Blacklisting zones for capital ships?

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dholmstr
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Blacklisting zones for capital ships?

Post by dholmstr » Mon, 29. Feb 16, 21:42

Is there a way to blacklist zones? Serveral of my capitals promptly wants to hopp straight into enemy zones/jump point. Getting abit tired of it. Or is it tied to the captains skill navigation?

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Mon, 29. Feb 16, 22:06

Ships take the shortest route, A-to-B. To change routes, you'll need to manually send ships via safer mid-points, or if it your stations' subordinates, position stations in specific places.

JimmiG
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Post by JimmiG » Tue, 1. Mar 16, 14:38

This is one of the few remaining serious issues with the game. Unarmed, unprotected trade ships will happily jump straight into war zones to save a bit of jump fuel.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Tue, 1. Mar 16, 14:49

JimmiG wrote:This is one of the few remaining serious issues with the game. Unarmed, unprotected trade ships will happily jump straight into war zones to save a bit of jump fuel.
No one is forced to use "unarmed" or lightly-armed trade ships in dangerous areas, unless voluntary choosing to go hostile towards every faction.

Even during the plot with fixed hostile standings and limited ship availability, there were ways to trade in reasonable safety before 4.0 introduced the Flee mechanic.

pref
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Post by pref » Tue, 1. Mar 16, 16:46

No way to blacklist anything unfotunately.

The only thing that comes close is the flee mechanic.

It will trigger if the ship is attacked, captain has at least 20 combined skill (0-100 max), is not attacking the attacker and
captain combined skill - shield% >= 25
or
combined skill - hull% >= 20

then for XL ships you have 20% chance for a jump flee and 80 for boost.
So adding full 5* captains on trade ships will make them significantly harder to catch.
For combat ships it can be really annoying though. Probably keeping 2-3* combat captains can help, but that will also affect their pathing unfotunately.

rmazurek
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Post by rmazurek » Sat, 11. Aug 18, 09:24

This is really serious issue. I keep loosing freighters in Murky Skies. There is hostile station and freighters fly through this zone. It really should be fixed long time ago :evil:

Hankyke
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Post by Hankyke » Sat, 11. Aug 18, 13:58

Put escort to that ship. Problem solved.
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Vectorial1024
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Post by Vectorial1024 » Sun, 12. Aug 18, 04:59

rmazurek wrote:This is really serious issue. I keep loosing freighters in Murky Skies. There is hostile station and freighters fly through this zone. It really should be fixed long time ago :evil:
That seems like an issue that can be fixed using nav-points to redirect traffic away from the hostile station. Unfortunately, I dont know how to do that...
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Alan Phipps
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Post by Alan Phipps » Sun, 12. Aug 18, 12:31

You might find this thread to be of some interest.
A dog has a master; a cat has domestic staff.

Zloth2
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Post by Zloth2 » Tue, 14. Aug 18, 05:43

I don't think navpoints are involved. For Murky Skies, it's just a matter of the trade ship going from the jump beacon directly to Ratfish Waters or Murky Skies. The ships pop in, point their nose at whatever station they want to dock at, and off they go. When they fly too close to the pirate station, they get blasted.

If you send them to Great Basin before Ratfish Waters then they will be OK. Personally, I just got the two zones memorized and never go there.

I found the DLC zones much more of a bother, personally. Teladi space is a good shortcut from OL to "southern" Alb space but the pirates make it pretty dangerous. Heart of Light can send trade ships headed for a gate in Cold Star right into the teeth of a Xenon base, too. There are mod fixes out for both of those issues.

I suppose it would be possible to change the owner of that base near Murky to some group that's a lot less hostile or just yank it completely with a mod - but then why have that whole escort mechanic?

rmazurek
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Post by rmazurek » Sat, 18. Aug 18, 00:49

Hankyke, it does not solve anything and is radiculous expensive.

I give escort to trader (let's say Taranis). Freighter is flying next to the station and is destroyed by this station. Escorting ship even is not there yet.

Alan Phipps, thanks for this link but I don't know how it might help.

And yes, explored a bit and now I have similar issue with Cold Star system. Exactly the same issue. Ship flyes through Torride, then goes through jump gate to Cold Star and flyes next to hostile station in Midas Mist and is destroyed by this station.

Hopefully Miscellaneous Combat Tweaks helps a bit, because ships make emergency jump when are severly damaged. But they still try to fly the same route and are damaged again, emergency jump and so on. I have to clear all trades and make other deals and hope this BS won't happen again. It's soo, soo annoying!

Zloth2 I don't send this ships manually. I take trade offers for them in trade menu and can't move them manually.

Really, if this nonsense will not be fixed in next patch I think I give up this game. Don't get me wrong, it's really great game. But such issues are so discouraging from playing it longer. Played it months ago and stoped playing for the same reason.

And one more thing. Why the hell managers send ships to stations even I don't know about? Or generally that I don't have trade offers from?

Gave up trade offers on stations where I don't want to send ships. Don't have this trade offers but managers send there ships anyway. It's radiculous.

Zloth2
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Post by Zloth2 » Sat, 18. Aug 18, 08:13

Get my mod and Cold Star is fixed. It's on Nexus and Steam. (I've got stations in Cold Star so that issue was really killing me.)

For escorting - I never bothered, personally, but if I were to do it I would use capital ships to escort capital trade ships. We're talking about an entire station, though, so these ships would probably be there just to take damage for the trade ship.

When taking trade offers, do NOT go to Ratfish or Murkey. If you screw up, load an earlier save, cancel the orders, direct the ship over to the west side of the map, then use the individual trade menu to pick out a good deal (which may or may not be the original station) and make sure the next hop after that requires jumping.

Honestly, if you get my mod plus the one for the Teladi, that one pirate station is the only thing in the galaxy that's really going to give your trade ships any real trouble! Without it, you're just clicking until you win.

rmazurek
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Post by rmazurek » Sat, 18. Aug 18, 13:17

What mod is it?
I found one to avoid FOO system. As I checked it's actually for avoiding sectors in this system. I wander if I can adjust it to include required zones.

I don't send freighters to Murki Skies or Rafish Waters at all. But this idiots managers do!
Is there some way to solve this issue? Is it possible to tell managers where to send ships or not?

In X3 there was plenty of ways to blacklist sectors for trading. I can't understand why Egosoft removes such usefull features from previous games. I mean it all is there, there is nothing new to develop. Just do not remove it. I hope you will fix that at some point. I would love to play this game without getting pissed all the time.

EDIT: I guess you mean this mod: https://www.nexusmods.com/xrebirth/mods/529

EDIT2: So now only issue is this idiots - managers. I can see that YAT uses trade subscriptions as whitelist mechanism. YAT traders don't trade with stations without subsriptions. I need similar feature for managers. Damn, this is so obvious, why Egosoft did not make it in the first place?

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