What is Egosoft's vision for X5?
Moderator: Moderators for English X Forum
-
- Posts: 880
- Joined: Sat, 25. Oct 08, 00:48
Re: What is Egosoft's vision for X5?
On X5, I would like to see a non mandatory module, where we can hook AI Agents to take over the factions & ships. Basic scripting would be the base of the initial training but after that could learn on their own based also on the actions of the player.
Keep that module separate. People should either have option use hosted APIs or use their local model setup, like Mantella AI does on Skyrim.
If someone of us have 2 GPUs dedicated to LLMs and 1 on graphics, to be able to do that.
Maybe let the AI Agents maintain the previous knowledge obtained on previous playthrough when starting a new game.
Food for thought.
Keep that module separate. People should either have option use hosted APIs or use their local model setup, like Mantella AI does on Skyrim.
If someone of us have 2 GPUs dedicated to LLMs and 1 on graphics, to be able to do that.
Maybe let the AI Agents maintain the previous knowledge obtained on previous playthrough when starting a new game.
Food for thought.
-
- Posts: 2035
- Joined: Sat, 14. Jun 08, 20:40
Re: What is Egosoft's vision for X5?
I'm nostalgic about Reunion because the special missions. However I still remember that a single lil asteroid can kill any ship n such. I have systems where I got rid of all non mine-able asteroids entirely. Hyperion with phase shock-wave gun. I don't like that we have to open the map and expand/collapse menu points.ls612 wrote: ↑Sun, 8. Sep 24, 05:57 Two things;
1. I really hope X5 has a modern engine that supports path tracing. That will make it graphically almost future proof.
2. I would enjoy a real main story in X5, like X3 Reunion. Something to move the post-Shutdown Community of Planets along the path of history.
Reunion had the best property menu so far. Open a ship. Open it's homebase. Open another ship men belonging to that home base. Give it an order. And you can step back 1 by 1. You do not have to open a new session. You can exit all if you want with one button.
If you select an object and press "u", then your ship will attack it if an enemy and follow it if it a neutral, friendly.
Also. Attack nearest enemy. Chose an empty space. Your ship will attack all. Or if you select an object then your ship will attack all nearest enemy of said object.
X to X3 is MENU SUPERIOR!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars!

-
- Posts: 565
- Joined: Tue, 11. Dec 18, 18:25
Re: What is Egosoft's vision for X5?
my Vision.
Short term->
to add AI "ChatGTP" or other type of chat bot into seamless into the game.
skyrim have. done it and that game is like what? 15 years old.
so why is this so important?!.
it can really give personality to NPC's no other game can. no matter the writing skills a company have. it just is the next gen (not being overhyped) it really brings any game to the next level.
they likely even can do it already with this game engine (X4)
Long Term->
really lead on next generation AI content and graphics.
Egosoft always been frontier into bringing the next level games, the first time i ever play X-frontier i never ever seen so amazing graphics. but how they progress now it's going downhill
Short term->
to add AI "ChatGTP" or other type of chat bot into seamless into the game.
skyrim have. done it and that game is like what? 15 years old.
so why is this so important?!.
it can really give personality to NPC's no other game can. no matter the writing skills a company have. it just is the next gen (not being overhyped) it really brings any game to the next level.
they likely even can do it already with this game engine (X4)
Long Term->
really lead on next generation AI content and graphics.
Egosoft always been frontier into bringing the next level games, the first time i ever play X-frontier i never ever seen so amazing graphics. but how they progress now it's going downhill
Retail investor, η+18,9% 2022 (η+7.1% 2023) (η+0,74 2024) 95% in bonds.
Young people don't be freaking stupid invest also (not in BTC but in real stocks)
Young people don't be freaking stupid invest also (not in BTC but in real stocks)
-
- Posts: 196
- Joined: Wed, 18. Mar 09, 14:00
Re: What is Egosoft's vision for X5?
For me the X5 key points is:
- Updated 3D engine, the actual engine have more than 10 years
- Details level depending of distance -> now most 3D support this, not do yourself, the details is not just hide->show, then the visual render not greatly change at render limit
- shadow, the quality if poor in ultra
- async save
- more performance, I'm frequently under 5FPS in quality medium with AMD Ryzen 9 7950X3D + 64G DDR5 + Radeon RX 7900 XTX
Developer of [ external image ]Ultracopier/[ external image ]Supercopier and of the game [ external image ]CatchChallenger
-
- Posts: 32
- Joined: Fri, 14. Jul 23, 20:32
Re: What is Egosoft's vision for X5?
