Not without reducing the damage. I've tried modding the range to around 8km and kept the damage, and a K can easily wipe the floor against even an AI Asgard IS, OOS only the Asgard stands a chance and the Xenon easily destroy stations after stations IS /OOS. Within an hour they've occupied quite a few sectors and they is barely anytime for the player to build up and make a difference.Sassbarman wrote: ↑Mon, 7. Jun 21, 03:05 With regards to making the xenon a threat again does anyone feel that a simple increasing of the range of their main gravitron turrets on the K’s and I’s would make a huge difference.
Update 4.10 - Overview of progress and plans
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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
It's not turret range or power that is the problem, but their resilience - they die easily in IS fight and absolutely ultra easy in OOS combat.
The main problem currently with Xenons is that the sux in OOS combat by loosing most of their turrets.
The main problem currently with Xenons is that the sux in OOS combat by loosing most of their turrets.
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Re: Update 4.10 - Overview of progress and plans
That is literally its own bullet point in the bug fix log.EtherealZucchini wrote: ↑Sun, 6. Jun 21, 21:51 Still no fix for crews of ships built at player stations not using the race of the station habitats?

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Re: Update 4.10 - Overview of progress and plans
GIB Beta
Travel Drive Charge Time is absolutely @player_frustration +1
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Re: Update 4.10 - Overview of progress and plans
Sounds like fun to me.xWolfzx wrote: ↑Mon, 7. Jun 21, 06:37Not without reducing the damage. I've tried modding the range to around 8km and kept the damage, and a K can easily wipe the floor against even an AI Asgard IS, OOS only the Asgard stands a chance and the Xenon easily destroy stations after stations IS /OOS. Within an hour they've occupied quite a few sectors and they is barely anytime for the player to build up and make a difference.Sassbarman wrote: ↑Mon, 7. Jun 21, 03:05 With regards to making the xenon a threat again does anyone feel that a simple increasing of the range of their main gravitron turrets on the K’s and I’s would make a huge difference.
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Re: Update 4.10 - Overview of progress and plans
L miners with good shields don't care about the hazardous region in the void. So there is a possibility of not scrapping your void mining operation, especially since that is one of the richest areas for methane in the game. That said, I do hope for such ships there is some configurable option to disable this new automatic avoiding of hazardous regions. If a ship has shields that can tank it, there's no sense in taking the scenic route to work.
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Re: Update 4.10 - Overview of progress and plans
But they do. And those were Hokkaidos with best TER shields.jakotheshadows wrote: ↑Tue, 8. Jun 21, 06:05L miners with good shields don't care about the hazardous region in the void. So there is a possibility of not scrapping your void mining operation, especially since that is one of the richest areas for methane in the game. That said, I do hope for such ships there is some configurable option to disable this new automatic avoiding of hazardous regions. If a ship has shields that can tank it, there's no sense in taking the scenic route to work.
Nearly lost one, it actually dipped into hull, when doing missions there.
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Re: Update 4.10 - Overview of progress and plans
The changes to hazardous regions could indeed cause major disruptions to existing savegames (something that Bernd suggested they are very hesitant to do). But what's the upside, really? Having your ships take damage in those systems while OOS won't exactly boost immersion to the next level, will it?
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Re: Update 4.10 - Overview of progress and plans
Thank you very much

The training feature as part of terraforming is really good though. I am quite enjoying both. Terraforming's not perfect yet, I overpressurized Memory of Profit for example with currently not way to deal with it, but I can wait for solutions, and I really like the idea.
Some more automations for crew management would be really good though, IMHO. Like manage a roster of skilled crew at the HQ that gets used automatically for new ships? Or at least if I added that option during loadout? Add trainings for engineering? Automatically spread crew to ships with some projects? Maybe add separate group training groups for piloting, engineering, boarding? Be able to recruit / buy fresh personnel directly for those groups? Lots of possibilities there for QoL improvements.
Regarding dangerous regions for mining and the void, that is somewhat of a concern for me too, yes. One of my two production station groups is there, and as I placed them OOS, I'm pretty sure that at least one of my stations is in the dangerous region. It will be... interesting to see what survives when this change hits. I can rebuild that with relative ease though, so... meh.

