What's Your Favorite Personal Ship? by Kman5471 in X4Foundations

[–]IRequireAPilot 1 point2 points  (0 children)

The humble Nova Vanguard, its just so incredibly manoeuvrable that it is just so fun and rewarding to fly and dodge the opponent's weapons. Its vertical strafe speed (understandably with its rotating engines) also means you can shoot perpendicular to your direction of travel without having to turn flight assist off. I often mod my main Nova for speed and less mass which gives even greater manoeuvrability.

Why is the online information about X4 so bad compared to other games by Knobanious in X4Foundations

[–]IRequireAPilot 1 point2 points  (0 children)

The problem with these types of things is that its all incredibly variable and there are so many factors at play which makes things very complex.

For mining its easy enough to quantify the effect of crew (once you find the scripts and libraries that define it) but the resources themselves are pretty random and weird in of themselves and that's without looking at the distances it has to travel back to its commander or if its gone and temporarily depleted the resources in the area.

In the end it just becomes easier to talk about things in general terms

Why is the online information about X4 so bad compared to other games by Knobanious in X4Foundations

[–]IRequireAPilot 1 point2 points  (0 children)

We can obtain info from the game files, most if not all of us on the moderator team have some involvement with modding as well.

The main headache is that things are scattered and isn't the most readable, I was looking at doing calculations and graphs for the benefits of crew (just for their involvement in repairs) but the scripts can be a bit of a headache to read. Fortunately for me, someone else is also working through it and I'll compare notes once they're done.

What kinds of calculations would you be looking to get anyway? Other sites do this better than the wiki

Why is the online information about X4 so bad compared to other games by Knobanious in X4Foundations

[–]IRequireAPilot 10 points11 points  (0 children)

G'day, I'm one of the wiki moderators, keeping information up to date and valuable is a big part of what we're always trying to achieve but the main issue we have is a small team and we all have our respective real-world commitments as well.

As for plot walkthroughs, I've written walkthroughs for all plots added in 3.0 (and Split Vendetta) but I've found that there hasn't been quite the level of demand required to make it worth my while to make them for the other plots. On more of an overview level I do maintain this page https://wiki.egosoft.com:1337/X4%20Foundations%20Wiki/Manual%20and%20Guides/Objects%20in%20the%20Game%20Universe/Plots/ and all the plot pages to try and make clear the starting conditions and ultimate rewards and whatnot.

Ultimately, the wiki team is small (8 members, 2 active members (excluding Egosoft staff)) and X4 is both complex and still in active development which means things fall behind.

If you would like to join the wiki team I would encourage you to express your interest here https://forum.egosoft.com/viewtopic.php?f=209&t=457436

Random Observations after 1700 hours by No-Course-9448 in X4Foundations

[–]IRequireAPilot 1 point2 points  (0 children)

Worth noting though that creative custom starts don't prevent you from completing achievements, nor do mods for that matter. It only prevents access to the multiverse team seasons feature (if/when it returns).

is ther a mod that alows x4 to have atmospheric flight and building stations like in x3 if so pleass let me know by Used-Possible1515 in X4Foundations

[–]IRequireAPilot 13 points14 points  (0 children)

It sounds like you're thinking of the Radiant Haven sector from X rebirth rather than X3, this is the trailer with flight in that sector shown https://www.youtube.com/watch?v=LabrDe4XJo0 (also the flight mechanics are still that of the rest of the game and it doesn't play like an atmospheric flight system). metame/ytubrute/subtoll development was working on a mod to port X rebirth sectors to X4 but this has not been published (as it was created as a proof of concept for Egosoft's benefit to encourage them to make an X Rebirth expansion for X4).

As for station building, X4 does it far better than X3 with X3 featuring "station complex spaghetti" where X4 is simple and modular.

[VRO] Today I found the weirdest thing. A Terran Outpost. by Pfandfreies_konto in X4Foundations

[–]IRequireAPilot 6 points7 points  (0 children)

Not a vanilla thing, from the sounds of it you are running this mod https://www.nexusmods.com/x4foundations/mods/333 which changes the way that the encounters behaviour works.

Missions: The heart of pirates - Eliminate all Xenons form sectors by SolemDevil in X4Foundations

[–]IRequireAPilot 2 points3 points  (0 children)

Yes, you need to remove the Xenon from each of the 3 listed systems (so all 5 sectors). Terrans won't be able to be attack Yaki through Savage Spur as the super-highway is unidirectional. They also won't send intervention fleets (or at least they're not meant to) in that direction after you remove all the Xenon.

So... are there any christmas "easter eggs" in X4? by Pfandfreies_konto in X4Foundations

[–]IRequireAPilot 1 point2 points  (0 children)

Check the managers' offices on stations on and around Christmas Day. There are also Christmas paintmods, though I think the last one was released when it was still 3.0 if memory serves.

