X4: Foundations Catch-all

I watched the guy next to me at work get kidnapped over lunch. Very funny as an observer

garion333 wrote:
ranalin wrote:

I tried to play this yesterday, but after about 30 seconds in it would start flashing over and over for about 30 seconds and then rinse/repeat.

i have a 2080 and the latest drivers so wasn't expecting a video issue.

Considering that card is new I'm not surprised. They probably don't have any systems built with that for QC.

Running great on my 2080 Ti.

garion333 wrote:
ranalin wrote:

I tried to play this yesterday, but after about 30 seconds in it would start flashing over and over for about 30 seconds and then rinse/repeat.

i have a 2080 and the latest drivers so wasn't expecting a video issue.

Considering that card is new I'm not surprised. They probably don't have any systems built with that for QC.

New update helps. It's playable now. I still get the random flicker, but it's just that, random and not that often.

I've also got a 2080 Ti, but i didn't jump in until after yesterdays update, and it also looks like Nvidia released a driver update just before i started playing. I didn't notice any flashing but i did have some framerate drops occasionally.

It's the same engine as Rebirth, right? So if I ran Rebirth acceptably the same should be true here?

1.21 just dropped, looks like Trader sometimes trading at a loss fix is in there along with a lot of crash/freeze fixes.

Happy to see 3 patches in less than a week from Egosoft. That being said, this clearly could have used more time in the oven. I am wondering if them self-publishing didnt land them in the exact same boat as a publisher deadline did with Rebirth (ie very buggy product at release). Don't get me wrong...this is a fantastic base, but there is a lot of stuff missing here.

The top of my personal pain list
- Research is about as plain as you can possibly get right now
- Auto traders are broken. Will see if the patch helps with this, but the occasional undersell was only part of the problem. they would traverse a huge range just to sell 5 creds worth of energy cells, overlooking massive profitable trades right in front of them
- Economy sim is suffering greatly from an almost total lack of war. No ships getting blown up (which is the major cause for demand in the economy...building more ships) is causing things to really stagnate.
- Auto-pilot is broken. If you are in-system, then the AI also cannot auto-pilot.
- Wing commands seem to be broken at least outside of combat. Only the wing leader receives the command
- Turrets are totally borked. So the fact that I lucked upon a derelict Paranid Frigate means nothing as it is currently less effective in combat than my light fighter.
- Countless AI bugs
- Most voice acting is super repetitive and cringe-worthy...but I mostly give them a pass on this as it is kind of par for the course with Egosoft.
- Highways making things a little TOO convenient. Unless expansions are going to be so big that the current map will look like "downtown" and there will be no total highway loop to bring you to expansion areas.
- Teleportation feels like a cheat once you get it maxed out.
- Ship load-outs feel kind of same-y between races. Not much differentiation aside from looks between races.
- Encyclopedia is totally bare bones

That being said...stuff I DO love
- Space legs
- Travel mode
- EVA
- New Map! God I love the map, with the exception that it seems to basically ignore the Y axis as far as commands go
- Large sectors. The big ones feel huge, which is great for the future, but it does feel a little empty right now. Especially with very little in the way of conflict
- Standing on the deck of my Paranid Frigate (which is gorgeous btw) and ordering around my space empire, while my level 3 captain that I stole from an Argon Carrier captial ship chauffeurs me around space.
- Station building

Anywho, I have high hopes. Egosoft is patching at an incredible speed, and seems to be prioritizing stability over features right now, which is fine and proper. I look at where X3 started and where it finished and can definitely see huge potential here. I guess they just had to get some revenue going to keep development churning along and picked a somewhat arbitrary release date.

It feels like the whole Z axis is kind of an after thought, both in regards to commands and guidance points, and underscored by the auto-roll feature that it seems everyone immediately turns off.

On a side note: How do you sell all those super valuable illegal personal inventory items?

thrawn82 wrote:

It feels like the whole Z axis is kind of an after thought, both in regards to commands and guidance points, and underscored by the auto-roll feature that it seems everyone immediately turns off.

On a side note: How do you sell all those super valuable illegal personal inventory items?

I found a pirate base in the same sector as the PHQ that buys them.

As far as the Z axis goes (sorry I think I said Y before) in X3, I think you had to hold down control or something to access it on the map, but that doesn't appear to be working right now. I'm hoping it gets patched in

Had a very interesting experience tonight leaving a Teladi station: I came across a major Xenon attack ship, with dozen smaller Teladi vessels engaging it.

IMAGE(https://i.imgur.com/SdNwZX5.png)

A bit too easy to take down, but it was fun to fly around shooting down its shield generators and turrets. I saved a video of the battle, although apparently my setup wasn't recording audio properly.

I was so excited after listening to the podcast. I'm coming to realise that when The Game King enjoys a really complex game, I'm probably going to love it.

Then I discovered that the most important space game for years(?) doesn't work in VR. I am deeply confused and don't think I could play it on a monitor.

