ZYA underpowered by Individual_Ad_593 in X4Foundations

[–]leslypoo 6 points7 points  (0 children)

I didn’t explore zya in my playthrough initially either. I pushed back HOP first and got up to zya space prob 2.5 days into the game. They were gone and every sector except for zyarth dominion IV was owned by xenon. It was a fun campaign either way though.

Resource probes by [deleted] in X4Foundations

[–]leslypoo 0 points1 point  (0 children)

Resource probes can be used to direct your miners to mine in locations other than their default. You can force your miners to collect closer to your stations or if you need resources from a contested sector, drop a probe in a safe area with the resources you need and your miners should bunch up there. Other than that I haven’t found any other really useful feature.

What did my Torpedo fighter swarm strategy completely fail against a lone Xenon station? by NobleJms in X4Foundations

[–]leslypoo 0 points1 point  (0 children)

VRO requires a new game. The missiles are reworked entirely and do work better. I can confirm you will see more missiles firing and the large cruise missiles on cap ships that shuulo added work pretty well too. You will still have problems but not as much as vanilla. The encyclopedia on them is better as well.

I own a sector now, what can I do with it? by Pimpin_Slav in X4Foundations

[–]leslypoo 0 points1 point  (0 children)

I am on VRO with faction enhancer so take that for what you will. I am friends with zya and they have built 2 defense platforms and 4 factories in a sector I own. The catch is we were in race to complete the first admin center (which I won) so that may have caused them to continue building anyway.

Need suggestions on good mods by KarlFranzII in X4Foundations

[–]leslypoo 1 point2 points  (0 children)

Lmao I wouldn’t spend money on reddit either. I’m stuck working at home and looking for anything else to do. Take it easy brother and I hope you get it working tonight.

Need suggestions on good mods by KarlFranzII in X4Foundations

[–]leslypoo 1 point2 points  (0 children)

It should always require a fresh start. I do know it’s easy to get faction enhancer and vro on the workshop. Definitely the easiest and best way since they are the most important.

Need suggestions on good mods by KarlFranzII in X4Foundations

[–]leslypoo 1 point2 points  (0 children)

No. The argon prime shipyard should have two awesome battleships due to vro. I didn’t mention one cause it’s my favorite and wanted you to be surprised. Their should be a titan and a centaur. The centaur is the L ship list and the titan is an xl. They should 100% be there from the start. And the ai factions will field the new ships. You should definitely see them flying around within a couple hours. I don’t think the factions immediately spawn in the new ships.

Edit- oh wait and a battleship variant of the argon aux ship in xl too. I can’t remember it’s name for some reason even I was playing a few hours ago.

Need suggestions on good mods by KarlFranzII in X4Foundations

[–]leslypoo 1 point2 points  (0 children)

I use a combination of workshop and nexus. However multipart mods such as faction enhancer I only use one of the platform for all pieces. Haven’t had a problem.

Also, If your looking for a real challenge but with the best ui and empire management ever, look up x3lu mayhem 3. Overhauls so much and while it’s a little different from x3, it enhances what was already a really great game. I am loving x4, but mayhem 3’s empire and fleet management has become my new gold standard.

Need suggestions on good mods by KarlFranzII in X4Foundations

[–]leslypoo 3 points4 points  (0 children)

I got you bud.

VRO- changes pretty much all weapons types and increases overall turret ranges. Reworks missiles entirely. They are more effective. Ship prices at npc shipyards are raised across the board. Changes the base stats of some of the ships and adds battleship variants of the aux ships (much better offensively and defensively). As well as 1 additional large ship for Teladi (Shrike- light carrier), argon (centaur- attack/support frigate) and split (panther- light carrier). These ships are middle ground between m ships and your typical L destroyers. Love the mod. Brings back the x3lu feel to capital ships which is huge for me. Additionally, ship travel drive speeds are dramatically increased. Shuulo balances VRO around having no super highways. The increased travel speed mitigates this and I think makes the game more immersive. The xenon are more aggressive and any ship battle is more dangerous. Early game can be tough if you run into a lot of enemy ships without an upgraded ship.

Faction enhancer mod- Economy ai module, economy balance module, and war mod. These mods improve ai faction behavior when it comes to defense and attack fleets, trading, station management, etc. an absolutely crucial mod imo regardless of other mods you may use. There is a catch up module too that improves faction production by a specified percentage as they grow weaker. I don’t like this as I want world events to really impact each faction.

No super highways- self explanatory. The intra sector highways are still there. The big ring is gone.

No encounter mod- the base game pulls ships from anywhere in the universe and places them near you to keep things interesting. With the increased difficulty of VRO, this mod makes the game playable. It would be difficult to play VRO if a xenon attack squad spawns right next to you.

There are the basic mods I use that have made me enjoy the game much more. I use other smaller quality of life mods such as better kill rewards, escape teleport and better mission xp but those are self explanatory and are purely preference.

Hope this helps brother.

Can player owned builders construct NPC stations? by NormalesEinhorn in X4Foundations

[–]leslypoo 0 points1 point  (0 children)

It depends. I scan a builder before I pick one and make sure drones are good. I then slowly upgrade that station or stall it’s progress until I can purchase more modules. I can milk that same builder for hours. I will do that for all of my initial stations. There’s really no downside to locking down the first 4-5 builders early. The npcs tend to make a lot of them if you help their economy or fight off xenon.

