- 244
- 283 728
T-Skillet Gaming
United States
เข้าร่วมเมื่อ 13 พ.ย. 2007
Hey there, T-Skillet here or just Skillet as my friends call me. Bringing you games i am interested in and hopefully you are too. From Space to the battlefields of WW2, there is a lot out there. Also in to story games, sandbox, RTS and first person shooters all of which might make appearances. If you have any suggestions drop a comment! Would like to expand this library.
X4 Foundations: Interworlds Mod, Beginning of the betrayal
Our new fleets, the plan and the overall goal.
We are planning to liberate ICG worlds, NImban and Kubindi. To extend the border to Jabiim. CSA will regret being so bold. With the backing of Kimino, ICG and Geonosis we will be victorious!
Meanwhile the Hutts have not removed our bounty, now that we have grown in power and influence they probably see a bigger reward for my head. They battle the CSA alone now. Soon they may feel our might!
We are planning to liberate ICG worlds, NImban and Kubindi. To extend the border to Jabiim. CSA will regret being so bold. With the backing of Kimino, ICG and Geonosis we will be victorious!
Meanwhile the Hutts have not removed our bounty, now that we have grown in power and influence they probably see a bigger reward for my head. They battle the CSA alone now. Soon they may feel our might!
มุมมอง: 478
วีดีโอ
X4 Foundations: The Stories to complete and upcoming betrayals...
มุมมอง 41919 ชั่วโมงที่ผ่านมา
Here are the stories I have never completed or done. We will finish them all in this run, uncover the things I didn't and go the steps I never took. For Interworlds Mod i have three things to reveal to you all. Nods to the Star Wars saga and then acts of betrayal... But who first? For the X4 Foundations Beta! I am so excited for what this means and what is will bring to the game. A whole new re...
X4 Foundations: Interworlds Mod; The how, why and what we learned
มุมมอง 433วันที่ผ่านมา
Goes over the tactics used in the battle for the HQ, fleet composition, fighter wings and order of battle, How we came to them. My thoughts and lessons learned. If you have any suggestions please leave a comment! Would you like a video series going over individual ships?
X4 Foundations: Interworlds mod Uncut, unedited, unnarrated Battle of the HQ
มุมมอง 85214 วันที่ผ่านมา
Here is the raw footage of the battle. Can you guess what my plan was? Can you guess where i went wrong? In total, this was not the worst outcome but the second successful attack. We will go over the other attempts and what the overall plan was in the next video! Here is the link to the Road map for Egosoft. store.steampowered.com/app/392160/X4_Foundations/ Some really cool things in the pipeli...
X4 Foundations: Interworlds Mod, part 2
มุมมอง 74814 วันที่ผ่านมา
The bridge from where we started to where we are headed. Things i have found and that were suggested should be done. Let me say, thank you for everything you all put in the comments. Our goal next.... HQ. We gotta get some research done. With money flowing like this.... We should be able to start taking the fight to CSA, Hutts, Imperial Ascendancy , New Republic, Galactic Empire.... Who knows!
X4 Foundations:Unifying the Split Final..... Part 1
มุมมอง 24921 วันที่ผ่านมา
Hello one and all.... Yeah this is part one.... Mainly cause... Well Part 2 needs us to "donate" 400 million to the Zyarth Cause. Which means.... Yeah we'll circle back... But here is a good chunk of the missions and me being dumb thinking i had a bug. You’ll see what I mean. This does mean we will be continuing on and opening the universe further. Believe this time you are gonna double up; Vig...
X4 Foundations: Let's Talk Interworlds Mod, Rep and Citizenship
มุมมอง 1.5K21 วันที่ผ่านมา
Let's talk and explore Rep and Citizenship in Interworlds Mod. How this is a cool concept and I wish it was in X4 Foundations! I know there was a good reaction from the Sector ownership video and if you have a desire for that then maybe this is for you!
X4 Foundations: Interworlds Mod, Rags to Riches to Revenge
มุมมอง 1Kหลายเดือนก่อน
Hello there and welcome to the first episode in the series! Doing a difficult start... Just cause you can die in five minutes. But here is the goal.... Befriend the ICG.... Get Providence ships and Mulificant.... Maybe a Lucrehulk. Take revenge out on the Hutts.... then maybe revenge on the Empire!!! But we got a long way to go.... We're flying a brick, we have 500 credits.... so... Yeah, we ne...
