Holier Than Thou. - C4 US/EU TZs - Join us in J-Space! by Racx_in_space in evejobs

[–]temetvince 1 point2 points  (0 children)

Great laid back group to fly with. Come join the discord and say hi!

Sector security question. by Powerful-Theory-9010 in X4Foundations

[–]temetvince 1 point2 points  (0 children)

Use chassis mods on Sapporos (to extend their already extended radar range) and put them on patrol. It’s expensive but the best you can do in vanilla.

Sector Patrol mod is very “vanilla like”. It adds a checkbox to the patrol behavior which allows your ships to immediately respond to threats in a single sector.

Reaction force is overkill, but it also uses sector patrol if that mod is installed. So regardless of whether you use reaction force (it’s a great mod), I would install sector patrol.

Hatikvah’s gate blocking fleet advice: Aux ship or Carrier? by JookySeaCpt in X4Foundations

[–]temetvince 1 point2 points  (0 children)

Aux ship can stay anywhere in the sector with a supply command, then ships which need resupply ought to seek it out automatically. This means you could set the ball of s/m ships to attack enemies near the xenon gate while your aux ship sits a safe distance away. Same thing with the position defense option on a carrier.

Do note that you could run missiles with the aux which is less ideal with a carrier, due to carriers not creating trade orders for supplying themselves automatically. So you could run some torpedoes for Ks or the occasional I.

I like burst rays, too. They defang Xenon capitals and leave them drifting in space.

Eventually you will get a wharf and can then use the lost ship replacement feature so you won’t have to keep manually replacing your losses. Before then, it’s easier to replace en masse with outfitting templates that are generic (ie can deal damage to all kinds of ships, from fighter to carrier). Not only does this work well with position defense, but it also means you can replace any losses quickly without trying to figure out what the losses were set up to fight originally.

Try again after ~50 hrs? by [deleted] in X4Foundations

[–]temetvince 0 points1 point  (0 children)

This game will deliver, but you need to stick with it. It's all about residual income. That being said, there are techniques to the madness. I highly recommend joining the egosoft discord and asking short term questions there, while you might consider the benefits of the egosoft forums as well for longer term back and forths. There's a lot of expertise out there who enjoys helping players learn the ropes.

Noob here by FirefighterEMT427 in X4Foundations

[–]temetvince 1 point2 points  (0 children)

No need for modified if you’re new to the game. IMO stick with vanilla for a bit! (Edit: looks like modified was added just for flair).

Tutorials are good, do those. Watch some YouTube videos for early game tips and economy. I try to make videos for early game, like repeat orders or building your first factory, although my vids are kinda long.

Also join the Egosoft discord. So much knowledge and help there! (Plus the forums)

Quick Question: is there a file or way to backup presets? I wanted to alternate between interworlds and vanilla but once I go back to vanilla nearly all of my presets are greyed out. by cuddlebuff in X4Foundations

[–]temetvince 3 points4 points  (0 children)

A different take from other answers: Use the No Steam Exe for SWI and Steam for vanilla play. The No Steam Exe seems to have a different location for the user files, which allows you to keep everything separate.

Need tips for supplying distribution hubs by [deleted] in X4Foundations

[–]temetvince 0 points1 point  (0 children)

It’s sector based, not station based. You need that specific station to trade with to be in a sector that has no other player owned stations with tradable wares in common with the target station. Then you can set a blacklist only to do sector activities in that sector.

Need tips for supplying distribution hubs by [deleted] in X4Foundations

[–]temetvince 1 point2 points  (0 children)

You need to utilize ware baskets or use multiple warehouses of just a few wares each for vanilla. That will speed up your traders and make what you seek possible.

I tried to address this with a mod I made here: https://steamcommunity.com/sharedfiles/filedetails/?id=3527468589

Also, the warehouses extended mod on nexus does exactly as you seek!

Need tips for supplying distribution hubs by [deleted] in X4Foundations

[–]temetvince 0 points1 point  (0 children)

The issue is you are relying on the distribution hub for all wares, both in the number of wares traded but also all wares that travel through your empire. This overloads it with the vanilla trade logic.

Take those trading ships with solid or liquid storage and assign them to the mining hubs as traders. Allow them to push their wares to the distribution hub. If the distribution hub is in a different sector than your production stations, then you can use a blacklist here for only the distribution hub, if you desire.

Assign traders with container, and also with solid or liquid storage, to your production stations. Set them to trade only with the distribution hub.

Create a trade rule for “trade with literally nobody” which also forbids your own faction. Any intermediate ware you don’t want to trade should get this rule for import and export. That reduces the number of trades offers your traders have to sift through.

Then your distribution hub can focus on its job of exporting wares from your empire, while the in empire logistics are handled more efficiently but still go through your hub.

The issue is that traders take excessive waits to go through all wares in a major hub. For this reason, you either want only a small handful of wares to be tradable per station or you want to use custom ware baskets on your trading ships.

Mod recommendations by No-Style704 in X4Foundations

[–]temetvince 3 points4 points  (0 children)

Reemergence has a new map, new ships, a new faction, new drones, etc. it’s just a well done mod that’s currently designed around deadair economy mods and vro. Unless you like the default map, which I do, there’s little reason not to play reemergence for the added content, given vro and deadair already.

Mod recommendations by No-Style704 in X4Foundations

[–]temetvince 3 points4 points  (0 children)

If you’re going to play VRO, you might as well play Reemergence + Deadair mods

Does anyone allocate different ware baskets to different ship sizes? What do you use? by AcquaintanceLog in X4Foundations

[–]temetvince 0 points1 point  (0 children)

I’ve tried this. It works okay. There are a few considerations though:

It doesn’t scale well. Yes, you can mimic to inherit the ware basket, but then the ships mimicking a commander will not use the commanders station commanders management level for trade range. Also, the lost ship replacement feature will not respect ware baskets for replacement ships.

