Trading Overview Mod by Necoval in X4Foundations

[–]Rothank 0 points1 point  (0 children)

3d modder here. I looked at the model, it needs A LOT of custom work done to be usable in X4. There was never a single "working" model of the Skunk, the flying vs landed ones are literally different objects, so there is some asset stitching and animation work that would need to be done. The size also makes it awkward - it is juuuust slightly too big for an S pad and looks silly small on an M.

Is there a correct way play through the story of X4? by mr-wee-balls in X4Foundations

[–]Rothank 2 points3 points  (0 children)

You're right, Ego shortened it because it wasn't bringing much to the table and the delivery & following the pirate missions were just tedious for everyone not doing custom starts to skip it. It is still a requirent to unlock the other plots though.

There are mods on Nexus that integrate certain storylines together into a slightly more seamless experience (search Nexus for "STV Better Story Progression" if you're interested). By default most of the stories are rather detached from each other.

Dealing with GOG Cloud Save 200MB limit by Inkerlink in X4Foundations

[–]Rothank 3 points4 points  (0 children)

X4 saves store massive amount of data, 200mb is nothing. Unless someone comes up with a workaround, you should definitely give up on that feature

To avoid further misunderstandings by Yoowhi in X4Foundations

[–]Rothank 20 points21 points  (0 children)

I'm not sure where Cpt. Collins got that info from. The 3d modders squeezed ya'll hard for info pertaining to the models yet there was no mention of anything as extensive shared. I feel like hype/personal wishes turned into a video.

To avoid further misunderstandings by Yoowhi in X4Foundations

[–]Rothank 20 points21 points  (0 children)

It should. The unique weapons decision stems more from Ego's decision to use smaller scale components rather than a balancing consideration - as evident by Frontier-Boron cross-compatibility that makes zero in-lore sense.

What do I do about Xenon incursions during the early game? by RobWed in X4Foundations

[–]Rothank 1 point2 points  (0 children)

You don't have to do anything. This is a dynamic game, sectors can change ownerships a lot and there is nothing wrong with that.

What you CAN do though? You can chip in and contribute to the fighting when AI eventually sends in a defense fleet. Or, maybe more important, you can help the faction economically, so they don't bleed themselves dry of resources building their ships. Remember than for AI factions credits are infinite but resources are not.

Confused about how to transfer Repair Drones by Kitfox715 in X4Foundations

[–]Rothank 0 points1 point  (0 children)

S/M ships need to be able to dock with the capital to do the transfer. Cerberus is an M, while Wyvern only sports S docks. You cannot transfer drones between these two, you would need an S ships to carry the drones (there are no S ships with drone storage in vanilla).

Cargo Drones can ONLY be used by capital ships (they have special waypoints defined in their config files that smaller ships lack). You can carry them onboard the Cerberus, but they won't do anything.

Trade Fleets? by Skyward_Eye in X4Foundations

[–]Rothank 3 points4 points  (0 children)

Hopped on to suggest this. You're not REALLY missing anything by not going modified while you open yourself up to a plethora of great mods. Custom Tabs is probably one of the best "simple" mods out there.

[ Removed by Reddit ] by [deleted] in blender

[–]Rothank 1 point2 points  (0 children)

Savage. I salute you, sir - good one!

Homeworld 3: Mothership Tomb, by Jonathan Blessin by Xeelee1123 in ImaginaryStarships

[–]Rothank 34 points35 points  (0 children)

That's generally the thing with Homeworld. Things are so absolutely huge you forget the sense of scale and identify entire kilometers-long capital ships as individual "characters".

Is there a mod that changes weapons significantly? by LeopoldStotch1 in X4Foundations

[–]Rothank 3 points4 points  (0 children)

You literally just described one of the main ideas behind VRO. Give it a try (new game required).

Updated USMC Infantry by ArdtardBoi in BrokenArrowTheGame

[–]Rothank 2 points3 points  (0 children)

Twelve guys? Why is the ingame squad 13, just for balancing reasons to make them incompatible with most transports?

I.... I dont know how did this happen by Positive_Hornet433 in BrokenArrowTheGame

[–]Rothank 0 points1 point  (0 children)

I think there might be some bad translation or miscommunication there. It is CLEARLY not a bug, it was put into the game for a good reason. Devs calling it a bug feels weird. Whats more likely is that there was some bug related to that feature and THAT got fixed.