X4 Foundations: Accomplished Scientist, Unifying the Split part 3
มุมมอง 501หลายเดือนก่อน
Hello hello!!! Got the Eggs.... Made the caviar....Time to get Unifying!!! Ignore title frame this is part/mission 3. REMEMBER THE STORE! And... Don't forget to Subscribe!
X4 Foundations: Accomplish Scientist, Our own fleet, Sapporo, Odachi and Cutlass
มุมมอง 263หลายเดือนก่อน
We have the start if our home grown fleet!!! Starting basic combat trails now. Will be adding more Odachis an Cutlasses in the near future. I am very curious about how this will work against larger opponents! Don't forget the store! And... How would you like to see a Interworlds mod series?
X4 Foundations: Let’s Talk, Sector Ownership, what's it good for?
มุมมอง 2.9Kหลายเดือนก่อน
I had a surprise befall me.... A sector all my own... What could i have wanted more?! However, our ominous note in the galactic news makes me wonder... Are people after my prize!??! Wiki website: wiki.egosoft.com
X4 Foundations: Accomplished Scientist, Unifying Split 2
มุมมอง 239หลายเดือนก่อน
Some important update currently on going! Argon V. Zyarth. Might have to change up some plans if Argon keeps up the assault. Both mugs are now available!! They will run till end of November in their current config! Don't let the image here on TH-cam fool you they both have the pictures. But without further adieu let's get back into the Split!
X4 Foundations: Let's Talk, Cutlass
มุมมอง 1.2Kหลายเดือนก่อน
The first flight of Cutlass' have been built. This will be the new workhorse in our fleet(s). Let's talk about it and its weapons. Have you used the Cutlass in your fleets, what weapons do you think work best?
X4 Foundations:Accomplished Scientist, Unifying the Split 1
มุมมอง 303หลายเดือนก่อน
Hey there! Let's start..... AH the Paranid at it again! But let's get a move on, we've got Split to unify!!!
X4 Foundations:Accomplished Scientist, State of Universe
มุมมอง 359หลายเดือนก่อน
Hey there! Thank you for voting for the imagine poll! Here is the state of the Universe at the moment. Where we can go and a possible ending for it. This will still be the forever universe, doing uniting the factions that have been divided!. We have almost completed that goal.... Thoughts on where to go? What to do? Shall we remake our fleet into an old school Terran fleet? Let me know your tho...
X4 Foundations: Let's Talk, double duty!
มุมมอง 1.2K2 หลายเดือนก่อน
X4 Foundations: Let's Talk, double duty!
X4 Foundations: Let's Talk, New Ship, new loves
มุมมอง 9502 หลายเดือนก่อน
X4 Foundations: Let's Talk, New Ship, new loves
X4 Foundation: Paranid Unification complete!
มุมมอง 3733 หลายเดือนก่อน
X4 Foundation: Paranid Unification complete!
X4 Foundations: Short Story, introduction of Split, Accomplished Scientist
มุมมอง 2553 หลายเดือนก่อน
X4 Foundations: Short Story, introduction of Split, Accomplished Scientist
X4 Foundations: How To Start, Things to think about; Mining in 7.0
มุมมอง 2.5K4 หลายเดือนก่อน
X4 Foundations: How To Start, Things to think about; Mining in 7.0
X4 Foundations: Beginners; How to Start, Things to Know 7.0 Combat and Bailing
มุมมอง 1.3K4 หลายเดือนก่อน
X4 Foundations: Beginners; How to Start, Things to Know 7.0 Combat and Bailing
X4 Foundations: Beginners; How To Start, Things to know in 7.0
มุมมอง 3.8K4 หลายเดือนก่อน
X4 Foundations: Beginners; How To Start, Things to know in 7.0
X4 Foundations:Accomplished Scientist Update!!
มุมมอง 5994 หลายเดือนก่อน
X4 Foundations:Accomplished Scientist Update!!
X4: Foundation: Let's Talk, ship farming
มุมมอง 3K5 หลายเดือนก่อน
X4: Foundation: Let's Talk, ship farming
X4 Foundations: IMPORTANT CHANNEL UPDATE and universe
มุมมอง 6785 หลายเดือนก่อน
X4 Foundations: IMPORTANT CHANNEL UPDATE and universe
X4 Foundations: Let's Talk, Drones, Part 2: The Follow Up!
มุมมอง 2.5K5 หลายเดือนก่อน
X4 Foundations: Let's Talk, Drones, Part 2: The Follow Up!
