How big is your Mega-HQ/station?

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Pitagora
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Re: How big is your Mega-HQ/station?

Post by Pitagora » Wed, 5. May 21, 09:47

GCU Grey Area wrote:
Tue, 4. May 21, 12:28
Still early days in my current game, so still constructing my HQ. However, this is what my HQ ended up looking like in my 4.0 beta game:
https://www.dropbox.com/s/it2je17hd3x05 ... 1.jpg?dl=0
Total modules (including structural elements) = 1479
https://www.dropbox.com/s/84ej8xw665sd1 ... 1.jpg?dl=0
It reminds the OTAS HQ in TC :)
Ricarica et impera!

Panos
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Re: How big is your Mega-HQ/station?

Post by Panos » Thu, 6. May 21, 21:48

apricotslice wrote:
Tue, 4. May 21, 11:53
With Teraforming requirements for the HQ, I decided to restart the game, since I abandoned building on my HQ a long time ago. Total dog's breakfast.

So with the new game start, I took what I built for a closed loop shipyard, and a closed loop hull plate and claytronics factory, combined them, and added what I think I need for Terran ships, and completely redesigned my HQ.

The object is to end up with a fully functional shipyard which brings in 200+ mill an hour, and after running it for a few of them, to provide everything needed for teraforming.

Total modules = 1026. (including all the joiners.)

It's going to take days of game time to build. (I'm not using seta either.)

But I wondered, how many modules are in other people's mega-build?
Why? You can have single product factories spread around and combine everything where ever you want with Repeat Orders?
No need for mega complexes :)

jkflipflop98
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Re: How big is your Mega-HQ/station?

Post by jkflipflop98 » Mon, 10. May 21, 06:49

That's funny. I tried operating a shipyard by bringing in universal goods. I took a MASSIVE loss on letting the NPCs buy ships directly from me. The only way to make money is to produce everything yourself and even then the small pittance you make off a shipyard is jack squat compared to what you make running a substrate fab in terran space. I would like to see the value raised to an actual sane value that makes sense - namely bring it on parity with the other shipyards. Whatever you would get by manually click-selling to a shipyard is the same value you should get when the the NPCs auto buy from your shipyard. It doesn't make any logical sense whatsoever that I'm charging 100k for a fighter ship when everyone else sells the same thing for 1.3M.

But, hey, I'm not the type of guy that needs to drip hot wax on my balls to have a good time. I actually like having credits in my account and being able to afford building stations and buying blueprints. I can afford those things, but only if I turn off autosales to the other factions, print out a throwaway fleet of katanas with mesons, then manually sell those to the NPCs. Why do you force me to take this extra step of tedium? Just let me sell the F'n ships for a fair value that's on par with everyone else in the universe.
Last edited by jkflipflop98 on Mon, 10. May 21, 06:52, edited 1 time in total.

Raptor34
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Re: How big is your Mega-HQ/station?

Post by Raptor34 » Mon, 10. May 21, 06:52

That's funny. My open trade wharf is making good money. Didn't even fiddle with any setting or even trade with any faction besides HOP.

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apricotslice
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Re: How big is your Mega-HQ/station?

Post by apricotslice » Mon, 10. May 21, 07:09

jkflipflop98 wrote:
Mon, 10. May 21, 06:49
It doesn't make any logical sense whatsoever that I'm charging 100k for a fighter ship when everyone else sells the same thing for 1.3M.
That makes no sense.

On the ship fabricator, there's a slider for percent of normal price for you to charge.

Setting it to 120% still keeps the shipyard running flat out.

It sounds like you have yours set at 10%.

You might want to change that.

jkflipflop98
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Re: How big is your Mega-HQ/station?

Post by jkflipflop98 » Mon, 10. May 21, 22:22

apricotslice wrote:
Mon, 10. May 21, 07:09
jkflipflop98 wrote:
Mon, 10. May 21, 06:49
It doesn't make any logical sense whatsoever that I'm charging 100k for a fighter ship when everyone else sells the same thing for 1.3M.
That makes no sense.

On the ship fabricator, there's a slider for percent of normal price for you to charge.

Setting it to 120% still keeps the shipyard running flat out.

It sounds like you have yours set at 10%.

You might want to change that.
I take it you've never actually paid any attention to the ships you're selling to the factions, then? If you watch the ships as they pull out of your shipyard, you can scan them and see what loadout the NPC bought from you. You only get 10-20% of the actual value of the ship even with the slider set to 150%. TER buying a katana with protons gets your shipyard 1.2M, but you can manually sell the exact same loadout to their shipyard for 9M.

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apricotslice
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Re: How big is your Mega-HQ/station?

