X4 Version 2.0 Beta 4 is now available

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Reposter
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Re: X4 Version 2.0 Beta 1 is now available

Post by Reposter »

grapedog wrote: Mon, 11. Feb 19, 21:58
Reposter wrote: Mon, 11. Feb 19, 18:46 Building Station Missions and Defence Building Stations, does the Factory/Space Station disappear once Ownership is Transferred?

Why I ask this is because, sometimes these Missions have the Factory/Space Station built at a Strategic position in the Sector, is there anyway to keep Ownership for Factories that you want?
You can keep ownership, by not completing the mission, but you won't get the payout. But that is probably the only way to do it.

Going forward in 2.0, i'll just do station build missions for NPC factions in the more distant parts of a sector, and leave all the prime real-estate open for my own buildings.
They should give the player a choice to keep the factory even if they complete the mission Or they make the Factory/Defence Station disappear from the map... at least the previous Patch if you really do not like a Factory you could destroy it yourself or Keep it and use the plot as you wish in the future... now there will be a lot of clutter if you keep doing Factory/Space Station building missions. Do you have to declare War if you want back a spot for Building Factory/Space Station Mission?

Honestly I do not know Why they decide to implement this Change to Station Building Missions, I do not like it and think other more important things like making Ship Yards and Wharfs resupply themselves have more priority.

No my friend, this is a pointless change IMO.
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Re: X4 Version 2.0 Beta 1 is now available

Post by GCU Grey Area »

Reposter wrote: Mon, 11. Feb 19, 22:11 No my friend, this is a pointless change IMO.
Rather glad of the change myself.
Love building stations (the modular station build mechanics in X4 are one of my favourite aspects of the game), but have been avoiding those missions because it felt far too much like cheating to keep the station after being paid for it's construction.
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Re: X4 Version 2.0 Beta 1 is now available

Post by Lost Captain »

Dreez wrote: Sun, 10. Feb 19, 17:49 There is also ZERO immersion by the L+ sized ships, mostly due to the fact that ALL capitalships has 3 engines..
and all these engines sounds like a fart in space.
Back in X:R when i flew past a Taranis or Arawn for the first time, i instantly fell in love with the sound
of them passing by, and they felt HUGE - they made my little skunk-corvette look like a pesky ant .

I really hope this can get fixed, because i've seen what you devs are capable of, with X3TC - best 4X game ever made.
The engine sounds are one of my biggest criticisms.

I went from a Kestrel,which sounded quite good,to a L Pelican which has almost no audio feedback at all.
The M Mercury almost blasts your eardrums out when it turns,but there is virtually no sound from the Pelican.
The thrust also sounds like someone is blowing in your ear.

I have only tried the L Sonra and L Pelican and both have been disappointing sound wise.I really hope they can do
something about it.
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Re: X4 Version 2.0 Beta 1 is now available

Post by grapedog »

Reposter wrote: Mon, 11. Feb 19, 22:11

No my friend, this is a pointless change IMO.
Have to disagree with you here as well. I love station building, I have like 25+ stations right now, mostly from station building missions. But I'd love to be able to build NPC stations, with small weaknesses, that I can economically exploit. Like building only food/medical supply stations, so when I build my stations I know the galaxy has a lot of cheap food/meds for my workers. Or building a 15x Plasma Conductor factory, but not building into it the graphene or superfluid coolant modules... so I know I can supply a big need right there.

If you REALLY want that specific plot of land for the mission, just don't accept the mission or build your own station on your own plot right near by. The universe is huge...plenty of space for your own factories.

The fact that the NPC's paid us to build our own stations was kind of broken anyhow. Here's 15million to build a station, and you get to keep it, and all the money it makes in the future.... Uh... ok!!!
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Re: X4 Version 2.0 Beta 1 is now available

Post by pref »

grapedog wrote: Tue, 12. Feb 19, 00:42 But I'd love to be able to build NPC stations, with small weaknesses, that I can economically exploit. Like building only food/medical supply stations, so when I build my stations I know the galaxy has a lot of cheap food/meds for my workers. Or building a 15x Plasma Conductor factory, but not building into it the
Wonder if we could attach a shipyard to a mission station, and maybe ship quotas are per shipyard.
Would be a nice way to boost a faction, and increase general demand.
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Re: X4 Version 2.0 Beta 1 is now available