Talk shows run in the men of my family, I'm finding I'm not different. Found your series today, 21st century talk radio, so much better than talk radio of the 80s. I. rarely. sub. ... Subbed.
Glad you stubbled by. lol Hope you enjoy more content!
Best S ship is Yasur, barring that Moreya. Best M ship is probably Hydra, not a big fan of M ships. Best L ship Syn Best XL ship Asgard.
Whoah! No love for the Erlking eh?
@@T-Skillet It doesn't have nose guns. I don't even know why would I want it. I can have Asguard that can oneshot Xenon K from 11 km away, or I can have Erlking that has lots of plasma turrets. I don't think there's any choice to make.
@@BIGESTblade I do like the Erlking better than the Asgard.... Mainly for speed. I don't mind its main cannon either. But the take down speed i'll give to the Terrans.
@@T-Skillet What main cannon? Erlking doesn't have any. It only has turrets.
@@BIGESTblade Its got a main gun. It charges up and fires. Kinda like the Moun charger.
Hey Skillet! After many hours of warfare against the Ascendancy I have a few tips to watch for. First off, be careful of movement commands on carriers, even attack commands. The first thing the SOB's do is recall subordinates, which basically locks up the fleet for almost a minute in the middle of combat. you can watch for it in the behavior tab. kill it if you see it. Second you sometimes will have to order the squadrons yourself. I have had several Star Destroyers try to fight off dozens of small ships by themselves, with 24 X-Wings in their bays... The best way to attack stations I have found, is to tell your station busting ships to Fly and Wait right next to that sucker, then kill the fly and wait command in the behavior tab and then order the attack. otherwise they will poke around the thing until most of their fighters and bombers are dead before actually attacking the damn station You should also be using the "Remove all orders" order, before giving ANY combat or movement orders to anything. just make it second nature. Lastly, if you notice a ship thats supposed to be attacking and its wandering away or not doing anything DON'T tell it to attack again. hit "Remove all orders" again and send a movement command closer to what he should be attacking. usually they will defend themselves which is as good as an attack order. Watch your Ship supply situation with your baby economy with all those new capital ships. you might want to drop an equipment dock down somewhere, just remember you can put wares production on it but no shipbuilding modules. other than that, looks great!
Would it be better if I was the lead ship and then the AI acts off me?
@@T-Skillet Honestly Bro thats an experiment you may want to run, if you only have one carrier and you are familiar with the fleet commands try it. In my experience when I am in sector the enemy tends to focus on whatever ship I'm in, That may be my imagination, but the AI DEFINITELY acts different when your in sector. Currently my fights are 2 -3 XL's 3-5 Larges and 50 - 100 small guys in my fleet alone. when you add in allies and enemies my battles are 2 - 300 ships so I tend to stay out of sector to avoid clusterf*cks.
So I was seeing how the fleets would do against a station…. Either I need more bombers or more capital ships. These test used the fleets in the video so no new ships added. Lost a good amount of fighters. But they’re droid! Replaceable!!
@@T-Skillet Yeah station busting requires bombers. I usually let 30 -40 bombers work over a station for a while before I allow my Capital Ships to close. Just using capital ships, some stations will have enough firepower to kill a Star Destroyer before they go down especially defense stations. Try to use at least 20 bombers, that seems to be the number that makes it hard for the station to kill too many. less than that and the gun to target ratio is too high. Fighters tend to get shredded because they fly too close. the closer you are the easier it is for the station turrets to track you. Some capital ships have long range turbolasers, it will usually say in the description. they are good for sitting back and pounding stations too.
I used to just fly my Star Destroyer right up to the station and blast it, but i learned some stations have a gazillion hit points which take forever to take down. which lets their weak weapons do the job over time.
Damn that Answers a question I had I was trying to take over avarice (For the good of the inhabitants) because I destroyed the VIG and took their sectors during the final mission of the avarice questline. Then if you don't flip their sectors every time you get near a station even your own a security vessel will scan you and force your delivery vessel to eject foods/water because VIG still has police authority, I wasn't causing any permanent damage just sniping their admin centers with an Asgard but now I know why avarice 1 refused to flip and it is because I have to shoot their L fabricator too...
It's the little things. Not sure its mentioned in the game itself through any of the guided starts.
I would love where you can own sectors and develop your own faction with their own ships/people. Could be a mix and match of existing ships but make it your own with unique changes. Even if just cosmetic.
