Search found 1054 matches
- Wed, 8. Jun 22, 17:25
- Forum: X4: Foundations
- Topic: One change to carriers which would make a HUGE difference
- Replies: 35
- Views: 2944
Re: One change to carriers which would make a HUGE difference
@RoverTX, thanks for the clarification. Do you mean the other assignments are as problematic? Or that the improvement for the attack assignment was enough to deal with at least most of the problem? To be clear, most assignments allow engaging more than their primary target. Only the attack assignme...
- Fri, 3. Jun 22, 21:12
- Forum: X4: Foundations
- Topic: One change to carriers which would make a HUGE difference
- Replies: 35
- Views: 2944
Re: One change to carriers which would make a HUGE difference
Starting work on this now, trying to gather information. In which cases do you have these problems? Does anyone have saves handy where the issue you describe is reproducible? Does that mod by rover fix all cases? It only addresses a specific case where attack subordinates have started docking and t...
- Sat, 14. May 22, 03:36
- Forum: X4: Foundations - Scripts and Modding
- Topic: [TOOL] X4 Savegame Analyzer
- Replies: 2
- Views: 1443
Re: [TOOL] X4 Savegame Analyzer
Any chance you could add Erlking vaults?
- Mon, 2. May 22, 16:32
- Forum: X4: Foundations
- Topic: Suggestion to add a HIDE button!
- Replies: 6
- Views: 250
Re: Suggestion to add a HIDE button!
Instead of a hide deny list how about a favorite asset flag and a favorite asset tab.
That way you only have to target the assets you want to see instead of all the ones you want to hide.
Prefer access list over deny list is a good axiom in UI and Security.
That way you only have to target the assets you want to see instead of all the ones you want to hide.
Prefer access list over deny list is a good axiom in UI and Security.
- Sun, 1. May 22, 06:31
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD][V 1.06] Improved Bombers
- Replies: 14
- Views: 4452
- Sun, 1. May 22, 05:58
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD][V 1.06] Improved Bombers
- Replies: 14
- Views: 4452
Re: [MOD][V 1.06] Improved Bombers
So Egosoft fixed the unseeded missile tags on all M ships at some point between 4.0 and 4.2
Which broke this mod. Working on a fix now.
Which broke this mod. Working on a fix now.
- Sat, 30. Apr 22, 21:17
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD][V 1.06] Improved Bombers
- Replies: 14
- Views: 4452
Re: [MOD][V 1.06] Improved Bombers
What’s your full mod list then? I do diffs for the mod group on discord every major patch and I didn’t see any such change. I could have missed it, but want to make sure there isn’t a know possible mod conflict first.
- Sat, 30. Apr 22, 18:52
- Forum: X4: Foundations - Scripts and Modding
- Topic: [MOD][V 1.06] Improved Bombers
- Replies: 14
- Views: 4452
Re: [MOD][V 1.06] Improved Bombers
3 years later I'm gonna give bombers a try because there are single K and Qs going around galaxy killing everything and I'm still too weak to actually stop them. Any clue on how to make torpedos cheaper to buy? Cause paying 3 million for one load of them is a bit high. Also, have to report sadly th...
- Wed, 23. Mar 22, 06:52
- Forum: X4: Foundations - Technical Support
- Topic: [1743][5.0 Release HF2] Barbarossa second M turret missing - fixed in future update
- Replies: 5
- Views: 596
Re: [5.0 Release HF2] Barbarossa second M turret missing
If you could post this in the Tech Support forum so it doesn't get lost
viewforum.php?f=180
viewforum.php?f=180
- Fri, 18. Mar 22, 02:37
- Forum: X4: Foundations
- Topic: So whats the next DLC?
- Replies: 75
- Views: 5148
Re: So whats the next DLC?
But the giant rock!Axeface wrote: ↑ Yay, more humans /s
- Fri, 18. Mar 22, 02:32
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [5.0 ToA] TER and ANT at war ?
- Replies: 5
- Views: 502
Re: [5.0 ToA] TER and ANT at war ?
Had the same thing including Argon and Terran fighting.
- Thu, 3. Mar 22, 06:28
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [5.00 B6][Feedback] Internal Ship Capacity For Older Ships
- Replies: 2
- Views: 413
Re: [5.00 B6][Feedback] Internal Ship Capacity For Older Ships
Saw in the Captain Collins video that the new ship in ToA are following the same rule of thumb. Will be really weird if it is only partially applied.
