Update 4.10 - Overview of progress and plans

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Tamina
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Re: Update 4.10 - Overview of progress and plans

Post by Tamina » Tue, 8. Jun 21, 14:05

Comme dans X Rebirth? (Mais je ne pense pas c'etait dynamique.)


I am currently changing all my miners in hazardous regions to "L" miners one by one. Interestingly, they don't seem take any damage like all other ships do. Contrary to M miners they seem to be immune (?). It is expensive but at least Khaak don't annoy them anymore, as well, and I can finally fly savely through those sectors without a red list of doom :D

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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Re: Update 4.10 - Overview of progress and plans

Post by BelatedHero » Tue, 8. Jun 21, 14:44

Tamina wrote:
Tue, 8. Jun 21, 14:05
Contrary to M miners they seem to be immune (?).
I don't think they are immune. But L ships have much more shielding and their recharge rate does not stop when taking damage like S and M ships. So combined together, the damage probably is not as noticeable.

Another user posted in a different thread that he had a problem with L ships in dangerous regions having their mining drones destroyed from the hazard. So watch out for that. The ship may survive, but the mining efficiency will be reduced.

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Re: Update 4.10 - Overview of progress and plans

Post by Tamina » Tue, 8. Jun 21, 15:03

Good call, haven't thought about that, thank you... damn 🤣

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 

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Re: Update 4.10 - Overview of progress and plans

Post by Lazerius » Tue, 8. Jun 21, 16:21

When the multiverse changes go live, will the old way of doing ventures also be an option?

Ventures have always been my primary way of getting the necessary Mod parts to trick out ships I want to use. I'm beginning to run low on some of them, and I'm not going to grind missions just at a CHANCE of finding a mission to give me a single Exceptional Shield Generator Coil, especially when tricking out a single Asgard takes 13 of them.

With how this game tends to weigh Mod RNG rolls towards the very low end, changing to requiring players to waste hours to acquire the necessary parts, I'll just consider Ship Modding to be a write off for me in my Vanilla game.

Unless they're constantly monitored and setup for overkill, Ships are intended to be disposable in this game. Mod parts should NOT be so tedious to acquire as they currently are without ventures.
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Re: Update 4.10 - Overview of progress and plans

Post by Ezarkal » Tue, 8. Jun 21, 16:31

Lazerius wrote:
Tue, 8. Jun 21, 16:21
When the multiverse changes go live, will the old way of doing ventures also be an option?

Ventures have always been my primary way of getting the necessary Mod parts to trick out ships I want to use. I'm beginning to run low on some of them, and I'm not going to grind missions just at a CHANCE of finding a mission to give me a single Exceptional Shield Generator Coil, especially when tricking out a single Asgard takes 13 of them.

With how this game tends to weigh Mod RNG rolls towards the very low end, changing to requiring players to waste hours to acquire the necessary parts, I'll just consider Ship Modding to be a write off for me in my Vanilla game.

Unless they're constantly monitored and setup for overkill, Ships are intended to be disposable in this game. Mod parts should NOT be so tedious to acquire as they currently are without ventures.
I agree with that. Venture was also my main way of getting ship mods, and I really hope to be able to use it in this way again.
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Re: Update 4.10 - Overview of progress and plans

Post by spankahontis » Tue, 8. Jun 21, 18:10

Tamina wrote:
Tue, 8. Jun 21, 14:05
Comme dans X Rebirth? (Mais je ne pense pas c'etait dynamique.)


I am currently changing all my miners in hazardous regions to "L" miners one by one. Interestingly, they don't seem take any damage like all other ships do. Contrary to M miners they seem to be immune (?). It is expensive but at least Khaak don't annoy them anymore, as well, and I can finally fly savely through those sectors without a red list of doom :D

There is an abandoned Medium Size Miner North-West of the Void, it's in a harmful region.
It doesn't suffer radiation damage, that is, until you fly close enough to it and then it's shields go down and then hull. Flying away from it stops this.
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Re: Update 4.10 - Overview of progress and plans

Post by Panos » Tue, 8. Jun 21, 21:38

Tamina wrote:
Tue, 8. Jun 21, 14:05
Comme dans X Rebirth? (Mais je ne pense pas c'etait dynamique.)