There are mods i'm sure. The Interworlds Mod touches on this with different factions providing different hard points for ship, letting you fly across the galaxy to min/max your ship! Or if you mean different peoples, it would be cool if the Avarice bio domes had all factions living in them.
Somebody did a post on Steam on Egos plans announcement that talked of this. Personnel uniforms, training centers like a Starfleet Academy, expand on the roles of NPCs, giving more depth to your headquarters and faction. Would be very cool.
I'd like to see expanded command for S/M class ships.... Like the Turrets, target fighter, target turrets, etc. But your own growth in a sector and your own people would be pretty cool! Having your own faction!
Great video. Subbed!
Thank you! Glad you like it!
2:42 PM, good luck with your play through
@@hugglescotehappy8519 thank you! Got some battles ahead, should be fun!
Lol! You wanna talk about betrayal? I am at +30 with the Galactic Empire AND the New Republic. (don't ask how that happened.) I intend, this play through to Eliminate war in the Galaxy. so eventually one of them has to go. My goal is to eliminate all the factions that can't play nice together so I have to choose sides I'd sometimes rather not. Am currently eliminating The Anoat Federation and the Imperial Ascendancy. thats gonna take a while the we'll re-evaluate. I am hoping like crazy they don't update and maybe ruin my saves before I play this out. I am gonna be "The Great Peace Maker" and I don't care who I haveta kill to do it 😛
Hope we get time till the update! But I love the mod and starting over wouldn’t be bad now I know some things. 😅
@@T-Skillet Yeah, I did not find the Unknown station until very late in this game and most of the Factions are pretty powerful by now. I wasn't aware of how badly you need that research tree. I am having to fight Bellator Star Destroyers, and Super Star Destroyers with just basic faction ships. Its a real pain. Just FYI. There will come a time in your game, where you reach a certain value for your empire or a certain time has passed, I am not sure which, But the factions will start building their Pinnacle ships, Like The Bellator for the Ascendancy, The Executor SSD for the Empire, The Home one Carrier for the New Republic etc. The only way for you to match them is to do the research at the Unknown station and build them yourself. You can research all kinds of advanced ships you can then build. I didn't catch on to this until recently so i am strugglin 😳
They are slowly starting to appear.
@@T-Skillet I think they may all start out with one Pinnacle ship, I am not sure. but I remember seeing Home One wandering around the Coruscant area pretty early. My game is 11 days old and the Ascendancy has several Bellators at this point. Its making it hard to take systems from them.
Be aggressive! Get in there! Put some elbow grease to'em! I tried to fight a Xenon K with just a L class.... It didn't work out well.
I’ve played a lot with the mod since the 6.0 version and after playing with nearly every ship in the game, I have to say that the Providence carrier is by far the best carrier of them all. So good choice with that. Not the best combatant, but surprisingly proficient in that role as well for a carrier. The reason I’m commenting though is that you’ll likely find yourself highly dependent on bombers at some point in your gameplay and therefore might be tempted to start to utilize support ships for quick restocks. I absolutely adore the very concept of support ships so I’ve done everything I can think of to make them work. However, with the advent of the maintenance system, plopping down a maintenance bay as you push into hostile systems is a far more efficient way of managing your military logistics, especially for things like missile wares. Supply ships aren’t especially burdensome on your maintenance costs, but you’ll quickly find an absolute ruthless efficiency in your heart for the size of your fleet. Whenever every half hour it cuts into your pocketbook just sitting there with everything must go attitude other than a few favorites. I don’t know if you found it yet, but you can see in the encyclopedia for a sector. What the supply of that sector is and therefore how you should prioritize your equipment docks.
I have not dived deep into that mechanic yet. So far I’ve had enough money to pay the cost and not feel it in my pocket. I am aware of it though. And Aux ship is something I’ve also been looking at along with a carrier. Now that I got the HQ I’ll look deeper into that mechanic. In terms of reaching out into other systems. I plan to help the ICG in their war with CSA and the maybe align with the Mandos.
Your Vigo AE77 corvettes are better anti fighter corvettes. the defender will get all ate up with fighters. The Defender is better at helping beat down capital ships. Look at the weaponry they have. PD turrets and Laser turrets are best at anti fighter work. Turbolaser turrets are more powerful, but track slow and miss fighters a lot. Unturreted Turbolasers are the heaviest hitting. but good luck hitting a fighter with one.
The Crusader looks like a nice ship… think it’s worth swapping the Vigo out?
