s0 2.5

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SPiDER
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s0 2.5

Post by SPiDER »

Argon capital ships still docked at eqiupment docks with order of None
Texture still missing from two of the most popular ships in the game Ides and Mercury.( it is the same basic module space suit dock facing texture)
Pirates still Bugged
Flight pathing still bugged out of PHQ sector
Xenon defense station module still unkillable ( add Xenon shipyard to that now )
Half repaired docks still not being repaired ( so any mission related activity cant complete)
Defense drones blocking all docking pads on 'yard complex
hundreds of unowned ships and minefields littering space.
NPC being able to stand on the outside cockpit of PLAYER ships whilst in space ( need to workout how to screenshot this beauty )
Xenon Warning muisc following player for sectors and sectors and sectors and on and on and on and on and still associated with now unowned unkillable unremovable Build Storage

On a positive note I did like the previous atrocious docking behaviour being blamed on Faulty Smart Chips :)

Another odd thing was that all but one of NPC Self Defense Station's were removed from other FACTION space which they then went on to start building anew plus a whole stew of food and med stations started being built across all sectors

feel free to add anything I have missed and add any I havent found that have appeared in 2.5
CBJ
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Re: s0 2.5

Post by CBJ »

Rather than making a list like this, with no details about any of the items, please make individual reports with full details so that we can investigate and actually try to do something about them. By details, I mean savegames and screenshots that show the specific problems you are talking about.
radcapricorn
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Re: s0 2.5

Post by radcapricorn »

Looking at that list, some of them look like they wouldn't be fixed retroactively for an existing save (e.g. if the build storage was "leaked", it's likely to remain that way, the already spawned free ships won't be removed, etc.)
Faustov
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Re: s0 2.5

Post by Faustov »

CBJ wrote: Wed, 29. May 19, 11:37 Rather than making a list like this, with no details about any of the items, please make individual reports with full details so that we can investigate and actually try to do something about them. By details, I mean savegames and screenshots that show the specific problems you are talking about.
I would generally agree, but not this time. For at least 2 items on this list (Xenon stations, minefields) are multiple threads already and I am surprised how little response there is to them other than "we're thinking about it". Personally I went off yesterday to start cleaning the minefields and noticed in the meantime plenty of new Xenon stations built in friendly sectors. So you made the issue worse. And you brought more nonsense, because who would ever build defence outposts behind enemy lines? Normally such nonsense would be punished quickly. In the game you're selling, this nonsense can thrive because of the bugs the community is writing to you about.

I saw somewhere comments "it would break the gameplay" - if your gameplay design is based on nonsense, I have bad news for you.

Sorry for the harsh comment, but time to step down and offer more comment and fix plans.
SPiDER
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Re: s0 2.5

Post by SPiDER »

https://drive.google.com/open?id=1WV_la ... zGv_GUeI_K

Upon loading the save You will be facing the missing texture. ( make sure your throttle is off first ) This particular ship is a mercury sentinel it is the same for IDES ,Mercury,Vanguard and sentinel.
Dock and take pilots seat.
Directly in front of you is the space breathing NPC stood on the outside of the cockpit. ( this deserves a screet shot of the day this one ).
Note you are in front of the ARG equipment dock fly to your left and you can see the on holiday ARG Capital Ship.
Head to HAT 1 Through the accelerator.

Once you have extricated yourself from the Self Defense platform turn to look back towards the two accelerators just below between the 2 is the unowned unkilliable Build Storage CZN 071.( The Xenon Music Starts Here )

At this point open the map and check out the defense drones in Heretics End at the Shipyard,The Teladianium Foundry and The Self Defense Platform 1 all originate from the shipyard and now wont return to storage.
Scroll across to Ianamus Zura IV to see the Xenon Shipyard Build Storage Then look to the north to see the removed Teladi Self Defense Station it was where the Lone advanced satelite now sits and just above that the immediately rebuilt and replaced new one along with a second build stoarge for yet another Xenon Defense station.
Close the map Join the Superhighway and proceed to Second Contact II Flashpoint.
Leave the superhighway Immediatley on entering the sector and on your Left is ANT Hull Part Factory I fly to the 1m6 dock and you can see the partially destroyed dock ( you can trade but thats all this station gets a lot Of ANT Trade Guild Missions which obviously all have to be aborted )

And I have to Offer an apology one of my biggest Beefs with the PHQ sector has been addressed You can now send ships via the AI to eighteen billion without them going via BHS AP and Silent Witness thank you.

And of course the 86 outstanding missions to find captains for the ships whose minefields I have cleared ( loads still to do ) Oh and one more please note the amount of sectors that have zoomed out and need restoring...



But above all I Dont hate this game its great I just want it to be the Vision you guys obviously have for it.
radcapricorn
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Re: s0 2.5

Post by radcapricorn »

Completely agree with Faustov, issue tracking is a mess. Just now I had to go and edit one of my reports from two months ago. It was "ignored" all this time. Recently, another user in another subforum created another report for the same issue. This time, it's said to be fixed in a future build, and moderators even updated that thread's title. But they did nothing to my earlier thread which I referenced there, so I had to go and do that myself.

