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Update 4.10 - Overview of progress and plans
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Re: Update 4.10 - Overview of progress and plans
So will the dangerous region working OOS mean it will be impossible to...
See spoiler thread.
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salvage the Drill in The Void? Should that be moved out of the dangerous region.
viewtopic.php?f=182&t=405524&sid=a276f1 ... 555bee0c52
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Re: Update 4.10 - Overview of progress and plans
I like the idea of unlocked achievements being useful for setting up custom game starts. I think i only have the dukes haven and TER wiping out yaki left, and both of those are happening in my current playthrough. Still have terraforming too, but not super worried about those.
Would be awrsome to preset my next gamestart to have all the factions i want for a playthrough to be active.
Would be awrsome to preset my next gamestart to have all the factions i want for a playthrough to be active.
I aim to misbehave...
Maybe we've got 'em demoralised!
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Re: Update 4.10 - Overview of progress and plans
Thank you for the news!
These are awesome change, and will improve gameplay a lot. Very eager to try them.
However, while I hate doing the "but I want this more" comment, I do have to ask: has anything been done to help Xenon's OOS combat? I don't want them being simply crushed from my game, but currently I see no other outcome, as they simply get stumped by anything.
This is what's currently preventing me from even playing the game. I'm afraid they'll just vanish if I leave it running.
These are awesome change, and will improve gameplay a lot. Very eager to try them.
However, while I hate doing the "but I want this more" comment, I do have to ask: has anything been done to help Xenon's OOS combat? I don't want them being simply crushed from my game, but currently I see no other outcome, as they simply get stumped by anything.
This is what's currently preventing me from even playing the game. I'm afraid they'll just vanish if I leave it running.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
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Re: Update 4.10 - Overview of progress and plans
Sounds great, thanks for the hard work!
I'll echo the hope for some sort of Xenon fix/buff as well.
I'll echo the hope for some sort of Xenon fix/buff as well.
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Re: Update 4.10 - Overview of progress and plans
That's why I took care to not build it in the hazardous region. Mainly cause I don't want to enter IS and see it melt.
However afaict all the minerals are in the hazardous region so I'm worried.
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Re: Update 4.10 - Overview of progress and plans
My station is built in the clear, but the miners would be currently traversing through it since it is on the ecliptic. Moving it off the ecliptic would reduce a lot of travel through the hazardous regions since they are also mostly on the ecliptic... but still, the mining is all in hazardous regions.
There should be some mechanic where there is some kind of trade off... like ships need a certain amount of shield regen to be able to mine there, or something like that. Otherwise why have resource rich regions in the game, which are also killing ships. It just doesn't make much sense to put that into the game, and then not be able to use it. And only stations built in the void will mine there...
I'm actually much more concerned about tharka's cascade, which many of my ships from that whole side of the map visit. I can remove my one station from the void, and move it, no big deal... but tharka's... i have a lot of miners that work that area. It's resource rich...
There just needs to be some kind of trade off where if you want to mine there, you need to meet certain criteria to do it moderately safely... or there is no point to having it at all.
I aim to misbehave...
Maybe we've got 'em demoralised!
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Maybe we've got 'em demoralised!
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Re: Update 4.10 - Overview of progress and plans
I share this concern. Long term available Methane is already in short supply... removing the Void won't help here.
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Re: Update 4.10 - Overview of progress and plans
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Re: Update 4.10 - Overview of progress and plans
Thanks for sharing info.
A lot of nice stuff, but can we divide this patch by two ?
4.10 is only repairing patch 4.0 so it could be realized sooner ? For example my best customers Yaki for now formed gigantic swarm trying to kill "Sweet Jack" so I have to stop selling them ships, because I only see one big blue dot on my map
4.20 will introduce Team Seasons and GPU fixes.
Thanks to it we won't wait months for fixing many urgent things ?
A lot of nice stuff, but can we divide this patch by two ?
4.10 is only repairing patch 4.0 so it could be realized sooner ? For example my best customers Yaki for now formed gigantic swarm trying to kill "Sweet Jack" so I have to stop selling them ships, because I only see one big blue dot on my map

4.20 will introduce Team Seasons and GPU fixes.
Thanks to it we won't wait months for fixing many urgent things ?
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Re: Update 4.10 - Overview of progress and plans
Great news I will try!
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Re: Update 4.10 - Overview of progress and plans
YAY

Also, I am happy about the future fixes of miners under station manager control. Case in poin, my self-suficient terran shipyard in Getsu Fune, the miners asign to the station only mine ore, despite storage being full for ore and refuse to mine silicon. To combat this, I have an army of Hokaido's on silicon sector mine, but is so anoying to babysit them and whenever I am busy with something else they run off and sell their precios silicon to the NPC (in a terran start, silicon is worth his weight in gold

In my latest save (terran cadet start), my Asgard just roll out from my shipyard. I have a save slot reserved for this moment, so if the xenon ever return to their former glory, I will be ready