@@T-Skillet Yeah The Crusader is much tougher and a little bit better armed. For the cost difference thats a no brainer.
That was not a bad outcome. The reason you lost so many ARC-170's is they are much better bombers than fighters. The Starchasers the Merc fleets like to use will tear them up. Those V wings are great fighters, you should have had the ratio's reversed and had two V wings for each ARC-170. Biggest problem you have playing ICG vs CSA is lack of good carriers! a couple Dreadnaught Cruisers instead of Acclamators would have been a huge boost. The carriers keep the fighters and bombers inside until they attack which prevents the enemy from targeting them first. It brings the weight of the attack onto the carrier and then the Interceptors will peel them off. As you noticed intercept doesn't work great without a carrier. Without one, its better to select all your fighters and tell them to attack targets in an area. You can buy Dreadnaughts from the Hutts they are good early carriers Fighters and bombers are the workhorses of Interworlds, From the number of them you can tell It really is carrier based. So if you are playing on the Old republic side, suck up to Kamino and buy a couple Proclamators. they are real carriers with 24 ship hangars. As Far as fleet setup, I have posted it before but you need to pare down the fleet. One large cruiser or carrier, 2 - 4 medium corvettes on defense 12 fighters on intercept and 6 bombers on bombard. Thats a Fleet. If you have an XL cruiser or Carrier its Two large escorts on attack, two medium corvettes on defense with 24 fighters on intercept and 12 bombers on bombard. If your commander is not a carrier set up every third fighter on intercept and two fighters assigned to that interceptor on attack with commander. That way one fighter is intercepting for the commander and his two wingmen will gangbang his target. this helps survivability almost as much as flying from a carrier This way you give orders to individual capital ships and they will use the support you gave them to accomplish your objective. It doesn't work great but it works better than anything else I have tried. I have tried the nested order trees and every other way to order fleets I've ever heard of and this works the best in my experience. With this setup you could have flown your capitals to three slightly separate positions using Defend position. when they get there they will defend themselves in pretty good order while splitting the merc fleet fairly well. when the battle starts you can adjust depending on who got how much of the enemy fleet on them.
I’ve been playing nice with CSA and the Hutts. I want to get the blueprints for the Venator from CSA. I’m friendly with Kamino, that’s where I got the Acclamators from. I do plan to split this fleet up upon getting a few decent carriers and transfer leadership to said carriers. Debating on what fleet to start…. Separatist or Republic. The tides will turn against the CSA shortly. The droids will rise again!!!
@@T-Skillet The Lucrehulk is obviously the Mac Daddy ICG carrier, but at 140 MILLION credits the cheaper Providence is probably the better choice. it has 40 S bays and good guns. The Proclamator is the best L carrier you can get over there from Kamino, and the Hutts will sell you Dreadnaughts. They only have 10 S bays but they are reasonably tough and fairly cheap with a pretty hefty turbolaser setup. I've just worked my way over to that side of the map. been taking out the Ascendancy with the New Republic.
I’ll say I’m not impressed with the Dreadnaught ever since I fought them with the Weequay, the Lucrehulk is what I want for the carrier… but the money it costs is a bit ridiculous. So a Providence will more than likely be the carrier. The geonosian just seems to flimsy, I never see them survive.
@@T-Skillet yes the Dreadnaught is a little flimsy, it’s benefit is it’s 10 s bays vs it’s cost. The acclamator and geonosian cost the same or more and only have 6 s bays. I am hoping they will update the Old Republic era ships. A lot of them seem either weaker than the Empire era ships or just don’t really stand out in their intended roles. The Venator is also s nice looking XL but there are Three different versions and I dunno which is the best. The Clone era one has 82 bays. the standard one has better weapons but fewer bays. The Hutt Venator looks like the standard with weaker weapons, so probably the worst.
I think you were distracted, but she said the name at 16:33. I wonder if there is a delay in nested attack orders. i.e. the bottom most fighters were set to attack the target of the commander of the commander of the commander of their own commander. So basically they first had to wait for the ordinance cruiser to pick a target, then wait for the GS-80 to join that attack, then wait for the AEG-77 to join that attack, then wait for the lead ARC-170 to join in, then they could finally join in themselves. If you just had them in a blob under the ordinance cruiser, They could each respond in their own time to the ordinance cruiser, while also being more spread out, making it harder for hostiles to taken them down in clusters. I'm not quite sure what went wrong with the intercept command, but I will admit, when I use it, I usually have overwhelming numbers, so that likely obscures any weakness in the script. One thing that might have helped is to set up your defend position much further back (>100km) and activate travel for it the moment the mission triggered, that might be part of the issue with spreading the enemy out and picking them off. If we can't use intercept, maybe have all fighters nested under your Tie with attack target (Just have them initially set to Fly and Wait near the ord while you bait the enemy out, then manually release them once you get back to the fleet so they don't kamikaze themselves). The ordinance could then focus on the big guys with manual attack orders via the map screen while paused.
