Empty/Abandoned ships spawn.

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SPiDER
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Empty/Abandoned ships spawn.

Post by SPiDER »

Since 2.2 these spawned empty ships surrounded by mines is getting to be quite troublesome..around the north gate of Second Contact II Flashpoint there are now 14 ships all surrounded by mines..will this spam ever cease?.

There were three on an approach to one of my stations in Argon prime...which I collected and removed and they damn well spawned again!!

anyone else getting this much spam...I will admit that early in the empire they were a valuable resource but they never spawned this many or as often..now I want to flick the switch and turn them off
Kernel Panic
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Re: Empty/Abandoned ships spawn.

Post by Kernel Panic »

Since I am only a few days into my main game I have been letting the ships sit around until I need money really badly and then hack them and sell them. If there is one that I don't want to deal with and the mines make it hard for my trade ships to move I send low level marines to cap them without removing any mines. This mean the marines detonate the mines and once a marine finally gets through I use the free ship that I just capped to detonate the left over mines. I know it's far from a perfect solution but it's better than letting too many of them build up.
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ArboriusCZ
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Re: Empty/Abandoned ships spawn.

Post by ArboriusCZ »

Image

:lol:

This sector is one from many
"Hope Dies Last, But It Dies..."
MHDriver
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Re: Empty/Abandoned ships spawn.

Post by MHDriver »

Yes they are getting to be an issue and I can't use any more of them myself.
Imperial Good
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Re: Empty/Abandoned ships spawn.

Post by Imperial Good »

All of them are technically the result of bugs. The ANT/TEL trade guild missions they spawn for are not cleaning them up and allow the player to claim them without accepting the mission.
RodentofDoom
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Re: Empty/Abandoned ships spawn.

Post by RodentofDoom »

Imperial Good wrote: Fri, 29. Mar 19, 11:32 All of them are technically the result of bugs. The ANT/TEL trade guild missions they spawn for are not cleaning them up and allow the player to claim them without accepting the mission.
This is probably the case.

I'm several hours into a new save and joining Trade Guilds is the one thing I haven't done.
There is a distinct lack of factionless mined M class ships sitting around gates & accelerators.
Imperial Good
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Re: Empty/Abandoned ships spawn.

Post by Imperial Good »

It is also why you do not see abandoned Paranid M ships, since they have no trade guild or similar missions.
Karmaticdamage
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Re: Empty/Abandoned ships spawn.

Post by Karmaticdamage »

I actually started a new game and refused to join any guilds or war efforts to prevent this from happening. Its not the free bags of money laying around that's the problem, more so the minefields they leave behind. My previous game had hundreds of minefields scattered all over the place and was starting to effect my game performance.
photomankc
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Re: Empty/Abandoned ships spawn.

Post by photomankc »

Well, crap.

My first find I was excited about. Now I’m noticing them everywhere in Second Contact. I guess they will just keep multiplying till I have to quit or save-edit.

Please patch and fix this soon.

Damn.
SPiDER
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Re: Empty/Abandoned ships spawn.

Post by SPiDER »

yeah its very definatly worse since 2.2 everytime now I go into a sector where guild missions can occur more ships appear..jumped from 14 in SCII to 22...

Just hope when they squish the bug they clear up the left overs..or make the damned mines targetable like they are in the missions...takes a damn sight less time to be rid of them that way
SPiDER
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Re: Empty/Abandoned ships spawn.

Post by SPiDER »

@Imperial any reason for lack of paranid trade missions?? time constraints on devs?
SPiDER
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Re: Empty/Abandoned ships spawn.

Post by SPiDER »

Up to 25 now in SCII..anyone any more?
Sanshy
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Re: Empty/Abandoned ships spawn.

Post by Sanshy »

It’s getting worst, I have a lot as well and all those mines are a serious treat... I am wondering when they gonna fix this.... they NEVER despawn :-(
SPiDER
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Re: Empty/Abandoned ships spawn.

Post by SPiDER »

One idea I had which would allow us to get rid of these would be ( and I dont know if this is possible ) in 2.0 we got laden with ALL the outstanding ARG vs Xenon war Missions..in my game it was well over forty. if for one revision so from 2.3 to 2.4 they applied that same logic for the "caught in a trap " and "EXplosive extraction" guild missions it would enable us to be rid of the ships and make the mines targetable in SCII there are now more abandoned ships than there are active NPC's.

Perhaps @ Alan you could pass this along...
Imperial Good
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Re: Empty/Abandoned ships spawn.

Post by Imperial Good »

Just hope when they squish the bug they clear up the left overs..or make the damned mines targetable like they are in the missions...takes a damn sight less time to be rid of them that way
These are different from the generic save ship from minefield missions. These missions you must personally claim the ship and fly it to a dropoff station and hand control over. The mines do not need to be cleared and so are not targetable during the mission.
@Imperial any reason for lack of paranid trade missions?? time constraints on devs?
Only the developers will know for sure...

However as a rough guess, it is for lore reasons. Teladi and the Antigone Republic are pretty much trade orientated and so you can join their trade guild subscriptions. The Godrealm of the Paranid and Holy Order of the Paranid are religiously orientated and so do not have trade guilds. Argon Prime and the Teladi Ministry are governing bodies so do not have trade guilds.

There is meant to be cleanup logic however I am guessing it is broken or does not run. The ships should be owned by the guild faction until the player accepts the mission, preventing them from being claimed. When the mission expires, times out or is cancelled the mines and ships should be scheduled for removal when not nearby the player.

Additionally all mines, eg those placed by players, should have an automatic expiration time of a 6 or 24 hours.
SPiDER
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Re: Empty/Abandoned ships spawn.

Post by SPiDER »

Thank you
photomankc
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Re: Empty/Abandoned ships spawn.

Post by photomankc »

SPiDER wrote: Sat, 30. Mar 19, 16:11 yeah its very definatly worse since 2.2 everytime now I go into a sector where guild missions can occur more ships appear..jumped from 14 in SCII to 22...

Just hope when they squish the bug they clear up the left overs..or make the damned mines targetable like they are in the missions...takes a damn sight less time to be rid of them that way
I'm not there yet but I had claimed 7 I think, several were Cerberus Vanguards so at first I was elated, then I realized there were three more of them, and 3 more drill sentinels which seemed 'buggy'. Now that I hear they might just poof away I went ahead and sold off the warships (truth told I'm so disgusted with trying to manage a mixed fleet, I'm largely giving up on it for now anyway). That would be more hurtful to have vanish along with my crew and gear. The miners can go on doing their thing if they poof away I can replace them easier. I'm not claiming anymore of them, at least not to sell or use, may just to destroy if they can't be fired on like some of the other salvage ships I noticed. The mines can be dealt with. I find beams are easiest, I get close enough to see the mine inside the glow halo and then turn my beam until it intersects. I've knocked out 5 or so of the mine-fields this way. It sucks but at least I can get rid of the more obnoxious placements of them. Once you get the hang of it you can get through them reasonably quickly.

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