Picture Album - A somewhat silly gate defence (with a bit of salt)

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pref
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Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by pref »

So finally i finished my gate defence thingy.. had so many problems so i got pissed and went aggressive in layout :D
Biggest problem was distance and turret range, and to be able to trigger an attack from the turrets, because they act like some well stoned treehuggers were controlling them.
I even added some prod modules and an admin module to it, maybe that helps attracting enemy attention.

So this is how it started, took a plot, placed it as close to the gate as i could. Once placed i could rotate and expand it so it just touched the gate.
Did cost a couple millions since it's "close" to a gate, but build cost is 250m anyway so that's just the change (hi Taraktas by the way :) ).
Image

Then i built this layout, with the intention of trapping incoming traffic between the turrets.
AI pathing is surprisingly good, really good job from ES on that account - if the ship has a destination past the other exit of the tube it will happily fly through without issues.
Sent a fleet of 10 capships through it back and forth, they only had minor issues when destination was behind or to the sides of the gate - but still then they managed after some slight hugging.
That was a surprise for me, as the shape is not really convex :D
Image Image


I tried putting lasertowerers inside to trigger the turrets, but those will get moved outside the tube once i leave the sector, and the same happens to ships i just leave in there - so not the best approach, but then i realised i could build a couple M docks inside and park some gorgons in there with 4 upward facing turret set on attack all might just do it.
You can see an Ody just passign through without problems below onthe right.
Image

So far the gorgon trick seems to work:
Image

Then i just set there felt like i'm a fat spider in its web waiting for those stupid insects..
First little one arrives while still under construction - had a feeling already i had overdone it during design phase, but i wouldn't let that hold me back, i wanted a tube for real..
Image


Then a P got caught in my laser web, promising...
Image

This K lasted about 5 seconds, hardly had enough time to close the map and take some screens of it.. think it had some unrealistic plans regarding my construction ship :D
Image Image


This buid plan xml contains the layout, gate defence final is the full structure which can be moved around easily (the handle is a defence bridge in the bottom). It has no docks inside, but can be easily reused i think if anyone happens to need this stupidity in their game..
Once placed all the connection structures can be removed, and probably 60% of the defence modules as well as it's effective enough judging from the Ks short and sorry end in my web.

FPS for me is 25ish when there is no fight, and cartoonish when the turrets go live. But a 3rd of the modules should be enough, will post again once i catch an I finally - but don't think it would last longer then 15 secs.
HOP has built 10+ stations in xenon space right on the other side of the gate so it takes a while until i get to feed..

Must really love the game if/when it works. Pity there are so many issues, but partially it was my fault this time i guess as it's not entirely the intended way to use.
Funny that this absolutely not intended thing with kissing the gate seems to work finally.
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by radcapricorn »

Murder hole in space. Devious. You'd think that the Xenon could actually make something of the sort in "their" sectors.
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by lordmuck »

Love it. Just wish the damn things would shoot without needing to be shot at
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by Juggernaut93 »

Wow, that's impressive!
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by Socratatus »

Impressive what pc spec do you have running that?
1. Please do more on NPC civilian/uniform variety, and bio customisations, Devs.
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)

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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by linolafett »

i just think of all the friendly fire incidents.. or does the station not damage itself? I dont really know.
Could be avoided anyways, if one just builds half of the station so all weapons fire in the same direction.
Impressive work!
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by Bourrinopathe »

Now that's some Xenon spanking ^^
Congratulations on achieving such a brutal solution!

And now I just wish we had a deep learning AI so the Xenons in our games could improve based on player actions worldwide and make things a lot more interesting… :mrgreen:
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by lordmuck »

Bourrinopathe wrote: Thu, 28. Feb 19, 16:40 Now that's some Xenon spanking ^^
Congratulations on achieving such a brutal solution!

And now I just wish we had a deep learning AI so the Xenons in our games could improve based on player actions worldwide and make things a lot more interesting… :mrgreen:
WUUUUUUUUUUUUU learning AI in a Xseries ! WUUUUUU yes.. I want
pref
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by pref »

lordmuck wrote: Thu, 28. Feb 19, 15:23 Love it. Just wish the damn things would shoot without needing to be shot at
Bourrinopathe wrote: Thu, 28. Feb 19, 16:40 Now that's some Xenon spanking ^^
Congratulations on achieving such a brutal solution!

And now I just wish we had a deep learning AI so the Xenons in our games could improve based on player actions worldwide and make things a lot more interesting… :mrgreen:
Huh that would send shivers down my spine, xenon copying us.. would really fit them role wise :D
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by pref »

Socratatus wrote: Thu, 28. Feb 19, 15:52 Impressive what pc spec do you have running that?
Thanks. Not a cutting edge PC, i7 8700, gtx 1070 8g vram, 16g ram.
When the thing was built halfway fps was pretty normal, above 40.
Think this can work efficiently without completely murdering framerates. I have almost 20 fps on the first laser show pic, and actually the def modules don't need to have all turrets equipped.
Probably half modules, with a couple inward facing turrets on each would be sufficient.
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by pref »

linolafett wrote: Thu, 28. Feb 19, 16:36 i just think of all the friendly fire incidents.. or does the station not damage itself? I dont really know.
Could be avoided anyways, if one just builds half of the station so all weapons fire in the same direction.
Impressive work!
Thanks :)
FF is not a real issue, on the P pic you can see that diameter is conveniently bigger then the range. Only using pulse and beam, plasma might pose a problem due to higher range and slow projectile speed.
There might be some minor issues if the target is very close to the sides (even if it's just a 180deg arc) - but they don't get to live for that long to get there.
Even if some modules would get destroyed it's quick to rebuild as there is no queue for wreck repairs - iirc all destroyed modules will be built in parallel.
But with enough repair drones and just because of geometry destruction should not occur too frequently or at all.
And OOS FF is nonexistent i'd assume..?