Pause and ordering might help. Never done that before. Also I agree with dumbing down the orders. That will probably help a huge amount!
Yes all of the above is true, nested attack orders take more time to execute. defend commander results in not attacking until the commander is hit which is useful for escort corvettes and really bad for fighters. Attack with commander results in you having to target everything you want to kill and leaving most of the enemy fleet unengaged. The only time i nest orders is when I set up fighters flying without a carrier as I explained above.
My monkey brain cant handle manual ship micro management. Usually I chug in all ship under 1 high level Commander of a L or XL class ship and that's is it, No wings, No subwings. Ship default orders like intercepts works way better the higher the commander level is. The entire fleet performs way better in my experience. I also focus fire all S and M class on a single target and shift click to chain command other enemies so that all ships go immediately attacking the next target instead of coming to stop and calculating. Like an RTS death ball. Pause the game with pause button to issue the commands. You will loose ships but if you kill your enemies faster you will loose less.
I do think dumbing down the chain of command will help. Never been one to pause and give orders but I’ll try that for sure next time.
Also good point! a commander of less than three stars results in a lot of botched orders and baffling maneuvers! The difference between a two star and a three star commander is noticeable, the difference between a two star and a four star is shocking!
True!
I like your videos, you have skills, but 20 seconds at the beginning of the video has zero sound. I recommend at least have some kind of sound. Any ways thanks for the Video and good luck.
So i just watched the video again. Do you mean the beginning of the video before the announcement bell?
@@T-Skillet I think so. I did do a quick sound check when you vid started, just to make sure my speakers were still working.
It’s because the camera view. It was following the Ordinance Cruiser but followed the V-19 for some reason.
@@T-Skillet It was right at the beginning of the video. I almost closed it out because there was no sound for like 20 seconds. I then just skipped ahead to see if there was any sound in the video. I know others who would just close the video. Might start talking right away of have some music playing at the beginning. Just will help with your videos in the future. Overall, the vide was great.
Thank you for letting me know. I'll make sure there is something there next time.
The best fleet compositions are the ones that require the least input from you. I have found the more I try to micromanage the fight the more often the Ai does dumb shit like flying off in random directions and doing what I call Vapor Lock which means they just sit there thinking about it during the fight. The most effective setup I have found is to have one ship being the fleet commander and assigning subordinates. that way I order one ship to do something and leave it up to the AI to figure out how. For instance my smallest fleet setup is anti pirate, which is one good sized medium and six fighters. I have one of these in every good sized sector, I can usually vector in a couple for most problems. next up is my standard fleet element which is one Large cruiser, preferably a carrier like a Dreadnaught, Victory II, or Geonosian Frigate with four medium escorts, 12 fighters and 12 bombers. This can handle most random emergencies. Lastly is my actual war fighting squad which is One XL carrier like a ISD or an MC80 Two large escorts like a Nebulon B or Imperial light frigate set to attack with commander, two medium anti fighter ships set to defend commander, 24 fighters on intercept and 18 bombers on bombard. With this setup you give orders only to the fleet commanders and they do a fairly decent job of executing your orders. you take however many fleet commanders you think you need to do whatever you gotta do. A lot of the time I don't even order them to attack, I just fly them close enough for them to aggro the bad guys. If you try and get too fancy and order all the ships exactly where you want you inevitably end up with a baffling array of random behaviors.
I'll keep those set ups in mind. The battle AI works a bit different... or maybe it's just the ships themselves having a greater range of equipment.
@@T-Skillet Exactly, The Interworlds ships have so much variety I think it confuses the AI somewhat. For instance the power difference between say a YT-1300M and a CR-90AS is HUGE even though they are both medium combat ships. and its even worse with the large ships.
