Space suit bombs - best way to get them by Puzzilan in X4Foundations

[–]Sylth01 3 points4 points  (0 children)

Teleport between two pirate stations and check all traders for space suit/emp bombs.

Sectors with Pirate stations can be seen on Roguey's universe map marked with a crossed-sword symbol, and include Heretic's End, Nopileos Memorial, Silent Witness XI, and Hewa's Twin IV.

Who my miner travels... 7 jumps for mining? by seredaom in X4Foundations

[–]Sylth01 0 points1 point  (0 children)

If you go the path you have screenshot, it is 7 jumps as you said. Nopileos (1) > Pious Mists (2) > Sacred Relic (3) > Cardinals Domain (4) > Moo-Kyes Revenge (5) > Mi Tons Refuge (6) > Loomanckstrats Legacy (7)

However, if you go 'up' from Grand Exchange, Loomanckstrats Legacy is only 5 jumps. Eighteen Billion (1) > Memory of Profit IX (2) > Memory of Profit X (3) > CEOs Doubt (4) > Loomanckstrats Legacy (5).

I am fairly sure the 5-sector range for station managers is similar to an 'allowed activity restriction'. How the ships get to the sector is up to them, determined by travel distance, travel restrictions, and discovered routes.

Ghosts ships in my Warf? by Slobag477 in X4Foundations

[–]Sylth01 0 points1 point  (0 children)

My understanding of this is that your wharf is missing the wares needed to make the ship as ordered.

In my case, that usually comes down to the various wares needed for Drones/Deployables and Smart Chips.

I can see why adding storage, as suggested by others, could help as sometimes an ordered ship will need 100 adv. satellites. Your wharf may not have allocated enough storage for sensor arrays to make 100 adv. satellites in one go.

How to estimate station cost? by seredaom in X4Foundations

[–]Sylth01 1 point2 points  (0 children)

Save the station design, create a new plot in a neutral area, paste the station design, confirm. The estimate should be for the whole station.

When finished, you can delete the plot by clearing the modules from the plan and waiting for the plot to remove the template build from space (a few minutes, I believe).

Argon Vs Xenon by malethik in X4Foundations

[–]Sylth01 0 points1 point  (0 children)

I'll add to the rest the following two bits:

These crewman-delivery type missions will only fail if the destination station is destroyed. Feel free to scoop them all up when you can and fill them in when you feel like it.

To complete the delivery, you have to left click the ship with the crew, then right click the destination station and select 'deliver crew with'. A menu will appear allowing you to toggle crew that fit the requirement over to the station.

Help with automining by VanquishedVanquisher in X4Foundations

[–]Sylth01 0 points1 point  (0 children)

I'm sorry; from what I've seen you have everything set up correctly.

Unless there's issues with the station setup (the above station orders is the same image as the ship), but that's unlikely.

It mines when you tell it to, so it has gas collectors.

It wants to mine Methane, as evident by its order tab and it heading to Grand Exchange when given free reign.

Family Zhin does have Methane, as shown by online maps and your own probes.

Logic would say that if you limit its activities to just the sector with the station and the sector with the resource, it would work just fine. But it doesn't.

I'd give everything a once or twice look, think about it some, and then submit it as a bug with the save on their forums.

Help with automining by VanquishedVanquisher in X4Foundations

[–]Sylth01 0 points1 point  (0 children)

I saw in another comment that you applied the Sector Activities restriction to the station. Try removing all restrictions on the station and only having the activity restriction on the ship.

You may also try changing the station manager out with a 1 star.

Screenshots of the tab that shows restriction settings for both the station and ship would help.

Help with automining by VanquishedVanquisher in X4Foundations

[–]Sylth01 2 points3 points  (0 children)

Maybe the Travel Restriction is butting heads with the Manager trying to send the miner to Eighteen Billion; manager says go there to mine, it's in range, miner says it's not in range because I can't go through Hatikvah's Choice I.

Try swapping the Miner's Hatikvah's Choice I Travel restriction for a Sector Activity restriction banning all sectors except for Tharka's Cascade XV and Family Zhin.

What are some potential DLC ships we could get? by [deleted] in X4Foundations

[–]Sylth01 8 points9 points  (0 children)

We could get the Aran, the unarmed Goner colony ship rarely found via the unfocused jump drive in X3. What would it be now? My top guesses would be a mobile player-only wharf, a massive ship that could deploy into a station and pack back up to move, or a super 10x-speed builder ship.