In my opinion... my expectation is to "distinguish between military and civilian affairs" and "expand the presence of civilian affairs content".
(Leaving aside the Earth transformation system) In essence, everything in the current X universe is serving the purpose of war. Although in terms of setting and a few storylines, the X universe should also be very developed from the perspective of people's livelihood, these contents basically do not exist in the game. This means that the final products of all current collection, transportation, and trade are either new space stations for expanding production, or new fighter jets and main ships for consumption in war.
As a result, players can only participate in the war, either essentially becoming the logistics of the war, or simply being soldiers on the front line. Although the official seems to have plans to increase the exploration system, it doesn't seem to bring too much qualitative change.
In terms of plot, in the HQ engine upgrade storyline, players can encounter a civilian faction NPC who owns a racing ship and can directly purchase that ship from the opponent. But NPCs from the civilian camp are almost non-existent in other places. All spacecraft have a faction affiliation and never dock in the space station, nor do they allow the pilots to rest, which makes it almost impossible to directly buy a ship from the pilots - even if this mechanism does exist -.
If I were to give some advice... the first is the large number of civilian space stations or modules, as well as the new ways of material consumption and even new industrial chains brought by civilian modules. For example, the casinos and art galleries that currently exist in the current version can be considered as real interactive things that can be accessed, just like GTAOL's aerial casino. Another classic direction is game consoles. As a future game background, isn't it also a very reasonable direction to set up a game hall for players to play space warfare in the game hall? Just like the machines in the less advanced timeline. Even some magical modules like "large shopping malls" can be created, even if they cannot be accessed - if there are significant differences between different space stations, it would be reasonable to have passenger transportation needs, wouldn't it? In this way, any specialized passenger ship is a choice, which is a very standard civilian economy.
Targeted, there can also be pirate activities targeting yachts and passenger ships, such as obtaining ransom or hostages. High value-added local specialties or civilian electronic devices may also be suitable for sale on the black market, which can increase the gameplay of pirate players.
There are also non military ships, such as explorers or wealthy people who sail out to go shopping, or militia who buy ships to fight against foreign enemies in a few moments. I will wander aimlessly on the map, stay in the space station for a long time, and sometimes even store my ship in the space station warehouse and go shopping inside every day. Whether it's keeping some magical and rare items in their cabins from time to time, or being able to buy someone's boat directly from the space station, this kind of encounter always has a sense of experience.
(Leaving aside the Earth transformation system) In essence, everything in the current X universe is serving the purpose of war. Although in terms of setting and a few storylines, the X universe should also be very developed from the perspective of people's livelihood, these contents basically do not exist in the game. This means that the final products of all current collection, transportation, and trade are either new space stations for expanding production, or new fighter jets and main ships for consumption in war.
As a result, players can only participate in the war, either essentially becoming the logistics of the war, or simply being soldiers on the front line. Although the official seems to have plans to increase the exploration system, it doesn't seem to bring too much qualitative change.
In terms of plot, in the HQ engine upgrade storyline, players can encounter a civilian faction NPC who owns a racing ship and can directly purchase that ship from the opponent. But NPCs from the civilian camp are almost non-existent in other places. All spacecraft have a faction affiliation and never dock in the space station, nor do they allow the pilots to rest, which makes it almost impossible to directly buy a ship from the pilots - even if this mechanism does exist -.
If I were to give some advice... the first is the large number of civilian space stations or modules, as well as the new ways of material consumption and even new industrial chains brought by civilian modules. For example, the casinos and art galleries that currently exist in the current version can be considered as real interactive things that can be accessed, just like GTAOL's aerial casino. Another classic direction is game consoles. As a future game background, isn't it also a very reasonable direction to set up a game hall for players to play space warfare in the game hall? Just like the machines in the less advanced timeline. Even some magical modules like "large shopping malls" can be created, even if they cannot be accessed - if there are significant differences between different space stations, it would be reasonable to have passenger transportation needs, wouldn't it? In this way, any specialized passenger ship is a choice, which is a very standard civilian economy.