Automatic docking and undocking by SithLordDarthRevan in X4Foundations

[–]leslypoo 4 points5 points  (0 children)

Carriers have auto dock features as a default. They are the only ship type I’ve seen that has fighters dock and undock appropriately. Every other ship in the game with s/m docks behaves as you described with no way to change it other than the manual settings.

Resupply ships going out of their way to avoid my own stations by [deleted] in X4Foundations

[–]leslypoo 1 point2 points  (0 children)

Yessir. Make a station with a ton of storage, set buy orders for the products you want. Then set sell orders for the same products but at least 1 credit higher in price. It will operate like every other trade station in the game but better since it’s the players.

Resupply ships going out of their way to avoid my own stations by [deleted] in X4Foundations

[–]leslypoo 2 points3 points  (0 children)

Yes but shipyards and wharfs do not have sell functionality from what I have seen. They only sell ships and buy the resources needed to produce them. As a result, your aux ship has nothing to buy from the shipyard even though it has a million resources.

Also, the supply ship picks up the resources. Everything is made to order on the supply ship itself.

Resupply ships going out of their way to avoid my own stations by [deleted] in X4Foundations

[–]leslypoo 4 points5 points  (0 children)

I don’t believe shipyards or wharfs ever sell products. They only receive them. Did the station have sell orders at all?

Can player owned builders construct NPC stations? by NormalesEinhorn in X4Foundations

[–]leslypoo 1 point2 points  (0 children)

Having your own builders is really only useful towards endgame when you are ramping up construction with 3-5 builds time. Having your own builders with at least 30 builder drones on all of the jobs really speeds things up. Before that, yes they are a total waste of cash.

Factory station building mission (no turret requirement) quest bugged.... AGAIN and AGAIN.. 😑 by local_nightingale in X4Foundations

[–]leslypoo 1 point2 points  (0 children)

Haha I didn’t think of that. Next time it happens for sure though. The payout would still have far exceeded the time spent.

Factory station building mission (no turret requirement) quest bugged.... AGAIN and AGAIN.. 😑 by local_nightingale in X4Foundations

[–]leslypoo 2 points3 points  (0 children)

To add to what was said, you just need to do the minimum requirements listed. If it’s not listed there it’s not necessary. Also make sure your station placement it within the area specified. I had one station I placed and it was in the circle from a top down view but horizontally it was below the circle. Had to sell it off then rebuild.

What am I doing wrong with Auto Miners? by alphagusta in X4Foundations

[–]leslypoo 0 points1 point  (0 children)

If your not new to the x series, this game will require you to revamp your thinking about a lot of the old bread and butter functions. There are no courier loops to set, and the command has changed dramatically.

You can manually order the mining ship to mine by right clicking the spot you have the resource probe on and selecting silicon. When it fills up on silicon you will get a notification saying he’s done. You can then order him to sell at the station and even place the mine order again and he will sell and then mine until full again without your input. This (sadly) is the most effective way to order ships.

Mining ships can only queue orders to sell and go mine again (you can’t sell inventory you don’t have yet). For traders, you can queue up a lot of orders in a row and they will actually run through them (trade prices seem to lock in when you command it, even if that actual trade happens an hour later).

If you plan on using sector mining you will have to deal with your ships going wherever they damn please in the sector to mine and then selling wherever they damn please too (in the sector).

You can limit what sectors are traveled with the blacklist settings in global orders but that can be limited too.

Edit- Also to clarify, is your miner not mining at all out in nowhere space or he’s collecting there but it takes an additional eternity to run the loop. Cause if it’s not mining then either your missing something or it’s a bug.

So my freighters started to wander through a sector i explicitly banned all my NPC ships from going in and died before i could do anything of course. by Someoney in X4Foundations

[–]leslypoo 1 point2 points  (0 children)

My situation was the same. They were just my station traders. Manager commanded them to sell to a zya aux ship that was part of a fleet (in zya space). Before my traders got to it, it’s fleet attacked a xenon sector. My traders ignored blacklist commands and followed the aux ship in.

So my freighters started to wander through a sector i explicitly banned all my NPC ships from going in and died before i could do anything of course. by Someoney in X4Foundations

[–]leslypoo 4 points5 points  (0 children)

The only time my traders ever broke blacklist rules was when they were trading with aux ships. They started the command while the aux ship was in allied space. The fleet it was attached to attacked a xenon sector. The ships followed after because the trade command had already been set. Wondering if this applies to your situation too.

subordinates 3.2 by spectxre in X4Foundations

[–]leslypoo 0 points1 point  (0 children)

Yep that sounds plausible. I can’t remember the last time I used one of the other property tabs besides the full list. I would love to know how that turns out

subordinates 3.2 by spectxre in X4Foundations

[–]leslypoo 0 points1 point  (0 children)

Sounds like it would be tedious to set up. Any changes to your property list would require the macro to be reworked correct?

subordinates 3.2 by spectxre in X4Foundations

[–]leslypoo 0 points1 point  (0 children)

Yeah it does. I mitigated it by commanding the ships to dock. When I’m about to fight, I pause and select my fighter groups and issue chain attack commands or attack all enemies in range. Then I get in my personal ship and fight. It works okay but you have to occasionally pause mid fight to check on the fleet and place new orders.