YeahCBJ wrote: ↑Thu, 28. Mar 19, 14:00That's basically what the UFJD in the later X3 games. Something like that might also be possible in X4 but it would have nothing whatsoever to do with ventures.



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YeahCBJ wrote: ↑Thu, 28. Mar 19, 14:00That's basically what the UFJD in the later X3 games. Something like that might also be possible in X4 but it would have nothing whatsoever to do with ventures.
Except right now the point for a lot of people is that you get useful stuff for completing ventures (some of which you cannot get anywhere else), which is unavailable if you choose to mod your game and are thus locked out.
UFJD or something like this would be great for people who like to explore - no matter how big core universe you make, people will explore it and got bored.CBJ wrote: ↑Thu, 28. Mar 19, 14:00That's basically what the UFJD in the later X3 games. Something like that might also be possible in X4 but it would have nothing whatsoever to do with ventures.
this is the only thing that I would like in ventures, that I can get a couple of friends that make war or peace with each other, and since its limited to only those people you could use mods if all use the sameEmperorDragon wrote: ↑Thu, 28. Mar 19, 13:56 Being able to send out ventures between friends only would also be great. I'm not that big on online features but, it would be awesome if I could rent out a fleet to a friend who may be struggling with a war effort for example, or allow a friend to rent a few freighters from me to get a head start. EgoCredits could be used for such transactions if there's not a use for it already.
I also use a few simple mods that I find essential. A mod for moving the PHQ, the location of which should be the player's choice in the first place. A mod for disabling the random encounters script that really doesn't fit in an X game, a mod that increases weapon range so that they can at least outrange medieval gunpowder weapons and I also added a few additional sectors because the universe is just too small. Perhaps if a friend use the same mods, ventures between the two of you could be possible? I can live without the weapon range mod and additional custom sectors but, I really need to be able to move/deploy my HQ to my capital sector and that silly random encounters script is a cardinal sin, AI ships should be able to spread out through the universe by themselves, especially pirates (when we do eventually get proper pirates, that is).
Of course, such additions to the venture system will come later down the line when the game is fixed up properly.
That is actually well balanced idea and I'm looking forward to it. If I remember correctly Brent also said that we will get more generic missions with 3.0 ? Is this still true or maybe we will see them in early versions. Im not sure how much have changed in this department (I haven't played game sense Chrismas) but I was hoping to see some more improvement as missions wore always one of most important pats to me...CBJ wrote: ↑Thu, 28. Mar 19, 12:14 There are no plans for "offline ventures". The whole point of them is that they provide some level of interaction with other players.
Regarding the issue of some players not wanting other players to come and attack their assets, we have already thought about this and it will be optional. If you send "aggressive" ventures to other players' universes then you will be warned that this will mean that they can do the same to you. If you don't, then you also won't receive any aggressive visitor ships.
This may interest you.adeine wrote: ↑Wed, 27. Mar 19, 22:13 Why not just enable a simulation of the venture system in modded installs? Distribute the same rewards at the same risk(s) without actually sending their ships to other players' games? It's been suggested before but as far as I remember there hasn't been an official response.
Right now it seems like you're needlessly excluding people running modded games from gameplay features (and a viable source for modification components?), which might give the impression you're trying to incentivise people not to mod the game or punish them for doing so. I don't think that's what the goal is here but it's not a good look, and X4 absolutely needs a thriving modding community if it wants to replicate the success of earlier titles and stay relevant.
Not playing modded at the moment myself, but it shouldn't be up to the community to try and reimplement what the base game offers.
You as a domestic staff have your responsibilities.. what can i say? really like Alan's signatureNort The Fragrent wrote: ↑Fri, 29. Mar 19, 19:20 It’s a bit like letting your cat out at night, you have no clue where it go’s, what its up too. And usually it come back with blood on it. Then you have to feed the thing!
Carefull, or your cat may very well bring a Tamina back into your game.pref wrote: ↑Fri, 29. Mar 19, 19:38You as a domestic staff have your responsibilities.. what can i say? really like Alan's signatureNort The Fragrent wrote: ↑Fri, 29. Mar 19, 19:20 It’s a bit like letting your cat out at night, you have no clue where it go’s, what its up too. And usually it come back with blood on it. Then you have to feed the thing!![]()