Targeted, there can also be pirate activities targeting yachts and passenger ships, such as obtaining ransom or hostages. High value-added local specialties or civilian electronic devices may also be suitable for sale on the black market, which can increase the gameplay of pirate players.
There are also non military ships, such as explorers or wealthy people who sail out to go shopping, or militia who buy ships to fight against foreign enemies in a few moments. I will wander aimlessly on the map, stay in the space station for a long time, and sometimes even store my ship in the space station warehouse and go shopping inside every day. Whether it's keeping some magical and rare items in their cabins from time to time, or being able to buy someone's boat directly from the space station, this kind of encounter always has a sense of experience.
Using mechanical translation, the content may be difficult to understand, please forgive me。
-
- Posts: 359
- Joined: Sun, 9. Dec 18, 19:37
Re: What is Egosoft's vision for X5?
I’d like to see much more differentiation between factions in X5. Factions should have completely different ship types, modules etc., not just S, M, L, XL for everyone. Exploring a factions should be much more exciting with discovering their different inner-workings.
Praise Bernd!
-
- Posts: 86
- Joined: Tue, 24. Apr 18, 22:50
Re: What is Egosoft's vision for X5?
I know the post isn't directed at me, but will just take the chance to voice my expectations towards X5 since it's likely no one from Egosoft gonna address the OP's post 
1. Game engine allowing for creation of space sandbox with support for modding as the main feature of the X5 game.
2. Support for modding at an early stage of the game creation - official tools based on freeware software (e.g. Blender, Gimp, audio tools) plus full documentation.
3. Smooth transition between space flight and flight over the surface of celestial bodies - planets, moons, planetoids.
4. Possibility of landing on celestial bodies with atmosphere and gravity. Influence of gravity and atmosphere on a ship's design and specification.
5. Procedural generation of objects (e.g. planets), missions, dialogues, also with support of AI technology when applicable.
6. Civilian economy as a basis for the game, with the possibility of transformation into a war economy in times of war.
7. Civilian ships and commuters (shuttles), mainly passenger but also diplomatic, explorers or private ones, running between planets/moons and stations.
8. Costs of maintaining stations, fleets, ships, but also taxes from occupied star systems. A fuel consumed by ships, jump ranges, etc.
9. Increased importance of population as well as the stations and planets it occupies in matters of diplomacy, crisis, and war.
10. Diplomacy as an option at certain level of player's faction development. Proposals for armistice, declaration of war, payment of war indemnities, exchange of prisoners, etc.
11. War room with actual purpose of its existance in the game. Planning phases, structure of a fleet / army with ranks and responsibilities. Simulated invasions of planets/moons with assosciated costs in resources and personnel.
12. There are dozens of smaller issues, like not being able to rescue crews due to lack of personnel slots in a ship, some inconsistencies pointed out by others, pathfinding issues, AI, etc. If there'd a "wishlist" topic created by devs, I'd gladly present the complete list
I repeated some of the points of people that commented previously. Some might be seen as unacceptable or impossible to achieve, but hey! this is my wishlist, right?
Also, I'm expecting the game to be a continuation of the X-series with the same races, factions etc. although it's not what I really want it to be. Still, this game is not far from a perfect game of space simulation mixed with deep strategic and economic layers. Perhaps it's other way round for some players. Adding operating costs and civilizing the economy will allow for a wide range of choices for further paid DLCs and fan-made mods. By procedural content generation I don't just mean creating contextual stuff on-the-fly so to speak (like ChatGPT can do), but also creating a broad but initially somewhat empty world that can later become a base for bringing that world to more complex and vary life with DLCs and free mods. But not "a thousand of planets and moons", no
Please do not underestimate the power of modding community. Basically, I bought all DLCs only to be able to play X4 with my favourite mod while it's being updated with the updates and DLCs of the base game.
The war room could be just a way to plan military actions in phases so later player could become a part of its execution as a commander of a particular fleet or a squadron. Planing and executing plans in war times takes a time.
Just build a well-functioning universe, believable and consistent that you and the modders can later populate with all those creations without limiting your options with too many restrictions from the very beginning, if possible. In large part, such universe already exists as the X4 world. And that's a big achievement of the Egosoft studio indeed so I keep my finger crossed for X5 as well.

1. Game engine allowing for creation of space sandbox with support for modding as the main feature of the X5 game.
2. Support for modding at an early stage of the game creation - official tools based on freeware software (e.g. Blender, Gimp, audio tools) plus full documentation.