Sad Jarpy.

1.3 patch looks to address a lot of issues. Key among them, turret accuracy (large ships become way more useful) and actual wars.

Added graphics setting to show graphics card and screen separately on multi-GPU systems.
Added option to restore all default settings.
Added Nividium to items bought by Argon and Teladi trade stations.
Improved accuracy of turrets and gimballed weapons.
Improved skill gain profile for NPCs.
Improved station-based traders to sell products at at least the price set at their station.
Improved options for selling illegal wares.
Removed non-functional engine mod type.
Removed mining turret compatibility from Sunder.
Removed display of type icons for unknown objects on map.
Removed mouse cursor emulation in start menu.
Fixed searching for ware names to use the correct trade filter.
Fixed missing guidance information in Mission Manager
Fixed invasions stalling and starving the war missions of suitable situations.
Fixed illegal build plot for advanced gamestart "The Unworthy Entrepreneur".
Fixed player-owned ships sometimes dropping cargo without the player telling them to.
Fixed passengers or prisoners sometimes being promoted to captain thereby changing ship ownership.
Fixed turrets on M-sized ships flown by the player and set to attack all enemies not engaging hostile XS-sized ships.
Fixed case of patrolling ships failing to engage pirates pretending to belong to their faction.
Fixed police ships penalising unpaid plots in locations where they do not have police authority.
Fixed "Promote best crewmember" button not working if ship has no pilot and all crewmembers have 0 skills.
Fixed being able to recruit crew from NPC-owned capital ships.
Fixed another case of AutoTrade not functioning.
Fixed AutoMiners not selling the resources that they gather.
Fixed some player-owned ships not allowing you to dock.
Fixed L-sized turret and shieldgenerator blueprints not being available to the player.
Fixed certain collectables not being picked up when you fly over them.
Fixed ships stuck while docked awaiting an invalid build to complete.
Fixed characters being stuck in unhelpful places.
Fixed being able to clone crew members.
Fixed player logo being applied to HQ asteroid.
Fixed player HQ information menu not working after adding a production to the HQ.
Fixed missing dock areas on builder ships.
Fixed incorrect type of mines near gate in Eighteen Billion.
Fixed error incorrectly appearing if build is completed.
Fixed asteroid scanning not being possible.
Fixed missing text localization in several places.
Fixed missing German station announcements and other voiced lines.
Fixed a case of ships having no collision detection.
Fixed ships skipping collision avoidance in certain situations.
Fixed most cases of clipping through docking bay floors when docking.
Fixed a case of the player ship warping to an invalid location on undocking.
Fixed more cases of the player ship warping around (e.g. after taking control).
Fixed crash when installing broken equipment mods.
Fixed occasional unrecoverable freezes.
Fixed several other causes of rare crashes.

Jarpy wrote:

I was so excited after listening to the podcast. I'm coming to realise that when The Game King enjoys a really complex game, I'm probably going to love it.

Then I discovered that the most important space game for years(?) doesn't work in VR. I am deeply confused and don't think I could play it on a monitor.

Sad Jarpy.

I thought the same thing a few weeks back when I found out it doesn't support VR. But now that I played it, I can see why. The game is more RTS then flight sim, so VR would just not work for most of the time you are playing.

Intriguing...

So I should think "space-borne oligarch" rather than "hot-shot fighter pilot"? I can roll with that. Hey, I "played" a good deal of X3 by going out to the pub and letting it make me money.

Jarpy wrote:

Intriguing...

So I should think "space-borne oligarch" rather than "hot-shot fighter pilot"? I can roll with that. Hey, I "played" a good deal of X3 by going out to the pub and letting it make me money.

Ah, but instead of going to the pub, you can have Number One take the conn while you get your tea Earl Gray, hot in the ready room when you don't feel like flying your large ship.

Man, 1.3 is going to change quite a lot. Turrets and war!

Jarpy wrote:

I was so excited after listening to the podcast. I'm coming to realise that when The Game King enjoys a really complex game, I'm probably going to love it.

Then I discovered that the most important space game for years(?) doesn't work in VR. I am deeply confused and don't think I could play it on a monitor.

Sad Jarpy.

I definitely recommend checking out the GWJ Letsplay on this if you are on the fence. It's a good feel for what the game is like. I tend to agree that since most* of the game happens on the map, i don;t think VR would be very good for this.

thrawn82 wrote:
Jarpy wrote:

I was so excited after listening to the podcast. I'm coming to realise that when The Game King enjoys a really complex game, I'm probably going to love it.

Then I discovered that the most important space game for years(?) doesn't work in VR. I am deeply confused and don't think I could play it on a monitor.

Sad Jarpy.

I definitely recommend checking out the GWJ Letsplay on this if you are on the fence. It's a good feel for what the game is like. I tend to agree that since most* of the game happens on the map, i don;t think VR would be very good for this.

