Ship Limits. How many can i build?

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AquilaRossa
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Ship Limits. How many can i build?

Post by AquilaRossa »

I do not know why i do, but I build lots of ships and hoard them. Some are traders and their escorts, but most are for the mega fleet in being I have for a grand battle plan I avoid carrying out for some reason. My ship count is 2801, although as I am typing this a few are probably ignoring blacklists and dying in Xenon space (which is why i got building reserves in the first place). I did a search of the forum but did not find an answer, so i am wondering if somebody can tell me if there is a hard limit on ship numbers? I think I found a limit for the amount of fighters that can dock at a wharf, so suspect I will soon run into one for the game overall and have to change the way i play and collect ships.
CBJ
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Re: Ship Limits. How many can i build?

Post by CBJ »

Any hard limit would be way beyond practical limits imposed by things like performance, especially if you're nearby or using menus to manage them.
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Killjaeden
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Re: Ship Limits. How many can i build?

Post by Killjaeden »

CBJ wrote: Fri, 6. Sep 19, 22:21 using menus to manage them.
Food for thought: Could be useful to let the player define some sort of Standard ships/ ship unit. Like some Grunt in the Army, or some ordinary spearman in a RTS, or an ant in the hive. They are all identical, individuality is unwanted. By this, one could do some menu optimizations to improve overview with lots of ships.
Standard ships are not displayed individually per default in menus. Instead, they are per default grouped up as one entry with amount. So not "Spearman 1" to "Spearman 42" in a list, but a single entry "42x Spearman" that can be collapsed into individuals if necessary
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AquilaRossa
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Joined: Thu, 8. Aug 19, 23:54
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Re: Ship Limits. How many can i build?

Post by AquilaRossa »

CBJ wrote: Fri, 6. Sep 19, 22:21 Any hard limit would be way beyond practical limits imposed by things like performance, especially if you're nearby or using menus to manage them.
So no hard limits? That's good. I stash them away inside spare destroyers so they do not hurt performance as much. That makes me wonder. Why can a destroyer hold more fighters than a carrier? A Behemoth holds 40. A Colossus holds 30 plus 10 M class ships if i remember correctly. A carrier unloads them a lot faster of course, but it still seems off to me. I also see that the admin module has M and S launch tubes (I initially presumed missiles). I guess they launch ships somehow? I wonder how that works, or is it a placeholder like the digital seminars?

I wrote above that i will probably lose disobedient pilots and their ships while typing that post. Not too bad compared to some losses I get. A Pulsar in SPG at the wharf. It came from my Inanamus Zura fleet though. I am so hoping this does get added to the beta patch. it is the number one thing that drives me up the wall about the game -- even more than the performance thing. Hope does not get things done or working though. I have not played today. Sick of that fighting that AI bug.
Gavrushka
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Re: Ship Limits. How many can i build?

Post by Gavrushka »

CBJ wrote: Fri, 6. Sep 19, 22:21 Any hard limit would be way beyond practical limits imposed by things like performance, especially if you're nearby or using menus to manage them.
I guess that's a reference to computer performance, because I break into a sweat when I've two to manage.😅

But it's interesting because I'm *sure* someone mentioned in another recent thread they had to get rid of a few of their capital ships because of the framerate hit. (Although I've now accepted my prestigious new graphics card is in reality the misshapen cousin we hide in the cellar when friends come visiting. 😕)

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