3. Smooth transition between space flight and flight over the surface of celestial bodies - planets, moons, planetoids.
4. Possibility of landing on celestial bodies with atmosphere and gravity. Influence of gravity and atmosphere on a ship's design and specification.
5. Procedural generation of objects (e.g. planets), missions, dialogues, also with support of AI technology when applicable.
6. Civilian economy as a basis for the game, with the possibility of transformation into a war economy in times of war.
7. Civilian ships and commuters (shuttles), mainly passenger but also diplomatic, explorers or private ones, running between planets/moons and stations.
8. Costs of maintaining stations, fleets, ships, but also taxes from occupied star systems. A fuel consumed by ships, jump ranges, etc.
9. Increased importance of population as well as the stations and planets it occupies in matters of diplomacy, crisis, and war.
10. Diplomacy as an option at certain level of player's faction development. Proposals for armistice, declaration of war, payment of war indemnities, exchange of prisoners, etc.
11. War room with actual purpose of its existance in the game. Planning phases, structure of a fleet / army with ranks and responsibilities. Simulated invasions of planets/moons with assosciated costs in resources and personnel.
12. There are dozens of smaller issues, like not being able to rescue crews due to lack of personnel slots in a ship, some inconsistencies pointed out by others, pathfinding issues, AI, etc. If there'd a "wishlist" topic created by devs, I'd gladly present the complete list

I repeated some of the points of people that commented previously. Some might be seen as unacceptable or impossible to achieve, but hey! this is my wishlist, right?


The war room could be just a way to plan military actions in phases so later player could become a part of its execution as a commander of a particular fleet or a squadron. Planing and executing plans in war times takes a time.
Just build a well-functioning universe, believable and consistent that you and the modders can later populate with all those creations without limiting your options with too many restrictions from the very beginning, if possible. In large part, such universe already exists as the X4 world. And that's a big achievement of the Egosoft studio indeed so I keep my finger crossed for X5 as well.
-
- Posts: 2128
- Joined: Sat, 7. Feb 04, 20:42
Re: What is Egosoft's vision for X5?
Not sure if already suggested and I know it can be a contested issue but I would like to see the introduction of paid mods. The extensive mods in X3 kept the game alive long past it's normal shelf life and must have taken considerable time and effort to produce and maintain. I see no harm in large or even medium scope mods carrying a price tag so at least the mod maker or makers can receive some benefit from their efforts while extending the player base and if managed correctly providing an extra source of income for Ego...
-
- Posts: 6700
- Joined: Mon, 5. May 08, 00:05
Re: What is Egosoft's vision for X5?
On a little sidenote - that'll be the moment I drop the gamebirdtable wrote: ↑Tue, 17. Dec 24, 14:05 Not sure if already suggested and I know it can be a contested issue but I would like to see the introduction of paid mods. The extensive mods in X3 kept the game alive long past it's normal shelf life and must have taken considerable time and effort to produce and maintain. I see no harm in large or even medium scope mods carrying a price tag so at least the mod maker or makers can receive some benefit from their efforts while extending the player base and if managed correctly providing an extra source of income for Ego...


Spoiler
Show
BurnIt: Boron and leaks don't go well together...
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!
Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
CBJ: Thanks for the savegame. We will add it to our "crazy saves" collection [..]
Feature request: paint jobs on custom starts
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!
Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
CBJ: Thanks for the savegame. We will add it to our "crazy saves" collection [..]

-
- EGOSOFT
- Posts: 3568
- Joined: Mon, 26. Mar 12, 14:57
Re: What is Egosoft's vision for X5?
Yeah, paid mods are in my opinion a very bad idea.
Modders can always open a patreon or similar ways for asking for tips, but selling a mod is just opening a rabbit hole i dont want to be in.
Modders can always open a patreon or similar ways for asking for tips, but selling a mod is just opening a rabbit hole i dont want to be in.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110
My art stuff
My art stuff
-
- Posts: 86
- Joined: Tue, 24. Apr 18, 22:50
Re: What is Egosoft's vision for X5?
I hope it wasn't my comment that initiated this so to make it clear: by paid creations I meant solely official DLCs. I trully respect one's needs and freedom to voice one's wishes, but... I have to interfear.