- Thu, 24. Feb 22, 01:14
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [5.00 B6][Feedback] Internal Ship Capacity For Older Ships
- Replies: 2
- Views: 413
[5.00 B6][Feedback] Internal Ship Capacity For Older Ships
The general rule of thumb it looks like for the new Paranid ships seems to be for every N Dock of X Size the ship has 2N Internal Ship Capacity for X Size. Which seems very reasonable and realistic. Are there any plans to update legacy ships with this new general rule? For instance it has always str...
- Mon, 21. Feb 22, 01:07
- Forum: X4: Foundations - Public Beta Feedback
- Topic: 5.00 Beta 5 Destroyer without gimbal main weapon.
- Replies: 5
- Views: 359
Re: 5.00 Beta 5 Destroyer without gimbal main weapon.
My old Behemoth from before 5.00 beta works. Targeted an enemy and the main weapons moved towards the enemy ship and fired towards it correctly.
Nothing in the diff changed either from what I can tell from 4.20 to 5.00 with that weapon accept to the sound.
Nothing in the diff changed either from what I can tell from 4.20 to 5.00 with that weapon accept to the sound.
- Mon, 21. Feb 22, 00:49
- Forum: X4: Foundations - Public Beta Feedback
- Topic: Abandoned Odysseus in Faulty Logic VII causes strange interface failures after capture - 3rd party mod issue
- Replies: 4
- Views: 345
Re: Abandoned Odysseus in Faulty Logic VII causes strange interface failures after capture
In a non modded game started a Budgeted Custom Game Start in Faulty Logic VII and went and claimed the ship. It is still the old model, but claiming it worked with no issues. To try and track down the mod got a few questions. 1. What mods do ya'll have installed? 2. What game start was used on your ...
- Thu, 17. Feb 22, 05:59
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [1319][3.10 - 4.10 B4] NPC Shipyards and Wharfs Very Few Construction Drones - Fixed in b5.
- Replies: 1
- Views: 239
Re: [1319][3.10 - 4.10 B4] NPC Shipyards and Wharfs Very Few Construction Drones
Verified the fix works from 5.00 B5 works. On load the NPC stations built their missing construction drones. [Beta 5] Fixed some NPC stations not having, or wanting, sufficient drones. Note this will have the following effects on the game 1. Factions will be able to better recover from attacks on th...
- Mon, 14. Feb 22, 18:55
- Forum: X4: Foundations - Public Beta Feedback
- Topic: Dramatic Increase In Load Time [5.0 Beta 4 HF1]
- Replies: 25
- Views: 848
Re: Dramatic Increase In Load Time [5.0 Beta 4 HF1]
This only happens for me when loading a save from 4.20. If I then turn around and save the same play through in 5.00 beta the new save loads “quick”.
- Sat, 17. Jul 21, 01:01
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [1319][3.10 - 4.10 B4] NPC Shipyards and Wharfs Very Few Construction Drones - Fixed in b5.
- Replies: 1
- Views: 239
[1319][3.10 - 4.10 B4] NPC Shipyards and Wharfs Very Few Construction Drones - Fixed in b5.
Noticed in my game @ version 3.10 that some Shipyards and Wharfs are missing or have very few construction drones. For instance the ARG Shipyard in Argon Prime has only 3 construction drones, even though it has the materials to build more. It has been this way for a very long time. I only noticed th...
- Sat, 17. Jul 21, 00:01
- Forum: X4: Foundations - Technical Support
- Topic: [1319][3.10 HF1 SV] NPC Shipyards and Wharfs Very Few Construction Drones - improvement in 5.00
- Replies: 2
- Views: 649
Re: [3.10 HF1 SV] NPC Shipyards and Wharfs Very Few Construction Drones
Just wanted to point out this is still an on going issue as of the 4.10 B4 with my save at least. Here is a new save version and some addition screen shots showing the Argon Prime Shipyard has it's target drone amounts are just this low. All the shipyards and wharfs effected by this makes it so thei...
- Tue, 15. Jun 21, 09:22
- Forum: X4: Foundations - Technical Support
- Topic: [4.00 HF3 Split+CoH] Strange Yellow Fog With Tube Asteroids In Grand Exchange - Fixed in 4.10 b1.
- Replies: 4
- Views: 294
Re: [4.00 HF3 Split+CoH] Strange Yellow Fog With Tube Asteroids In Grand Exchange - Fix in a future build.
Can confirm the 4.10 B1 fixed this.