Many reports just go uncommented altogether. Or when they do, they often go as "explained elsewhere", or the like. With Rebirth beta, tracking was somewhat easier as moderators kept lists of ongoing issues in the beta thread, even referencing users "volunteered" to check up on them. It wasn't great by any stretch of imagination, but at least it was somewhat centralized. Now, it's just a soup of threads.
Socratatus
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Re: s0 2.5

Post by Socratatus »

SPiDER wrote: Wed, 29. May 19, 10:34
hundreds of unowned ships and minefields littering space.
Do you have evidence of this? Especially regarding unowned ships cos I think I would seen some by now and the patch has only just been released.
1. Please do more on NPC civilian/uniform variety, and bio customisations, Devs.
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)

"No problem can withstand the assault of sustained thinking."
"Before acting 'out of the box', consider why the box was there in the first place."
graphicboy
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Re: s0 2.5

Post by graphicboy »

SPiDER wrote: Wed, 29. May 19, 14:42
Well done.
radcapricorn wrote: Wed, 29. May 19, 14:46
+1
Socratatus wrote: Wed, 29. May 19, 15:10
We're beta testers, so the patch has been out for a while.
SPiDER
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Re: s0 2.5

Post by SPiDER »

Socratatus wrote: Wed, 29. May 19, 15:10
SPiDER wrote: Wed, 29. May 19, 10:34
hundreds of unowned ships and minefields littering space.
Do you have evidence of this? Especially regarding unowned ships cos I think I would seen some by now and the patch has only just been released.
Load the save 86 collected needing captains and just doing a quick count over 80 more to go plus the over 250 already collected and put to use/sold waiting at the wharf
radcapricorn
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Re: s0 2.5

Post by radcapricorn »

Once more, those ships that have already spawned are unlikely to get cleaned up, unless the mission offer that spawned them hasn't expired yet. This isn't new for 2.50 at all, the new version should fix those ships that will spawn from now on.
Faustov
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Re: s0 2.5

Post by Faustov »

radcapricorn wrote: Wed, 29. May 19, 16:46 Once more, those ships that have already spawned are unlikely to get cleaned up, unless the mission offer that spawned them hasn't expired yet. This isn't new for 2.50 at all, the new version should fix those ships that will spawn from now on.
How hard could it be to add a script to a release that goes through the save and removes abandoned ships surrounded by mines. 1 man job, 20 minutes of work, thousands of players happier.
SPiDER
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Re: s0 2.5

Post by SPiDER »

Okay because this save is in this thread here are a couple more.

In argon prime one of the new med station that has been/Being built is on the left of the superhighway heading south Listed as Argon Medical Supply Fact III XHW-752 for some reason the logic has called for the station to be fitted with a large Habitation Module when it only requires a Small Habitat 92 workers required.
Also on the load out for the defense module are 6 missile turrets and once again no missile components (Smartchips,E-Cells) have been ordered so the whole station is being defended by One shard turret.

Again this is behaviour that has been mentioned before

Edit why is the defense disc being placed in the one position where it is completely useless?

Edit II Its endemic the four new med stations and one new food station that the AI have/are Built/Building all have wrong Habitat modules and no missiles yet have missile turrets at least some of the others have better defense module placements

All these stations are in Argon Prime

Edit III

now currently 6 of each Food and Med factory have been built by the AI in Argon Prime all have only 1 energy weapon on their loadout most have between 8-14 m tracking turrets and 4 L tracking/dumbfire turrets and NONE of these 12 New build stations have orderd or are ordering Ammunition componenets..the food factory's are inconsistant with Habitation module mainly s and m meds are mainly large it appears there is an RNG element however the missile must surely be a bug as why else fit 2 bridge and 1 disc module and populate it with turrets that dont get armed?
Last edited by SPiDER on Thu, 30. May 19, 15:13, edited 1 time in total.
Jean Pagette
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Re: s0 2.5

Post by Jean Pagette »

When bouncing thru these forums why does the forum admins get so defensive or attempting to curb critic's.

Just seems since rebirth forum admins are more sensitive. For such a niche game with such a limited appeal outside the limited types of players that spend their currency on incomplete released products a level of flexibility or maybe humility be expressed.

Game has improved but still a jagged pill reading forums.
radcapricorn
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Re: s0 2.5

Post by radcapricorn »

Jean Pagette wrote: Thu, 30. May 19, 07:55 When bouncing thru these forums why does the forum admins get so defensive or attempting to curb critic's.
Where did you see them "get defensive" or "curb critics"? CBJ's response in this thread was pretty clear - he asked for details, which is what a (lead) developer is interested in the most.
Game has improved but still a jagged pill reading forums.
Something's in the air. Internet became more aggressive these past years, along with the rest of the world. Nearly every opinion births a shitfest. Sometimes deserved, but more often not. But so long as discussions stay within rules, I haven't seen the local authorities "curb" anything.
Imperial Good
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Re: s0 2.5

Post by Imperial Good »

Faustov wrote: Wed, 29. May 19, 17:48 How hard could it be to add a script to a release that goes through the save and removes abandoned ships surrounded by mines. 1 man job, 20 minutes of work, thousands of players happier.
Probably a lot harder than you might think. In any case it is no longer an issue for all future starts.
SPiDER wrote: Wed, 29. May 19, 21:42 In argon prime one of the new med station that has been/Being built is on the left of the superhighway heading south Listed as Argon Medical Supply Fact III XHW-752 for some reason the logic has called for the station to be fitted with a large Habitation Module when it only requires a Small Habitat 92 workers required.
Not really an issue. I always build large habitations. The NPC do expand stations as time progresses so it is entirely possible that it will end up using closer to 1,000 workers than to 92.

