Bucket list of a few questions

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Sanshy
Posts: 102
Joined: Thu, 14. Mar 19, 16:07
x4

Bucket list of a few questions

Post by Sanshy »

Hello everyone and thanks for passing by.
After almost 300+ hours of game play here are a few questions and observations I have :






:arrow: In the game we have S/M or L or XL MAINTENANCE modules and also the S/M or L or XL SHIP FAB modules. The question is, does the SHIP FAB also REP combining both ? Making the MAINTENANCE one obsolete. Answer is SHIP FAB also serve as REPAIR.


:arrow: I have decided to go against the TELADI and capture their systems, it worked fine until I realize how harassing is the Micro management to spot their new Defense stations they are trying to rebuild. Of course I try to kill them as fast as I can but those stations being under constructions, they are UNKILLIBLE. They also hire third party builders from other races to build it which is very annoying. An other issue is the lack of control we have at camping a gate. Despite I have 50 M ships and 10 L ships on the gate with a defense platform right in from of the gate with many bridges and disks, the enemy can pass trough very relax and go build their stations in my sector.


:arrow: PLEASE fix the station under construction being eternal and never killable. Teladi has like 50 Defense Stations unfinished under attack by the Xenon. They are luring my traders to deliver goods and being ganked on sight by Xenon. Their should be a time out of unfinished modules or just making it target-able and being destroyed when reaching zero HP.


:arrow: The SCA is of course a problem as we are locked at -5 and we can never be friend or enemy with them, making it very difficult to control our empire and their raid on us once again.


:arrow: An other issue is when you have a very large complex station with a repair facility or war or shipyard, many resources for sale are not anymore sold by the manager. I have like 40 Smartship factories and I want to sell them, but because my station has a Shipyard and a warf, the manager is not selling those resources anymore. Despite it is SELL with AUTO PRICING and NOT restricted to other races.


:arrow: Combat is very awkward, especially in the system. You can easily lose a lot of ships fighting a station. When you do the fight OOS it suddenly become much more smooth.

:arrow: Lack of tracking of the turrets especially when the ship itself firing is moving, it seems the game is NOT tacking into consideration the momentum of the ship. This is particularly observable when you have a destroyer in plasma turrets attacking a station. While the ship is moving it is totally missing the station FIX TARGET.


:arrow: The AI is extremly stupid, for example when you ask your ships to attack a moving target, they will go initially where the target was before chasing it. So they NEVER catch it.


:arrow: Travelmode is a bit annoying in combat as it is hard to intercept a ship to destroy it.


:arrow: I think after a ship pass trough a gate or accelerator, it should arrive in the new system at a speed of ZERO and not full travel speed allowing it to pass trough a blockade or ambush with ease at the speed of light.


:arrow: The zoom on the map is very tricky for station build on the Y axis very deep or very high. It is a good zoom for 2D but not for the 3D map.
Same issue when building factories. It is very hard to put the camera at the bottom of the building area and rotate it to see what we are doing. This has to be redesigned.



:arrow: Lack of ability to give an order to a ship to fly to a point of the map on the Y axis. You can give 2D orders but not high or low on the map. It is very annoying especially to spot some Xenon stations build more then 50 km away from the 2D axis. You have to manually go in the ship and fly it up or down.


:arrow: Radar coverage is always 40 km... I think capital ships deserve more then that.


:arrow: Auto traders have an issue, if they take a full load and fly t a station to sell it, and suddenly the station got this order fulfilled by someone else or if they do not buy anymore for what ever reason it is, the trader ship will be stuck in space turning on itself at the same place unable to get out of this logic and never trying to find an other station to sell this load. The walk around of this is to drop all the cargo of this ship and then it will restart to work properly. But please I do not want to monitor all my traders like that!!! FIXED in 2.20


:arrow: We want more control over the BUY and SELL of stations. I want to be able to remove the SELL or BUY from a product. If I have a full production line to claytronics for example, I do not want to sell or buy the intermediate product, so I want to be able to fine tune this more precisely. I know for now people put restrict trade to other races and they put manually SELL at max price and BUY at min price, but this is NOT a satisfactory solution on the long term. As well as the shipyard and wharf, I want to be able to select the races I allow to buy from me.


:arrow: Also it would be great to have an option at shipyard and wharf like, if all materials above 75% (a selected percentage by the player), other factions can buy from me.


:arrow: It would be great to be able to rotate the station parts not only horizontally be also vertically or able to mirror them.


:arrow: SETA is totally useless end game. 2 ships cannot even fight each others during SETA because they always miss the shot. Flight path, AI path, and calculations are very bad during SETA making it almost not usable.


:arrow: I want all my ships t have their turrets set to ATTACK ALL ENEMIES. Now I have to select every ship one by one to do so... I need this in global settings.


:arrow: I want my stations to shoot at any enemy in range of the guns / laser / ... but I cannot control that. The station will only engage if it is attacked. This makes the defence platform near gates obsolete. THIS SHOULD BE RESOLVED ASAP. We need a turret control like for ships on stations.


:arrow: I have helped HOP to claim both sectors of Faulty Logic, but they just build some defense station and never really bring their economy in those systems. Why are they not expanding there ?


