All the critical problems in a single thread.

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Accuracy
Posts: 176
Joined: Mon, 4. Nov 13, 19:03
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All the critical problems in a single thread.

Post by Accuracy »

Hello guys.
The purpose of this thread is to briefly examine what works in the game and what should be the top priority in the Egosoft's checklist. I will be, with your help, adding a list of bugs and problems with possible workarounds and listing them hierarchically based on player's progression. This should give us a rough estimate about start / mid game / end game features, whether they work properly and how critical the bugs are. I will be also listing mods or fixes which could potentially improve the experience and make the game playable.

This thread serves for pointing out the most critical sections of the game, that need to be fixed before Egosoft decides to do anything else.

Start
Player mostly focuses on doing missions and saving up to buy first trader or miner.

Repair signal leaks mission
Severity: Low
Workaround: Complete mission as normally. You will get rewarded for less work.
Description:
  • Counting leaks starts from 1 instead of 0. This results in having to fix one leak less than asked.
Boron scientist mission
Severity: Medium
Workaround: Accept it the first time it is offered and move on with whatever you please. You can continue the quest at any time.
Description:
  • The scientist will not contact you ever again after denying the mission the first time. The result is that you can not get an HQ
Wharfs not getting supplied
Severity: High
Workaround: Wharf Workaround
Description:
  • The wharfs are not getting properly supplied. If you are not fast enough you will not be able to buy a ship.

Start status: Working

If you stick to exploration and doing missions, there is nothing broken as far as I am aware. We can mostly assume that the start works as intended.

Mid - Game
You already have a few traders or miners. You continue doing missions and saving up to expand your empire. Piracy is already an option here. You focus on improving your ship and your combat fleet.

Trading AI
Severity: High
Workaround: TaterTrader
Description:
  • Trading AI is buying only few wares, not filling up its storage and then proceeding to sell, which results in only extremely small profits making then pointless.
Mining AI
Severity: High
Workaround: Manually empty the cargo and assign only single ore type.
Description:
  • If AI is assigned with multiple wares to mine, it would mine those that it is unable to sell, causing it to get stuck at full storage until emptied.
Turret target leading and damage
Severity: Medium
Workaround: Turret Gains
Description:
  • Turrets still have bad target leading. They aim at the target directly rather than aiming ahead resulting in most shots being missed. This has been improved with patches a bit.
  • The damage is laughable. Turrets work as support weapons at most, unable to take down even fighters. The damage of an L turret is lower than it is MK1 gimbaled counterpart.
Boarding
Severity: Medium
Workaround: Enter each ship that has marines manually (Major annoyance especially if you do not have teleportation). For the second part simply remove every order from your fleet and tell them to fly away. (Again terrible annoyance and micro management and makes boarding in a busy warzone impossible)
Description:
  • Commanding your fleet to start boarding operation usually results in not launching the boarding pods until you enter the ship yourself
  • The fleet ignores the commanded course of actions during boarding operation. Commanding the fleet to maintain distance has no effect. They keep shooting the ship until it blows up. Same results for any other command.
Boarding freezes the game
Severity: High
Workaround: No universal workarounds. Going out of sector and enabling vsync was one of the suggested course of actions.
Description:
  • Boarding certain ships will freeze the game forcing you to kill it via the task manager.

Combat AI & wings
Severity: High
Workaround: None
Description:
  • Ships do not maintain proper distance during escort. They usually end up way too far. Reason being that they avoid using travel mode. The travel mode is only used when initiated by the player. Result is massive distances between the fleet and the player (Usually a sector away and once they enter the sector, they simply fly in normal mode. You have to wait ages before they approach your position)
  • Formations from my observations have no effect. It is completely ignored by the AI
  • Ships like to suicide a lot. Mainly because they do not follow the formation and usually end up flying into a squadron of enemies getting ganked.
  • Do not fight close to the gates. The ships will start randomly warping around, taking highways to sectors 2 gates away, completely getting separated from your squadron
  • Follow up. Ships will also chase enemy ships inside the gate, getting annihilated.
Mid - Game status: Mostly broken

The core aspects of the game barely work here. If you stick to doing missions and making money by having a squad of miners passively generating income then this stage of the game works. But once it comes to anything else, it is pretty much a bugfest.

