Introducing the XLOG video series

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Skeeter
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Re: Introducing the XLOG video series

Post by Skeeter » Sat, 18. Jan 20, 09:53

Any chance one of the videos might show a dev working on bugs and explain the process etc, i quite liked the ones star citizen does with their devs in showing bug fixing sorta stuff and wonder how ego devs do theirs. Like maybe pick a bug, show how to fix it and why it was a bug in the first place. Dunno how popular it would be but im sure some would appreciate a look into the dev activity and show on the vid the screen of the workstation doing the bug fixing.
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Max Bain
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Re: Introducing the XLOG video series

Post by Max Bain » Sat, 18. Jan 20, 15:13

I would be very interested in the new mission system and what kind of missions we can expect in the future.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

iforgotmysocks
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Re: Introducing the XLOG video series

Post by iforgotmysocks » Sat, 18. Jan 20, 18:13

I'd be interested in a few points aswell:

1. When might we be getting actual combat capital ships? (Destroyers that can be taken down by a few heavy fighters don't count) Withholding such a critical ship class for a game basing it's entire industrial and economical reason for existance on war makes absolutely no sense. Lino mentioned before it's partially duo to turret count limitations, which strikes me as odd as Rebirth had ships with up to 250 turrets which ran more than fine. Adding a few more L sized turrets to a larger shipclass wouldn't cause performance issues at all.

2. Balance of the game. It's all over the place. When can we hope for adjustments to make gameplay feel meaningfull?
Missiles and Torpedos
  • outclass everything. M turrets spamming missiles on ships with a few turret slots output more damage then some destroyer's L turrets and main guns combined.
  • a nemesis with 5 torp launchers and firerate modifications can kill any capital ship in seconds (even an I)
  • missile defense doesn't work at all. Not being able to spot missiles on the radar and having to rely on a missleading sound makes countermeasures very ineffective and turret missile defense doesn't work at all as the missile body is too small to be hit by pretty much any turret
Imbalance of hardpoint weapons and turrets
  • accuracy fixes for turrets are long overdue. Bugs are still around that cause turrets to miss stationary targets, fast tracking turrets to track at least a second behind very slow moving targets, and turrets seem to ignore the own ships movement when shooting at an enemy
  • S class harpoint weapons having a longer range then L sized capitalship turrets does not make any sense
  • turrets are streight up too weak, their range should not be lower than gimbaled weapons
  • weapon range and damage needs adjustments and some increased range to make spacefights less of a ship head butting cluster****
Shiptype balance
  • L ships feel pretty pointless currently as 2-3 well equipped m sized ships are far superiour at every task. may it be fight or trade
  • carrier and or auxiliary ships (including docking capacities on smaller ships) don't make much sense and need to be reworked to offer a meaningfull destinction and reason towards using specific shipclasses (this can hopefully be better analyzed once the subordinate docking is fixed, which is currently completely broken in 3.0)
Those are the 2 points that worry me the most as the game has been out quite a while now and these are keypoints keeping players from connecting with the game to enjoy it on a basic level. It would be amazing if you could find the time to give us a short hint on when these issues may get tackled.

Thanks guys!

tomchk
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Re: Introducing the XLOG video series

Post by tomchk » Sun, 19. Jan 20, 21:19

Agreed on missions! I am dying to hear what’s coming, and it’s not clear how long we need to wait for a Beta with the new ones.
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Karvat
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Re: Introducing the XLOG video series

Post by Karvat » Sun, 19. Jan 20, 21:56

I'm dying as well, can't wait for the release of the first Dlc.

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mr.WHO
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Re: Introducing the XLOG video series

Post by mr.WHO » Sun, 19. Jan 20, 22:21

I'd love to hear more about 3.0 carrier squads - the one where you can assign subordinates to attack, defend and interceptor.

alexthespaniard
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Re: Introducing the XLOG video series

Post by alexthespaniard » Mon, 20. Jan 20, 19:20

mr.WHO wrote:
Sun, 19. Jan 20, 22:21
I'd love to hear more about 3.0 carrier squads - the one where you can assign subordinates to attack, defend and interceptor.
A new video would be great. I would like to understand it better the spects of the role and differences between an interceptor a fighter and an explorer. Between a bomber a frigate and a corvette. And if there will be more types of L/XL.

I mean (above all) that there are many similarities and differences between types and if they have any specific purpose? Between factions there are many differences between the fighters?

I loved the supply ships.

Gregory
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Re: Introducing the XLOG video series

Post by Gregory » Fri, 24. Jan 20, 18:01

Our latest XLOG episode has just been released:
https://www.youtube.com/watch?v=pP7nuWGEbNA

In this XLOG episode, EGOSOFT founder and CEO Bernd Lehahn replies to a user question about some of the hardships and difficulties of developing an X game. How do we simulate the X universe and what does it entail?

