Suggestion about PHQ
Moderator: Moderators for English X Forum
-
- Posts: 3
- Joined: Sun, 18. May 25, 18:37
Suggestion about PHQ
Dear Egosoft devs,
Why do I have to keep looking at my ugly unfinished PHQ?
I suggest adding possibility to add modules to PHQ. For example 100 with about 10 dedicated docking yards + 1 to 3 piers for some XL ships. With each module built PHQ visualisation would change and ring would fill up with life.
Also after exeeding 100 modules possibility for aditional modules without without changes in PHQ visualization. For those who needs to buld "old" way leave possibility to do so.
Also please do something about players normal stations. They grow to gigantic proportions looking ugly as hell and desreasing FPS way too much.
For that I would suggest sub compartments in modules. For example each module could have unlomited or limited number of subcompatrments for example 10. Each storage module could store in total 10 or 11 of storago modules but taking up the space of 1. Same with production modules, build a frame then add submodules.
As an offset maybe increase plot prices could be possible.
I had a few playthrus and each time my factorys grew so much that you could think they are monuments of a great cvivilisation.
Any ideas on this?
Why do I have to keep looking at my ugly unfinished PHQ?
I suggest adding possibility to add modules to PHQ. For example 100 with about 10 dedicated docking yards + 1 to 3 piers for some XL ships. With each module built PHQ visualisation would change and ring would fill up with life.
Also after exeeding 100 modules possibility for aditional modules without without changes in PHQ visualization. For those who needs to buld "old" way leave possibility to do so.
Also please do something about players normal stations. They grow to gigantic proportions looking ugly as hell and desreasing FPS way too much.
For that I would suggest sub compartments in modules. For example each module could have unlomited or limited number of subcompatrments for example 10. Each storage module could store in total 10 or 11 of storago modules but taking up the space of 1. Same with production modules, build a frame then add submodules.
As an offset maybe increase plot prices could be possible.
I had a few playthrus and each time my factorys grew so much that you could think they are monuments of a great cvivilisation.
Any ideas on this?
-
- Posts: 2358
- Joined: Mon, 2. Dec 19, 19:40
Re: Suggestion about PHQ
For those who think enough is not enough, nothing is enough.
Epikur from Samos
Epikur from Samos
-
- Posts: 22477
- Joined: Sat, 23. Apr 05, 21:42
Re: Suggestion about PHQ
Seems like you do build stations and look at them. Neither act is a mistake, but they seem to come with a price.
Granted, I'm on my first playthrough, don't really build stations -- at least not big ones, and definitely not look at them. Should I feel that I miss something?

A storage module that takes same space, but has ten times larger capacity? Perhaps, for all the sub-space compression magic the construction of the "frame" and all the "submodules" should take 50 times longer?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
-
- Posts: 3
- Joined: Sun, 18. May 25, 18:37
Re: Suggestion about PHQ
You realise that you just confirmed that there is issue... I just want it addressed.jlehtone wrote: ↑Mon, 9. Jun 25, 22:46
Seems like you do build stations and look at them. Neither act is a mistake, but they seem to come with a price.
Granted, I'm on my first playthrough, don't really build stations -- at least not big ones, and definitely not look at them. Should I feel that I miss something?![]()
Not exacly. Imagine Terran Liquid L container. It has "blue bubbles". What i am saing is extending capacity by adding those bubbles to frame. You pay first for frame then add bubbles. Saves space and its not "impossible phycics" right?A storage module that takes same space, but has ten times larger capacity? Perhaps, for all the sub-space compression magic the construction of the "frame" and all the "submodules" should take 50 times longer?
https://drive.google.com/file/d/1WZAEYF ... drive_link
https://drive.google.com/file/d/1WZAEYF ... drive_link
Added screen of my shippyard which is not even producing XL ships yet and it just looks awful.
-
- Posts: 22477
- Joined: Sat, 23. Apr 05, 21:42
Re: Suggestion about PHQ
I don't imagine modules. I just shoot them.