I thought maybe you were trying to strip away the escorts, but not sure now. You had your fighters in defence instead of intercept, so they were mostly just doing their own thing eating popcorn and waiting for the ordinance cruiser to get attacked while watching your personal fighter get wailed on. Overall it seems like a decent attack to me (just with a slightly awkward start), so congrats on getting your shiny new HQ :) In regard to fleet composition. I usually just make wings of 4-10 fighters with the primary on intercept and its subordinates on attack, so they gang up on 1 fighter at a time and systematically pick them off. I couldn't make out what the ordinance cruiser was targeting for the initial fight (was the order defend position?) until you took over the captain's seat, but I suspect it was trying to hit fighters instead of capitals based on that order.
It was the defend position order. And yes the idea was to bring them in small groups at a time and destroy them! This was the tactic before I recorded and it did wonderfully. However…. When I recorded, I believe I was a little to cocky and pulled more in than I wanted causing the S class to engage. What I did not like was the timing of the orders. You see ships getting shot in the back before even attempting to stop it or just die from it. I’ll explain the grouping and orders for the fighters in the next video.
From what i can tell, you sent in your lighter ships in too early and they got overwhelmed. The enemy AI tends to dogpile whatever it see's first. You were never going to lose with three heavy cruisers, they likely could have won by themselves. Unfortunately the AI also makes it hard to determine what you were trying to do because its kind of janky about WHEN it decides to carry out your orders. Personally I would have dropped one of the Acclamators and replaced it with more anti fighter medium ships and filled out my fighter squadrons. I would have had each heavy cruiser have one large escort and four anti fighter mediums set to defend commander with 12 fighters on intercept and 12 bombers on bombard. With that setup you can fly the heavy into the fight where you want it and all its support will follow it in pretty closely. With say your Ordinance Cruise and one Acclamator set up as mentioned you could have sent them in a little separated and split the enemy fleet better. Good editing by the way. Vid was fun to watch.
So… I’ve done this battle like 12 times. The way orders get done or lack of timing is an issue. You can see the fighters just flying away getting shot in the back in the video. I was a little upset about that. The dogpiling I haven’t really seen in any of the attempts…. Mass murder yes. The S class ships did engage a little earlier than I wanted but was not a horrible start. The timing of orders was a killer though. I’ll have to think about fleet composition a bit more though.
Owning a sector makes no sense atm in this game. Its better to let neutral sectors as they are.
That’s true! No need to really have a sector unless you are really RP’ing in my mind. But there are people that find ownership valuable in their own play through.
Before building up enough of a fleet for a HQ attack, you make want to put down a couple EQ docks, otherwise you may find your money vanishing in a puff of smoke. Once you cross that threshold they check your supply every 30mins and the credit cost from having insufficient supply can be catastrophic. I'm not sure how well factions handle contesting space with friends, usually, by the time I was up to that in vanilla X4, I just had no need. They seem to like/require it in Interworlds, but that seems to be limited to border systems, so no idea if that would get ugly if you start popping them up inside their inner sectors.
I have been looked at it. Been watchful. Thank you for the heads up though, i can see where it is easily forgotten.
You don't actually have to build the EQ dock near your fleet. My fleet is spread out over hell and gone but my EQ docks are all in my own sectors. as long as your docks have enough transports, they will try to build up the Ship Supply wares you need. I actually have Ship Supply modules built on my EQ docks at this point, but as long as they are being produced nearby your dock will try its best to have enough to pay for your maintenance. unfortunately I still have to pay about 25 million every half hour for my current fleet because the New Republic and I are trying to take out the Ascendancy. The game will credit you for every Ship Supply you have stored in an EQ dock when the bill comes due, no matter where the dock is actually located.
Sorry I think I missed the point of your question. If you are talking about contesting sectors when your fighting with an ally, it works just like the base game. If you both have admin modules in the sector, It grants the sector to whoever has the most production in the sector when you take out the last enemy admin module. If your ally has no production in the sector when you take it, The sector becomes yours and your ally will never build in it. but if you both have production, you may win the sector, but your ally can still build freely in it. It's kind of weird because big empires like the new Republic and the Galactic Empire actually require you to build defense stations with admin modules on their Frontiers to become allied with them, "shrug" have yet to determine why this is.
hi
Hello there! Thanks for stopping by.