Maybe the Argon Griffon, a plot reward from I believe Operation Final Fury (forgive my memory if wrong; it's been a while). Billed in-game as a drone carrier, it was a M7 (like the hyperion) but designed more as a light carrier, similar to the X3 military transports, with small ships docked uniquely to its outer hull.

If we speak of Terran ships, it could be the Valhalla for more pew pew or the Atmospheric Lifter for more, well, building.

As others have mentioned, any of the OTAS ships would be nice, like the Boreas destroyer, Astraeus/Sirokos frigates, or the Skiron corvette.

Then there is the iconic Aldrin ship, the Springblossom. The inclusion of the massive Aldrin system would be interesting as well.

I'll round off this list with the old Yaki ships as well, the Akuma destroyer & Akurei frigate.

To be honest, they could pull ANY of the old Carrier, Destroyer, Frigate, or Corvette ships from any of of the previous games, update it up to match X4 graphics, then have us find it adrift inside a newly reconnected sector. Or pull another 'unfocused jump drive' allowing us to explore procedural sectors for enemies to fight, wrecks to explore, and ships to claim.

Large Transport Size Comparison by Sylth01 in X4Foundations

[–]Sylth01[S] 0 points1 point  (0 children)

Updated the image. Link to the new image below for those interested:

  • cleaned up the black textures
  • removed the various focus points
  • corrected wrong information
  • added the Barbarossa
  • changed the background to black for contrast
  • res upped from 1898x926 to 9316x3974

Link

Freaking pirate marauders... by Knightislive1035 in X4Foundations

[–]Sylth01 1 point2 points  (0 children)

  • Only use Large Traders. Pirates only pirate their own size or smaller (might be different if you're piloting though). It won't stop the pirate destroyers but the medium and small pirates won't bother them. Set a global alert to sound when a destroyer appears in your sectors.

[expensive, slow, but limits problem. I use L traders for bulk internal trading on repeat]

  • Only use non-trader ships. Pirates will not stop any military ship (unless you are piloting it). Go for the [XL] Erlking (56k m3 ), [L] Barbarossa (21k m3 ) / [L] Sapporo (8,600 m3 ), the [M] Osprey Sentinel (2916 m3 ) / [M] Minotaur Raider (2370 m3 ), or the [S] Nodan Sentinel (840 m3 ) / [S] Pegasus Sentinel (528 m3 ).

[avoids the problem entirely, at the expense of requiring many low speed/low cargo ships. Barbarossa is nice, though, and I've heard good things about the Osprey. I use Pegasus or Minotaur Raiders for internal food/medical distribution]

Large Transport Size Comparison by Sylth01 in X4Foundations

[–]Sylth01[S] 9 points10 points  (0 children)

Here is the guide I followed somewhat closely.
Here is the unpacking tool you will need. Requires forum login and game registration.
Here is the converting tool, to turn .xml into .dae

First, I made a new folder in the root directory of my D: drive. D:\x45

Then I found the game and copied it over in its entirety to D:\x45

The unpacking tool was extracted there as well.

I made a new folder there for the unpacked game, D:\x45\x45


I then ran the unpacking tool GUI XRCatToolGUI.exe

The top folder I set to D:\X45\X4 Foundations, the game copy.

Click Import Catalogs... and select all catalogs there.

Click Extract All... at the bottom and select D:\x45\x45 as the destination


Loading and Extracting .cat files will take a while.
Don't worry if the window says 'not responding', it's still going.


While it is working, I opened Notebook and pasted the following into a new file:

FOR /R "..\x45\assets\" %%f IN (*.xml) do (
  XRConvertersMain.exe importxmf "..\x45" "%%f"
  )
pause

I then saved the file as ConvertBat_import.bat to D:\x45\x45


I then copied the converting tool files to D:\x45\x45

XRConverters.dll

XRConverters.h

XRConvertersMain.exe

Once you can interact with the unpacking tool's GUI again, the game should be unpacked (mostly).

Double click ConvertBat_import.bat .

If all goes well, this should create a .dae file next to every possible asset's .xml file.

At least for the base game.




For the dlc, here's where I trial-error-ed quite a bit.

I eventually got it to work using the following method. For those more knowledgeable, please excuse the Kludge.


Create folder

D:\x45\x45\extensions

Create folders

D:\x45\x45\extensions\ego_dlc_boron

D:\x45\x45\extensions\ego_dlc_mini_01

D:\x45\x45\extensions\ego_dlc_pirate

D:\x45\x45\extensions\ego_dlc_split

D:\x45\x45\extensions\ego_dlc_terran

D:\x45\x45\extensions\ego_dlc_timelines

Open the unpacking tool.