Additional notes: As it currently stands, the interface is lacking mass management features. There is no proper method to mass set default behavior of ships, no way to mass transfer marines or other crew (Fixed with Workaround: Mass Move Marines), no fast method to control your wing without opening the map, and selecting them all. No drag and drop method to edit the command priority queue (You have to manually click your way up to the top).

Generally the AI lacks command prioritization. If you set the AI to follow you, then that is the only thing they will do, even if their lives depended on it. They will not defend themselves or attack unless told otherwise.

This part of the game starts focusing more on your empire instead of yourself. And since the AI is barely working, you can not expect this game stage to work either.

End - Game
Huge fleet and station chain. You mostly play through the strategy map and manage your empire. Sometimes you join fights and support your squads. During this stage, the game basically turns into an RTS.

Station Trading AI
Severity: High
Workaround: TaterTrader
Description:
  • The traders assigned to stations are horrible at decision making. If they do sell wares they sell very little of it. They supply the station with unneeded resources, and avoid supplying it with needed resources. Without using the workaround, the stations are basically not usable
Station global price modifier dependency
Severity: Low
Workaround: Set the modifier before adjusting available credits.
Description:
  • Adjusting funds for building also adjusts global price modifier.
End - game status: Broken

This is where the interface really hits you in the nuts.
The currently implemented interface is simply not built for supporting such a huge fleet. Managing your empire is extremely difficult (Not without huge amounts of micro management). The game is supposed to be RTS at this point, but we are lacking the tools to properly manage. Every second you spend here makes you tear your hair out.
If you want to do something other than making money passively, then forget it. You will not be able to do that thanks to the non-functional AI and management problems.
Last edited by Accuracy on Mon, 24. Dec 18, 16:38, edited 6 times in total.
DeFragMe
Posts: 416
Joined: Wed, 12. Dec 18, 16:20
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Re: All the critical problems in a single thread.

Post by DeFragMe »

Accuracy wrote: Mon, 24. Dec 18, 14:14

Boron scientist mission
Severity: Medium
Workaround: Accept it the first time it is offered and move on with whatever you please. You can continue the quest at any time.
Description:
  • The scientist will not contact you ever again after denying the mission the first time. The result is that you can not get an HQ

well.. thats sadly wrong. at least in 1.32 i could retake the quest. Problem was just that it took me quite alot of scans to find it again.
Accuracy
Posts: 176
Joined: Mon, 4. Nov 13, 19:03
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Re: All the critical problems in a single thread.

Post by Accuracy »

DeFragMe wrote: Mon, 24. Dec 18, 14:20
Accuracy wrote: Mon, 24. Dec 18, 14:14

Boron scientist mission
Severity: Medium
Workaround: Accept it the first time it is offered and move on with whatever you please. You can continue the quest at any time.
Description:
  • The scientist will not contact you ever again after denying the mission the first time. The result is that you can not get an HQ

well.. thats sadly wrong. at least in 1.32 i could retake the quest. Problem was just that it took me quite alot of scans to find it again.
Interesting. I am sure I saw this somewhere in the bug section and I had issues finding the mission myself again. I will keep it there as a bug and explore this further.
DeFragMe
Posts: 416
Joined: Wed, 12. Dec 18, 16:20
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Re: All the critical problems in a single thread.