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Re: Update 4.10 - Overview of progress and plans
Maybe I missed it, is there a fix included that makes the Spear of Odin fleet not idle in Savage Spur when they should be destroying the Yaki station?
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Re: Update 4.10 - Overview of progress and plans
Has this been reported and a savegame provided? Without that we have no way of knowing whether it's been fixed, or indeed whether it's actually a problem in the first place!spankahontis wrote: ↑Tue, 1. Jun 21, 21:47 Unless i've missed it? I've not noticed a fix for Xenon Defense Stations.
I had to destroy a Xenon Defence Platform that was stuck at 14% Hull in Hewa's Twin I in order to get the Xenon to rebuild the Defense Station and take the region.
The list is just the things that have already been done. Checking and, where needed, adjusting the balancing of Xenon is something we're still working on.Ezarkal wrote: ↑Wed, 2. Jun 21, 03:55 However, while I hate doing the "but I want this more" comment, I do have to ask: has anything been done to help Xenon's OOS combat? I don't want them being simply crushed from my game, but currently I see no other outcome, as they simply get stumped by anything.
Sorry, but this simply isn't practical in most cases. Changes are often inter-dependent; unpicking the dependencies, or having to maintain several branches with different changes in them, would create a significant overhead that would delay everything. As Bernd said, however, we are trying to see whether we can at least get the beta started without the Multiverse Team Seasons feature, so that people can get to test the other fixes and improvements.
Again, has this been reported and a savegame provided? The reasons why things are happening in a particular person's game can be extremely deep and complex, and something you see as an "obvious" problem may be something the developers have never even run into.
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Re: Update 4.10 - Overview of progress and plans
From another post from just this past march.
viewtopic.php?p=5025733
In my current game, the fleet just sits there in a similar fashion.
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
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Re: Update 4.10 - Overview of progress and plans
I very much welcome the changes to the hazardous regions, they certainly must be improved. Although as other mentioned, I'm not sure how e.g. Tharka's Cascade will work now? My idea would be that these hazardous regions act like EMPs, so they affect electronics, shields, weapons, engines, etc., not the hull. They wouldn't destroy ships outright, but would make them a lot more vulnerable to Kha'ak/Xenon/pirate attacks. Maybe even introduce some new expensive mod/equipment for reducing the negative effects. Anyway, the damage to hull must absolutely be removed and compensated by some other non-destructive effects.
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Re: Update 4.10 - Overview of progress and plans
Glad to hear this, thanks!CBJ wrote: ↑Wed, 2. Jun 21, 12:20The list is just the things that have already been done. Checking and, where needed, adjusting the balancing of Xenon is something we're still working on.Ezarkal wrote: ↑Wed, 2. Jun 21, 03:55 However, while I hate doing the "but I want this more" comment, I do have to ask: has anything been done to help Xenon's OOS combat? I don't want them being simply crushed from my game, but currently I see no other outcome, as they simply get stumped by anything.
I'm very eager to see all of this in action.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
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Re: Update 4.10 - Overview of progress and plans
Yeah, I have the exact question. Does that mean AI ships will not use this sector anymore and trading between Split, HAT and HOP will come to a halt since they are avoiding this region? The latter one should never be able to fly through Argon space in the first place but what do I know. And if so, which route are Xenon going to take? It is the only connection in/out of those Xenon sectors.
I sincerely hope that those regions (and the mine region to the west) get some pathways.
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Re: Update 4.10 - Overview of progress and plans
I was thinking the same, new research trees for the hazards which adds some protection/damage reduction that you can install as mods/equipment. Or maybe unlock the research after doing Oberth missions where you do the thing in the Void, since iirc it was mentioned the ship already had some modifications done to the hull to protect it from the hazard.Pares wrote: ↑Wed, 2. Jun 21, 13:11 I very much welcome the changes to the hazardous regions, they certainly must be improved. Although as other mentioned, I'm not sure how e.g. Tharka's Cascade will work now? My idea would be that these hazardous regions act like EMPs, so they affect electronics, shields, weapons, engines, etc., not the hull. They wouldn't destroy ships outright, but would make them a lot more vulnerable to Kha'ak/Xenon/pirate attacks. Maybe even introduce some new expensive mod/equipment for reducing the negative effects. Anyway, the damage to hull must absolutely be removed and compensated by some other non-destructive effects.
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Re: Update 4.10 - Overview of progress and plans
Is there something for xenons crushed by everyone and everything especially in OOS ? Or I missed something ?
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Re: Update 4.10 - Overview of progress and plans
Please not with this, for bigger fleets, that would take literally ages to implement.Incinerator wrote: ↑Wed, 2. Jun 21, 18:46I was thinking the same, new research trees for the hazards which adds some protection/damage reduction that you can install as mods/equipment. Or maybe unlock the research after doing Oberth missions where you do the thing in the Void, since iirc it was mentioned the ship already had some modifications done to the hull to protect it from the hazard.Pares wrote: ↑Wed, 2. Jun 21, 13:11 I very much welcome the changes to the hazardous regions, they certainly must be improved. Although as other mentioned, I'm not sure how e.g. Tharka's Cascade will work now? My idea would be that these hazardous regions act like EMPs, so they affect electronics, shields, weapons, engines, etc., not the hull. They wouldn't destroy ships outright, but would make them a lot more vulnerable to Kha'ak/Xenon/pirate attacks. Maybe even introduce some new expensive mod/equipment for reducing the negative effects. Anyway, the damage to hull must absolutely be removed and compensated by some other non-destructive effects.
I hope that there will be adjustments to the size and placement of the hazardous regions as it's already problematic when the auto-pilot decides to stop because of a floating rock.