As for solutions though... Why not add a terraforming project to those systems to find ways to deal with the hazardous regions? Jump the HQ there, do a couple terraforming chain projects that effectively remove the dangerous region? Maybe formulate it in a way that we've found and implemented steps to protect the ships from the dangerous effects, but gameplay wise just remove it? I like the idea that dangerous regions ARE dangerous, even OOS, but it would be nice to be able to use them long term. This kinda soulds like a terraforming scale project, so why not make use of it?
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Re: Update 4.10 - Overview of progress and plans
J'y avais pensé et s'il existait des balises spéciales ? , je pense aux balises spéciales que les navires utiliseraient pour éviter de voler dans des zones dangereuses.
I had thought about it and if they existed special beacons? , I think of special beacons that ships would use to avoid flying in dangerous areas
I had thought about it and if they existed special beacons? , I think of special beacons that ships would use to avoid flying in dangerous areas
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Re: Update 4.10 - Overview of progress and plans
Comme dans X Rebirth? (Mais je ne pense pas c'etait dynamique.)
I am currently changing all my miners in hazardous regions to "L" miners one by one. Interestingly, they don't seem take any damage like all other ships do. Contrary to M miners they seem to be immune (?). It is expensive but at least Khaak don't annoy them anymore, as well, and I can finally fly savely through those sectors without a red list of doom
I am currently changing all my miners in hazardous regions to "L" miners one by one. Interestingly, they don't seem take any damage like all other ships do. Contrary to M miners they seem to be immune (?). It is expensive but at least Khaak don't annoy them anymore, as well, and I can finally fly savely through those sectors without a red list of doom

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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Re: Update 4.10 - Overview of progress and plans
I don't think they are immune. But L ships have much more shielding and their recharge rate does not stop when taking damage like S and M ships. So combined together, the damage probably is not as noticeable.
Another user posted in a different thread that he had a problem with L ships in dangerous regions having their mining drones destroyed from the hazard. So watch out for that. The ship may survive, but the mining efficiency will be reduced.
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Re: Update 4.10 - Overview of progress and plans
Good call, haven't thought about that, thank you... damn 
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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Re: Update 4.10 - Overview of progress and plans
When the multiverse changes go live, will the old way of doing ventures also be an option?
Ventures have always been my primary way of getting the necessary Mod parts to trick out ships I want to use. I'm beginning to run low on some of them, and I'm not going to grind missions just at a CHANCE of finding a mission to give me a single Exceptional Shield Generator Coil, especially when tricking out a single Asgard takes 13 of them.
With how this game tends to weigh Mod RNG rolls towards the very low end, changing to requiring players to waste hours to acquire the necessary parts, I'll just consider Ship Modding to be a write off for me in my Vanilla game.
Unless they're constantly monitored and setup for overkill, Ships are intended to be disposable in this game. Mod parts should NOT be so tedious to acquire as they currently are without ventures.
Ventures have always been my primary way of getting the necessary Mod parts to trick out ships I want to use. I'm beginning to run low on some of them, and I'm not going to grind missions just at a CHANCE of finding a mission to give me a single Exceptional Shield Generator Coil, especially when tricking out a single Asgard takes 13 of them.
With how this game tends to weigh Mod RNG rolls towards the very low end, changing to requiring players to waste hours to acquire the necessary parts, I'll just consider Ship Modding to be a write off for me in my Vanilla game.
Unless they're constantly monitored and setup for overkill, Ships are intended to be disposable in this game. Mod parts should NOT be so tedious to acquire as they currently are without ventures.
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Re: Update 4.10 - Overview of progress and plans
I agree with that. Venture was also my main way of getting ship mods, and I really hope to be able to use it in this way again.Lazerius wrote: ↑Tue, 8. Jun 21, 16:21 When the multiverse changes go live, will the old way of doing ventures also be an option?
Ventures have always been my primary way of getting the necessary Mod parts to trick out ships I want to use. I'm beginning to run low on some of them, and I'm not going to grind missions just at a CHANCE of finding a mission to give me a single Exceptional Shield Generator Coil, especially when tricking out a single Asgard takes 13 of them.
With how this game tends to weigh Mod RNG rolls towards the very low end, changing to requiring players to waste hours to acquire the necessary parts, I'll just consider Ship Modding to be a write off for me in my Vanilla game.
Unless they're constantly monitored and setup for overkill, Ships are intended to be disposable in this game. Mod parts should NOT be so tedious to acquire as they currently are without ventures.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
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Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
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Re: Update 4.10 - Overview of progress and plans
Tamina wrote: ↑Tue, 8. Jun 21, 14:05 Comme dans X Rebirth? (Mais je ne pense pas c'etait dynamique.)
I am currently changing all my miners in hazardous regions to "L" miners one by one. Interestingly, they don't seem take any damage like all other ships do. Contrary to M miners they seem to be immune (?). It is expensive but at least Khaak don't annoy them anymore, as well, and I can finally fly savely through those sectors without a red list of doom![]()
There is an abandoned Medium Size Miner North-West of the Void, it's in a harmful region.
It doesn't suffer radiation damage, that is, until you fly close enough to it and then it's shields go down and then hull. Flying away from it stops this.
Ragna-Tech.. Forging a Better Tomorrow!
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My most annoying Bugs list 8.00 {Beta 1]
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- Escort Ship has bad pathfinding
- Embassy Diplomats give blueprints for free EXPLOIT

