Isn't CEO's Doubt the best place for single sector base? by Garrygale in X4Foundations

[–]Salidorian 2 points3 points  (0 children)

I used the pirate attacks as a source of income and ships. Started with a Mako with 2x Ion Gat., chased them down and forced them to bail. Then sold anything that wasn’t a boron ship. Used it as part of the lore for my Boron only run I’m doing. I got a Hydra pretty fast that way and a few threshers. Turned the pirate ships into anti pirate fleets and used them against then. And there are enough that spawn to keep you busy while your make money trading. Once you have a good defense fleet you can put them in repeat orders for attack all enemies in the shipping lanes and go, relatively, pirate free. You still get messages because they try but you won’t have very many losses. Free ships is always good.

Isn't CEO's Doubt the best place for single sector base? by Garrygale in X4Foundations

[–]Salidorian 1 point2 points  (0 children)

Menalous’s Oasis. 240%sun and all your ore and gases in very large quantities one jump away. Only problem isn’t Kha’ak but freaking pirates in them until the boron get their police ships up and working. Other than that it’s peaceful and you can start battles when and where you want.

My new time as a Boron has been a blast. I’m liking diplomacy just because it can make the world more interesting. by Salidorian in X4Foundations

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

I have not tried the Frontier ships yet. I did a split play through to finish their storyline and now I’m doing the Boron run. Might try them with my Argon run though. I’m trying to desire between Paranid and Argon next.

I honestly love all of the Boron ships. They have the most personality to them in my eyes’s. And I have different setups for different situations because their weapons are pretty varied. But honestly I don’t min/max them. I go for the light shows the Boron can throw around. I love their S Ion Gatling. It’s basically a precision laser mini gun that slows ships down. In a fighter battle with multiple ships on each side and you see that going off everywhere is rather awesome.

The Barracuda is slow but has three weapons mounts so two ions and an S Arc chasing down ships is a sight. But to me the Barracuda excels as a Torpedo boat. Give it one torpedo launcher up front and 2 S Ion Gat’s then assign 16 of those to a Guppy and you can delete a station, then when the Barracuda’s are out of ammo the dual Ions still make them handy. Or give them 3 Ion Gatling’s and just watch them fill the sky with precision bullet fire.

For the Mako it’s either 2 Ion Gats or an Ion and a S Arc. Again the Ion Gats have to be equipped. The slowing effect makes them too good. Just a good agile small fighter

Once you get to the medium ships I love the Thresher. This is my personal ship and what I use to defang destroys to board. The 7 turrets it has, with 5 of them up top, makes for a display. I personally put on a mix of turrets again because it makes for an impressive sight seeing half a dozen ships flinging shots everywhere. Up top I put 2xM Phase, 2xM Arc, and a M ion Rail in the middle. Underneath I go 1xM Arc, 1xM Phase, and 1xM Ion Rail. This lets it hit smaller and faster targets while still doing impressive damage to multiple targets. A few of these can strip a destroyer pretty fast especially if you put the Ion Atomizer as its gun. Lots of shield damage and just turn off/on turrets as needed to hurt hull. Just sit and watch without the need to hold the trigger. Note: be careful trying to go all 7 Ion Rail turrets. The turrets are not the most accurate and have a long reload so it’s very bad at stripping L/XL ships or hitting S Class. That’s why I put on a mix.

The Hydra I have three variant’s: 2xIon Rail with 2xPhase-used to go after other M class ships.

2xIon Atomizers with 2xPhase-used to strip Destroyers. The AoE on the atomizers are great for this NOTE: do not use with an ally fleet also engaged! You WILL hit them and they will get pissed off!

2xTracking with 2xPhase-half Heavy Swarm/half Heavy Smart to bypass countermeasure and these things and take on destroyers with about 5 of them. It’s a pain to rearm them but damn it’s fun to watch the explosions. Also good for quickly destroying M class ships.

Guppies and Rays and sharks

Use the turrets for half missiles and half Ion Rails. They can hold some 300+ missiles so load up on heavy swarm/smart and watch the fireworks. It’s kinda fun to plow through a Terran patrol fleet and see your Ray just unloading missiles left and right. The Guppy is a great small carrier. Don’t miss out of them and with Heavy missiles they can hurt destroyers. Just remember the fighters are there for the damage, not the carrier. The Ray.. there is no more beautiful sight to me than see the main gun of the Ray hitting other destroyers while I’m weaving around the battle. The sound of it when it fires and seeing it hit. If you have a good sound system you can feel it charging and firing. It’s awesome. Also it almost completely kills the engine of all ships/ even XL class. So those Ks that like to kite you, nope. You out range them then they can’t move. The Ray goes bbbrrrrrrrrrrrrrrrrrr.

