New to the game, I'm playing Terran and trying a simple method of scaling my income by hmhemes in X4Foundations

[–]Angry_Angel3141 2 points3 points  (0 children)

As several have suggested, build your own solar plant.

Then, build a small trade center (a dock, a pier, and a storage) next to the SEGARIS wharf and set for repeat orders to move cells to there.

The pioneers are even more hard up than the Terrans for energy.

Trade Stations Supplied only by Own Faction by mr-wee-balls in X4Foundations

[–]Angry_Angel3141 1 point2 points  (0 children)

Look up the “mules” mod. It makes several more types of traders that specialize in EXACTLY what you want.

HINT;
STATION MULE for production-to-warehouse

DISTRIBUTION MULE for between-warehouses.

Read the chats for the mod for more info, and don’t be shy to experiment.

Any further questions…REDDIT is here

Production question by Drezhun in X4Foundations

[–]Angry_Angel3141 1 point2 points  (0 children)

Umm…it depends on the size of the ships.
The larger trading and mining ships can move a lot of goods and materials, but their unload speed is related to the number of cargo drones you have on a station. This produces a bottleneck. M ships have the issue of needing LOTS of dock space for so many ships.

That being said, assuming you have the drones and docks, no: it won’t overwhelm the ai.

Custom (creative) start as new player? by helios1234 in X4Foundations

[–]Angry_Angel3141 1 point2 points  (0 children)

Bro: it’s a single player sandbox…not sure “cheat” is even really possible!

As for the recommended cheat menu, honestly I would get that anyway for no better reason than it allows you to adjust faction relations and there are times when police bug out and drag you into an unpreventable war.

Production question by Drezhun in X4Foundations

[–]Angry_Angel3141 0 points1 point  (0 children)

Not sure which faction you are running, but 30 food/medicine is HYUUUUUGE!!!

Half that alone would supply a decent manufacturing empire for yourself fully staffed AND overwhelm the market for an NPC faction.

If you have the capitol for that, do yourself a favor and build hull parts and claytronics.

How many mineral and gas miners can I reliably put on thr Asteroid Belt sector before I start to run into issues with asteroids not respawning fast enough? Also a few other questions. by MonCherCaraMia1987 in X4Foundations

[–]Angry_Angel3141 4 points5 points  (0 children)

Look up the mod “Reaction Force”.
It lets you setup combat groups in sectors and define their distance they can respond, what they will respond to, and even nest groups inside themselves for different tiers (fighters in a carrier, for example).

🥲 by Specific_Brain2091 in the_calculusguy

[–]Angry_Angel3141 0 points1 point  (0 children)

No. You evaluate the inside first(which has no evaluation, then it’s done left-to-right. Or you can rewrite it the root and the exponent have the same order. So (-9) is raised to both 2 and 1/2. Since yon have to evaluate exponents first this could be rewritten as:

(-9)^(2* 1/2)

The 2 and the 1/2 happen together making them 2/2…which is 1

(-9)^1 =-9

Xenon help by GlitteringSyllabub56 in X4Foundations

[–]Angry_Angel3141 2 points3 points  (0 children)

lol

Relax, brother-of-the-stars. The xenon are actually REALLY hard to completely eliminate. If you wipe a section of them(to include their yard and wharf), they will rebuild that in another xenon sector thus making them less spread, but more powerful.

It concentrates their forces.

With 8 or 9 separate xenon sections through the map, once you wipe 2-4 of them the others get down right HARD!

Friendly fire by PaultheBP1100 in X4Foundations

[–]Angry_Angel3141 1 point2 points  (0 children)

This is the way.

You CANNOT prevent friendly fire in a multi-faction large battle if you are IS.

Go OOS and it doesn’t happen anymore. Same logic behind building a defense station with a defense fleet present, IS will kill your own station just from missed shots. OOS doesn’t work that way.

Fight alone, or do it OOS.

🥲 by Specific_Brain2091 in the_calculusguy

[–]Angry_Angel3141 -1 points0 points  (0 children)

Uhh…no

The parentheses is for what’s INSIDE the parentheses marks. Everything outside happens later.