Post by DeFragMe »

Accuracy wrote: Mon, 24. Dec 18, 14:25
DeFragMe wrote: Mon, 24. Dec 18, 14:20
Accuracy wrote: Mon, 24. Dec 18, 14:14

Boron scientist mission
Severity: Medium
Workaround: Accept it the first time it is offered and move on with whatever you please. You can continue the quest at any time.
Description:
  • The scientist will not contact you ever again after denying the mission the first time. The result is that you can not get an HQ

well.. thats sadly wrong. at least in 1.32 i could retake the quest. Problem was just that it took me quite alot of scans to find it again.
Interesting. I am sure I saw this somewhere in the bug section and I had issues finding the mission myself again. I will keep it there as a bug and explore this further.
it always better to leave it.. i noticed quite alot in the last days that my game runs alot different to other people. E.g. the shipyards in my game have no problem whats so ever, while others always report that they dont supply material...

thats why i did not wrote about the other stuff, about the boron iam just quite sure the dev/techsection said it should be redoable (wich it was for me).
Accuracy
Posts: 176
Joined: Mon, 4. Nov 13, 19:03
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Re: All the critical problems in a single thread.

Post by Accuracy »

DeFragMe wrote: Mon, 24. Dec 18, 14:27
Accuracy wrote: Mon, 24. Dec 18, 14:25
DeFragMe wrote: Mon, 24. Dec 18, 14:20


well.. thats sadly wrong. at least in 1.32 i could retake the quest. Problem was just that it took me quite alot of scans to find it again.
Interesting. I am sure I saw this somewhere in the bug section and I had issues finding the mission myself again. I will keep it there as a bug and explore this further.
it always better to leave it.. i noticed quite alot in the last days that my game runs alot different to other people. E.g. the shipyards in my game have no problem whats so ever, while others always report that they dont supply material...

thats why i did not wrote about the other stuff, about the boron iam just quite sure the dev/techsection said it should be redoable (wich it was for me).
The shipyards were working for me until I started a new save. That is when I noticed what everyone is talking about. If you are playing on an older save from previous versions, the shipyards will probably work.
ZaphodBeeblebrox
Posts: 1849
Joined: Mon, 10. Apr 06, 20:35
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Re: All the critical problems in a single thread.

Post by ZaphodBeeblebrox »

Crash To Desktop. Inadvertently launched an EMP at a Data Vault. When I tried to retrieve it Boom CTD.

[Edit]
No this is not a one time random thing. I retried this and the CTD happened as soon as the EMP bomb hit the Data Vault.
Last edited by ZaphodBeeblebrox on Mon, 24. Dec 18, 18:50, edited 1 time in total.
It was a woman who drove me to drink... you know I never went back and thanked her.

Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.
DeFragMe
Posts: 416
Joined: Wed, 12. Dec 18, 16:20
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Re: All the critical problems in a single thread.

Post by DeFragMe »

ZaphodBeeblebrox wrote: Mon, 24. Dec 18, 14:34 Crash To Desktop. Inadvertently launched an EMP at a Data Vault. When I tried to retrieve it Boom CTD.
CTD event happens quite randomly on some actions... thats why you usually get then a open webbrowser page with them telling you, that they are still searching.
and yes, it seems to be random, i even get it sometimes when i walk across a station, or just pass a gate (like a loading problem)
ZaphodBeeblebrox
Posts: 1849
Joined: Mon, 10. Apr 06, 20:35
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Re: All the critical problems in a single thread.

Post by ZaphodBeeblebrox »

In the build planner I have set a global price modifier of 70%. When I next go into the planner and want to adjust the amount available for building, it always adusts the global modifier. Work-around click global price modifier at current amount before adjusting available cash.
It was a woman who drove me to drink... you know I never went back and thanked her.

Don't try to outweird me, three-eyes. I get stranger things than you free with my breakfast cereal.
Falcrack
Posts: 5659
Joined: Wed, 29. Jul 09, 00:46
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Re: All the critical problems in a single thread.