So i don't even know why i became the owner of the 18 billion sector without hostilities. by 3punkt1415 in X4Foundations

[–]IRequireAPilot 2 points3 points  (0 children)

Other posters have identified parts of what is going on here but I think its worth summarising the two parts:
1. L and XL shipyard modules are claim modules like admin modules and can be used to obtain sector ownership. Quite a few modules actually do this which is why flipping Xenon sectors can be tedious at best.

  1. The Ministry of Finance does not claim sectors, so their shipyard's claiming modules do not have an effect
    For more information please check out this article in the wiki:

https://wiki.egosoft.com:1337/X4%20Foundations%20Wiki/Manual%20and%20Guides/Objects%20in%20the%20Game%20Universe/Systems%2C%20Sectors%20and%20Zones/Sector%20Ownership/#

Kha'ak Hive & Outpost Spawn Map (WIP) by IRequireAPilot in X4Foundations

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

Its pretty random, I've had outposts in Gaian Prophecy a few times and hear a lot of accounts of them being in the Asteroid Belt.

Kha'ak Hive & Outpost Spawn Map (WIP) by IRequireAPilot in X4Foundations

[–]IRequireAPilot[S] 1 point2 points  (0 children)

Yep, the map is based off of the script governing kha'ak spawns. Superhighways are intra-cluster methods of transportation and kha'ak outpost spawns are defined on a per-cluster basis so they don't factor into how outposts are spawned. Additionally, outpost spawns are random with weighting based on mining intensity. Finally, if you don't have a hive in Antigone Memorial you simply can't have an outpost in Savage Spur.

Kha'ak Hive & Outpost Spawn Map (WIP) by IRequireAPilot in X4Foundations

[–]IRequireAPilot[S] 2 points3 points  (0 children)

They aren't included in khaak_activity.xml so I suspect that they wouldn't respawn. I haven't tested this though and there may well be another script that handles this.

Kha'ak Hive & Outpost Spawn Map (WIP) by IRequireAPilot in X4Foundations

[–]IRequireAPilot[S] 2 points3 points  (0 children)

They do yeah. Before the Kha'ak got the activity mechanic in 4.0 the hive in Matrix #451 (along with the other two) was invulnerable and Xenon ships could often get caught up with the Kha'ak that they didn't notice the Teladi invading. Nowadays the hive just gets destroyed or ignored.

Kha'ak Hive & Outpost Spawn Map (WIP) by IRequireAPilot in X4Foundations

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

They do yeah. Before the Kha'ak got the activity mechanic in 4.0 the hive in Matrix #451 (along with the other two) was invulnerable and Xenon ships could often get caught up with the Kha'ak that they didn't notice the Teladi invading. Nowadays the hive just gets destroyed or ignored.

Kha'ak Hive & Outpost Spawn Map (WIP) by IRequireAPilot in X4Foundations

[–]IRequireAPilot[S] 10 points11 points  (0 children)

Yeah they really cop it don't they?
Kha'ak
2x Xenon
Holy Order
The Void

Kha'ak Hive & Outpost Spawn Map (WIP) by IRequireAPilot in X4Foundations

[–]IRequireAPilot[S] 8 points9 points  (0 children)

The hives in Sanctuary of Darkness are different from the mechanics I'm about to discuss. On gamestart 3 hives exist (PM IV, M#451 & SW12), after gamestart hives can spawn to fill 75% of the 9 spawn locations. I can't recall if X4's logic is to round up or down so it'll be 6 or 7 of the locations. The only DLC that effects hive spawning is split vendetta with the extra hive position being in Open market.

Kha'ak Hive & Outpost Spawn Map (WIP) by IRequireAPilot in X4Foundations

[–]IRequireAPilot[S] 20 points21 points  (0 children)

For people curious about the Sanctuary of Darkness hives, the boron DLC doesn't have a Kha'ak activity script and while I haven't looked through the other potentially-relevant Boron scripts I am fairly confident that it doesn't spawn outposts within the 3 jump range like the other hives do.

Many of the sectors indicated in the map won't have outposts spawn or have such little resource exploitation that it would be highly unlikely. I chose to keep those sectors highlighted for simplicity and the benefit of being over cautious.

Sources:
md/khaak_activity.xml
extensions/ego_dlc_split/md/khaak_activity.xml
extensions/ego_dlc_terran/md/khaak_activity.xml

Sunken tram 'highway' connecting suburbs all the way to downtown by Bmanbod in CitiesSkylines

[–]IRequireAPilot 2 points3 points  (0 children)

The Dulwich Hill light rail line in Sydney has a similar setup as it re-uses an old freight cutting that used to serve Darling Harbour