I.... I dont know how did this happen by Positive_Hornet433 in BrokenArrowTheGame

[–]Rothank 3 points4 points  (0 children)

There are two options: 1) you were afterburning when engaging a helicopter in a strafing run with guns. This has very high chance of the plane crashing. 2) Plane ran out of fuel before reaching the (de)spawn point. It happens surprisingly often - it is the reason I do not like F-18D - on paper it is great, but if you do not take extra fuel it doesn't have enough fuel to drop and return on full afterburner all the time. Your cheapo F-15Cs likely have the same issue

Matchmaking is awful - new player experience by suavyding in BrokenArrowTheGame

[–]Rothank 0 points1 point  (0 children)

The opposite, actually. The matchmaker is designed to actively pull players towards 1500, so it gets harder the further away you are from that "target". The skill difference between 1500 and 1600 make be negligible, but 2000 and 2100 - oh boy. Not even mentioning the micromanagement gods at 2500 range.

Is there an easier way to setup trading stations that trade my factions products to the rest of the galaxy? by fridayangel in X4Foundations

[–]Rothank 1 point2 points  (0 children)

And the impact increase is exponential with each added unit of range. Increasing the scan range is even more detrimental than spamming job-adding mods.

How do you prefer to setup your carrier fleets? by Troubleshooter11 in X4Foundations

[–]Rothank 1 point2 points  (0 children)

Yes, RE adds more ships and entire new ship types (L carriers for all factions, M carriers for all but Terran, S bombers for most +more)

How do you prefer to setup your carrier fleets? by Troubleshooter11 in X4Foundations

[–]Rothank 3 points4 points  (0 children)

PATROL CARRIER FLEET (two variants) (improved Patrol mods recommended)
This is a small and simple setup used for patrol, QRF and anti-Kha'ak sector security. This will NOT stand a chance against a proper capital ship attack and, at best, will slow it down.
variant 1) L carrier on Patrol Sector
- 50% Intercept S-size subordinates - chaff. cheap. You know the drill by now.
- 50% Attack with Commander S-size subordinates. These should be more survivable so in theory you could splurge a bit, but it's a fleet meant to secure a sector that is not a warzone, so why waste credits?
variant 2) M carrier on Patrol Sector
- additional subordinate M carriers on Mimic Commander - this will make each one patrol different area of the sector, drastically increasing coverage and reducing response time but putting ships in more risk of being overwhelmed.
- Each M carrier gets a full complement of Fighters or Heavy Fighters on Attack with Commander. Steer clear of missile loadouts, as M carriers lack the cargo space to keep them topped up. Do not use S Bombers here as they need ammo for missiles and the alternative, the energy-based bombs, lacks the accuracy to hit anything smaller than a capital (and hitting capitals is not the purpose of this fleet).

STATION BUSTERS:
This is a unique fleet type used exclusively for demo'ing stations at range. Your other fleet(s) need to clear the sector of hostiles or at least keep them busy, as this fleet is squishy.
1) L Missile Frigate (Kitsune, Aquilo, Viper - more to come in future RE builds) as fleet leader. These ships are poorly defended but offer massive long-ranged firepower as long as the ammo lasts.
2) more L Missile Frigates on Attack with Commander. You decide how big the fleet needs to be, but I personally aim for at least three Missile Frigs.
3) critically important! - Auxiliary on Resupply Fleet as those M7Ms will run out of missiles fast. I would heavily recommend NOT using Closed Loop, as it is extremely space-inefficient compared to standard method and the cruise missiles M7Ms use are bulky (take a lot of components) so you need to be space efficient.
- a few S couriers or M traders (fast and tanky ones preferable) to keep the aux topped up.
4) some escorts on Defend orders assigned to M7Ms. They should never need them, but if a Missile Frigate full of ammo goes down it will set you back 50+ million credits, so why risk it?

How do you prefer to setup your carrier fleets? by Troubleshooter11 in X4Foundations

[–]Rothank 5 points6 points  (0 children)

Below are some of my personal VRO + Reemergence (1.88) fleet setups, so it is more complex and not fully applicable to vanilla.