Also i want the full tube to limit my victims' movement.
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by Thecrippler »

looks like xenons drilling machine BIG ONE :D
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by adeine »

Does this work at all OOS?
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by pref »

adeine wrote: Thu, 28. Feb 19, 20:46 Does this work at all OOS?
Should work if you also have ship(s) nearby which actively attack enemies and stay within range of the defence station.

But the commands and combat scripts are so messed up right now, would probably need frequent checks.
Like ships on defend pos wander off to other sectors, the def platforms will not fire EVEN IF FIRED UPON, as enemy turrets can target them without the owner ship targeting the station - and i think they only return fire if the latter is true.

Will work when ES finally finishes the game.. right now it's just as reliable as the rest of the fleet-combat aspect.
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by adeine »

pref wrote: Thu, 28. Feb 19, 21:05 Should work if you also have ship(s) nearby which actively attack enemies and stay within range of the defence station.

But the commands and combat scripts are so messed up right now, would probably need frequent checks.
Like ships on defend pos wander off to other sectors, the def platforms will not fire EVEN IF FIRED UPON, as enemy turrets can target them without the owner ship targeting the station - and i think they only return fire if the latter is true.

Will work when ES finally finishes the game.. right now it's just as reliable as the rest of the fleet-combat aspect.
I haven't had much luck with defence stations engaging OOS (even hostile ones, probably the turret thing you mentioned).

Would like to set up proper defence station perimeters but right now a million laser towers to glitch out hostiles seems like the better option OOS (unless I'm doing something wrong).
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by mr.WHO »

Am I the only one who would like to see Xenon I trying to enter from that gate?
pref
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by pref »

adeine wrote: Thu, 28. Feb 19, 21:23 I haven't had much luck with defence stations engaging OOS (even hostile ones, probably the turret thing you mentioned).

Would like to set up proper defence station perimeters but right now a million laser towers to glitch out hostiles seems like the better option OOS (unless I'm doing something wrong).
Turrets should fire if any of your ships in station radar range are actively attacked and attacker is within turret range (just a hostile ship turret targeting your ship is not enough).
If you put a couple laser towers in there that should work OOS as well, as those count as player ships and should trigger a response. OOS hitrate is much better then is so this should mean immediate destruction of any ship.

Just LTs are painful, you need a lot for high enough dps which will kill the map and IS targeting as well. And even a lot will not be quick enough in some cases, especially when you are IS.
pref
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by pref »

mr.WHO wrote: Thu, 28. Feb 19, 21:30 Am I the only one who would like to see Xenon I trying to enter from that gate?
No, not just you :D

Unfortunately HOP singlehandedly eliminated the xenon threat with those 10+ def stations they built in faulty logic - but i hope i can catch an I soon. Will post results (TTL and pics if i can make some).

Will probably build one of these in an argon sector as well later, as they are my next target. Then i should get more action..

Pity 2.0 is a major PITA, kinda took away my last drops of enthusiasm unfortunately.
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by adeine »

pref wrote: Thu, 28. Feb 19, 21:32
Just LTs are painful, you need a lot for high enough dps which will kill the map and IS targeting as well. And even a lot will not be quick enough in some cases, especially when you are IS.
Oh yeah, they usually don't actively kill. What happens is they seem to take out all the turrets on Xenon capitals OOS and then Ks and Is just get stuck in place spinning in circles to where a single fighter can take them out. Doesn't work IS at all.
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Re: Picture Album - A somewhat silly gate defence (with a bit of salt)

Post by Socratatus »

pref wrote: Thu, 28. Feb 19, 20:22
Socratatus wrote: Thu, 28. Feb 19, 15:52 Impressive what pc spec do you have running that?
Thanks. Not a cutting edge PC, i7 8700, gtx 1070 8g vram, 16g ram.
When the thing was built halfway fps was pretty normal, above 40.
Think this can work efficiently without completely murdering framerates. I have almost 20 fps on the first laser show pic, and actually the def modules don't need to have all turrets equipped.
Probably half modules, with a couple inward facing turrets on each would be sufficient.
Interesting. Thanks. I notice the game can use more ram. So 32 gig would help, which is what I`m considering getting. I hope to go to a 1070 at some point also.
1. Please do more on NPC civilian/uniform variety, and bio customisations, Devs.
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)

"No problem can withstand the assault of sustained thinking."
"Before acting 'out of the box', consider why the box was there in the first place."

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