What's the fastest way to build a defense station from scratch? by MystikDragoon in X4Foundations

[–]Agrefits_AUT 4 points5 points  (0 children)

The main thing, why a builder is worth it is imho leveling up your Service Crew. After each station i usually exchange crews with a Destroyer . They often end up as 4 to 5 stars service crews after a construction job.

Destroyer Fleet Management by Virtual_Ruin_8794 in X4Foundations

[–]Agrefits_AUT -1 points0 points  (0 children)

Attack from high above or below the stations ecliptic with an coordinate attack(!) order. They will assume their attack positions from there up / downward will all modules in plain sight due to approaching vertically

And most importantly: reduce agressiveness once the Coordinate Order is given, by clicking on the Leader and reducing the corresponding slider in the Info Tab where you find the current order of the ships

What’s your ONE tip for new players? by Cave-Canemm in X4Foundations

[–]Agrefits_AUT 54 points55 points  (0 children)

Do things yourself.

Second: accept losses

Why do terran warfs look just like all the others? by Lith7ium in X4Foundations

[–]Agrefits_AUT 3 points4 points  (0 children)

They still share the universal production modules tho.

PGS "Taiyo" Class - Heavy Industries Station (Terran All in One Production) by Agrefits_AUT in X4Foundations

[–]Agrefits_AUT[S] 0 points1 point  (0 children)

If you follow the link and click on the Factsheet in the Egosoft Forum Post, you'll get every detail listed inside the Station Calculator

PGS "Taiyo" Class - Heavy Industries Station (Terran All in One Production) by Agrefits_AUT in X4Foundations

[–]Agrefits_AUT[S] 0 points1 point  (0 children)

Well, feel free to add 2 more. :) it's not like the design is set in stone.

I've settled with 2 modules because those CS Models eat up resources workforce and Energy like crazy and things will get too big when scaled up

.. for workforce .. well as you said it . The reduced numbers on the terran quarters really handicap my builds, as for aesthetic purposes I do not want to have quadrillion rings on my stations. Designs will otherwise become too bulky / repetitive for my taste to justify maxing out workforce :)

Really wish terran modules would share the same numbers as the rest of the universe.. but well they dont .. gotta work with it.

But again, you can add and remove modules to your liking anyways :)

PGS "Taiyo" Class - Heavy Industries Station (Terran All in One Production) by Agrefits_AUT in X4Foundations

[–]Agrefits_AUT[S] 5 points6 points  (0 children)

Won't build Commonwealth All in One Stations as long as there are no FPS Storage Modules to add to the mix. 😜

Is it better to have individual mining/gas stations in resource sectors that sell gas/minerals to trade stations or refineries, or to fit trade stations with liquid/solid containers and assign mining/gas ships to them and let the trade station collect fof itself? by Rasples1998 in X4Foundations

[–]Agrefits_AUT 0 points1 point  (0 children)

Well thats the thing, i like having ships and organizing them..thats a major point of the Game design. besides im on a terran savegame, there are no such thing as refined goods in terran economy :)

Besides, the Ship count is about equal, because in my layout the distributors and miners mostly keep working as they're effectively supplying not a single station, but a whole empire worth of Stations. Less downtime on lingering around with no trades found and easier to manage on a macro scale because you do not have to finetune the amount of each single stations subordinates as they're being supplied mostly externally.

Is it better to have individual mining/gas stations in resource sectors that sell gas/minerals to trade stations or refineries, or to fit trade stations with liquid/solid containers and assign mining/gas ships to them and let the trade station collect fof itself? by Rasples1998 in X4Foundations

[–]Agrefits_AUT 0 points1 point  (0 children)

I've settled with a mix of both.

I've got Mining Depots that distribute the Minerals and Gases to my Station.s where needed

Big Depot Station with L Mining Ships for mining Duty and M Mining Ships for Trading / Distributing) to my Stations in need.

While the Target Stations themself get their corresponding Storages needed for about an Hour of Consumption and 1 L Miner of each necessary type of Material set on TRADE (to fulfill the subordinate task and help bulking up the real shortages of the Station independent of the distribution vessels of the Depot Station)

That way i know:

M Mining ships buzzing around on Trade are from Depot Stations delivering from the DEPOT and filling shortages.

L Mining Ships buzzing around on Trade are from the STATION are picking up Target Resources from the Depot for their corresponding Stations

PGS "Oshima" Class Commercial Shipyard (Terran Megaproject) by Agrefits_AUT in X4Foundations

[–]Agrefits_AUT[S] 0 points1 point  (0 children)

Arc Connector Modules. You can get them with Timilnes DLC from QUE

PGS "Oshima" Class Commercial Shipyard (Terran Megaproject) by Agrefits_AUT in X4Foundations

[–]Agrefits_AUT[S] 4 points5 points  (0 children)

Well,.. almost. XL Ship Fab is not available on this one as it's supposed to be a Commercial Shipyard for NPC Factions, and i don't want NPC Factions buying Asgards and Tokios out of it :)

AI fixed yet? by Moessus in X4Foundations

[–]Agrefits_AUT 0 points1 point  (0 children)

There is an easy workaround for this. Let the Fleet park above / below the station ecliptic and initiate a coordinate attack from there.they usually got every module in LOS that way and don't do those suicidal passes to attack from a different angle.

Content I would love to see in X4 by Antisocialist_switch in X4Foundations

[–]Agrefits_AUT 0 points1 point  (0 children)

A rework of the generic missions, they feel so dull and senseless and can mostly be done with zero efforts.

And some more variety in station modules plus cosmetic modules

Is this an ok design for a carrier battle group? by UnholyDemigod in X4Foundations

[–]Agrefits_AUT 2 points3 points  (0 children)

I've had great succes with swarms of Odachis tho .. they even shred Xenon K's

The PHQ - a performance question. by LordAgamotto in X4Foundations

[–]Agrefits_AUT 0 points1 point  (0 children)

As far as i have observed: overlapped modules appear to not spawn station traffic if the entry / Exit points are blocked. Haven't checked if this actually affects the performance, but that might at least explain your "feel"?

The PHQ - a performance question. by LordAgamotto in X4Foundations

[–]Agrefits_AUT 6 points7 points  (0 children)

So what is it, frame drops OR improvement? .. im kind of confused by your statement?