:arrow: When your assigned traders to a station go somewhere and sell their goods. Upon completion of the trade they will stay outside of the station they just trade with instead of flying back to the main station they are assigned to.


:arrow: I want to be able to control the SELL and BUY and MINING range of the assigned ships to a station. Currently this option is grayed and defaulted to 3 to 5 jumps automatically.


:arrow: More to be added while I recall the issue and with the development of this topic.




Have a nice game everyone.
Last edited by Sanshy on Thu, 28. Mar 19, 23:59, edited 6 times in total.
Xcaliber
Posts: 59
Joined: Wed, 6. Nov 02, 20:31
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Re: Bucket list of a few questions

Post by Xcaliber »

Sanshy wrote
"- The AI is extremly stupid, for example when you ask your ships to attack a moving target, they will go initially where the target was before chasing it. So they NEVER catch it."

Not just when attacking! Any command to fly to a ship, defend a ship, dock at ship etc means the ordered ship will fly to the position the target ship was at when the order was first given. Then it will find where the ship has moved to now and fly to that position and rinse and repeat, there is no AI. Try it and see, if you order ship A to dock at ship B at the opposite side of the sector then order ship B to fly to to ship A they will fly straight past each other to their opposing positions, Completely stupid.
Sanshy
Posts: 102
Joined: Thu, 14. Mar 19, 16:07
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Re: Bucket list of a few questions

Post by Sanshy »

Yes. You can post your observations and I will add them to the list. I just updated it with some more things I recalled.

Thanks for your participation !
Buzz2005
Posts: 2298
Joined: Sat, 26. Feb 05, 01:47
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Re: Bucket list of a few questions

Post by Buzz2005 »

autotrades getting stuck with full cargo has been fixed in 2.2
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Sanshy
Posts: 102
Joined: Thu, 14. Mar 19, 16:07
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Re: Bucket list of a few questions

Post by Sanshy »

I am in 2.21 beta and I still have this issue with my traders.
EmperorDragon
Posts: 380
Joined: Sat, 13. Apr 13, 14:45
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Re: Bucket list of a few questions

Post by EmperorDragon »

Sanshy wrote: Thu, 28. Mar 19, 13:52 - In the game we have S/M or L or XL MAINTENANCE modules and also the S/M or L or XL SHIP FAB modules. The question is, does the SHIP FAB also REP combining both ? Making the MAINTENANCE one obsolete.
Yes, you can use ship fabrication modules for repairs as well, maintenance modules is a cheaper alternative for when you cannot afford the fab modules, or when you need repair facilities at another location other than your shipyard. It would be more sensible to build maintenance modules in such cases instead of a second shipyard.
Sanshy wrote: Thu, 28. Mar 19, 13:52 - I have decided to go against the TELADI and capture their systems, it worked fine until I realize how harassing is the Micro management to spot their new Defense stations they are trying to rebuild. Of course I try to kill them as fast as I can but those stations being under constructions, they are UNKILLIBLE. They also hire third party builders from other races to build it which is very annoying. An other issue is the lack of control we have at camping a gate. Despite I have 50 M ships and 10 L ships on the gate with a defense platform right in from of the gate with many bridges and disks, the enemy can pass trough very relax and go build their stations in my sector.
Being able to set the turret behaviour of stations is planned, I believe. That alone would already make a big difference with defensive infrastructure.
Sanshy wrote: Thu, 28. Mar 19, 13:52 - PLEASE fix the station under construction being eternal and never killable. Teladi has like 50 Defense Stations unfinished under attack by the Xenon. They are luring my traders to deliver goods and being ganked on sight by Xenon. Their should be a time out of unfinished modules or just making it target-able and being destroyed when reaching zero HP.
Yes! PLEASE Egosoft!! this is a major issue that doesn't get the attention it deserves, I have so many unkillable build plots/unfinished PAR and SCA stations in my game that I was forced to stop playing and await a fix. It's a mess! I just could not go on playing like that.
Sanshy wrote: Thu, 28. Mar 19, 13:52 - The SCA is of course a problem as we are locked at -5 and we can never be friend or enemy with them, making it very difficult to control our empire and their raid on us once again.
The game is in desperate need of proper pirates, yes. They should also start off hostile (unless you do a pirate gamestart). Unclaimed sectors will also become much more threatening since they're usually filled with pirates.
Sanshy wrote: Thu, 28. Mar 19, 13:52 - Combat is very awkward, especially in the system. You can easily lose a lot of ships fighting a station. When you do the fight OOS it suddenly become much more smooth.
Difference in OOS and IS behaviour is annoying but, I'm sure this will be looked at once the game is patched up and balanced out. IS behaviour is the current focus.
Sanshy wrote: Thu, 28. Mar 19, 13:52 - Auto traders have an issue, if they take a full load and fly t a station to sell it, and suddenly the station got this order fulfilled by someone else or if they do not buy anymore for what ever reason it is, the trader ship will be stuck in space turning on itself at the same place unable to get out of this logic and never trying to find an other station to sell this load. The walk around of this is to drop all the cargo of this ship and then it will restart to work properly. But please I do not want to monitor all my traders like that!!!
Station subordinate traders is another issue for me, if we could edit the ware lists to remove unnecessary wares, without the station manager resetting it after each trade, things would go much more smoothly.
Sanshy wrote: Thu, 28. Mar 19, 13:52 - We want more control over the BUY and SELL of stations. I want to be able to remove the SELL or BUY from a product. If I have a full production line to claytronics for example, I do not want to sell or buy the intermediate product, so I want to be able to fine tune this more precisely. I know for now people put restrict trade to other races and they put manually SELL at max price and BUY at min price, but this is NOT a satisfactory solution on the long term. As well as the shipyard and warf, I want to be able to select the races I allow to buy from me.
Being able to restrict trade with specific factions was possible in previous X games I believe, it would be nice to have the option in X4 as well.
Sanshy wrote: Thu, 28. Mar 19, 13:52 - It would be great to be able to rotate the station parts not only horizontally be also vertically or able to mirror them.
Yes, this would allow even more creativity.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin
lordmuck
Posts: 1793
Joined: Sun, 1. Mar 09, 12:25
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Re: Bucket list of a few questions