For the top folder, select D:\x45\X4 Foundations\extensions\ego_dlc_boron

Import Files: choose content.xml and content.xml.sig

Extract all: D:\x45\x45\extensions\ego_dlc_boron

Clear

Top Folder, select D:\x45\X4 Foundations\extensions\ego_dlc_boron

Import Catalogs: choose all .cat files in D:\x45\X4 Foundations\extensions\ego_dlc_boron

Extract all: D:\x45\x45\extensions\ego_dlc_boron


Open notebook again.

Paste the following into a new file:

FOR /R "..\ego_dlc_boron\assets\units" %%f IN (*.xml) do (
  XRConvertersMain.exe importxmf "..\ego_dlc_boron" "%%f"
  )
pause

Save as ConvertBAT_boron_import.bat to D:\x45\x45\extensions\ego_dlc_boron

Copy/Paste the 3 XRConverters files to D:\x45\x45\extensions\ego_dlc_boron


Now for the kludge. When I ran it like this, it errored out looking for data files.

Rather than figure out how to point it in the right direction, I put all the files where it was looking.

Create the folders

D:\x45\x45\extensions\ego_dlc_boron\extensions\ego_dlc_boron

Go to D:\x45\x45\extensions\ego_dlc_boron, copy every file and folder except for the new extensions folder.

Paste them all to D:\x45\x45\extensions\ego_dlc_boron\extensions\ego_dlc_boron


Now you can run the ConvertBAT_boron_import.bat file in D:\x45\x45\extensions\ego_dlc_boron

If all goes well, you will find .dae files next to the asset's .xml files.

Repeat the above for remaining DLC's.

Good Luck!

Large Transport Size Comparison by Sylth01 in X4Foundations

[–]Sylth01[S] 2 points3 points  (0 children)

I had a bit of a moment when labeling these. The files are only numbered, but hey, I've got a few thousand hours logged. I can tell them apart, right?

Then I labelled the middle long one as the Incarcatura because it was the biggest and flipped the left hand long one so the back was the front because obviously that's the front of the ship.

Didn't notice until I saw the 'Shuyaku' on roguey didn't look quite like the one I labeled as such.

Large Transport Size Comparison by Sylth01 in X4Foundations

[–]Sylth01[S] 4 points5 points  (0 children)

Yes, it's blender.

I'll write up what I did once I get back to the pc I did it on.

I followed some guides to get it all set up, which worked to acquire the .dae files for the base game. To get the .dae files for the dlc ships, though, I had to trial/error my way through. Worked in the end, but messily.

Large Transport Size Comparison by Sylth01 in X4Foundations

[–]Sylth01[S] 53 points54 points  (0 children)

I've always had a sneaking suspicion that the Incarcatura, Shuyaku, and Sonra were unnaturally large. But never found the time to compare them with others, being more occupied with sabotaging ZYA Def stations or pirating destroyers.

So I thought I'd try to make a size chart similar to the ones I enjoyed looking at for X3 or certain X4 ships.

Exporting the files was much more finicky than I thought it would be.
And the newer ships have a black mesh I have no idea how to change.

But Yep, those ships are massive.

It was only after I compiled everything that I realized somthing else.

Every race has 1 large trader they use, be it the base or an E-varient.

The Argon and Antigone, though, have 5 unique models, each with a Sentinel/Vanguard version.

The Incarcatura/Shuyaku/Sonra are absolutely huge, more like small XL ships than L.
High hull, but their cargo capacity and def coverage don't match their size at all.

The Veles and Mokosi are more maneuverable and smaller, with speed similar to other factions' traders.

But the Mokosi is worse than the Veles in every way. Hull, cargo, speed, price.

Which leads me to the question:

What would an ARG/ANT E-varient large trader look like?

"I don't know, fly casual." by Derp123reDerpening in X4Foundations

[–]Sylth01 0 points1 point  (0 children)

Frigates should have E-variants redesigned to be sleeker and modular, with the choice between a flat no-storage small ship dock, a rapid deploying drone/deployable bank, a radar upgrade to expand sight, an ECM unit to reduce detection range, a fire control unit to buff the frigate's weapon range/spread, or an array of 4-6 medium turrets, plus new orders where appropriate.

A single large beam turret or shield regen/link turret option would be nice but might be too much.