Post by Falcrack »

Accuracy wrote: Mon, 24. Dec 18, 14:14
Wharfs not getting supplied
Severity: High
Workaround: Wharf Workaround
Description:
  • The wharfs are not getting properly supplied. If you are not fast enough you will not be able to buy a ship.
I disagree on the use of this mod to fix this issue. It strikes at a core aspect of the game that I am totally in favor of, that of needing wares to produce every ship. Maybe the game AI should better prioritize supplying shipyards with the needed materials, maybe they should have dedicated freighter for shipyards whose only task is to provide the shipyards with the most critical components so they only run out of materials in the worst case scenario, etc. But don't cheat spawn the materials in. I would be sad if cheat spawning resources would be the solution that would end up in the unmodified game.
DeFragMe
Posts: 416
Joined: Wed, 12. Dec 18, 16:20
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Re: All the critical problems in a single thread.

Post by DeFragMe »

Falcrack wrote: Mon, 24. Dec 18, 14:51
Accuracy wrote: Mon, 24. Dec 18, 14:14
Wharfs not getting supplied
Severity: High
Workaround: Wharf Workaround
Description:
  • The wharfs are not getting properly supplied. If you are not fast enough you will not be able to buy a ship.
I disagree on the use of this mod to fix this issue. It strikes at a core aspect of the game that I am totally in favor of, that of needing wares to produce every ship. Maybe the game AI should better prioritize supplying shipyards with the needed materials, maybe they should have dedicated freighter for shipyards whose only task is to provide the shipyards with the most critical components so they only run out of materials in the worst case scenario, etc. But don't cheat spawn the materials in. I would be sad if cheat spawning resources would be the solution that would end up in the unmodified game.
thats true, just cheating them in is bad , would be easier if the mod made the NPCs actually build reasonfully the stations (in my save they keep on building solar complexes for no reason and ice refinerys, there is not even demand for that, its actuallyt the ressources that are way to much in my world)...
so... if supply is missing in my actual save, i just take a "build me a station" mission, and make a free factory with the ressoruces needed.. works everytime. But i dont know how critical the problem is on newer saves
Accuracy
Posts: 176
Joined: Mon, 4. Nov 13, 19:03
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Re: All the critical problems in a single thread.

Post by Accuracy »

Falcrack wrote: Mon, 24. Dec 18, 14:51
Accuracy wrote: Mon, 24. Dec 18, 14:14
Wharfs not getting supplied
Severity: High
Workaround: Wharf Workaround
Description:
  • The wharfs are not getting properly supplied. If you are not fast enough you will not be able to buy a ship.
I disagree on the use of this mod to fix this issue. It strikes at a core aspect of the game that I am totally in favor of, that of needing wares to produce every ship. Maybe the game AI should better prioritize supplying shipyards with the needed materials, maybe they should have dedicated freighter for shipyards whose only task is to provide the shipyards with the most critical components so they only run out of materials in the worst case scenario, etc. But don't cheat spawn the materials in. I would be sad if cheat spawning resources would be the solution that would end up in the unmodified game.
It is has been already acknowledged by the developers that this is a bug and the shipyards are currently broken. The mod is cheating, but it is the only currently working fix that allows you to buy ships assuming you do not have any traders.

Also I ran the numbers and supplying all the factions using trading ships is a suicide. It is not exactly possible unless you focus on a single one.
Kamuchi_
Posts: 174
Joined: Fri, 7. Dec 18, 05:04
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Re: All the critical problems in a single thread.

Post by Kamuchi_ »

Change the npc trading logic to critical, they need to get the TaterTrader script so they actually move stuff.
All the factories are full, just the ai being a .... and not move full cargo's so the shipyards are hardly supplied as they prever doing the nearest trade for only a fraction of their cargo capacity.

If the traders would be smarter, we wouldn't be having this problem and why the player can keep it all running with 2 dozen trader ships using a mod while the ai has hundreds of traders galaxy wide doing :rant:
Just need to have a 10-15 second delay so player ships have a chance to earn money without the npc's snatching up all the deals.

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