Post by grapedog »

pref wrote: Tue, 12. Feb 19, 00:49
grapedog wrote: Tue, 12. Feb 19, 00:42 But I'd love to be able to build NPC stations, with small weaknesses, that I can economically exploit. Like building only food/medical supply stations, so when I build my stations I know the galaxy has a lot of cheap food/meds for my workers. Or building a 15x Plasma Conductor factory, but not building into it the
Wonder if we could attach a shipyard to a mission station, and maybe ship quotas are per shipyard.
Would be a nice way to boost a faction, and increase general demand.
Or just have more locations to resupply, repair ships, buy ships...
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Re: X4 Version 2.0 Beta 1 is now available

Post by Nafensoriel »

Am I just being old or is there no "auto rebuild" function for the shipyards?
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Sam L.R. Griffiths
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Re: X4 Version 2.0 Beta 1 is now available

Post by Sam L.R. Griffiths »

BrasatoAlBarolo wrote: Fri, 8. Feb 19, 12:13 It's the first X game having player shipbuilding in the vanilla version, isn't it?

Or perhaps there was the PHQ in X2?
Technically, nope - I can not remember if there was a PHQ in X2 (I think there was) but there definitely was a PHQ with ship reverse engineering/building/repair facilities in X3:TC/X3:AP (possibly also X3:R - not sure without checking).

X4 is however the first X-game to have player ship building as an option for complexes.
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Re: X4 Version 2.0 Beta 1 is now available

Post by EmperorDragon »

Roger L.S. Griffiths wrote: Tue, 12. Feb 19, 09:11
BrasatoAlBarolo wrote: Fri, 8. Feb 19, 12:13 It's the first X game having player shipbuilding in the vanilla version, isn't it?

Or perhaps there was the PHQ in X2?
Technically, nope - I can not remember if there was a PHQ in X2 (I think there was) but there definitely was a PHQ with ship reverse engineering/building/repair facilities in X3:TC/X3:AP (possibly also X3:R - not sure without checking).

X4 is however the first X-game to have player ship building as an option for complexes.
PHQ and player shipbuilding was introduced in X3 Reunion as a free bonus pack, along with the Hyperion and Eclipse. It was some time before TC and AP.
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Re: X4 Version 2.0 Beta 1 is now available

Post by OneOfMany »

EmperorDragon wrote: Tue, 12. Feb 19, 11:39
Roger L.S. Griffiths wrote: Tue, 12. Feb 19, 09:11
BrasatoAlBarolo wrote: Fri, 8. Feb 19, 12:13 It's the first X game having player shipbuilding in the vanilla version, isn't it?

Or perhaps there was the PHQ in X2?
Technically, nope - I can not remember if there was a PHQ in X2 (I think there was) but there definitely was a PHQ with ship reverse engineering/building/repair facilities in X3:TC/X3:AP (possibly also X3:R - not sure without checking).

X4 is however the first X-game to have player ship building as an option for complexes.
PHQ and player shipbuilding was introduced in X3 Reunion as a free bonus pack, along with the Hyperion and Eclipse. It was some time before TC and AP.
EmperorDragon's coment is inacurate. The first phq That did ship building and reverse engineering in an X game was in X2 The Threat. A dedicated pair of coders named deadlyda and Redspot created the mod. When X3 came along Egosoft had taken their inital idea and upgraded it. viewtopic.php?f=2&t=412295&p=4827408&hi ... a#p4827408
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Re: X4 Version 2.0 Beta 1 is now available

Post by Tomonor »

OneOfMany wrote: Tue, 12. Feb 19, 19:01
EmperorDragon wrote: Tue, 12. Feb 19, 11:39
Roger L.S. Griffiths wrote: Tue, 12. Feb 19, 09:11
Technically, nope - I can not remember if there was a PHQ in X2 (I think there was) but there definitely was a PHQ with ship reverse engineering/building/repair facilities in X3:TC/X3:AP (possibly also X3:R - not sure without checking).