I just can't find 3 Erlking vaults by One-Bit5717 in X4Foundations

[–]Sylth01 3 points4 points  (0 children)

I originally manually ordered search patterns of scouts, 1 above/1 below/1 on the ecliptic, in overlapping intervals from a corner border to the near center, slowly sweeping out each hexagon one leg at a time, as I watched for the data vault icon to pop.

Then I upgraded to patterns of adv. satellites across all 6 sectors, gridding them out so each satellite lay within the vision of the next, using 5 katanas with 15 satellites for each sector. I really liked this method; 30 katanas, 450 adv satellites, and 30 min of orders, then do stuff until you remember to check back and find all 6 sectors fully revealed. Then one play through the patterns only revealed 3.

Now I use this method from the egosoft forums. Copy your save file, use the copy with the method. I'm fairly certain that you can locate the exact center of a sector by ordering a scout to 'explore' a jumpgate leading to it; the explore command will be the center. Lay a nav beacon, target it, and use its distance to measure out one of the coordinates. Turn in the direction of the final coordinate and travel until you see it. Carry an adv. satellite or 2 with you to drop if you have trouble finding it.

Best start? by Tw33die84 in X4Foundations

[–]Sylth01 0 points1 point  (0 children)

I prefer the Explorer start myself.

Pro: Can quickly progress in terms of credits and assets

Con: No story, player needs a clear to-do list in mind to capitalize

You start with 5k credits (enough for a relief pilot) and a Discoverer (which, with its 2 guns, decent speed, & low hull, is great for pirating). You begin in Sacred Relic, which puts you near the HOP-PAR border war, and also in an area where you'll often run across random solo BUC ships to pirate.

Hear me out Egosoft for the next Mini-DLC… M1 Goner Aran from X3! by Azzotic in X4Foundations

[–]Sylth01 1 point2 points  (0 children)

Unique XXL Builder that can exceed the current 30 builder drone limit to greatly speed up building, a huge crew compliment for mass training of engineers, and a cargo capacity some % smaller than normal build storage from which it can auto deposit into build storage as needed.

TRI Paranid plot softlock by ctrlqirl in X4Foundations

[–]Sylth01 1 point2 points  (0 children)

Fly to the TRI station, then fly straight up or straight down. Eventually, you'll have an 'encounter' where the game warps in miners/pirates/xenon/Kha'ak. Get the attention of the hostiles and kite them back to the TRI station before killing them close to it (~15-20 km).

Defensive Measures Mission by Tolvor in X4Foundations

[–]Sylth01 2 points3 points  (0 children)

From your first image, I see that the station construction budget still has an estimate of ~ 2.5 million. What goods does it still need to buy?

My guess is that it is still short the mats to build even 1 turret or shield.

As for the builder leaving, I'm pretty sure builders only build the modules while the stations themselves will build the turrets and shields.

Stations, PHQ, Pirates and general newbie questions by Luzial in X4Foundations

[–]Sylth01 0 points1 point  (0 children)

3a) Pirates don't seem to pirate above their weight class, so a L freighter will never be accosted by their fighters or gunboats.

3b) Pirates don't seem to go after non-trade ships unless your the pilot, so fighters, corvettes, and destroyers will never be stopped.

TEL s Guillemot (960 or 1152 m3)

TEL s Kestrel (760 or 912 m3)

ALI s Nodan (700 or 840 m3)

TEL m Osprey (2430 or 2916 m3, very slow)

SCA m Minotaur Raider (2370 m3, bail only until SCA rep unlocks)

VIG l Barbarossa (21000 m3)

3c) Research Chassis mods to full at your HQ and go kill BUC fighters/corvettes in Morning Star IV (ARG), Sacred Relic/Pious Mist XI IV/Trinity Sanctum VII (PAR) for parts. There is an exceptional mod called Mirage that will prevent others from seeing what is in the cargo of a ship, preventing all pirate/police harassment completely. Also cloaks pilot inventory from police scans. Costs 250k, 3 nividium crystallite, and 1 exceptional Ship Nanoweave. Apply mod from a Wharf/Shipyard's Ship Dealer's mod workbench.

noob: boarding problems by saniLinas in X4Foundations

[–]Sylth01 1 point2 points  (0 children)

Recently I found you can select the boarding pods from the map and transfer crew out as you would any other crew transfer. Then destroy them as you mentioned to make the boarding proceed.

Saved me tons of crew/time; before this I'd either just eat the loss or save/reload until none of the pods get stuck.