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Re: Update 4.10 - Overview of progress and plans
I did this with my Terran Cadet game. You set the rule to all miners to attack on harassment and they just do that, especially since they are usually 2-3 in vicinity together. And because of that I do not have half the miners been chased all the time and not doing their jobTamina wrote: ↑Tue, 8. Jun 21, 14:05 Comme dans X Rebirth? (Mais je ne pense pas c'etait dynamique.)
I am currently changing all my miners in hazardous regions to "L" miners one by one. Interestingly, they don't seem take any damage like all other ships do. Contrary to M miners they seem to be immune (?). It is expensive but at least Khaak don't annoy them anymore, as well, and I can finally fly savely through those sectors without a red list of doom![]()

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Re: Update 4.10 - Overview of progress and plans
IIRC Hokkaidos are on the low end of L miners in terms of L Shield Generator slots. Have you considered trying something tankier like a Crane?Raptor34 wrote: ↑Tue, 8. Jun 21, 08:25But they do. And those were Hokkaidos with best TER shields.jakotheshadows wrote: ↑Tue, 8. Jun 21, 06:05L miners with good shields don't care about the hazardous region in the void. So there is a possibility of not scrapping your void mining operation, especially since that is one of the richest areas for methane in the game. That said, I do hope for such ships there is some configurable option to disable this new automatic avoiding of hazardous regions. If a ship has shields that can tank it, there's no sense in taking the scenic route to work.
Nearly lost one, it actually dipped into hull, when doing missions there.
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Re: Update 4.10 - Overview of progress and plans
You use exceptionals on sub components? I don't trick out the sub shields at all... you don't have to do random missions, you just pick thr missions that offer what you are looking for. Also, do the missions for reward L miners, they come with an exceptional and blue mod.Lazerius wrote: ↑Tue, 8. Jun 21, 16:21 When the multiverse changes go live, will the old way of doing ventures also be an option?
Ventures have always been my primary way of getting the necessary Mod parts to trick out ships I want to use. I'm beginning to run low on some of them, and I'm not going to grind missions just at a CHANCE of finding a mission to give me a single Exceptional Shield Generator Coil, especially when tricking out a single Asgard takes 13 of them.
With how this game tends to weigh Mod RNG rolls towards the very low end, changing to requiring players to waste hours to acquire the necessary parts, I'll just consider Ship Modding to be a write off for me in my Vanilla game.
Unless they're constantly monitored and setup for overkill, Ships are intended to be disposable in this game. Mod parts should NOT be so tedious to acquire as they currently are without ventures.
I aim to misbehave...
Maybe we've got 'em demoralised!
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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
Huh, I can't check in game but according to roguey they apparently only have 1 L shield slot.jakotheshadows wrote: ↑Tue, 8. Jun 21, 21:54IIRC Hokkaidos are on the low end of L miners in terms of L Shield Generator slots. Have you considered trying something tankier like a Crane?Raptor34 wrote: ↑Tue, 8. Jun 21, 08:25But they do. And those were Hokkaidos with best TER shields.jakotheshadows wrote: ↑Tue, 8. Jun 21, 06:05
L miners with good shields don't care about the hazardous region in the void. So there is a possibility of not scrapping your void mining operation, especially since that is one of the richest areas for methane in the game. That said, I do hope for such ships there is some configurable option to disable this new automatic avoiding of hazardous regions. If a ship has shields that can tank it, there's no sense in taking the scenic route to work.
Nearly lost one, it actually dipped into hull, when doing missions there.
I've always just assumed that like all other Terran ships they have shields hanging right off the sides.
Thanks for that.
Cranes are ugly though, but it's not like I need to look at them.