A bug would be if that large habitat was of the wrong faction, or that they failed to build one at all...
SPiDER wrote: Wed, 29. May 19, 21:42 Also on the load out for the defense module are 6 missile turrets and once again no missile components (Smartchips,E-Cells) have been ordered so the whole station is being defended by One shard turret.
So the station has no missiles? It may have already ordered the missile components, smart chips and energy cells and built them. Such orders might be fulfilled by NPCs before the player can supply them. Additionally the components reserved for the missiles might go into a separate, invisible, storage similar to components reserved for drones.
SPiDER wrote: Wed, 29. May 19, 21:42 Edit why is the defense disc being placed in the one position where it is completely useless?
It is not "completely" useless. Sure it is useless in sector but will work perfectly fine when out of sector.
SPiDER wrote: Wed, 29. May 19, 14:42 Upon loading the save You will be facing the missing texture. ( make sure your throttle is off first ) This particular ship is a mercury sentinel it is the same for IDES ,Mercury,Vanguard and sentinel.
Dock and take pilots seat.
Ideally a screenshot is better for this.
SPiDER wrote: Wed, 29. May 19, 14:42 Directly in front of you is the space breathing NPC stood on the outside of the cockpit. ( this deserves a screet shot of the day this one ).
This is nothing. One can get the player character to literally stand (platform model, not space suit) on the outside of ships, and even take laser blasts. Back when one could teleport to Xenon Warfs one could surf the side of a Xenon S ship this way.
SPiDER wrote: Wed, 29. May 19, 14:42 Oh and one more please note the amount of sectors that have zoomed out and need restoring...
Known issue. It is caused by player object drift or teleportation, possibly due to weird physics edge cases. If one can report the issues causing the object drift or teleportation they can be fixed. As for sectors which have already expanded to stupidly large sizes these may be fixed in a future version if a feature to specify sector zoom level is added.
radcapricorn
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Re: s0 2.5

Post by radcapricorn »

Imperial Good wrote: Thu, 30. May 19, 13:03 As for sectors which have already expanded to stupidly large sizes these may be fixed in a future version if a feature to specify sector zoom level is added.
Yes, well, we kind of don't want it in the future, we want it, like, yesterday, or, more to the point, half a year ago.
Imperial Good
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Re: s0 2.5

Post by Imperial Good »

radcapricorn wrote: Thu, 30. May 19, 13:29 Yes, well, we kind of don't want it in the future, we want it, like, yesterday, or, more to the point, half a year ago.
They are well aware of this. People have been asking for it since launch. Hopefully it will come with 3.00 since that patch will be aimed at sector management features, and such a feature is reasonably related.

2.50 was about finishing off the supply ships (which were already in the game data files since launch), improving fleet management and adding blacklists. Blacklists were a hotly requested feature, just like sector map resizing is.
radcapricorn
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Re: s0 2.5

Post by radcapricorn »

Imperial Good wrote: Thu, 30. May 19, 15:00 2.50 was about finishing off the supply ships (which were already in the game data files since launch), improving fleet management and adding blacklists. Blacklists were a hotly requested feature, just like sector map resizing is.
Read: 2.50 was about introducing new bugs and inconsistent behavior, to which lordmuck's thread in beta forum can attest. One would think a line has to be drawn somewhere to deal with all existing issues before bumping version number and adding "new" content.

EDIT: Ok, that sounded unjustified. 2.50 did fix a lot of issues, that's true. But it also created new ones, both during its development and on release. That is what an average player will see first and foremost.
SPiDER
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Re: s0 2.5

Post by SPiDER »

which is why I posted this in the Discussion forum so people could add observations about new,current and old behaviour that maybe still need looking at ...most if not all of the things I have posted have been raised as bug issue before and elsewhere I was not and am not looking to start a fight with devs over any of these issues.
I am a long term user with a very delevoped game that plays the RELEASED public ver and am only looking to highlight problems that are still relevent in the release that MOST people will play and come across

I have enjoyed and do enjoy playing this game

If I didn't I wouldnt still be here

Has it at times been a Frustrating trip....yes

Have I had my monies worth ... god yes a hundred times over

The missile issue I think should be elevated there are a number of stations self defense and otherwise who havent and are not ordering ammunition

Edit I'm also hoping the ai is going to stop building Food and Med in AP 6 of each so far
SPiDER
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Re: s0 2.5

Post by SPiDER »

So definately starting to get concerned Medical supply stations in argon prime has now increased by 8 Food by 7 in The Reach its 7 and 6 and everytime one finishes a new one starts being built....

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