Some questions about game mechanics & screen handling for v2.50

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

jm7111
Posts: 24
Joined: Fri, 23. Dec 11, 23:11
x4

Some questions about game mechanics & screen handling for v2.50

Post by jm7111 »

Would like to pose following questions about certain game mechanics/details

1. Ship Information / Behaviour tab / Order Queue section - What does the asterisk at left of of the 4 button group (asterisk, move up, move down, cancel) supposed to do ?

2. Ship Information / Behaviour tab - Why is the "base" sector, based in which, max gate distances for unassigned AutoTraders & AutoMiners are calculated, not shown ?
Firstly, I cannot remember for ea ship where it was first allocated as Autotrader/Autominer, and secondly, in case the ship is not behaving as intended (i.e. idle etc), it is easy to look for the reason by knowing this allocated "base" sector. Additionally, it could help in having an overall view of sectors covered with trade ships for better TRADE management.

3. Ship Information / Behaviour tab / Default Behaviour section - Why does the default behaviour of Carrier ships not include the "Supply fleet" command ?
I'm using those ships as supply vessels, in view of the fact that I have them anyway (were captured), and as I have read in other posts they are not of much use for other (not specialized) tasks.

4. Plan Build / Constructed module list on the right - Why does the plus sign at the left side of ea module cease to work after the module is built ?
It is useful to see at any time how much material is needed for ea module (to infer about the cost) since the average cost for ea module is NOT SHOWN ANYWHERE.
A good place to show this module cost would be on the Build Plan/sub-screen at middle bottom, which appears if we click on a module in the build list and includes production rates & resources.

5. Why there is no mission issued when a shipyard (i.e. ship build module) is constructed to supply a ship dealer (as a reminder), same as the missions to supply a Manager or subordinate ships ?
radcapricorn
Moderator (English)
Moderator (English)
Posts: 3230
Joined: Mon, 14. Jul 08, 13:07
x4

Re: Some questions about game mechanics & screen handling for v2.50

Post by radcapricorn »

1. Ostensibly, the asterisk pulls up a menu where you can enable/disable ship's weapon systems used for that order. Though I don't think that selection actually works, or at least, I haven't seen any difference.

2. Will be shown in 2.60.

3, 4, 5. Shrug.
jm7111
Posts: 24
Joined: Fri, 23. Dec 11, 23:11
x4

Re: Some questions about game mechanics & screen handling for v2.50

Post by jm7111 »

radcapricorn wrote: Fri, 4. Oct 19, 12:47 1. Ostensibly, the asterisk pulls up a menu where you can enable/disable ship's weapon systems used for that order. Though I don't think that selection actually works, or at least, I haven't seen any difference.

2. Will be shown in 2.60.
Thank you for answering.
1. Did some tests by enabling / disabling missiles, weapons / turrets and it doesn't seem to work.
2. Good to know, thanks.

Return to “X4: Foundations”