War logic - I finnaly made an impact :)

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

User avatar
mr.WHO
Posts: 9152
Joined: Thu, 12. Oct 06, 17:19
x4

War logic - I finnaly made an impact :)

Post by mr.WHO »

After setting up my Shipyard and wharf I got bored and decided to step up to real galactic politics.

https://steamcommunity.com/sharedfiles/ ... 1719230712

Looking for challenge I noticed that HOP Holy Vison was swarmed with Xenon. The fact that I have +23 reputation with them and that they buy ships & products like crazy, made me want to hep them.

I sent my 6 fleets (6 carriers, 12 destroyers, dozens Corvettes and bombers and about 100+ fighters) to secure Holy Vision and push into Faulty Logic.

Opearation in Holy Vision was easy, but tedious (those damn Defense Stations are very durable even in OOS), but in Fauly Logic I, I was suprised to see ther was some active HOP fleets operating - one Destroyer group of about 6 Odyseuss and several Gorgons squads here and there, plus 3 defense stations.

Annoyed by Xenons constantly building stations in Holy Vision I decided to win Faulty logic for HOPP, by killing 2 Xenon stations here. Once again Xenon stations become tediously resilent, but once they died, Faulty Logic I become frim in HOP hands.
Good news is that this pushed the borded and Xenons no loger try to build stations in Holy Vision.

Now my plan is to push for Faulty Logic VII and let HOP secure it too while in the same time set-up an industrial complex in Faulty Logic I to feed HOP economy with more stuff.


Some random thoughts:
- in my game Xenon defense stations are helpess - they rarely have drones and I never saw defense station with turrets - they need serious buff.
- Xenons sux in anti-fighter area - they need to have more fighters escorts, anti-fighter frigate, heavy fighters, real carrier (that carry fighters into battle), a bomber would be nice.
- Will HOP build some non-defence stations in their new territory?
- it would be nice to have HOP vs. Xenons war missions.
User avatar
Fenris321
Posts: 324
Joined: Sat, 1. Jun 13, 15:23
x4

Re: War logic - I finnaly made an impact :)

Post by Fenris321 »

I'm still an X4 newbie, but I've noticed some of the things you've said about the Xenon as well.

I attacked a Xenon defense station with a fleet of a dozen Behemoths, 5 or 6 Cerbs, and 2 or 3 random mediums I'd claimed expecting some casualties only to see that there where no turrets. After the last module popped a few waves of what I'm guessing are repair drones popped out, there must have been a hundred in total. After some fiddling I just set turrets on most of the ships to attack any enemy and cleared them up.

Question: Is there a global turret setting I can set for all ships? Like the global setting I can set for pirate/police interdiction, but for turrets.

And I would love to see a Xenon carrier and a random chance for Xenon Ks to have missiles. Right now Ks die pretty easily to a handful of fighters and a few mediums thrown in. The I lasted longer, but against a fully shipped Colossus it really never stood a chance.
Karmaticdamage
Posts: 718
Joined: Fri, 16. Sep 11, 00:15
x4

Re: War logic - I finnaly made an impact :)

Post by Karmaticdamage »

The HOP will keep pushing all the way to their shipyard, in my game I have flipped all of faulty logic and Atiya's misfortune to HOP. They haven even started building production factories in faulty logic. They won't stop there, the HOP will take over ANT/ARG and PAR space if you keep blowing up the defense platforms in their way.
User avatar
mr.WHO
Posts: 9152
Joined: Thu, 12. Oct 06, 17:19
x4

Re: War logic - I finnaly made an impact :)

Post by mr.WHO »

Karmaticdamage wrote: Sun, 21. Apr 19, 16:12 The HOP will keep pushing all the way to their shipyard, in my game I have flipped all of faulty logic and Atiya's misfortune to HOP. They haven even started building production factories in faulty logic. They won't stop there, the HOP will take over ANT/ARG and PAR space if you keep blowing up the defense platforms in their way.
Not if I can help it :)
The entire HOP-PAR-ARG/ANT war is like my 90% revenue stream (my Shipyard and Wharf pump new ships for them like crazy) - I feel like some kind of evil military-industrial complex corporation that want the war to go on.

My only concern right now is that I invested like 500 mil for both argon and paranid carrier blueprints, but they don't oreder any (I'm 100% certain that ANT, HOP and PAR lost their carriers early an none of their shipyards produce any - only ARG seems to field and rebuild their carrier in Argon Prime).
Last edited by mr.WHO on Sun, 21. Apr 19, 20:19, edited 1 time in total.
Fame
Posts: 74
Joined: Wed, 16. Aug 06, 22:58
x4

Re: War logic - I finnaly made an impact :)

Post by Fame »

In my own Universe HOP is accounting for the same amount of building ship, more or less, like on your side and yes i have all the Blue Prints.
Since im not helping HOP they are currentlly loosing the war at this moment againts the Xenon in there core sector and faulty logic is down to 1 defense station (Hop owned). Hop had there 3 defense stations but its currently crawling with fighters and a bunch of P and K. Looks like an full scale invasion without an I for the moment.

