NPC Stations Deconstructing - Explained.

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Sudo1701
Posts: 30
Joined: Sat, 31. Dec 11, 21:53
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NPC Stations Deconstructing - Explained.

Post by Sudo1701 »

Hi all,

I've recently come back to 2.6 playing from an old save that was last played in January.

I've enjoyed the changes so far but after playing for several hours I have noticed something odd.

In Antigone Memorial there was a Plasma/Ship Tech Factory that existed, then started deconstructing all of a sudden and then after a few hours it was gone completely.
The faction has been building stations in other places. Was wandering if stations that are not performing well for the faction get trashed?

This is also happened in one of the paranid sectors to a Soja Husk factory.

I'm playing with no mods.

Thanks :)
csaba
Posts: 1256
Joined: Fri, 26. Aug 05, 22:39
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Re: NPC Stations Deconstructing

Post by csaba »

Some stations are handmade in the game while others are procedural. Maybe that particular station was a handmade one that got moved for balance reasons and as you ported over your saves the faction removed it. I very much doubt the AI can calculate economic needs.
CBJ
EGOSOFT
EGOSOFT
Posts: 54303
Joined: Tue, 29. Apr 03, 00:56
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Re: NPC Stations Deconstructing

Post by CBJ »

The factions will indeed build and dismantle stations depending on their economic requirements.
csaba
Posts: 1256
Joined: Fri, 26. Aug 05, 22:39
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Re: NPC Stations Deconstructing

Post by csaba »

CBJ wrote: Tue, 3. Dec 19, 15:43 The factions will indeed build and dismantle stations depending on their economic requirements.
Then why do pirate factions have station build missions for stuff like engine parts? I clearly remember building one in Nopelios for SCA and instead of dismantling it they even added more production to it. This was in 2.6.
CBJ
EGOSOFT
EGOSOFT
Posts: 54303
Joined: Tue, 29. Apr 03, 00:56
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Re: NPC Stations Deconstructing

Post by CBJ »

I don't really understand your question, or what it has to do with my answer to the OP's question. Factions can and do build and dismantle stations to meet their economic requirements. They can also adjust existing stations to tweak production of various items, increase or decrease numbers of traders, and so on.
csaba
Posts: 1256
Joined: Fri, 26. Aug 05, 22:39
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Re: NPC Stations Deconstructing

Post by csaba »

I guess I was just baffled that why would pirates need the engine parts which they kept after transfer. Although they did expand the station with drug production, so I guess it makes sense.
Sudo1701
Posts: 30
Joined: Sat, 31. Dec 11, 21:53
x4

Re: NPC Stations Deconstructing

Post by Sudo1701 »

CBJ wrote: Tue, 3. Dec 19, 15:43 The factions will indeed build and dismantle stations depending on their economic requirements.
That's good to know!
Thanks

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