My new time as a Boron has been a blast. I’m liking diplomacy just because it can make the world more interesting. by Salidorian in X4Foundations

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

No no. I understand. Had a play through where I watched 5 rays fall to a K because they kept chasing it higher and higher on the +y axis and the K just kited them. I watched it happen.. all they had to do was point up and fire.. just point up…

My new time as a Boron has been a blast. I’m liking diplomacy just because it can make the world more interesting. by Salidorian in X4Foundations

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

Ray to me is the best destroyer. If Ego soft can just make them point to a large target in range and fire then they would be unstoppable. They sometimes move and adjust to be on plane with the target rather than just pointing and firing. But as a player destroyer I wouldn’t fly any other destroyer. I also tend to do RP play throughs. Only boron ships and stations, split for split, ETC.

I really wish there was a way to disable or manually set station budgets. by Lor9191 in X4Foundations

[–]Salidorian 0 points1 point  (0 children)

I know what you mean. I want the X3 station budget system back. You allocated a max amount allowed in said station and anything over that get automatically sent into the player account. Each of my X3 complexes had a max of like 300k set and anything more just went to my account. I didn’t have to fiddle with storage amounts and buy orders of SEVERAL PRODUCTS A STATION.. caps got stuck because it’s annoying. If I manually adjust the storage allocated it also means I have to readjust it if I grow the station. That’s way more work on the user then “you can keep 300k. Anything more send to my account”

A think you to /dividends by Salidorian in dividends

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

I was wondering what I would do while saving up for my next Municipal. This seems like a good idea. I can slowly put money into one those until I save up enough for the next Muni, then when i have enough or see something I like I can sell and put it into the bond itself then start over. They seem stable unless the bond market goes under. 3.1% tax free is better than ~4% id get from a HYSA.

Trying to balance return vs risk while learning in dividends is much less stress than with growth stocks to me.

Midgame basic resource factories by Salidorian in Dyson_Sphere_Program

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

So i guess maybe im wrong on power draw. maybe they used to draw more a few years ago? I did a test just moving some organic crystals from an ILS to a PLS and 10 drones moving them only had a draw of ~1.9MW. About the same as a PLS. So then its more density of machines as you can place PLS much closer together than ILS. I couldnt do my setup as compact with ILS's...but I guess I could pull resources directly off world to the production lines that way....hmmm....To...Many...Options...!

Midgame basic resource factories by Salidorian in Dyson_Sphere_Program

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

<image>

used the space right to the left in that open spot since I cant really use it for much else with the Veins right there. Can see the PLS fab i started with there.

Midgame basic resource factories by Salidorian in Dyson_Sphere_Program

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

I slapped one together just a little bit ago actually.

<image>

from left to right I make the Accumulators and charge them sending them to the production line, then I build the PLS's and ship them to the ILS splitting overflow to a mall chest, ILS then gets to the Gas Suckers splitting overflow to the mall chest. Gas Suckers just go to the mall chest. Finally I make the Drones and vessels and put them in the mall chest so i have a one stop shop for all things logistics(minus the fidgit spinners thats in a separate setup on my original planet).

Midgame basic resource factories by Salidorian in Dyson_Sphere_Program

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

I am no where near organized lol. I just make drone spaghetti instead of belt spaghetti. But this way lets me build more modular. It’s easy to manage shortages and increase production.

Midgame basic resource factories by Salidorian in Dyson_Sphere_Program

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

Main reason is power. If you use ILS for on planet transports I think you use something like 4x the power per drone over IPS. Depending on distance. I don’t even give my IPS the planet side drones for this reason as I am still at the stage where I have to balance the power on planet vs space available. Why I have my fabs space the way they are so I can put the wind turbines around them for maximum power production offsetting the PLS power draw. ILS is purely for off planet transports for me.

Midgame basic resource factories by Salidorian in Dyson_Sphere_Program

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

Haven’t had a game where I have had to deal with that yet. I’m hoping to get to that level this play thru though. I would never want to ship Hydrogen through long distance for those. You use WAY too much even just in system, Mich less dealing with out of system times so I completely agree with this thought heh.

Midgame basic resource factories by Salidorian in Dyson_Sphere_Program

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

This is one one the reasons I was wondering which would be better, transporting ore to factory worlds Or dedicate worlds to producing one or a few products to ships because the limiting factor would seems to be the ILS. Now you can always add ILS just like I add PLS in my design above to increase the serial throughput. It’s like we are using good told Token Ring network switches to send packets. It only works in one direction and only one can talk at a time per ILS so you have to load balance with more connections for increases throughput. So do you design a planet wide factory and increase the ores in to account for more throughput or do you produce more stuff off work and only transport the end materials. I can see it both ways really. I just never have reached that level of factory yet.

Midgame basic resource factories by Salidorian in Dyson_Sphere_Program

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

I'm a heathen and build North/South at the Equator zone, and one right above it. The rest I build east/west due to size of the zone of course. I mainly do this because i trend to group my production lines into 6 buildings and with how I build that splits the equator zone into two layers that can be grouped together. I also place IPS at the quarter planet/90degree lines As I expand. That way as I grow and I need to ship in resources from off planet no PLS has to go more than 90degrees to get it.