Howerever Xenon defense station north of Teladi space, dont remember the name yet is rebuilded one of there stations and the other one has been repaired... that one that has been repaired has fully, as far as i can tell, operational defense turrets. Scouted it the other day and had to move back. But on the bright side it is out of defense drones at this moment. I baited them into a laser tower trap :D .
My only concern right now is that I invested like 500 mil for both argon and paranid carrier blueprints, but they don't oreder any (I'm 100% certain that ANT, HOP and PAR lost their carriers early an none of their shipyards produce any - only ARG seems to field and rebuild their carrier in Argon Prime).
Over time those addicional Blue prints due pay themself off.... yea well its a matter of time though :lol:
On a side note M/S fighter building adds up more revenue i think... since they get ordered by an significant amount. Which in turn helps to buy blue prints or to fund your own endenvours :D

Fame
Its a problem if you don´t have any problems.
User avatar
mr.WHO
Posts: 9152
Joined: Thu, 12. Oct 06, 17:19
x4

Re: War logic - I finnaly made an impact :)

Post by mr.WHO »

More reports and bizzare things from the frontline:

1) While I though I fully secured the holy vision, couple pesly S slip through and put indestructible stations (0 health, my ships refuse to attack) - damn you Egosoft for implementing broken mechanics! Such barelly started stations should be easily destroyed OOS:
https://steamcommunity.com/sharedfiles/ ... 1719609708

2) Same in Fauity Logic I, 2 started stations that cannot be destroyed - I seriously afraid that this will block HOP AI from advancing to Faulty Logic VII:
https://steamcommunity.com/sharedfiles/ ... 1719609776

3) I set-up the defence station & lasertowers at south (with nice task force of 6 Destroyers from HOP), just to find out they do not engage unless directly attacked :((((( (several more S slipped through):
https://steamcommunity.com/sharedfiles/ ... 1719609848

4) Decided to set-up hunter-killer squads of Nodans to actively hunt down all Xenon S in my sight

5) Started to fortyfying exit from Faulty Logic VII:
https://steamcommunity.com/sharedfiles/ ... 1719609961



Conclusions:
- we need to be able to destroy "virtual Xenon stations" from OOS (I heard it is possible to kill them IS, but it's a gigantic chore even with SETA).
- we need to be able to set-up attack all logic for Lasertowers.
- I freaking hate Xenon S more that entire Xenon battlefleet.
Karmaticdamage
Posts: 718
Joined: Fri, 16. Sep 11, 00:15
x4

Re: War logic - I finnaly made an impact :)

Post by Karmaticdamage »

Eventually you will reach a point where credits no longer matter. Once you have every blueprint and every production station to supply your own shipyards, you don't actually have to ever spend another penny. You don't need the other factions at this point, as you can build everything they can. I have more credits then I know what to do with, tens of billions. Gathering 50 destroyers together and hurling them at something is a drop in the bucket. At this point the only thing left to do is exterminate everything or try for the extreme ranks, good luck with that, i've already killed the number of ships needed to get xtreme fight rank in X3, and I am not even at rank 16 to get the colonel achievement in X4, and their are 30 ranks in total.
User avatar
MegaJohnny
Posts: 2238
Joined: Wed, 4. Jun 08, 22:30
x4

Re: War logic - I finnaly made an impact :)

Post by MegaJohnny »

Karmaticdamage wrote: Sun, 21. Apr 19, 21:08 Eventually you will reach a point where credits no longer matter. Once you have every blueprint and every production station to supply your own shipyards, you don't actually have to ever spend another penny. You don't need the other factions at this point, as you can build everything they can. I have more credits then I know what to do with, tens of billions. Gathering 50 destroyers together and hurling them at something is a drop in the bucket. At this point the only thing left to do is exterminate everything or try for the extreme ranks, good luck with that, i've already killed the number of ships needed to get xtreme fight rank in X3, and I am not even at rank 16 to get the colonel achievement in X4, and their are 30 ranks in total.
Basically, X4 is a game about how market economies are no match for a good old autocracy.
Falcrack
Posts: 5729
Joined: Wed, 29. Jul 09, 00:46
x4

Re: War logic - I finnaly made an impact :)

Post by Falcrack »

mr.WHO wrote: Sun, 21. Apr 19, 17:07
Karmaticdamage wrote: Sun, 21. Apr 19, 16:12 The HOP will keep pushing all the way to their shipyard, in my game I have flipped all of faulty logic and Atiya's misfortune to HOP. They haven even started building production factories in faulty logic. They won't stop there, the HOP will take over ANT/ARG and PAR space if you keep blowing up the defense platforms in their way.
Not if I can help it :)
The entire HOP-PAR-ARG/ANT war is like my 90% revenue stream (my Shipyard and Wharf pump new ships for them like crazy) - I feel like some kind of evil military-industrial complex corporation that want the war to go on.