You have now ten container modules. They can store 10 million cubic metres.
You want modules that take only 1/10 of volume in the plot.
Then you can use the same amount of plot to store 100 million cubic metres.
On my Shipyard I have one container module, one dock, one pier, one habitat, and one Fabrication Bay. Perhaps some connectors too, but they are not obligatory. That is all.
One could fit some 117k cross connector modules into a plot. Makes no sense. Looks like Borg cube. Point is, one could do it (if CPU would allow).
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
-
- Posts: 3
- Joined: Sun, 18. May 25, 18:37
Re: Suggestion about PHQ
You doing smal scale stations doesnt mean others do that too.jlehtone wrote: ↑Tue, 10. Jun 25, 08:22I don't imagine modules. I just shoot them.
You have now ten container modules. They can store 10 million cubic metres.
You want modules that take only 1/10 of volume in the plot.
Then you can use the same amount of plot to store 100 million cubic metres.
On my Shipyard I have one container module, one dock, one pier, one habitat, and one Fabrication Bay. Perhaps some connectors too, but they are not obligatory. That is all.
One could fit some 117k cross connector modules into a plot. Makes no sense. Looks like Borg cube. Point is, one could do it (if CPU would allow).
And what is the point of arguing here? I gave my opinion/suggestion. Let the devs decide. Also about modules to PHQ.
-
- Posts: 8344
- Joined: Sat, 14. Feb 04, 23:07
Re: Suggestion about PHQ
If you don't want to look at it would suggest covering it up. If you turn on 'allow module overlap' in station editor settings you can build most modules such that they intersect with HQ to the point where it's no longer visible. For example, here's a screenshot of HQ in my current game. The central tower of storage modules hides the big rock, while the middle ring of habitation modules hides the rest of HQ.
-
- Posts: 904
- Joined: Mon, 5. Jun 06, 08:26
Re: Suggestion about PHQ
What an odd looking thingGCU Grey Area wrote: ↑Tue, 10. Jun 25, 13:01 If you don't want to look at it would suggest covering it up. If you turn on 'allow module overlap' in station editor settings you can build most modules such that they intersect with HQ to the point where it's no longer visible. For example, here's a screenshot of HQ in my current game. The central tower of storage modules hides the big rock, while the middle ring of habitation modules hides the rest of HQ.

I don't mean that in a bad way, it's not a criticism, just a statement. Looking at it from a distance it resembles some gigantic spaceship as it has some aerodynamic shape to it.
Strangely enough it made me think of something Terry Pratchett would have come up with, had he messed with science fiction, kind of a Discworld space creation.
Anyway congratulation for your creativity and another example of X4 sandbox functionality.
Win 10 x64
i7-3770k @ 3.50 GHz
NVIDIA GeForce RTX 3060 12 GB
16GBs RAM DD3
i7-3770k @ 3.50 GHz
NVIDIA GeForce RTX 3060 12 GB
16GBs RAM DD3
-
- Posts: 8344
- Joined: Sat, 14. Feb 04, 23:07
Re: Suggestion about PHQ
Thanks. Mostly ended up looking like that because my current game is a Paranid, using the new Uncocooned start. Since I'm playing the game as Lord Chaplain Olmancketslat I decided early on that it was important that all of my stations should be built in accordance with the principles of Paranid Sacred Geometry - essentially, wherever practical, everything should either be a triangle or have 3-fold symmetry & modules should be built in multiples of 3. Anyway, here's a top-down view of it, which might make things clearer.Brinnie wrote: ↑Tue, 10. Jun 25, 17:40 What an odd looking thing
I don't mean that in a bad way, it's not a criticism, just a statement. Looking at it from a distance it resembles some gigantic spaceship as it has some aerodynamic shape to it.
Strangely enough it made me think of something Terry Pratchett would have come up with, had he messed with science fiction, kind of a Discworld space creation.