Post by apricotslice » Tue, 11. May 21, 02:36

I haven't done it with v4.

But it wouldn't surprise me if they nerfed it deliberately.

I'll check when I get operational again.

Virtualaughing
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Re: How big is your Mega-HQ/station?

Post by Virtualaughing » Tue, 11. May 21, 10:26

Everything have at least 20 production except foodstuff medical chain
Some have 20 in addition like Hull Parts
Habitat for 200.000
Storage 30L Each in a chain block so it is easy to detach and re attach them.
Most of the 20 in a line alignment for easy copy sequence.
64 drones can be produced at once. That is surely an overkill.
Energy cell is the only where I manually set allocated storage space.
Most of them is set to buy resources from anyone sell to only me.
X to X3 is MENU SUPERIOR!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars! :D

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Baconnaise
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Re: How big is your Mega-HQ/station?

Post by Baconnaise » Tue, 11. May 21, 10:28

jkflipflop98 wrote:
Mon, 10. May 21, 22:22
apricotslice wrote:
Mon, 10. May 21, 07:09
jkflipflop98 wrote:
Mon, 10. May 21, 06:49
It doesn't make any logical sense whatsoever that I'm charging 100k for a fighter ship when everyone else sells the same thing for 1.3M.
That makes no sense.

On the ship fabricator, there's a slider for percent of normal price for you to charge.

Setting it to 120% still keeps the shipyard running flat out.

It sounds like you have yours set at 10%.

You might want to change that.
I take it you've never actually paid any attention to the ships you're selling to the factions, then? If you watch the ships as they pull out of your shipyard, you can scan them and see what loadout the NPC bought from you. You only get 10-20% of the actual value of the ship even with the slider set to 150%. TER buying a katana with protons gets your shipyard 1.2M, but you can manually sell the exact same loadout to their shipyard for 9M.
There is a mod that reverts the shipyard/wharf changes ES made to prices. They were addressing a complaint that they made the game too easy or boring. They seem to have gone a little overboard on it.

https://www.nexusmods.com/x4foundations/mods/675

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apricotslice
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Re: How big is your Mega-HQ/station?

Post by apricotslice » Tue, 11. May 21, 11:41

Baconnaise wrote:
Tue, 11. May 21, 10:28
There is a mod that reverts the shipyard/wharf changes ES made to prices. They were addressing a complaint that they made the game too easy or boring. They seem to have gone a little overboard on it.
Thanks for that.

It is what Egosoft do.

It's been like that since X2.

Every time someone identifies a great way of making money, they nerf it in the next patch, or the next game.

Could have been my closed loop shipyard guide caused some people to complain it was too easy to make credits that way. Except it wasn't. It takes too long and around a billion earned the hard way to build a proper closed look shipyard, so what it makes is the ultimate game payout.

And since what you need for terraforming is actually more than that, I can't see how anyone can complain about making a lot, when you're going to be putting it into a no-earn endeavor for plot.

In fact as far as I can see, but haven't tested yet, to do terraforming, you need the closed loop shipyard, and it not making ships in order to have the resources you need to terraform. But you need it to run as a shipyard partially in order to finance it.

So thanks for the fix. :D

Raptor34
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Re: How big is your Mega-HQ/station?

Post by Raptor34 » Tue, 11. May 21, 14:04

apricotslice wrote:
Tue, 11. May 21, 11:41
Baconnaise wrote:
Tue, 11. May 21, 10:28
There is a mod that reverts the shipyard/wharf changes ES made to prices. They were addressing a complaint that they made the game too easy or boring. They seem to have gone a little overboard on it.
Thanks for that.

It is what Egosoft do.

It's been like that since X2.

Every time someone identifies a great way of making money, they nerf it in the next patch, or the next game.

Could have been my closed loop shipyard guide caused some people to complain it was too easy to make credits that way. Except it wasn't. It takes too long and around a billion earned the hard way to build a proper closed look shipyard, so what it makes is the ultimate game payout.

And since what you need for terraforming is actually more than that, I can't see how anyone can complain about making a lot, when you're going to be putting it into a no-earn endeavor for plot.

In fact as far as I can see, but haven't tested yet, to do terraforming, you need the closed loop shipyard, and it not making ships in order to have the resources you need to terraform. But you need it to run as a shipyard partially in order to finance it.

So thanks for the fix. :D
Not really, terraforming is just a late game timesink. Not even that expensive if you just go for the objectives than making everything nice.
I just open trade everything.

flatbush71

Re: How big is your Mega-HQ/station?

Post by flatbush71 » Tue, 11. May 21, 19:00

I saved the plan from the last game and carried it over to a new start to make a save at at all three decision points at the same time.
35,000 employees and still growing................ and once again miners are working just fine

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