Post by lordmuck »

Xcaliber wrote: Thu, 28. Mar 19, 14:17 Sanshy wrote
"- The AI is extremly stupid, for example when you ask your ships to attack a moving target, they will go initially where the target was before chasing it. So they NEVER catch it."

Not just when attacking! Any command to fly to a ship, defend a ship, dock at ship etc means the ordered ship will fly to the position the target ship was at when the order was first given. Then it will find where the ship has moved to now and fly to that position and rinse and repeat, there is no AI. Try it and see, if you order ship A to dock at ship B at the opposite side of the sector then order ship B to fly to to ship A they will fly straight past each other to their opposing positions, Completely stupid.
I'v been screaming about this from day 1
Buzz2005
Posts: 2298
Joined: Sat, 26. Feb 05, 01:47
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Re: Bucket list of a few questions

Post by Buzz2005 »

Sanshy wrote: Thu, 28. Mar 19, 14:27 I am in 2.21 beta and I still have this issue with my traders.
Fixed player-owned free traders not selling cargo that is in their cargo hold that is also in the player-defined list of wares to trade in.

Then something is wrong, never had this problem after 2.2
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Sanshy
Posts: 102
Joined: Thu, 14. Mar 19, 16:07
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Re: Bucket list of a few questions

Post by Sanshy »

Added to the list a very annoying issue,

When your assigned traders to a station go somewhere and sell their gods. Upon completion of the trade they will stay outside of the station they just trade with instead of flying back to the main station they are assigned to.
SPiDER
Posts: 578
Joined: Mon, 7. Jan 19, 11:35
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Re: Bucket list of a few questions

Post by SPiDER »

Station Subordinate Miners Exploring the outer edges of sectors when their station dosnt need the mined goods atm instead of either docking at or remaining close to their assigned station.
photomankc
Posts: 232
Joined: Wed, 16. Jul 14, 15:01

Re: Bucket list of a few questions

Post by photomankc »

I'm really hoping fleet management and orders get some work. Right now it makes you tear your hair out.


- Why is "Attack all enemies in range" buried in the default behaviors? That makes no sense to me operationally.

- Docking/Un-docking: My GOD!!! It's almost like it was meant to make you rage quit.
  • If the squad leader goes into storage then good luck using him as the squad leader. He'll never un-dock because the sub is sitting on top and never gets the order passed down, I assume because that doesn't go out until the squad leader un-docks.
  • Trying to manually dock ships and the carrier takes off at ludicrous speed to the next destination. If there are fighters docking can we slow down to a speed that they can actually get there? You have to find all the wing members to get them to dock with individual commands. Recall seems to just make them fly around like angry hornets.
  • It would be nice if docking ships final approach was not akin to air-show acrobatics. Drones are comical to watch as they bang into each other like clowns trying to pack into a car. Fighters do better but often rocket through the deck at the last minute or make crazy loops at top speed when they just need to go on down and land

- Escort behavior: Not commonly understood to be "Well, I'm off then at maximum warp. I'll see ya later, fly safe!"
- Fly to X ship being: Fly to where X ship used to be. That's perfectly acceptable for a station but ships tend to move a lot.


- Capitols still need work firing on targets, the only way to get a good hit ratio with plasma anything is to fly it myself and park it in range or use corvette/frigates that make straight-in attack runs. Anything else and it's clown shoes. I'm considering trying L beam turrets instead of plasma. They may not do the best damage but I suspect they do a better job of actually causing damage to the target if my ship is moving.


Seems like most of the fleet management complaints are still common back to older versions. I hope that is going to get some love soon. Otherwise I'm enjoying things still entering middle-game territory. My main economic complaint is that the economy is pretty soft now that things are stabilized. It would be nice if some other resource sinks existed to consume wares beyond just the shipyards. Even if it were not really consumed by the stations. Food, consumables going to the planets at X rate of some kind that would drive the need for base resources beyond war and ship building. Sector trading is sparse now.

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