Station too big for the game to handle? Explorers malfunctioning?

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Archeus47
Posts: 4
Joined: Thu, 13. Dec 18, 01:33
x4

Station too big for the game to handle? Explorers malfunctioning?

Post by Archeus47 »

Game info:
  • Version 1.32
    English
    No mods or third party scripts, purely vanilla game
    The Young Gun starting scenario
First of all, let me start off by saying a massive well done to everyone at Egosoft for producing such a fantastic game!
With over 200 hours played I have thoroughly enjoyed every second of it.
I'd also like to add that I really appreciate how open and communicative you all have been at Egosoft with upcoming changes and fixes, as well as the speedy patches you've already pumped out :)

Onto my feedback:

One little thing that I'd like to point out is when your built station gets too massive, you cannot open the logical overview.
When you right click your station on the map, hit the logical overview, the game will freeze for a while, the window won't open, and you'll be returned to ship view.
Similarly, when selecting manage funds the game slows to 1 frame per 20 seconds. However, plan build works perfectly.

Image

The other station I've built (far smaller) does all of this without any issue.

Image

Secondly, when leaving a ship to auto explore he makes a bit of a mess of the sector. I understand that sectors are far bigger than the original hexagon shows, but once he explores the first area he gives up and tries to escape the problems of his tedious existence by flying in one direction for far too long. Seeing this on my map sends my slight OCD to 'keep things clean' into overdrive.

Image

Another little tidbit is managing fleets is a bit of a headache with uncooperative pilots that believe disobeying their supreme leader is a good idea.
Small fighter craft rarely sit in formation, especially with carriers. And often struggle to stay docked on the carrier unless told very explicitly, which requires you to remove that command whenever encountering enemies.
There's a little too much micro-management involved, especially when you're commanding hundreds of ships.

Thanks for your time!
leecarter
Posts: 379
Joined: Sat, 9. Sep 06, 22:35
x3tc

Re: Station too big for the game to handle? Explorers malfunctioning?

Post by leecarter »

Can't comment on the stations, but there is a mod for explorers that Ego should really adopt into the game. You click the spot to explore and the ship does ever widening circles around that spot, works beautifully. Not sure why the explorer is so broken in vanilla.
Archeus47
Posts: 4
Joined: Thu, 13. Dec 18, 01:33
x4

Re: Station too big for the game to handle? Explorers malfunctioning?

Post by Archeus47 »

Yeah I'd prefer not add anything third party to my game, keep it 'pure' haha.

Now my station in manage funds won't let me withdraw any of it due to the severe lag. I have 1.3 billion credits sitting there that I can't touch :(
X-Series
Posts: 67
Joined: Sat, 12. Mar 16, 04:45
x4

Re: Station too big for the game to handle? Explorers malfunctioning?

Post by X-Series »

I have the same issue as well. If you add too many varieties of station modules you can no longer access the logical overview. I did a couple of tests and it seems that you can make a lot of modules of the same type but you cannot make too many variety which means you can't make the ultimate station that produces everything.
User avatar
The_42nd_Element
Posts: 40
Joined: Fri, 7. Dec 18, 20:09
x4

Re: Station too big for the game to handle? Explorers malfunctioning?

Post by The_42nd_Element »

I have stations more complex than yours, but it seems my plots are smaller and my stations are more compact.
Also, I don't have any repeat modules (like you have 3-4 solar panels).
I have no issues with them (so far) :)
Archeus47
Posts: 4
Joined: Thu, 13. Dec 18, 01:33
x4

Re: Station too big for the game to handle? Explorers malfunctioning?

Post by Archeus47 »

Interesting stuff! Thanks for the responses :)

With my larger station it's the maximum plot size, and I've made two modules per type (two of each of the modules from both Argon and Teladi).

Perhaps I'll have to make a new station with only one of each instead.
Unfortunately still have a large amount of my fortune tied up in the bugged UI, so I can't withdraw it :(
X-Series
Posts: 67
Joined: Sat, 12. Mar 16, 04:45
x4

Re: Station too big for the game to handle? Explorers malfunctioning?

Post by X-Series »

Archeus47 wrote: Sun, 16. Dec 18, 01:39 Interesting stuff! Thanks for the responses :)

With my larger station it's the maximum plot size, and I've made two modules per type (two of each of the modules from both Argon and Teladi).

Perhaps I'll have to make a new station with only one of each instead.
Unfortunately still have a large amount of my fortune tied up in the bugged UI, so I can't withdraw it :(
You can disassemble some of the duplicate modules eventually you will be able to open the logical overview again that is what I did.
stopherr
Posts: 23
Joined: Sat, 1. Dec 18, 06:46
x4

Re: Station too big for the game to handle? Explorers malfunctioning?

Post by stopherr »

Archeus47 wrote: Thu, 13. Dec 18, 21:42 Yeah I'd prefer not add anything third party to my game, keep it 'pure' haha.

Now my station in manage funds won't let me withdraw any of it due to the severe lag. I have 1.3 billion credits sitting there that I can't touch :(
You can access your stations funds by going to the player statistics screen. Player looking icon at top of screen when map is open. Then got to station funds management screen. All your stations construction and management funds will be shown. I have 3 mega complexes that make lots of profitsss. I cant access their info screen but all I need is those creds they making me. lol. cheers

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