My only concern right now is that I invested like 500 mil for both argon and paranid carrier blueprints, but they don't oreder any (I'm 100% certain that ANT, HOP and PAR lost their carriers early an none of their shipyards produce any - only ARG seems to field and rebuild their carrier in Argon Prime).
Just start a war and take out ARG/ANT/HOP/PAR and TEL. You'll find a use for the war goods.
User avatar
mr.WHO
Posts: 9152
Joined: Thu, 12. Oct 06, 17:19
x4

Re: War logic - I finnaly made an impact :)

Post by mr.WHO »

Falcrack wrote: Sun, 21. Apr 19, 21:58
mr.WHO wrote: Sun, 21. Apr 19, 17:07
Karmaticdamage wrote: Sun, 21. Apr 19, 16:12 The HOP will keep pushing all the way to their shipyard, in my game I have flipped all of faulty logic and Atiya's misfortune to HOP. They haven even started building production factories in faulty logic. They won't stop there, the HOP will take over ANT/ARG and PAR space if you keep blowing up the defense platforms in their way.
Not if I can help it :)
The entire HOP-PAR-ARG/ANT war is like my 90% revenue stream (my Shipyard and Wharf pump new ships for them like crazy) - I feel like some kind of evil military-industrial complex corporation that want the war to go on.

My only concern right now is that I invested like 500 mil for both argon and paranid carrier blueprints, but they don't oreder any (I'm 100% certain that ANT, HOP and PAR lost their carriers early an none of their shipyards produce any - only ARG seems to field and rebuild their carrier in Argon Prime).
Just start a war and take out ARG/ANT/HOP/PAR and TEL. You'll find a use for the war goods.

Seeing how tedious is to wipe out several Xenon stations I don't think wiping normal factino would be any fun at all.
Karmaticdamage
Posts: 718
Joined: Fri, 16. Sep 11, 00:15
x4

Re: War logic - I finnaly made an impact :)

Post by Karmaticdamage »

You don't have to wipe out every station, just the defense platforms, shipyards, wharfs, equipment docks, and trade stations. The other stations don't contest ownership and can't do anything without a sink for their goods. The empires tend to ignore them, the HOP will push further sectors even if their are production stations left in sectors they've conquered. If you don't want a hassle just throw a bunch of destroyers at the stations you need to kill OOS, 5-10 will do but more is better. I created an extermination squad. About 50 destroyers and queued up orders for them to attack every HOP station in all their sectors in one play through. One by one they flew to each station and burned them down. A lot of clicking to tell them to attack each and every station, but after that it as all hands off.
Socratatus
Posts: 1626
Joined: Tue, 11. May 04, 15:34
x4

Re: War logic - I finnaly made an impact :)

Post by Socratatus »

It would be nice if you could meet the leader of a Faction you have good relations with and direct them on a new war or strategy, so...

A, You request they start a war for cash, lucrative profits, mutual hate of an enemy, etc...
You point out specific parts of the map where you and your friend AI could meet to attack a foe, etc.

B, IF the Faction NPC agrees he joins you. If he disagrees, too bad.
C, The AI could even do this against eachother or even the Player.
D, There could be ceasefires and peace negotiations.
E, Spies might hear of such treaties and warn others, maybe even the Xenon!
F, Finally there can be surprise attacks, where war isn`t inititally declared.

Just some thoughts.
1. Please do more on NPC civilian/uniform variety, and bio customisations, Devs.
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)

"No problem can withstand the assault of sustained thinking."
"Before acting 'out of the box', consider why the box was there in the first place."
Fame
Posts: 74
Joined: Wed, 16. Aug 06, 22:58
x4

Re: War logic - I finnaly made an impact :)

Post by Fame »

Conclusions:
- we need to be able to destroy "virtual Xenon stations" from OOS (I heard it is possible to kill them IS, but it's a gigantic chore even with SETA).
If the defense station is grey you can check its building storage that is ussualy nearby ;), you need to almost "kiss" it with your ship to see stats about the building progress though, in case you havent checked it and once spotted you can check its progress before it becomes operational. Than either let it finish or just take its wares and mount sorts of an blockade around it... laser tower are cheap and yes im poor :lol:
Some random thoughts:
- in my game Xenon defense stations are helpess - they rarely have drones and I never saw defense station with turrets - they need serious buff....
Damage them and return an couple of hours laters, real ingame hours and see if things improve :)
- Will HOP build some non-defence stations in their new territory?
Theoretical speaking its in the realm of the possibilities but personaly i don´t think or know if its implemented.
Major reason i see there are still some "basic" concepts ideias that aren´t ready or about which ES hasnt had time to make an call yet.

Personaly i like the KISS aproach make things simple and functional/working. Once done start working on top of that but thats ES job :D

Fame
Its a problem if you don´t have any problems.

Return to “X4: Foundations”