Update 4.10 - Overview of progress and plans

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
Submarine
Posts: 562
Joined: Thu, 11. Nov 04, 22:25
x4

Re: Update 4.10 - Overview of progress and plans

Post by Submarine »

So will the dangerous region working OOS mean it will be impossible to...
Spoiler
Show
salvage the Drill in The Void? Should that be moved out of the dangerous region.
See spoiler thread.
viewtopic.php?f=182&t=405524&sid=a276f1 ... 555bee0c52
bloop
User avatar
grapedog
Posts: 2513
Joined: Sat, 21. Feb 04, 20:17
x4

Re: Update 4.10 - Overview of progress and plans

Post by grapedog »

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.
Ezarkal
Posts: 1610
Joined: Wed, 22. Apr 15, 02:27
x4

Re: Update 4.10 - Overview of progress and plans

Post by Ezarkal »

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.
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.
Alkeena
Posts: 603
Joined: Tue, 15. May 07, 20:43
x4

Re: Update 4.10 - Overview of progress and plans

Post by Alkeena »

Sounds great, thanks for the hard work!

I'll echo the hope for some sort of Xenon fix/buff as well.
Raptor34
Posts: 3543
Joined: Sat, 12. Jun 10, 04:43
x4

Re: Update 4.10 - Overview of progress and plans

Post by Raptor34 »

grapedog wrote: Tue, 1. Jun 21, 23:47 Will this bring the Xenon back to strength?

And damnit, i just for the first time built a mining station in the void. Now i gotta break it down and move it... i guess either out of sector, or very high above or below the ecliptic.
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.
User avatar
grapedog
Posts: 2513
Joined: Sat, 21. Feb 04, 20:17
x4

Re: Update 4.10 - Overview of progress and plans

Post by grapedog »

Raptor34 wrote: Wed, 2. Jun 21, 06:55
grapedog wrote: Tue, 1. Jun 21, 23:47 Will this bring the Xenon back to strength?

And damnit, i just for the first time built a mining station in the void. Now i gotta break it down and move it... i guess either out of sector, or very high above or below the ecliptic.
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.
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.
Thurak
Posts: 244
Joined: Thu, 12. Feb 04, 18:03
x4

Re: Update 4.10 - Overview of progress and plans

Post by Thurak »

Raptor34 wrote: Tue, 1. Jun 21, 18:02 Looks like I need to scrap my The Void mining operation.
But considering it is one of the richest and most consistent areas. Wouldn't that cause major impacts to mining?
I share this concern. Long term available Methane is already in short supply... removing the Void won't help here.
Raptor34
Posts: 3543
Joined: Sat, 12. Jun 10, 04:43
x4

Re: Update 4.10 - Overview of progress and plans

Post by Raptor34 »

Thurak wrote: Wed, 2. Jun 21, 08:16
Raptor34 wrote: Tue, 1. Jun 21, 18:02 Looks like I need to scrap my The Void mining operation.
But considering it is one of the richest and most consistent areas. Wouldn't that cause major impacts to mining?
I share this concern. Long term available Methane is already in short supply... removing the Void won't help here.
Gas seems fine for the most part. More worried about Silicon.
Otoh Alligators seems to work okay so I might just build more of those.
Mistle
Posts: 138
Joined: Thu, 27. May 21, 09:16

Re: Update 4.10 - Overview of progress and plans

Post by Mistle »

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 :cry:
4.20 will introduce Team Seasons and GPU fixes.
Thanks to it we won't wait months for fixing many urgent things ?
alexthespaniard
Posts: 117
Joined: Mon, 13. Jan 20, 16:39

Re: Update 4.10 - Overview of progress and plans

Post by alexthespaniard »

Great news I will try!
Ragnos28
Posts: 1114
Joined: Wed, 4. Mar 20, 00:28
x4

Re: Update 4.10 - Overview of progress and plans

Post by Ragnos28 »

Bernd wrote: Tue, 1. Jun 21, 17:49 [*]Improved flight pathing for small ships docking at Tokyo.
YAY :D

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 :D )

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 :mrgreen:
User avatar
grapedog
Posts: 2513
Joined: Sat, 21. Feb 04, 20:17
x4

Re: Update 4.10 - Overview of progress and plans

Post by grapedog »

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?
CBJ
EGOSOFT
EGOSOFT
Posts: 54286
Joined: Tue, 29. Apr 03, 00:56
x4

Re: Update 4.10 - Overview of progress and plans

Post by CBJ »

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.
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!
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.
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.
Mistle wrote: Wed, 2. Jun 21, 09:43 A lot of nice stuff, but can we divide this patch by two ?
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.
grapedog wrote: Wed, 2. Jun 21, 12:04 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?
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.
User avatar
grapedog
Posts: 2513
Joined: Sat, 21. Feb 04, 20:17
x4

Re: Update 4.10 - Overview of progress and plans

Post by grapedog »

CBJ wrote: Wed, 2. Jun 21, 12:20
grapedog wrote: Wed, 2. Jun 21, 12:04 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?
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.
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.
Pares
Posts: 469
Joined: Wed, 6. May 09, 15:46
x4

Re: Update 4.10 - Overview of progress and plans

Post by Pares »

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.
Ezarkal
Posts: 1610
Joined: Wed, 22. Apr 15, 02:27
x4

Re: Update 4.10 - Overview of progress and plans

Post by Ezarkal »

CBJ wrote: Wed, 2. Jun 21, 12:20
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.
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.
Glad to hear this, thanks!
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.
User avatar
Tamina
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 4625
Joined: Sun, 26. Jan 14, 09:56

Re: Update 4.10 - Overview of progress and plans

Post by Tamina »

Pares wrote: Wed, 2. Jun 21, 13:11Although as other mentioned, I'm not sure how e.g. Tharka's Cascade will work now?
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.

Code: Select all

Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 
Incinerator
Posts: 146
Joined: Thu, 27. Jul 06, 13:56
x4

Re: Update 4.10 - Overview of progress and plans

Post by Incinerator »

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 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.
Malchar
Posts: 398
Joined: Wed, 7. Apr 21, 00:56
x4

Re: Update 4.10 - Overview of progress and plans

Post by Malchar »

Is there something for xenons crushed by everyone and everything especially in OOS ? Or I missed something ?
Roeleveld
Posts: 403
Joined: Tue, 17. Feb 04, 23:34
x4

Re: Update 4.10 - Overview of progress and plans

Post by Roeleveld »

Incinerator wrote: Wed, 2. Jun 21, 18:46
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 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.
Please not with this, for bigger fleets, that would take literally ages to implement.

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.

Return to “X4: Foundations”