Anyway congratulation for your creativity and another example of X4 sandbox functionality.
-
- Posts: 904
- Joined: Mon, 5. Jun 06, 08:26
Re: Suggestion about PHQ
From top it looks totally different but equally complex, it must have taken a lot of work.GCU Grey Area wrote: ↑Tue, 10. Jun 25, 18:20 Anyway, here's a top-down view of it, which might make things clearer.
Like it or not, it is without doubt an extraordinary construction. I take a different approach, for now at least, making more traditional use of connectors trying to make good use of space while leaving lanes to fly through just for "fun".
My HQ, my largest station, is a "ghost town" complex by comparison.
Clearly your approach makes the most of every inch of plot, adding countless possibilities to an already flexible building system.
Win 10 x64
i7-3770k @ 3.50 GHz
NVIDIA GeForce RTX 3060 12 GB
16GBs RAM DD3
i7-3770k @ 3.50 GHz
NVIDIA GeForce RTX 3060 12 GB
16GBs RAM DD3
-
- Posts: 22477
- Joined: Sat, 23. Apr 05, 21:42
Re: Suggestion about PHQ
The devs are devious creatures. Give them any artistic freedom and the fault is on you.

You did, seemingly, have two topics:
- Ugly. That is subjective. If no arrangement of currently available modules produces non-ugly result, then what could the devs possibly do? You also implied that bigger is uglier, although the thing posted by GCU Grey Area does not look terribly ugly (to me).
- The "unfinished" PHQ model (rock and ring). Is it really something that was never completed, or is it a ruin of what once was? (It is true that humans tend to prefer symmetric objects.)
The "add first a frame and then incrementally add some capacity" sort of makes sense if you cannot afford "whole module" to begin with. Lets assume that you can "assemble" a 1000k storage by adding a frame and ten 100k bubbles. You would start by adding the frame and one 100k bubble. However, we can already build a 100k storage module and later build nine more. The first 100k normal module would surely be cheaper than frame and bubble. Would the new modules really be worth of the cost of the implemention and use of a new, more complex system?
An argument was that big station affects performance. That can be true. However, introducing XL module that is twice as tall, wide, and deep as L module does not mean that it automatically has 8 time more triangles. I'd guess only 5 times more. Sure, that is more that having an XL module that has same size as the L module, but I do hope that the devs will not choose that latter path.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
-
- Posts: 1152
- Joined: Tue, 28. Nov 23, 15:38
Re: Suggestion about PHQ
I believe most of the people on the forums hate the rock in the middle and consider it hideous.
The devs could update the design. For example, xenon hub is not ugly and you can still see it in the game if you have patience to reach it.

There's also irritating problem where northern attachment point of HQ is misaligned and slightly rotated.
I'm not the OP and not fond of the idea of having any sort of storage/etc in the ring (this resembles too much of stellaris ring world). But I would certainly like to have something else instead of this hideous rock in the middle. Or at least a better looking rock could be a good thing.
-
- Posts: 22477
- Joined: Sat, 23. Apr 05, 21:42
Re: Suggestion about PHQ
Quite possible, but the rock is nothing compared to Boso and Dal that lurk within.

They keep me away from the place.
I was also referring to all things that OP did not like to see, not just the PHQ.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
-
- Posts: 1152
- Joined: Tue, 28. Nov 23, 15:38
Re: Suggestion about PHQ
Well, to run into Boso Ta and Dal Busta you have to visit the lab. Meanwhile the rock is visible from hundred kilometers away, unless you go out of the way to cover it with modules which will take a ton of time. That pic above with hidden rock probably has more modules than my largest megafactory.
This gives me some ideas though.
* Would be nice if the game has better asteroids. There are actually much uglier rocs in the game, and those are the kryptonite acid rocks. You can literally see textures stretch on them.
