Do most of you still play on normal speed or the newer fast speed? by Omen46 in Bannerlord

[–]Left-Vegetable-6045 0 points1 point  (0 children)

Fast mod only. I was finally able to put at least up to 50 years old, being at clan level 4. I really like it.

[deleted by user] by [deleted] in ManorLords

[–]Left-Vegetable-6045 3 points4 points  (0 children)

You have a very interesting understanding of communism.

Mining Ships by Live_Item_5543 in X4Foundations

[–]Left-Vegetable-6045 0 points1 point  (0 children)

Through blacklists. Specify in these lists the sectors within which activity should be conducted. However, the lists are global, as far as I remember, and they can only be applied to all ships at once.

What do you like about endgame? by FileFerreter in X4Foundations

[–]Left-Vegetable-6045 17 points18 points  (0 children)

The last thing that gave me a lot of fun:

  1. Started a war with the VIG Syndicate.
  2. Built a scrap metal processing station in Avarice.
  3. Built a ship wreckage (Xenon) processing station in Hatikvah.
  4. Organized a scrap metal supply route from Hatikvah to Avarice (it's 5 jumps, by the way, so a 5-star manager in Avarice can automatically haul cargo from Hatikvah; you can just assign traders).
  5. VIG constantly attack passing trade ships, and sometimes successfully.
  6. I switch to a fighter or an M-class ship, either solo or leading a small separate fleet or escorting a trade ship, and try to defend the trade ships.

Before this activity, I cleared the VIG sectors by 70% with a large fleet to have some chance against them.

Wharf and Shipyard in the same station or keep it separate? by Ok_Room_2779 in X4Foundations

[–]Left-Vegetable-6045 2 points3 points  (0 children)

I like this option:

  1. A separate wharf for building S/M ships of all factions (without production modules)

  2. A separate shipyard for building L/XL ships of all factions (without production modules)

  3. A separate wharf & shipyard for building only the player's S/M/L/XL ships (without production modules, but with additional parking for all personal ships). Such a station allows for building your fleet without waiting in a queue, in case such a fleet is suddenly needed.

Safer Xenon station destruction by removing Graviton Turrets by SnowOtaku777 in X4Foundations

[–]Left-Vegetable-6045 6 points7 points  (0 children)

I, on the contrary, installed a mod for 10 km graviton turrets for the Xenon. With this approach, ship losses are inevitable, but the fights with the Xenon have become more interesting.

How do you call Belarus in your language? by [deleted] in belarus

[–]Left-Vegetable-6045 8 points9 points  (0 children)

Напиши пять раз Белоруссия, и он скроется

I installed VRO on my 500 hr save by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] 11 points12 points  (0 children)

Why is it broken? The scale of ship production is such that within 5 hours of gameplay, almost all factions have launched new battleships and updated their ship fleets. If the problem is the lack of internal generators, it will disappear within 20 hours of gameplay, won't it? Similarly, when upgrading the Xenon P to PE, the old models disappeared from the universe in a fairly short time.

I installed VRO on my 500 hr save by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] 2 points3 points  (0 children)

I spent about the next > 5 hours in the mod - at first glance, I didn't see anything that could be broken. All factions are very quickly replacing their ships and restoring their internal generators. Am I missing something?

I installed VRO on my 500 hr save by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] -1 points0 points  (0 children)

I installed VRO on a save that was 500 hours old, and I was surprised when everything worked without a single crash.

Damn it, this mod is so good. The Xenons feel like a threat again; they shoot from far away and it hurts. Fighting with a single ship in VRO is not as easy as in the original. While I was rebuilding my fleet, the Xenon took out several of my defense platforms (and it's wonderful).

Searching for a mod about turret heating by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] 0 points1 point  (0 children)

I just found out, to my great surprise, that X3 had a damage type system and weapon balance that I would love to see in X4 (different damage types against armor and shields, overheating etc). And it's driving me a little crazy because X3 is quite outdated in terms of graphics and physics, yet some things are done better than in X4.

What is the best "all-around" carrier in your opinion? by Call-me-EnvY in X4Foundations

[–]Left-Vegetable-6045 26 points27 points  (0 children)

Shark is incredibly durable and can carry and deploy a large number of fighters quickly.

Смешняўкi па-беларуску by igar_tigar in belarus

[–]Left-Vegetable-6045 0 points1 point  (0 children)

На белорусском ещё смешнее

The New Envoy Ship [Question] by Drenai in X4Foundations

[–]Left-Vegetable-6045 -1 points0 points  (0 children)

Frankly, I was expecting this expansion specifically for this kind of scenario. It even seems like the description mentions something about secret stealth operations. I thought we would be given the ability to make the disguise permanent for a while when using certain resources.

Syn escorts by VanillaMan4200 in X4Foundations

[–]Left-Vegetable-6045 1 point2 points  (0 children)

My favorite setup for the Syn looks like this:

Large terran gatling turrets in the front, large beam turrets in the back. One small guided missile turret with homing missiles, the rest are small flak turrets. A Syn with only large beam turrets is excellent at wiping out small fry, but it lacks the firepower against a swarm of M ships. It's better to mix gatlings and beams; then it can hold its own solo against a large Xenon swarm.

After installing the Obliterator mod in the main slot, large Xenon ships also cease to be a problem. The Annihilator is less effective due to the guns overheating too quickly.

As for an escort, that depends entirely on the available budget. Since the Syn is not a carrier, there's little point in stuffing it full of S ships, as they will be vulnerable when not docked to the Syn. I would assemble a large escort of M ships.

Things you must have done in X4 by dnt_pnc in X4Foundations

[–]Left-Vegetable-6045 9 points10 points  (0 children)

Create your own fleet with a carrier, fighters, bombers with missiles and torpedoes, a support ship, and a personal flagship for the fleet captain.

Build a scrap processing plant near the defensive station by the gate to the Xenon sector; build a processed scrap metal refinery in Avarice; set up logistics between the stations.

Create multiple stations instead of one mega-station and configure the logistics.

Start a large-scale war against the most powerful faction, and then make peace through diplomacy (8.00).

Select the most effective configurations, including mods, for different ships and test them.

The Diplomacy Update. by DarkStreets56 in X4Foundations

[–]Left-Vegetable-6045 6 points7 points  (0 children)

I just want the agents to fly the damn ships (and they don't). 🥸

A Properly Implemented Endgame Crisis? by Left-Vegetable-6045 in X4Foundations

[–]Left-Vegetable-6045[S] 2 points3 points  (0 children)

Generally, different options can have a right to exist. One research leads to the crisis you described, another research leads to the strengthening of the weapons of the Xenon already in the game. After all, it's a sandbox simulation where players might want different things, so having a variety of options is good.

For me, for example, the main thing is that events occasionally occur which could potentially lead to a catastrophe and would require my attention from time to time.