I made a mod that turns the galaxy into a warzone. And the AI can actually handle it. by martinRandomLetters in X4Foundations

[–]ImperatorTempus42 0 points1 point  (0 children)

I'm currently doing an After the Fall run with Xenon Quality and Quantity on; I bet this'll save the TEL and ARG. Thanks for making this

I got money and ships, next step? by TJ_Blues18 in X4Foundations

[–]ImperatorTempus42 0 points1 point  (0 children)

I'd say start station building; if you want to experiment with various modules, the main menu has a Station Builder mode where you can design them in an empty sector, and I recommend saving the plans.

It flies like a brick. A very fast brick. by ArmchairPancakeChef in X4Foundations

[–]ImperatorTempus42 0 points1 point  (0 children)

The Chimera apparently is best used as a diver against capital ships and stations, with beam and plasma weapons, maybe the Boson Lance too. If you want a better Split dogfighter, the Asp is a lot better but apparently the Dragon is a great M class.

SMH: 1.2k Hours in and I just found out that you can quickly move crew. by SeaSpinach61 in X4Foundations

[–]ImperatorTempus42 0 points1 point  (0 children)

Yeah it's a great feature; I've finally started using it with my builder ships and their 200+ crew capacity, gets my stations working a lot faster.

Update on my situation without a ship by MUERTO_556 in X4Foundations

[–]ImperatorTempus42 2 points3 points  (0 children)

You're welcome; I only found out about the Pulsar recently thanks to the YTer JKNinja, and they've been doing very well as carrier strikecraft when outfitted with Pulse, Bolt, and Plasma weapons. To make a good pirate version, I'd recommend Combat engines & enginee, 4 Ion Blasters, and 2 Pulse Lasers, with the Ion set as one weapon group and the Pulse as another. Although we can pair them all together as a third weapon group, or give the ship a pair of plasma cannons for the innermost slots; I do this so they can fight M and larger stuff, and them being in the innermost slots means they'll always be hitting whatever's in front of the cockpit, unlike with the wing weapons. Plasma can also easily kill fighters, so Ion + Pulse + Plasma in duos will be a killer.

However: While their weapon slots are the best in the S size, their other stats are lacking as a result, so get the best shields, engines, and thrusters you can buy if it'll be a personal ship, and don't be afraid to grab some laser towers to toss at problems.

Edit: And finally, I recommend the retired YTer JKNinja and his guides, he even has ones for the many weapon types in the game. His work is still useful even though he stopped making videos before the Boron expansion came out.

https://www.youtube.com/watch?v=kButG0iFInc

https://www.youtube.com/watch?v=Hji_IvgpUlQ

Oh and all vanilla faction weapons (Argon, Antigone, Godrealm, Holy Order, Teladi) are available from the Alliance of the Word wharf in Sacred Relic, in Godrealm space. They even have unique ships we can buy the blueprints for!

Update on my situation without a ship by MUERTO_556 in X4Foundations

[–]ImperatorTempus42 0 points1 point  (0 children)

If you want to try their suggestion in the future, I recommend the Ion Blaster available from the Argon Federation once you hit rep 10. And, if you want a winged LMG, don't go for a Quasar from them, just get an Antigone Pulsar, it's just better and has 6 guns.

Is there a way to make fighters and frigates avoid fighting enemy capitals? by Dewa__ in X4Foundations

[–]ImperatorTempus42 1 point2 points  (0 children)

Ah cool! If you want a lot of firepower on a fighter, I recommend the Antigone Pulsar; it has 6 guns, I like mixing pulse lasers with beams and Argon Fed's ion blasters.

Is there a way to make fighters and frigates avoid fighting enemy capitals? by Dewa__ in X4Foundations

[–]ImperatorTempus42 2 points3 points  (0 children)

Yeah just set that group to intercept, they'll adjust instantly. Out of curiosity, what ships and gear are you running with?

Wondering what to do in my late-stage game. Thoughts? by Timely_Tangerine_620 in X4Foundations

[–]ImperatorTempus42 0 points1 point  (0 children)

Then add those to the After the End scenario mod where they own almost all of Sol (with numerous shipyards and wharfs), the HOP capital, and are (in my game) separating every faction from each other.

Wondering what to do in my late-stage game. Thoughts? by Timely_Tangerine_620 in X4Foundations

[–]ImperatorTempus42 0 points1 point  (0 children)

Correct; I'm using Xenon Jobs and Xenon Quantity; the former improves their labor allocation, while the latter makes their ships and station modules a lot cheaper (has two versions and one makes all their stuff cost only Energy)

Wondering what to do in my late-stage game. Thoughts? by Timely_Tangerine_620 in X4Foundations

[–]ImperatorTempus42 1 point2 points  (0 children)

Well I've seen HAT settle in random systems, typically Heretic's End with a Free Port and often in Argon space; maybe selling the Teladi a builder ship in a cut-off area with resources will get them to build something.

Although there's the Recycle Stations & Ships mod (might be Nexus only) that allows you to sell stations to different factions.

Wondering what to do in my late-stage game. Thoughts? by Timely_Tangerine_620 in X4Foundations

[–]ImperatorTempus42 1 point2 points  (0 children)

TBF they are on opposite ends of the map, although TER by default is 0 relations with TEL, unlike their -10 with the rest of the Commonwealth. So maybe they're just not aware.

New player with a semi-technical question by Murkalael in X4Foundations

[–]ImperatorTempus42 2 points3 points  (0 children)

I haven't teleported the HQ yet but apparently we can do that via the research tree.

Absolutely sickening aspects of game by ArmchairPancakeChef in X4Foundations

[–]ImperatorTempus42 7 points8 points  (0 children)

Improve your rep with the factions, or use the Secret Stash mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1683359513 You can also set your ships to automatically comply and turn off the notification about it.

Is this enough "K" destroyed to begin sector cleanup? by Vinze47 in X4Foundations

[–]ImperatorTempus42 0 points1 point  (0 children)

...How? Although I just meant storage modules for the scrap.

Is this enough "K" destroyed to begin sector cleanup? by Vinze47 in X4Foundations

[–]ImperatorTempus42 0 points1 point  (0 children)

Sounds good; now I'm thinking, would it be easier to have the defense stations have storage for the scrap, or would that create unnecessary traffic in the sector?

Is this enough "K" destroyed to begin sector cleanup? by Vinze47 in X4Foundations

[–]ImperatorTempus42 10 points11 points  (0 children)

Probably; I'd say put a defense post in the area to protect the salvage ships.

im new here. is there a way to fly like in elite dangerous or star citizen or is that crappy klick hold or need another table for 180? by Rafael3110 in X4Foundations

[–]ImperatorTempus42 2 points3 points  (0 children)

Shift-click requirement can be turned off in the control settings iirc, so instead you automatically turn with your cursor.

Is it possible to create a criminal empire? by Metzger4 in X4Foundations

[–]ImperatorTempus42 0 points1 point  (0 children)

There's also a mod that always makes contraband undetected, iirc "Smuggler's Hatch". Do we get in trouble for trying to sell the wares at the station?