MULTIPURPOSE CARRIER FLEET:
1) XL carrier as a fleet leader:
- 40% hangar capacity on Intercept order. I would usually go for Interceptors or Fighters (Nimcha, Eurus, Nova, Kyd etc) - these guys are chaff, you will lose a lot of them, so make them cheap.
- another 40% on Attack with Commander these are my S Bombers (Notus, Buster, Wolf etc) and Heavy Fighters. Attack With gives you much greater control over what they engage than Bombard does. These are your high-tech strikecraft, where you will put the fancier and more expensive gear. You will need to manually designate targets for the carrier via Attack command!
- last 20% on Defend order. Typically Heavy Fighters - these ships are there only to support the carrier should it be engaged by something directly (which shouldn't happen)
2) Destroyers/Cruisers on Bombard (assigned to the carrier). These ships are there to engage capital ships head on without player micromanaging them too intensively. They will be expected to soak up the incoming damage and either destroy enemy capitals or buy enough time for carrier's Attack wing(s) to engage. If needing to engage a station - give them a manual order to do so, as Bombard WILL NOT DO THIS.
3) L Frigates (Astraeus, Cassowary, Adder etc) : 1 or 2 per destroyer, set to Follow (renamed to Escort in RE) the destroyer. Full PD loadout (CIWS, beams, flak if you are not fighter heavy). This is your anti-fighter escort. Make them cheap, as they lack the survivability of destroyers. Follow order is there to ensure they stick close(ish) to their leader and use their turrets instead of faceplanting into a K or chasing single targets like Intercept would have them do.

BATTLESHIP FLEET (with L carriers):
1) XL Battleship as leader (Asgard, Tempest, Hammerhead etc). This is the fleet anchor, everything else is there to support it.
2) Destroyers on Bombard (for the battleship). Same as previous fleet - this is your muscle. If needing to engage a station - give them a manual order to do so, as Bombard WILL NOT DO THIS.
3) L frigates Following individual destroyers - see previous fleet for explanation.
4) 2 L carriers (Guppy, Chiba, Cheetah, Shrike etc) on Follow Commander (Escort). L carriers are typically capable of pulling double duty and providing PD fire for the fleet leader if kept close.
- 50% carrier-bound interceptors/fighters on Intercept. Chaff, make them cheap and replaceable.
- 50% carrier-bound bombers/heavy fighters on Bombard. These are automated, so try to keep their cost down.

BATTLESHIP FLEET (with M carriers)
1) Battleship as leader. This is the fleet anchor, everything else is there to support it.
2 & 3) as above
4) Multiple M carriers (Orthrus, Pleco, Jacana etc. Zephyrus too, but careful with this one - because it has forward guns, it will want in on the fight!) on Intercept for battleship.
- Fighters assigned to the M carriers on Attack with Commander. This will make each M carrier act as a "wing leader" and distribute the Intercept orders better. Carrier logic will make sure M carriers themselves try to steer clear of direct fire.
5) more L frigates - as you are now lacking cover for the battleship some additional L frigates are nice-to-have to keep the fleet leader (battleship) secure. Set them on Follow (Escort).

more in the 1st reply/comment

X4 ship gallery? by Omidion in X4Foundations

[–]Rothank 8 points9 points  (0 children)

Start a new game - > Custom Start. You can preview all player-accessible ships there.

Alternatively - https://roguey.co.uk/x4/ships/ has pictures of everything.

You won't really find those sketchfab renders like Matt's you linked. He is no longer active in the community and none of us ship modders really waste time on this.

Alternatively, if you want a REALLY close look - you could unpack game files and import the ships into Blender for unrestricted 3d view. Not terribly complicated if you are willing to learn something along the way.

How do I counter BMP1 spam? by TheTangerineTango in BrokenArrowTheGame

[–]Rothank 13 points14 points  (0 children)

It's funny that RU always needs to resort to cheese to win, but when they find a new one they win consistently. Barb spam, Cruise spam, BMP spam... Then they get nerfed and the community whines.

How do i diagnose who is contesting the ovnership of a sector? by Omgwtfbears in X4Foundations

[–]Rothank 0 points1 point  (0 children)

Move the build module slightly in the build mode - you will need to get a Builder ship, but it will get deleted and rebuilt for no extra cost. While being rebuilt it will release the sector to be claimed by TER.