X4 is however the first X-game to have player ship building as an option for complexes.
PHQ and player shipbuilding was introduced in X3 Reunion as a free bonus pack, along with the Hyperion and Eclipse. It was some time before TC and AP.
EmperorDragon's coment is inacurate. The first phq That did ship building and reverse engineering in an X game was in X2 The Threat. A dedicated pair of coders named deadlyda and Redspot created the mod. When X3 came along Egosoft had taken their inital idea and upgraded it. viewtopic.php?f=2&t=412295&p=4827408&hi ... a#p4827408
Well in that case, yeah. But officially speaking it was X3 Reunion's 2.0 patch with the Bala Gi mission chain that has introduced the Player Hq with paint shop and reverse engineered ship building, Hyperion, and the 3 M3+ fighters.
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Re: X4 Version 2.0 Beta 1 is now available

Post by Sam L.R. Griffiths »

repatomonor wrote: Tue, 12. Feb 19, 19:12
OneOfMany wrote: Tue, 12. Feb 19, 19:01
EmperorDragon wrote: Tue, 12. Feb 19, 11:39

PHQ and player shipbuilding was introduced in X3 Reunion as a free bonus pack, along with the Hyperion and Eclipse. It was some time before TC and AP.
EmperorDragon's coment is inacurate. The first phq That did ship building and reverse engineering in an X game was in X2 The Threat. A dedicated pair of coders named deadlyda and Redspot created the mod. When X3 came along Egosoft had taken their inital idea and upgraded it. viewtopic.php?f=2&t=412295&p=4827408&hi ... a#p4827408
Well in that case, yeah. But officially speaking it was X3 Reunion's 2.0 patch with the Bala Gi mission chain that has introduced the Player Hq with paint shop and reverse engineered ship building, Hyperion, and the 3 M3+ fighters.
I believe the history of the X-game features a lot of people talk about tracks roughly as follows:-
  1. X-BTF was the first game and only allowed the player to fly a single ship
  2. X-Tension introduced multiple player flyable ships
  3. X2 v1.4 introduced player owned Equipment Docks and Trading Stations
  4. X3:R v1.0 (I think) introduced the concept of complexes
  5. X3:R v2.0 introduced the PHQ with ship building/repair facilities
  6. X3:TC basically is Egosoft's version of X3:R+XTM and formally introduced capital ship boarding mechanics as well as M7Ms
  7. X3:AP basically was an Egosoft mod for X3:TC and set the scene for X-Rebirth
  8. X-Rebirth essentially reset the series back to X-BTF, added first person mode and introduced the concept of armed stations (IIRC)
  9. X4 v1.0 brought back flying more than one ship, complexes (but this time armed) and formally introduced sector take over mechanics
  10. X4 v2.0 is set to bring back player ship building, refit, and repair facilities
  11. X4 v2.5 is on the roadmap to introduce mobile equipment docks
  12. X4 v3.0 is on the roadmapt to refine the sector take over and control mechanics from the player's perspective
From the sounds of things, X4 V2.0 is also set to fix some game breaking bugs too. Not seen any mention of Player owned trading stations for X4 but that could be an easy win to introduce at some point.
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Re: X4 Version 2.0 Beta 1 is now available

Post by Tomonor »

Roger L.S. Griffiths wrote: Tue, 12. Feb 19, 20:32 [*]X3:R v1.0 (I think) introduced the concept of complexes
https://www.youtube.com/watch?v=_0BU-sxqtiM :D
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Re: X4 Version 2.0 Beta 1 is now available

Post by Alan Phipps »

I'm unsure what a big argument over who first did what and when in earlier X games has to do with announcing 2.00 beta 1 (which is now on Hotfix 2). Can we try to keep more or less to discussing the Sticky thread topic please.
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Re: X4 Version 2.0 Beta 1 is now available

Post by spankahontis »

Roger L.S. Griffiths wrote: Tue, 12. Feb 19, 09:11
BrasatoAlBarolo wrote: Fri, 8. Feb 19, 12:13 It's the first X game having player shipbuilding in the vanilla version, isn't it?

Or perhaps there was the PHQ in X2?
Technically, nope - I can not remember if there was a PHQ in X2 (I think there was) but there definitely was a PHQ with ship reverse engineering/building/repair facilities in X3:TC/X3:AP (possibly also X3:R - not sure without checking).

X4 is however the first X-game to have player ship building as an option for complexes.
I pressed this question on the Beta forum.
I've been told by Burnit! That it's intentional that you can't EMP Hack Shipyard or 'Build' Modules.

In other words it's one of those things where you have to grind for that sense of achievement.
I can understand why? But personally, it makes a Pirate Playthrough pointless if you can't build your own Pirate Empire.