Egosoft also added VR to X: Rebirth after it was released. Presuming that X4 is running on a modified X:R engine, it may well come later, as they've already stated that TrackIR support will be patched in.

Well, that's promising in a number of ways. Thanks, folks!

If somebody hadn't stolen my bicycle yesterday, I might buy a copy. :eyeroll:

So stations buy nvidium now, and it is 5 times as profitable as silicon.

However...

If you have 20 mining ships with nvidium and silicon selected, you WILL flood the market in about an hour or two.

What an amazing hour or two though!! Went from 20 mil to 50. Had all of them dump their nvidium and go back to just silicon. It did buy me a nice sized fleet

Definitely intriguing, though I feel as clueless on what to do at the beginning as I first did in Elite Dangerous!

Finally got into a real pitched battle. Entered scale plate green with my paranid frigate, 4 fighters and a bomber, and immediately hit about 30 xenon fighters with a destroyer and misc heavy craft. Did a good bit of damage before having to retreat. Lost 2 fighters and my bomber but got the last piece I needed for SETA so it was worth it. Repaired up and now going to bring my other argon destroyer with 8 more fighters to join in for round 2. Fun!

Beam turrets were working well too!

IMAGE(https://funkydesk.files.wordpress.com/2018/12/x4-foundations-screenshot-2018-12-08-16-23-18-78.png?w=1920)

Invading Scale Plate Green. My Paranid Frigate and my Argon Behemoth Destroyer going to town on a Xenon destroyer. Xenon had about 30 bogeys in the air and I had about 12 birds with 1 bomber providing air support.

We won

A shot of my salvaged Paranid Destroyer...love this ship

IMAGE(https://funkydesk.files.wordpress.com/2018/12/x4-foundations-screenshot-2018-12-06-22-28-00-53.png?w=1920)

The bridge is purdy
IMAGE(https://funkydesk.files.wordpress.com/2018/12/x4-foundations-screenshot-2018-12-03-22-23-01-46.png?w=1920)

Expanding the mining fleet!
IMAGE(https://funkydesk.files.wordpress.com/2018/12/x4-foundations-screenshot-2018-12-07-13-22-48-96.png?w=1920)

Love the bridge shot, Wayfarer! Is the Destroyer a L ship, or XL?

L

The only XL I see right now are carriers and construction ships.

Hey guys, I’m talking to the folks at Egosoft for our podcast tomorrow morning. Anything y’all would like me to ask?

Veloxi wrote:

Hey guys, I’m talking to the folks at Egosoft for our podcast tomorrow morning. Anything y’all would like me to ask?

1) Any roadmap you'd like to share about what areas of the game (outside of bug fixes) you are going to be focusing on in the next 3 months or so?
2) Will more dynamic explosions from X-Rebirth be coming back to X4?
3) Any idea on when Track-IR will be enabled?
4) What role do you see Carriers filling in X4? They don't seem to offer significantly more fighter capacity, and certainly are not heavily armed. What does Egosoft envision as far as Carriers go for large fleet actions?
5) Speaking of fleets, currently there is a lot of micro-management that has to go on for fleets. Will this be addressed in the near future?

That's plenty out of me Forgive my ignorance Veloxi, but what is the name of your podcast? I'd like to follow.
Edit : OH SURE...HIDE IT IN YOUR SIGNATURE!!

I'm curious if they have any plans regarding VR implementation down the line.

Been really digging into the base building lately. I have an affliction where I CANNOT stop adding on to the PHQ. At this point I think I am going to have to rename mine "The Everything Bagel". Will throw up a screenshot later, but at this point, it is looking like some kind of cyberpunk city-station. But what is really cool, is the scale...will put up some pics to illustrate.

The Everything Bagel. Well not quite everything yet....but I'm working on it.
IMAGE(https://funkydesk.files.wordpress.com/2018/12/x4-foundations-screenshot-2018-12-10-15-42-11-37.png?w=1920)

Coming in for landing on my lower landing platform
IMAGE(https://funkydesk.files.wordpress.com/2018/12/x4-foundations-screenshot-2018-12-10-15-43-03-93.png?w=1920)

IMAGE(https://funkydesk.files.wordpress.com/2018/12/x4-foundations-screenshot-2018-12-10-15-43-15-89.png?w=1920)

The scale once you are on foot is huge. When building the base, these pieces seemed small. Multiple freighters docking and taking off. My station is busy.
IMAGE(https://funkydesk.files.wordpress.com/2018/12/x4-foundations-screenshot-2018-12-10-15-45-36-43.png?w=1920)

You can add turrets and shields to a lot of components, or add defense specific sections (outlined here) that get a LOT of turrets and shields in a concentrated area, and also give you a ton of defense drone capacity.
IMAGE(https://funkydesk.files.wordpress.com/2018/12/x4-foundations-screenshot-2018-12-10-15-48-36-08.png)