Enjoy :)
All our channels in one convenient list :arrow: https://linktr.ee/egosoft

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mr.WHO
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Re: Introducing the XLOG video series

Post by mr.WHO » Fri, 24. Jan 20, 20:15

When I read the title it was like: "meh, boring technical stuff", but i really enjoyed this new XLOG especially with new Split DLC footage.

tomchk
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Re: Introducing the XLOG video series

Post by tomchk » Fri, 24. Jan 20, 20:21

Yeah, great video, with lots of new DLC footage. Thanks, Bernd and team!
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Axeface
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Re: Introducing the XLOG video series

Post by Axeface » Sat, 25. Jan 20, 02:21

Those Split stations looks so awesome, cant wait to blow them all up. Oh, and the Split cockpits are amazing too.

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Nikola515
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Re: Introducing the XLOG video series

Post by Nikola515 » Mon, 27. Jan 20, 22:21

Man Bern has aged a lot :o XR/X4 development must have been hard one him :(

Im glad I too see Ego communicating more and I hope he continue this path in future. My main concern is still lack of fighting action and lack of combat missions (genetic) like in X3 and XR where we can defend station or kill pirate boss.... Not trying to badmouth X4 in any way because it is still good game but I don't see reason why to invest in any DLC if it is going to be same boring universe. Staying out of other factions wars is good for business so I can sell weapons to both sides :twisted: So some random spawn pirates missions would be perfect to test my new shiny weapons :D
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

tomchk
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Re: Introducing the XLOG video series

Post by tomchk » Mon, 27. Jan 20, 22:24

They're definitely working on combat missions. I personally would hate for them to rely on "spawning" ships per se, but they could definitely incorporate the anomalies and/or the ventures feature to bring us ships to fight!
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Nikola515
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Re: Introducing the XLOG video series

Post by Nikola515 » Tue, 28. Jan 20, 10:49

People that modified games can't use ventures and current missions only give you missions against other factions... They need to add pirates with their own economy like Xenon in order for this to work. Not sure if Ego is going to put that much effort for it... XR had one of best missions in my opinion. Even though XR was questionable game missions made it actually fun enough to have over 2000h on it ;)
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

tomchk
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Re: Introducing the XLOG video series

Post by tomchk » Tue, 28. Jan 20, 14:12

You can get venture visitors in modified games, you just can’t send them. My idea would be to bring in visitors that you should attack, either defensively or offensively.
Somebody said they found new pirate faction(s) in the newer data files, so I’m sure missions involving them are coming.
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Axeface
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Re: Introducing the XLOG video series

Post by Axeface » Tue, 28. Jan 20, 22:18

tomchk wrote:
Tue, 28. Jan 20, 14:12
You can get venture visitors in modified games, you just can’t send them. My idea would be to bring in visitors that you should attack, either defensively or offensively.
Somebody said they found new pirate faction(s) in the newer data files, so I’m sure missions involving them are coming.
I was looking at that file last night, wasnt sure if they were in the original or not. Interesting :)

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Nikola515
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Re: Introducing the XLOG video series

Post by Nikola515 » Wed, 29. Jan 20, 22:12

That is interesting... Ill be keeping eye on. Problem with using existing assets or even other player venture ships will limit number of missions in universe (limited number of ships in universe vs production). Spawning ships out of thin air to be attacked or attack station would solve all of those problems.
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

tomchk
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Re: Introducing the XLOG video series

Post by tomchk » Wed, 29. Jan 20, 22:16

Nikola515 wrote:
Wed, 29. Jan 20, 22:12
That is interesting... Ill be keeping eye on. Problem with using existing assets or even other player venture ships will limit number of missions in universe (limited number of ships in universe vs production). Spawning ships out of thin air to be attacked or attack station would solve all of those problems.
Don't other players' venture ships basically spawn? I didn't think they got produced but haven't looked at any code. If they must resort to spawning, I just want them to have a lore basis for it, like visitors or Khaak warping in or something.
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CBJ
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Re: Introducing the XLOG video series

Post by CBJ » Wed, 29. Jan 20, 22:36

Please stay on-topic in this thread.

obri [on Linux]
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Re: Introducing the XLOG video series

Post by obri [on Linux] » Fri, 31. Jan 20, 17:27

Hi egosoft team,

I just watched the latest XLOG - very impressive how you simulate nearly the whole universe.

One question came to my mind. How many threads/CPU cores can X4 use? I own a Ryzen 7 1800x wich can handle 16 logical CPU cores. How much of them are used by X4? As the game seems to use a lot of CPU Power, this would be interesting to know.

Best regards

obri

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