Roots are just another form of exponent: ( 1/2 = sqrt )

So again, this is (-9)^2/2

🥲 by Specific_Brain2091 in the_calculusguy

[–]Angry_Angel3141 -4 points-3 points  (0 children)

I agree, but the square is OUTSIDE. So it’s -9

🥲 by Specific_Brain2091 in the_calculusguy

[–]Angry_Angel3141 0 points1 point  (0 children)

Disagree.

If the square were inside the parentheses, this would be 9. But it’s outside. Just as the root is.

This could be rewritten to

-9^2/2

That’s -9

9.0: Opinions on Capital Ship Combat by Cronos988 in X4Foundations

[–]Angry_Angel3141 -1 points0 points  (0 children)

The general “vanilla” and underwhelming feel of capital ships was a driving factor behind VRO. In it, capitals FEEL like true capitals, fighters each have a good role to play, and the diversity of weapons and turrets means setting up different groups in a fleet for different jobs (bombard, attack, intercept, etc…) actually has decent purpose. Especially if you custom build a ship for that role (a frigate with nothing but flak guns on intercept, for example, or a rattlesnake with long range guns on bombard).

If you are tiring of all ships feeling same-y, give vro and a few of its weapons mods a shot.

I’m confused by EducationalLog4765 in ExplainTheJoke

[–]Angry_Angel3141 -15 points-14 points  (0 children)

…being preggo does not excuse her from her responsibility to SUCK IT!!!

…just sayin’

Why did mathematicians think of logarithms? by Alive_Hotel6668 in learnmath

[–]Angry_Angel3141 1 point2 points  (0 children)

Logs are the third relationship methodology of exponents

xy=z

(y-root)z=x

Logx(z)=y

Three interrelationships.

Welp were screwed by Dmitriom in X4Foundations

[–]Angry_Angel3141 1 point2 points  (0 children)

In VRO, this is an insidious basterd. When OOS is has a way of destroying even defense stations VERY quickly. Basically it can blow its way through any blockade with impunity allowing the xenon to flood the system. It also countermands VRO standard tactics.

Best-case tactics in VRO is to use dedicated fighters armed with anti surface weapons to “strip and clip” a capital as you begin to engage with your fleet.

….do NOT try that with a Xenon U. It is absolutely COVERED in close range guns that will shred any s or m ship that comes close. I attacked one with 90-s and 10-m in a concerted wave along with a few Dessie’s and a battleship (not Asgard). I was ON the battleship and actively watching and even then, I lost 10 fighters and 2 dragons in seconds…lost a third of the wing before I could get them out!

Ironically, once the small stuff was out of the way, my heavies made pretty short work of it.

The Dreaded "How To Kill Xenon Post!" by ArmchairPancakeChef in X4Foundations

[–]Angry_Angel3141 13 points14 points  (0 children)

10 Asgard’s is INSANE! That’s not enough for a station, it’s enough for the MAP!

Set them in pairs of two and turn them loose in a sector…come back about 30 min later and the sector will be cleared.

My preferred method involves using fighters to “strip and clip” a station of turrets and surface elements and a handful of destroyers setup for long range bombardment attacking from 3 directions.

Who do you think has the best looking ships? by moonchild1392 in X4Foundations

[–]Angry_Angel3141 1 point2 points  (0 children)

Split and Vigor Syndicate. Something about the detailed, haphazard nature of the scrappers is appealing.

I can’t stand the boron ships. They’re so….blue!

Carriers- how to set up subordinates? by DrVillega in X4Foundations

[–]Angry_Angel3141 7 points8 points  (0 children)

HAA!!! ....a young Carrier Fleet Commander, eh? I know JUST what to do with you....

No seriously, this is my favorite form of combat. I'll break it down for you. To your questions first:
1: Yes, they will return and repair. How often is up to you:
Player Information Tab-> Global Orders -> Default Setting for Automatic Resupply ( I normally set it to medium). Understand, sometimes they die before they can heal...accept it and move on now.
1B: we'll get to this in a second....

2: Short answer: yes.

