Faulty Logic Station Defence Turrets Not Working 2.0

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captainpac1200
Posts: 27
Joined: Wed, 13. Apr 11, 20:41
x4

Faulty Logic Station Defence Turrets Not Working 2.0

Post by captainpac1200 »

Just spent millions on a new installation in Faulty Logic with 60 odd turrets only to watch a Xenon I blowing it to bits unchallenged. Why are the station turrets not firing on the xenon ship? Why are my laser towers not defending it? To make matters worse my own station is also spawning xenon drones when I accidentally shoot it during the battle. Praying someone has a workaround or this is fixed with a patch. :evil: :evil:
SPiDER
Posts: 578
Joined: Mon, 7. Jan 19, 11:35
x4

Re: Faulty Logic Station Defence Turrets Not Working 2.0

Post by SPiDER »

silly question..but did you put a manager in?

also I think "I"'s dont get close enough for laser turrets to hit you need missile turrets....

When one came and started unloading on my defenses it was only the missile turrets that fired back and they dont fire unless fired upon ..so with the new power of K's and I's they will always shred a couple of defense discs or bridges...

The material's to rebuild it do magically reappear in build storage tho
captainpac1200
Posts: 27
Joined: Wed, 13. Apr 11, 20:41
x4

Re: Faulty Logic Station Defence Turrets Not Working 2.0

Post by captainpac1200 »

Hi, thanks for replying.

The station does have a manager and I watched the Xenon I get to around 4km of a maxed out bridge without being fired on, so not sure what turret ranges are with the encyclopedia being empty?!?

This ship was just systematically working it's way around my station destroying module after module.

I think it must be linked to the xenon drone issue, something to do with the programme rules that is bugged in this sector making my property recognising xenon as friend not foe. Unfortunately the same has not applied to the xenon and they certainly recognise my property as foe!

Any tips for destroying the Xenon I with just a single HOP destroyer without missile launchers?
SPiDER
Posts: 578
Joined: Mon, 7. Jan 19, 11:35
x4

Re: Faulty Logic Station Defence Turrets Not Working 2.0

Post by SPiDER »

Run Away ! Run Away!!!...

not sure myself ...I was lucky enough to assemble most of my defenses b4 2.0 was realeased the "I" that my station took apart was also in HAT 1 so allied space... but as I said it only fired its missiles. That station never fires its lasers against "K"'s either.The only time that the station uses its M and L laser turrets is against P's and below.

I havent taken on an "I" solo since 2.0 was released perhaps others have
blin25
Posts: 123
Joined: Wed, 13. Feb 19, 15:43

Re: Faulty Logic Station Defence Turrets Not Working 2.0

Post by blin25 »

captainpac1200 wrote: Mon, 18. Mar 19, 19:10 Hi, thanks for replying.

The station does have a manager and I watched the Xenon I get to around 4km of a maxed out bridge without being fired on, so not sure what turret ranges are with the encyclopedia being empty?!?

This ship was just systematically working it's way around my station destroying module after module.

I think it must be linked to the xenon drone issue, something to do with the programme rules that is bugged in this sector making my property recognising xenon as friend not foe. Unfortunately the same has not applied to the xenon and they certainly recognise my property as foe!

Any tips for destroying the Xenon I with just a single HOP destroyer without missile launchers?
After tests against Xenon "I". The Eclipse with 2 plasma and 2 guided missile launchers (Heavy guided missile loaded) were found the best. 10 pieces in manual target designation; first, the engines; then L turrets "I" spin very quickly when the engines are intact.

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