I am currently changing all my miners in hazardous regions to "L" miners one by one. Interestingly, they don't seem take any damage like all other ships do. Contrary to M miners they seem to be immune (?). It is expensive but at least Khaak don't annoy them anymore, as well, and I can finally fly savely through those sectors without a red list of doom :D
I did this with my Terran Cadet game. You set the rule to all miners to attack on harassment and they just do that, especially since they are usually 2-3 in vicinity together. And because of that I do not have half the miners been chased all the time and not doing their job :lol:

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Re: Update 4.10 - Overview of progress and plans

Post by jakotheshadows » Tue, 8. Jun 21, 21:54

Raptor34 wrote:
Tue, 8. Jun 21, 08:25
jakotheshadows wrote:
Tue, 8. Jun 21, 06:05
Raptor34 wrote:
Tue, 1. Jun 21, 18:02
Looks like I need to scrap my The Void mining operation.
But considering it is one of the richest and most consistent areas. Wouldn't that cause major impacts to mining?
L miners with good shields don't care about the hazardous region in the void. So there is a possibility of not scrapping your void mining operation, especially since that is one of the richest areas for methane in the game. That said, I do hope for such ships there is some configurable option to disable this new automatic avoiding of hazardous regions. If a ship has shields that can tank it, there's no sense in taking the scenic route to work.
But they do. And those were Hokkaidos with best TER shields.
Nearly lost one, it actually dipped into hull, when doing missions there.
IIRC Hokkaidos are on the low end of L miners in terms of L Shield Generator slots. Have you considered trying something tankier like a Crane?

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Re: Update 4.10 - Overview of progress and plans

Post by grapedog » Tue, 8. Jun 21, 23:19

Lazerius wrote:
Tue, 8. Jun 21, 16:21
When the multiverse changes go live, will the old way of doing ventures also be an option?

Ventures have always been my primary way of getting the necessary Mod parts to trick out ships I want to use. I'm beginning to run low on some of them, and I'm not going to grind missions just at a CHANCE of finding a mission to give me a single Exceptional Shield Generator Coil, especially when tricking out a single Asgard takes 13 of them.

With how this game tends to weigh Mod RNG rolls towards the very low end, changing to requiring players to waste hours to acquire the necessary parts, I'll just consider Ship Modding to be a write off for me in my Vanilla game.

Unless they're constantly monitored and setup for overkill, Ships are intended to be disposable in this game. Mod parts should NOT be so tedious to acquire as they currently are without ventures.
You use exceptionals on sub components? I don't trick out the sub shields at all... you don't have to do random missions, you just pick thr missions that offer what you are looking for. Also, do the missions for reward L miners, they come with an exceptional and blue mod.

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Re: Update 4.10 - Overview of progress and plans

Post by Raptor34 » Wed, 9. Jun 21, 08:42

jakotheshadows wrote:
Tue, 8. Jun 21, 21:54
Raptor34 wrote:
Tue, 8. Jun 21, 08:25
jakotheshadows wrote:
Tue, 8. Jun 21, 06:05


L miners with good shields don't care about the hazardous region in the void. So there is a possibility of not scrapping your void mining operation, especially since that is one of the richest areas for methane in the game. That said, I do hope for such ships there is some configurable option to disable this new automatic avoiding of hazardous regions. If a ship has shields that can tank it, there's no sense in taking the scenic route to work.
But they do. And those were Hokkaidos with best TER shields.
Nearly lost one, it actually dipped into hull, when doing missions there.
IIRC Hokkaidos are on the low end of L miners in terms of L Shield Generator slots. Have you considered trying something tankier like a Crane?
Huh, I can't check in game but according to roguey they apparently only have 1 L shield slot.
I've always just assumed that like all other Terran ships they have shields hanging right off the sides.
Thanks for that.
Cranes are ugly though, but it's not like I need to look at them.