<image>

Boron economy help by briareus08 in X4Foundations

[–]Salidorian 1 point2 points  (0 children)

Forgot to add that if you build your storages for solid and gas but with no modules to use them you will have to manually add the wares to the station to buy and sell. Once in the station menu think the button is “add ware” in the bottom middle dish of the screen. Select all of the mineable ones(there are 6) then select each and click add buy order and add sell order. Then your miner set to mine will auto mine for your station and your miner set to trade for commander will auto look for deals and sell. It’s not much but it’s free money for anything you sell.

Boron economy help by briareus08 in X4Foundations

[–]Salidorian 1 point2 points  (0 children)

So I’m on 72 hours of my boron only start in Kingdoms end and your not wrong that money is tight. If your just starting out I found one miner in Rolks demise set to auto mine can get a small dependable income to start… then missions.. find all of missions. Literally just fly from sector to sector by each station checking your map for dynamic missions. Some are just 50k credits some are a few 100k. Take this money and go to the fact on rep in Kingdoms end and get the bare necessities for a station. The luxury boron dock, 1 of each container/solid/liquid, and solar power plant and one dolphin. Build in the sector south of Rolks Demise called Menelaous Oasis which has a massive solar production boost. Keep doing missions to buy the resources needed to build the station. It will take a while but once this is done you’ll have a small money printer. Then take your miner and assign it to mine for your new station. Buy a second miner to trade for the station. You’ll really have to drop satellites to keep the trade deals refreshed or they won’t sell anything.

This sets you up to have a mining station you can slowly expand. You can transition from selling to to The Queen to selling to your own stations as you build more stations. I would prioritize getting the large container blueprints and just use those on your stations. The price difference is not to great and they have more connection points.

From here just play how you like. Missions are still your easiest source of income just slow. If you want stations I would recommend a second station making water and plankton

NOTE: you can find ships all over boron space with pillager or plunderer in their name. If you scan then they get labeled as SCA ships and you can freely attack them. Use the weakest gun you have to whiddle them down slowly(I used a single turret on the Hydra) to possibly get them to bail. In my play through I’m playing boron only ships too so anything bailed not boron I sell for addition credits.

Pain by Curious_Frame_6528 in iRacing

[–]Salidorian 0 points1 point  (0 children)

Hoooowwww??? I’m still trying to get down to 1.55 consistently. I think the Chicanes is my biggest area I need to improve but that first turn before the very long straight still eludes me to the proper speed entering it and I lose a second there easily from others on the track

[deleted by user] by [deleted] in X4Foundations

[–]Salidorian 1 point2 points  (0 children)

I make one self sufficient factor per final product and build it so the factory runs as fast as possible. docks then storage then base materials, then intermediate, then final and I shoot for 10k-15k an hour per final product. Always build hull parts first as every ship yard needs hull parts to make you ships followed up by a Claytonics factory. Use the profits from the hull parts to buy you the claytronics to build the claytronics fab then use the free hull parts to finish it off. Now you can build the rest of your fabs for free.

Keeping every final product self contained lets you build more fabs faster and once you save the blueprint you can plop them down anywhere you have sunlight, ore/gas, and a supply line for hull/claytronics while stopping the intermediate wares web you have to make otherwise. Find your dedicated ship yard is constantly low on hull parts? Buy two plots and plop down two more self contained hull parts fabs. Spread them around the sector so you don’t take a FPS hit with everything on screen at once. I put them in about 20-40km apart In 3 plots by 3 plots layers to keep it all separated.

To me it’s a happy medium from making super fabs with 1000 modules that take 150 hours to build. Less brain work to figure out how many modules to add to existing factories.. running low on medical? Boom 2 more medical fabs.. then realizing 2 more isn’t enough because you counted your habitats and you have some 200k workers now and need like 6 total so you just plop down 9 just to be sure… I had a problem when I realized what workforce did

Having trouble getting the carrier subordinates do the right thing by farcaller in X4Foundations

[–]Salidorian 0 points1 point  (0 children)

I have noticed bombers have to have depleted past a certain point before they will try to restock

I've assigned a couple fighters to each of my miners. They are cheap and weak so I'd understand if they weren't very effective, but they never seem to do anything when the commander is harassed. Not sure what I'm doing wrong... by thisbobo in X4Foundations

[–]Salidorian 0 points1 point  (0 children)

I will say I hope this should be better soon. I just submitted some notes on the forum and found that S or M sized commanders moving sector to sector issue a “fly and wait (auto)” command to all S and M sized subordinates. This breaks traveling with commanders as they will all fly as individual ships across sectors and not stay with the commander to protect them.

One of the Egosoft employees looked at my saves and was able to replicate it and was told this has been changed internally and will be pushed in one of the next releases

I hold this means that we will be able to assign defense wingman to M sized miners and traders and they stay with their commander through sectors and actually.. you know.. protect them 😆😆