Bringing money directly to modding community via official channels is very very bad idea, in my humble opinion. This could ruin the open and friendly atmosphere within the modding community, replacing it with the atmosphere of caution (if not even suspicion) and fear of one's ideas, solutions or even assets being exploited by others. It could even hit the culture of sharing knowledge hard as I've seen this in other games, sadly. Yeah, the moment Egosoft start paying people for their hobby (and for whatever burden it becomes to them) and I am likely to quit the very same day from modding scene. I very much would not like to, which's the reason for my reaction, but hey, my apologize for it.
-
- Posts: 3
- Joined: Tue, 6. Feb 24, 18:21
Re: What is Egosoft's vision for X5?
I have posted it already somewhere but it is encouraging that civilian economy is widely seen as a main improvement from current military economy.
These are the main parts of it I would love to see:
- Civilian goods, demand based on demographics of different consumer classess. From different food varieties, through home entertainment to civilian spaceships of all kind.
- Workforce availability and technology availability based on general development of particular sector. No advanced weaponry production in sectors, which lack even basic food because no educated workforce would ever wish to live there. Player have real incentive to protect sector from destruction as it would damage business for very long time until it fully recovers.
- Service businesses of all kinds, which also needs to be met in order to let sector develop. Higher emphasis on quality services with growing, high population sector.
- Maintenance and wage costs for everything. Going in red and going bancrupt a viable option. Maintenance of big battleships should have extraordinary costs, which would make them much harder to obtain and pay for and much more fun in effect. Every ship would be more valuable and its destruction would have more impact. All of this engages player more to take care of the military fleet and economy, which pays for it.
- Optional RPG elements like eating and having fun as a player to actually take part in new civilian market. This would also allow to work in services sector or as an employee in a factory. Game start without ship and money would be an option.
All of these should be achievable on current engine but of course needs to be built from scratch. I would hope that we won't have to wait for X5 for something resembling that but we will get a standalone expansion instead like move from X3R to X3TC.
For future, which is harder to achieve I would love real life sized star systems, light speed limit for all ships and redesign of combat. This is a bit lame to fight in big space battleships on distances smaller than battleships in WW2. Firing to target tens/hundreds of thousands km away with targeting data coming from scout ships would be awesome and put actual tactics to good use. Information where is the enemy would be more valuable than whose ship is bigger and would keep relevant all ships classess to both provide information and prevent enemy from gaining it.
These are the main parts of it I would love to see:
- Civilian goods, demand based on demographics of different consumer classess. From different food varieties, through home entertainment to civilian spaceships of all kind.
- Workforce availability and technology availability based on general development of particular sector. No advanced weaponry production in sectors, which lack even basic food because no educated workforce would ever wish to live there. Player have real incentive to protect sector from destruction as it would damage business for very long time until it fully recovers.
- Service businesses of all kinds, which also needs to be met in order to let sector develop. Higher emphasis on quality services with growing, high population sector.
- Maintenance and wage costs for everything. Going in red and going bancrupt a viable option. Maintenance of big battleships should have extraordinary costs, which would make them much harder to obtain and pay for and much more fun in effect. Every ship would be more valuable and its destruction would have more impact. All of this engages player more to take care of the military fleet and economy, which pays for it.
- Optional RPG elements like eating and having fun as a player to actually take part in new civilian market. This would also allow to work in services sector or as an employee in a factory. Game start without ship and money would be an option.
All of these should be achievable on current engine but of course needs to be built from scratch. I would hope that we won't have to wait for X5 for something resembling that but we will get a standalone expansion instead like move from X3R to X3TC.
For future, which is harder to achieve I would love real life sized star systems, light speed limit for all ships and redesign of combat. This is a bit lame to fight in big space battleships on distances smaller than battleships in WW2. Firing to target tens/hundreds of thousands km away with targeting data coming from scout ships would be awesome and put actual tactics to good use. Information where is the enemy would be more valuable than whose ship is bigger and would keep relevant all ships classess to both provide information and prevent enemy from gaining it.
-
- Posts: 4
- Joined: Mon, 9. Sep 24, 01:31
Re: What is Egosoft's vision for X5?
Hello, here are my suggestions on another topic.
I don't want to copy and paste stupidly, so I share the link of the topic with you.
viewtopic.php?p=5249128#p5249128
I don't want to copy and paste stupidly, so I share the link of the topic with you.
viewtopic.php?p=5249128#p5249128