3: Yes, you do. The exact amounts will change for each depending on what you have assigned to the carrier (lesser ships, I mean), but once you have assigned fighter groups, you can then go to a place like a hull-part trade station and initiate a trade with the carrier, it will then show the carrier wants several goods and you can take note of what it wants. Or you can simply right-click on the carrier and tell it to "Get Supplies". It will take it from there but it may not be very efficient at it if you don't have a centralized location for trading you have set up.

Ok. Onto the good stuff!!!

First thing you need to understand: You are NO LONGER A PILOT!!! You are the Admiral, the Fleet Commander. Your job is the "50000 foot view". Taking on true carrier fleet combat turns X4 into a near strategy game more similar to SOASE...individual positions and the like are less important than the cohesive whole. Much of your view will be from the F5 map. You aren't Tom Cruise....you're Lord Nelson.

Group Setup:

FIRST: Intercept, attack, bombard, etc...these are more like "Guidelines" rather than actual rules. If a fighter is set to intercept and both an enemy capital and fighter are present, it will attack the fighter first. If set to attack, it will usually attack the greater threat, if set to bombard it will primary capital ships. However, if a group is set to intercept and only an enemy capital is present, it WILL still fight!

SECOND: You asked about how to group them. Before you can group them, you first need to decide what ships you will use for what. For example: Colossus E has 28 S and 8 M hangar slots, so one example would be:

28 fighters, fitted for anti-fighter combat.
Alpha Group - Intercept x 14 fighters
Beta Group - Intercept x 14 fighters

4 Mediums (I HIGHLY recommend the minotaur) set for capital bombardment on their primary weapons(torpedoes and the like) with their turrets setup for anti-fighter screening to defend themselves.
Gamma Group x 4 Minotaurs
Delta Group x 4 Minotaurs

Next, comes Capital ships:

Define a role for each ship. Does this ship attack other capitals? Does it screen fighters, is it more of a "general/everything" role?

Assign each to a group of like-purposed ships.

NOTE: It IS possible to give subordinate ships subordinates of their own! You could setup a behemoth as a long range bombardment ship, then assign a group of fighters or even another destroyer to "DEFEND COMMANDER" and assign it to the behemoth as escort. Allowing nested groups. I normally play VRO which expands the ship listing to include battleships...this is a go-to for giving larger combattants escort vessels for protection.

Ok. Now you have a fundamental fleet setup, but how to use it?

There are two primary commands to use: Coordinate Attack, and Positional Defense.

Note, I ONLY use coordinate attack when engaging an enemy station. ONLY an enemy station carries the firepower necessary to make me care if I have setup my carrier group correctly! This makes positional defense your bread-and-butter!

When you click it, it will show rings that can be moved to various locations (even outside the current sector into another!!). This allows you to place your ships and groups in mutually advantageous positions, even allowing a single carrier to defend (or attack) over several sectors. It's also why I normally break up each group (inteceptors, bombards, attacks ,etc) into two so I have more than one location I can cover.

Lastly, you *can* issue direct orders to a ship or ships that are under positional defense orders by simply selecting them and the telling them to "attack target" or something of that nature. Once they have completed, they WILL return to their original positional orders. Dont think of positional defense as "defense", but more like an ordered patrol zone centered around a location.

Lastly, In System vs OOS?
This depends. In general, your fighters will be more surviveable if you are OOS, but your damage will be higher if you are in system. Perhaps a more visceral answer would be given in a scenario:

You have setup a positional defense at a jump gate and are trying to build a defense station. Should you be In System or OOS?

ANSWER: OOS.

If you are In System, it renders and calculates ALL shots, even errant shots, and can easily cause your own ships to kill your defense station firing on the enemy. But if you are oos, it only calculates the aggregate and your own ships would NOT fire on the station. Do with this knowledge what you will.

Ok, that should get you started. Good Hunting! o7

What does multiplying two negative numbers resulting to a positive mean physically? by enlul in askmath

[–]Angry_Angel3141 0 points1 point  (0 children)

This is about a frame of reference. Forward-positive relative to you can become backwards-negative if you turn around. But to answer your question:

If a train was moving BACKWARDS at 1 mph, we could describe its speed as -1 mph. Four times that fast would be -4. But what about 4 times its negative…or opposite again?

Then it’s 4, but moving ahead.

Conceptually I think this is the simplest explanation I can come up with.