* Instead of forced "companions" would be great if player could assign some sort of aide, assistant or adjutant to himself. Someone who would hang around your office when you're not around. Menika Giorno sorta performed this role until you assigned her somewhere.
-
- Posts: 106
- Joined: Tue, 4. Dec 18, 00:24
Re: Suggestion about PHQ
While i absolutely agree that the HQ could use a visual overhaul, what raddles me most, is the ugly magento sphere around the HQ. I love the Rock itself being kind of a unique Asteroid Base, but the fact that can't put any Docks between the ring and the rock really limits the possibilities in terms of creativity.
My Personal preference would still be a Modules like Penthouse that you can plop on any Station to add the interior of the Personal office and/or Science Laboratory and/or Terraforming options on any Station you wish so that you can make any Station your operating HQ. (maybe limit the science lab / Station jumping capabilities just like the racing ships to 1 module per Savegame)
But having to choose your window view for a personal office just like with the observatories would be awesome! Imagine looking our of your Personal Office into the launch Area of the Terraformer Drones.. epic!
My Personal preference would still be a Modules like Penthouse that you can plop on any Station to add the interior of the Personal office and/or Science Laboratory and/or Terraforming options on any Station you wish so that you can make any Station your operating HQ. (maybe limit the science lab / Station jumping capabilities just like the racing ships to 1 module per Savegame)
But having to choose your window view for a personal office just like with the observatories would be awesome! Imagine looking our of your Personal Office into the launch Area of the Terraformer Drones.. epic!
-
- Posts: 2486
- Joined: Sat, 21. Feb 04, 20:17
Re: Suggestion about PHQ
This is totally seperate PHQ suggestion... allow the player to determine where the PHQ is located.
In my current game I'm playing as Teladi, and while I will eventually unlock the Boron, they really don't add or subtract anything from the simulation... they just exist off in their far far far corner of the map and no one interacts with them because they're so far away.
But the PHQ automatically pops up in Heretic's End, which is garbage when you're trying to source 20000+ advanced electronics so you can teleport the thing. And even if you opened up the Boron sectors, they're so far away for parts that they're not much more of a help than anyone else is to Heretic's End in getting the parts you need...
So, my suggestion would be to allow the player choose before the game start where the PHQ will appear, and to add an option for players who chose the TER/PIO starts.
At least in grand exchange it has a lot more options for source parts for research, it's really a fantastic location for the PHQ. Going from one of the best most central sectors to Heretic's End is awful.
Having to disable a DLC to get the PHQ to not end up in heretics end is a poor way to handle that.
In my current game I'm playing as Teladi, and while I will eventually unlock the Boron, they really don't add or subtract anything from the simulation... they just exist off in their far far far corner of the map and no one interacts with them because they're so far away.
But the PHQ automatically pops up in Heretic's End, which is garbage when you're trying to source 20000+ advanced electronics so you can teleport the thing. And even if you opened up the Boron sectors, they're so far away for parts that they're not much more of a help than anyone else is to Heretic's End in getting the parts you need...
So, my suggestion would be to allow the player choose before the game start where the PHQ will appear, and to add an option for players who chose the TER/PIO starts.
At least in grand exchange it has a lot more options for source parts for research, it's really a fantastic location for the PHQ. Going from one of the best most central sectors to Heretic's End is awful.
Having to disable a DLC to get the PHQ to not end up in heretics end is a poor way to handle that.
I aim to misbehave...
Maybe we've got 'em demoralised!
Guide on How to Steal Blueprints
Guide - Raw Resource Trading Post
How I completed each Terraforming project
Maybe we've got 'em demoralised!
Guide on How to Steal Blueprints
Guide - Raw Resource Trading Post
How I completed each Terraforming project
-
- Posts: 1152
- Joined: Tue, 28. Nov 23, 15:38
Re: Suggestion about PHQ
You can place HQ anywhere you want during custom start.