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Re: Update 4.10 - Overview of progress and plans

Post by grapedog » Wed, 9. Jun 21, 09:28

jakotheshadows wrote:
Tue, 8. Jun 21, 21:54
Raptor34 wrote:
Tue, 8. Jun 21, 08:25
jakotheshadows wrote:
Tue, 8. Jun 21, 06:05


L miners with good shields don't care about the hazardous region in the void. So there is a possibility of not scrapping your void mining operation, especially since that is one of the richest areas for methane in the game. That said, I do hope for such ships there is some configurable option to disable this new automatic avoiding of hazardous regions. If a ship has shields that can tank it, there's no sense in taking the scenic route to work.
But they do. And those were Hokkaidos with best TER shields.
Nearly lost one, it actually dipped into hull, when doing missions there.
IIRC Hokkaidos are on the low end of L miners in terms of L Shield Generator slots. Have you considered trying something tankier like a Crane?
I've recently switched from getting the PAR L miners to Cranes... and I love em.

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Re: Update 4.10 - Overview of progress and plans

Post by foxxbl » Thu, 10. Jun 21, 09:28

Ezarkal wrote:
Tue, 8. Jun 21, 16:31
Lazerius wrote:
Tue, 8. Jun 21, 16:21
When the multiverse changes go live, will the old way of doing ventures also be an option?

Ventures have always been my primary way of getting the necessary Mod parts to trick out ships I want to use. I'm beginning to run low on some of them, and I'm not going to grind missions just at a CHANCE of finding a mission to give me a single Exceptional Shield Generator Coil, especially when tricking out a single Asgard takes 13 of them.

With how this game tends to weigh Mod RNG rolls towards the very low end, changing to requiring players to waste hours to acquire the necessary parts, I'll just consider Ship Modding to be a write off for me in my Vanilla game.

Unless they're constantly monitored and setup for overkill, Ships are intended to be disposable in this game. Mod parts should NOT be so tedious to acquire as they currently are without ventures.
I agree with that. Venture was also my main way of getting ship mods, and I really hope to be able to use it in this way again.
Me too, especially as I started a new game with 4.0 CoH..
It will be really appalling if we won't be able to get those mods as before.
Last edited by foxxbl on Thu, 10. Jun 21, 10:27, edited 1 time in total.

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Re: Update 4.10 - Overview of progress and plans

Post by Kajar » Thu, 10. Jun 21, 09:36

I have a humble request.

May we have a 500x and a 1000x to the ship order amount? Ordering 20x 100 ships so i get my 2000 is slightly on the tedious side.

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Re: Update 4.10 - Overview of progress and plans

Post by mr.WHO » Thu, 10. Jun 21, 09:45

aversin wrote:
Thu, 10. Jun 21, 09:36
I have a humble request.

May we have a 500x and a 1000x to the ship order amount? Ordering 20x 100 ships so i get my 2000 is slightly on the tedious side.
Why would you need 2000 of any ship in unmodded game? Across the years with X4 I only had to use 100x order several times when buying fighters for a carrier battlegroups.

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Re: Update 4.10 - Overview of progress and plans

Post by Kajar » Thu, 10. Jun 21, 10:24

To supply the massive industry needed to supply terraforming.

I got dozens of mining stations at the 255 assigned ships limit to supply close to a hundred factories by now. Thats some 4 and a half days into the save.

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Re: Update 4.10 - Overview of progress and plans

Post by alt3rn1ty » Sun, 13. Jun 21, 12:18

Bernd wrote:
Tue, 1. Jun 21, 17:49
The following, seemingly unremarkable point is also very critical and requires a lot of testing. The new improved graphics engine should now be able to cope better with systems that are at the lower end of our hardware requirements. However, even with better systems, there are still customers where the game stops with "device lost" messages. Here, 4.10 will change a lot. Unfortunately, every change brings with it the danger of new problems. We are currently testing this intensively.
  • Improved asset pre-loading on GPUs with high memory capacity.
  • Improved asset streaming on GPUs with low memory capacity.
A huge amount of fixes very much anticipated in the next beta, looking forward in particular to giving the quoted new improved graphics engine a good testing :)
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