agree, this game is screaming for some kind of interface to manage fleets in an effective way...being able to do this directly from aboard a ship (and to fight against some equally effective enemy fleet), would be Nirvana...I still have very fond memories of Star Trek Bridge Commander :roll: ...

The AI is 3.50 vanilla, the ships tend to ram each other less than before for sure, but it still happens so there's other work to do in this aspect...the Sucellus knows that it has a supercannon on its nose, but doesn't know how to maneuver to use it on purpose, so it fires only when the front of the ship happens to be pointed toward the enemy...I had a situation yesterday with another Titurel, where four of my five ships pointed the enemy together and started to hammer it with IHC fire...it was brutal, short, and awesome to see (sadly I wasn't ready to capture in video :()...

The two things I still find annoyng the most...

- The weird behaviour of ships when you give them orders while they are boosting to a zone (if I give the order to attack an enemy while ships are still boosting toward the zone, they usually arrive and start to maneuver for attack WITHOUT stopping the boost...that usually ends with the ship zipping around in the most absurd way, and most of the time also ramming the enemy, that starts tumbling away in the same absurd way at impossible speed :doh: )

- The uselessness of putting ships under command of another ship...I mean, it could be a really useful thing, if it wasn't for the fact that subordinates ships are too slow to follow their commander, for some reason they very often stop boosting mid travel, then wait for each other, then start boosting again and so on...end result, your commanding ship arrive first and gets umiliated (more so in the case of a Balor), while its "escort" is still trying to find which way to point their bow...I tried for some time to use my five Sucellus and my three Balor as two separate groups under two commanders, but I always ended up with one Sucellus and one Balor dishing it out with the enemy while the rest of the fleet played hide-and-seek :shock: ...I reverted to having all of them under my command, a bit messy to manage, but at least they form an almost working battle group...

If those two aspects will be taken care of, there will be some great fun to have in the coming times :)...

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Post by Sparky Sparkycorp » Thu, 19. Mar 15, 16:42

Aken_Bosch wrote: I tried for some time to use my five Sucellus and my three Balor as two separate groups under two commanders, but I always ended up with one Sucellus and one Balor dishing it out with the enemy while the rest of the fleet played hide-and-seek :shock: ...I reverted to having all of them under my command, a bit messy to manage, but at least they form an almost working battle group...
I had the exact same experience and made the same decision with a similar group of ships. Only way I found to get the Balors to arrive late was to assign them to Sucellus hulls in my squad but then they often ended up firing their missiles into the back of their escorted Sucellus :D :oops:

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Post by mr.WHO » Thu, 19. Mar 15, 18:23

EGOSOFT should beg the peoples from:
- Bridge mod
- Carrier mod (the one that let Arawn and Suls to actually carry fighters)
- Player Shipyard / World War X
- Captain and Defense Officer AI Overhaul
- Titans Armoury
http://forum.egosoft.com/viewtopic.php?t=376827
and
http://steamcommunity.com/sharedfiles/f ... =402498286



To allow EGOSOFT to assimilate them into X-Rebirth.

Then EGOSOFT should introduce proper fleet and squad management commands and GUI.


...and then we can call X-Rebirth a worthy X-Game title.

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Post by ezra-r » Thu, 19. Mar 15, 18:53

SUCCELUS is undoubtly one of my favourite ships

I even enjoy having the LEPTON as trader as it is so agile and quick.

The new ONIL looks amazing too.

I really root for this Canteran ships concept/style.

Only thing missing is a big Carrier/Destroyer kind of like the Arawn/Olmekron but Canteran concept for me to start a game as canteran only using these types of ships. (and lepton model to support Bulk)

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Bridge fleet control

Post by Moneytide » Thu, 19. Mar 15, 18:59

This game seems to have good bridge fleet control:

https://www.youtube.com/watch?v=A6zdOixScfQ

The computer screens on deck show information that is relevant.
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Post by werewolves? » Thu, 19. Mar 15, 19:45

Are you using the classic HIT/MA mod too? Someone should really put it on the work shop.

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Post by SupraRZ » Thu, 19. Mar 15, 20:07

Nice video what's your specs?

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Post by wwdragon » Thu, 19. Mar 15, 20:19

What ship are they shooting at? I can't see it in all that shadow.

My favorite ships are currently olmekron and fullmekron because of all the beams of death... which can actually hit fighters. 8)
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Post by Aken_Bosch » Thu, 19. Mar 15, 22:53

@werewolves - no gameplay mods (aside from mission computer and TAF), only aesthetics or little QoL ones (like Shut Up Ren, must-have :D)

@SupraRZ - nothing ninja-level, i5-4570, 8 Gb ram, rusty-but-trusty GTX 570, game installed on SSD...with details on ultra, I get around 25-30 fps in crowded situation as an average, 45-60 in situations like the one in the video...(tip for Nvidia users: even if there's no actual performance enhancement, I experienced a huge boost in the perceived fluidity by enabling the adaptive V-Sync in the Nvidia control panel)

@wwdragon - they are bullying a Titurel, the most unfortunate and unjustly assaulted ship in the X Universe :P

Ships like Arawn, or even more Olmekron and Fulmekron, are powerful beasts, but that is what make them uninteresting to me...I know that with a fleet of fulmekron I can rule the universe, but taking down one of them with "poor man's battleships" like Sucellus and Balor, feels a lot more like an achievement to me :)
(that said, I definitely will have some Fulmekron in my fleet in the future, just to remember to any Xenon I passing by who is the one ruling around :twisted: ...)

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Post by wwdragon » Fri, 20. Mar 15, 18:07

Aken_Bosch wrote:@wwdragon - they are bullying a Titurel, the most unfortunate and unjustly assaulted ship in the X Universe Razz
Heh I see. :lol:
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Post by Earth Ultimatum IV. » Fri, 20. Mar 15, 18:31

Iam a bit disappointed that Arawn has the command bridge placed on the back.

I actually assumed that the bridge was placed here, which completly changes my view and impression on the ship.
I also dislike the fact that it's very flat. If the whole middle part was squeezed, making the arawn slim (from upper/bottom/front/back perspective), it would be a sexy beast.

Still hoping that they will once make the Xenon I obtainable.
It was my centre of operations in X3AP, the high command, the big overwatch.

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Post by Tamina » Fri, 20. Mar 15, 18:52

Earth Ultimatum IV. wrote:Iam a bit disappointed that Arawn has the command bridge placed on the back.

I actually assumed that the bridge was placed here, which completly changes my view and impression on the ship.
I also dislike the fact that it's very flat. If the whole middle part was squeezed, making the arawn slim (from upper/bottom/front/back perspective), it would be a sexy beast.

Still hoping that they will once make the Xenon I obtainable.
It was my centre of operations in X3AP, the high command, the big overwatch.
Did they change the location of the bridge or are you talking about the location of the bridge in the 'capital ship bridge mod'?

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