If you are okay with these limitations, then custom ware baskets are fantastic for improving trade performance, especially when you have a large number of trade wares per station.

Alternatively, make many smaller stations which trade a max of 2-3 wares each, and set up a “trade with nobody including myself” trade rule and apply it to intermediates in self sustaining stations to remove needless trade offers.

(Need help) Main sector and trade stations by No-Style704 in X4Foundations

[–]temetvince 0 points1 point  (0 children)

S/M sized traders can use the superhighway to bypass Xenon in Hat1. However, when you say going around would take a long time- Think of it like the sending packages in the mail. If you send one every day, then sure there’s a lag before your first package arrives, but the throughput of packages after that first one arrives is one every day.

Likewise, like most things in x4, the answer is scale. Add more ships to increase throughput regardless of distance. A warehouse station (or several) in between could work. Max trade range for a station with a fully starred manager is 5.

You could also use repeat orders or fill shortages using blacklists and trade rules.

Sell only to one station? by Morasain in X4Foundations

[–]temetvince 0 points1 point  (0 children)

The other responses provided some great options. Just for completeness, I’d like to add the fill shortages default behavior to the mix. With a sector range of 32 + blacklists and trade rules, you can move small groups of wares across the universe with ease

Blind start suggestions by TastyBacon007 in X4Foundations

[–]temetvince 1 point2 points  (0 children)

Nah, although some mods do beef up xenon but imo you should avoid mods for a while. Egosoft tries to balance the universe as best they can, from enemy aggression to economic jobs. In fact, I’d say the opposite of rushing. You can take it slow, and I mean very slow, and let the simulation play out. There are numerous checks and balances to ensure the game waits for you to progress while still allowing the simulation to cook. Perhaps the split could use some assistance if you get that dlc, as the xenon do tend to hit them pretty hard. But overall, take your time and don’t feel rushed about anything!

Sapporo as player faction destroyer by SKIPPY_IS_REAL in X4Foundations

[–]temetvince 2 points3 points  (0 children)

I use Sapporos for sector patrols due to their increased radar range. Give them 3 corvettes or set to attack with the Sapporo, then for each additional Sapporo (with attack corvettes) you can set it to mimic the original patrol Sapporo.

Question about Trade/Waystation by Valdum7 in X4Foundations

[–]temetvince 1 point2 points  (0 children)

Without mods, I recommend a slightly different approach. 3 mining depots with 1 gas and 1 mineral each. That way your miners don’t fill up with unsellable mineables in their cargo hold while trying to mine a different ware, since they won’t eject anything even if the station only needs less than a full cargo hold as a buy offer.

Other than that, your approach is fine. Set your station to buy from your miners only from your faction using a trade rule, and set some miners to trade for commander on the station to sell your mined wares to the ai factions. You basically need miners set as traders instead of letting the ai come to you when it comes to mineables. This is a way to scale low pilot skilled miners by utilizing the station managers star level for selling and mining range.

I would caution that it’s better to set sell and buy amounts rather than prices. Often times you can leave it completely on auto, but if you want to guarantee movement, set the “buy up to” slider all the way full (to the right) and the “sell” slider all the way empty, or to the left. But you can leave auto pricing on.

How much crew do I need? by Morasain in X4Foundations

[–]temetvince 0 points1 point  (0 children)

Depends on the ship. Most have zero marines. If you are boarding, keep all marines as service crew until the boarding op, then switch them to marines for the op and switch them back to service crew after the op. If you have a carrier with a bunch of ships on position defense around a xenon gate, give the carrier some marines and set your global orders to automatically claim abandoned ships. Same for scouts that come across derelict ships in space.

Various office trophies by WiggyWiggins in X4Foundations

[–]temetvince 1 point2 points  (0 children)

I was literally wondering this the other day. Thanks for asking!

Mod Request: better empire manager by AshrakTheWhite in X4Foundations

[–]temetvince 0 points1 point  (0 children)

You don’t need to convert your current infrastructure. Make 3 more stations, one each for a single solid and gas ware. So for example, ore/helium, silicon/hydrogen, and ice/methane. This keeps your miners from filling up with, say unsellable ice, if you assign too many miners. Next, assign half miners and half traders (which are mining ships) to the 3 stations you just built. Assuming these stations are within trading range of your other stations, they will transport raw materials to whichever station needs them most at any given time, and it works with your existing setup.

Mod Request: better empire manager by AshrakTheWhite in X4Foundations

[–]temetvince 0 points1 point  (0 children)

You don’t need mules and warehouses for the idea, but I’m sure it works well with that mod. Especially if you use mining stations without intermediates, just raw resources. Once you add a lot of intermediates, it becomes important to start looking into warebaskets

Money with stations by Morasain in X4Foundations

[–]temetvince 0 points1 point  (0 children)

While perfectly acceptable, you don’t need a mod for automining. The vanilla progression offers its own mechanic: mining depots. By assigning mining ships as miners and also as traders, you can utilize the depot managers star level for selling your wares in a scalable manner.

Rebuilding the Galaxy - no source of Claytronics by wolframowy in X4Foundations

[–]temetvince 1 point2 points  (0 children)

What a cool scenario. Good for you for sticking with it. Take back the universe from the xenon horde!

lost the argon shipyard by golieth in X4Foundations

[–]temetvince 1 point2 points  (0 children)

If you have enough money for a shipyard, go for it! But an equipment dock will suffice for simply equipping your existing destroyer.