I'm hoping they reconsider and allow research into Hacking Build Modules.
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- Escort Ship has bad pathfinding
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Re: X4 Version 2.0 Beta 1 is now available

Post by Sam L.R. Griffiths »

repatomonor wrote: Tue, 12. Feb 19, 20:45
Roger L.S. Griffiths wrote: Tue, 12. Feb 19, 20:32 [*]X3:R v1.0 (I think) introduced the concept of complexes
https://www.youtube.com/watch?v=_0BU-sxqtiM :D
Fair comment, I think X3:R introduced the ability to connect mines to complexes then.
  1. X2 - Spagetti Complexes
  2. X3:R - Spagetti and Meatball Complexes
  3. X4 - Truely Modular Complexes
But to go back to the original Q, and the topic at hand...

X4 2.0 will start to bring us back up to historic levels of station build capability and in someways beyond it... the main difference would seem to be the ability to build more than one ship building facility... or am I incorrect in this? Are we limited to how many of our complexes/stations can have ship building/repair modules or how in how many ship building/repair modules can be connected to our complexes/stations?
Last edited by Sam L.R. Griffiths on Wed, 13. Feb 19, 01:43, edited 1 time in total.
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Re: X4 Version 2.0 Beta 1 is now available

Post by Sam L.R. Griffiths »

spankahontis wrote: Wed, 13. Feb 19, 00:37
Roger L.S. Griffiths wrote: Tue, 12. Feb 19, 09:11
BrasatoAlBarolo wrote: Fri, 8. Feb 19, 12:13 It's the first X game having player shipbuilding in the vanilla version, isn't it?

Or perhaps there was the PHQ in X2?
Technically, nope - I can not remember if there was a PHQ in X2 (I think there was) but there definitely was a PHQ with ship reverse engineering/building/repair facilities in X3:TC/X3:AP (possibly also X3:R - not sure without checking).

X4 is however the first X-game to have player ship building as an option for complexes.
I pressed this question on the Beta forum.
I've been told by Burnit! That it's intentional that you can't EMP Hack Shipyard or 'Build' Modules.

In other words it's one of those things where you have to grind for that sense of achievement.
I can understand why? But personally, it makes a Pirate Playthrough pointless if you can't build your own Pirate Empire.

I'm hoping they reconsider and allow research into Hacking Build Modules.
Huh? - I think you quoted the wrong post.
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"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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Re: X4 Version 2.0 Beta 1 is now available

Post by grapedog »

spankahontis wrote: Wed, 13. Feb 19, 00:37
Roger L.S. Griffiths wrote: Tue, 12. Feb 19, 09:11
BrasatoAlBarolo wrote: Fri, 8. Feb 19, 12:13 It's the first X game having player shipbuilding in the vanilla version, isn't it?

Or perhaps there was the PHQ in X2?
Technically, nope - I can not remember if there was a PHQ in X2 (I think there was) but there definitely was a PHQ with ship reverse engineering/building/repair facilities in X3:TC/X3:AP (possibly also X3:R - not sure without checking).

X4 is however the first X-game to have player ship building as an option for complexes.
I pressed this question on the Beta forum.
I've been told by Burnit! That it's intentional that you can't EMP Hack Shipyard or 'Build' Modules.

In other words it's one of those things where you have to grind for that sense of achievement.
I can understand why? But personally, it makes a Pirate Playthrough pointless if you can't build your own Pirate Empire.

I'm hoping they reconsider and allow research into Hacking Build Modules.
Not to minimize the efforts of really going after that pirate life... but would pirates actually own their own shipbuilding facilities? Seems anti-piratical to me, personally.

As a sneaky bastard and a thief, I've stolen almost all of the blueprints I have... and I'd love to be able to steal these too.... but I wish there was some sort of quest involved if you wanted to end up stealing them. Like perhaps having to find/scan/create leaks at factions various Wharfs, then their shipyards.... so you'd have to locate, scan, and steal data from both the Argon and Ant faction wharfs to get just those plans, and they come with a small permanent rep hit, as opposed to the temporary rep hits you get. Say a -10 or so... hurtful, but not something that you can't overcome in time. Once you get the plans, you have to track down and find maybe an SCA or HFL person, who can help you piece together the pieces you've stolen, and offer to sell you the bits you're missing for a modest price, for their trouble of course. To track them down and find them, there is no quest marker, but you've been told they like to hang out in the bars of some of the Argon "insert random station here". So you visit those stations, talking to the NPC's to see if they are the right person.
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Re: X4 Version 2.0 Beta 1 is now available

Post by adeine »

Another way of making piracy play styles more viable and interesting would be to have station boarding implemented. :wink:
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Re: X4 Version 2.0 Beta 1 is now available

Post by CaptainX4 »

so still no direct mouse control or I didnt spot it in that long list?

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