That is untrue after version 7.5. Now a horde of bloodthirsty fish people emerges from the new connection and proceeds to murderslaughter xenon, zya, pirates and occasionally terrans, and grabs every sector they can get their tentacles on. "The peaceful waters of nishala demands BLOOD". You might need to progress story a bit till they unlock their connection, but they absolutely do not sit quietly in their little corner anymore. I saw, for example, 3 way fights in Getsu Fune between BOR ANT and TER (unsure who was trying to murder whom) going for a significant time with occasional brief interruptions to exterminate another flimsy xenon capital that dared to step into big boy territory.
-
- Posts: 2486
- Joined: Sat, 21. Feb 04, 20:17
Re: Suggestion about PHQ
Yes, you have to progress their story, but if you don't... you never see them, and the Heretic's End location of the PHQ is abysmal. It's abysmal even if you immediately unlock the Boron...vvvvvvvv wrote: ↑Thu, 12. Jun 25, 22:51You can place HQ anywhere you want during custom start.
That is untrue after version 7.5. Now a horde of bloodthirsty fish people emerges from the new connection and proceeds to murderslaughter xenon, zya, pirates and occasionally terrans, and grabs every sector they can get their tentacles on. "The peaceful waters of nishala demands BLOOD". You might need to progress story a bit till they unlock their connection, but they absolutely do not sit quietly in their little corner anymore. I saw, for example, 3 way fights in Getsu Fune between BOR ANT and TER (unsure who was trying to murder whom) going for a significant time with occasional brief interruptions to exterminate another flimsy xenon capital that dared to step into big boy territory.
And I'm aware it can be done in a custom start, but that doesn't mean that there can't be an option to choose where you want the PHQ to appear for a new game start.
I aim to misbehave...
Maybe we've got 'em demoralised!
Guide on How to Steal Blueprints
Guide - Raw Resource Trading Post
How I completed each Terraforming project
Maybe we've got 'em demoralised!
Guide on How to Steal Blueprints
Guide - Raw Resource Trading Post
How I completed each Terraforming project
-
- Posts: 8344
- Joined: Sat, 14. Feb 04, 23:07
Re: Suggestion about PHQ
What's abysmal about it? Found it to be a rather convenient location during my Boron game. In particular, the abundance of resources in nearby sectors was decidedly useful.
-
- Posts: 2486
- Joined: Sat, 21. Feb 04, 20:17
Re: Suggestion about PHQ
If you're trying to move the PHQ, it's not a useful location for gathering materials. Trying to source 50k advanced electronics, plus everything else you need to complete the jump research so you can move the PHQ from nowhere to civilization is terrible. Especially if it's relatively early game, and you don't have 3 or 4 star manager at another factory you can swap in.GCU Grey Area wrote: ↑Fri, 13. Jun 25, 22:57What's abysmal about it? Found it to be a rather convenient location during my Boron game. In particular, the abundance of resources in nearby sectors was decidedly useful.
A 3 star manager will get you to Argon Prime, Hatikvah, both Morning Glory sectors, and Silent Witness. Those sectors are not exactly free flowing with advanced electronics which is already a highly sought after ware on its own.
Even with a Boron start, or spending the time to unlock and clear your way to the Boron, you're still 5 jumps from the heart of the Boron empire, with not a whole lot of other stuff in between thats useful.
Heretics End is just a bad place for the PHQ. I'd love to be able to choose before I start my game where I want the PHQ to end up. In my current Teladi game I have no reason to go open up the boron sectors as I'll never see the Boron anyhow. So what good is a PHQ in Heretics End??
I've got nothing further to add for this, that's my suggestion, to allow the player to choose where the PHQ appears before a new game starts. I think it would improve player quality of life.
I aim to misbehave...
Maybe we've got 'em demoralised!
Guide on How to Steal Blueprints
Guide - Raw Resource Trading Post
How I completed each Terraforming project
Maybe we've got 'em demoralised!
Guide on How to Steal Blueprints
Guide - Raw Resource Trading Post
How I completed each Terraforming project