Hey brother! My power stations make a minimum 100k credits per game minute each! average about 250k. Its the Interworlds goldmine. As far as other wares, strangely enough Graphene sells well through most of the game but starter resources in general are the best. Silicon wafers, Graphene, Durasteel plates, microchips, etc. Rhydonium cores are hard to transport and the market fluctuates badly. You have a shortage now, but by the time you get production built it could have radically changed. its the same with Module prefabs, Advanced electronics etc, anything that takes a lot of resources to produce is pretty volatile. Its better to make the things that make the things if you catch my drift. for instance in your playthrough I would drop a mining station between the big shipyards and the Rhydonium fields and mine Rhydonium rather than trying to produce cores. The only reason I produce cores is to feed my own shipyard. You are correct in the ARC-170 being one of the best small ships especially for pirating and you have a GS-80 which is my favorite medium and personal combatant. but yes with 25-30 min videos the wide range of ship scaling in Interworlds deserves its own. The AI in Interworlds is also vastly different, you are just scratching the surface with the bailing mechanics. The Combat AI is not as good as the current X4 AI, but overall it has a LOT more variety of response to stimuli 😛you also have to be careful of your orders in combat or you can easily lock up your captains decision loop and cause him to take an inordinately long time to take actions. It's looking good so far though! The Power stations will give you steady income, just beware your urge to supply everything all at once, The AI will recognize shortages pretty well too so you can end up out competing yourself and crashing prices in the long run. Basically if its a high end resource, only produce it if YOU need it yourself.
I was going to try out mining trade stations to see that works. Have you done that?
@@T-Skillet Yes, especially if you pop a couple production modules on them like graphene, refined metals, and silicon wafers. That's what I was referring to about mining stations for Rhydonium. Just make sure you have plenty of miners ready for the station or you will go broke buying from NPC miners. If you have the blueprint for Rhydonium cores go ahead and put one on it, just beware. I built a six module core production station that's currently holding 14,000 cores and can't sell them at a profit
I was thinking of like a depository for ores. Like a trade station.
@@T-Skillet If YOU need it to feed your stations yes. but Ore and Gas are not great money makers. It would eventually be profitable but it would take a long time for your profits to exceed the cost of the station. Thats why I put low end production modules on them. I have a trade station close to a major shiyard that sells the wares I produce in my little sector because my sector is not close to any major trade hubs. You would make more money setting miners to work near NPC production stations. The next best money making station is low grade wares. Make a mining station but instead of selling the ore and gas, put a couple low end production modules on it. The NPC's buy the crap out of Refined Metal, Graphene, Silicon Wafers, Durasteel, Microchips, and Smart Chips. all of which are one ingredient wares. Then you can step up a tier and make your own production stations for things like Missile Components, Engine components, Advanced Composites and sensor arrays. As you bring that production online just add those wares to your trade station and supply it yourself. My Empire currently nets me about 100 million credits an hour and my game is 6.5 days old and the top selling wares in the galaxy are STILL Silicon wafers, refined metal and graphene. The only reason for a pure mining station would be to move the material closer to its production The Interworlds economy AI is kinda dumb. if it needs say, "engine parts" it build a station and plunks a couple engine part modules on it. it rarely however adds any of the modules to produce the things that MAKE engine parts. therefore the AI empires constantly need those low end materials.
That seems to carry over from the base game. Don't think i;ve seen a faction build other that what they need. Thus creating a hole in market.
You can harvest other factions, is the main draw for me.
Like pirating their ships or stealing their goods?
The problem with the Albatross is that it doesn't have a dedicated outlet for launching drones. This results in Albatross relying on the only S platform to deliver defense drones. Other builders may also have this problem. If someone thinks that there is no need to recycle drones, then 243 defense drones are indeed very suitable for you.
All the builder have roughly the same issue with deploying drones especially for this purpose. To be more effective you need to have them released before entering your desired position for them. Then put it into place. But even the Cerberus and like ships have an issue with deploying drones. As of typing this out I’m not sure it’s fixed but sometimes they won’t deploy if you’re not present. Which is a pain.
Have you researched the ability to hack(steal) modules? I suspect a no since you haven't unlocked research. Might I suggest you read the FAQ on the interworlds website?
At the time of the video no. There are two two websites/wiki’s one is empty and the other one pretty much empty. I am on their discord. But… me being me, trail and error are my learning tools. Lol
@@T-Skillet Google SW interworlds, 2nd link for me was a google sites SWI site. at the top bar there are sections. Read Gameplay tips and main features. The wiki link on Nexus also leads there. Also you do not need rep with the corps (well, you need to not be negative, but ..), you just buy the license to buy stuff from them at 0 rep.
Reemergence is great, they are currently working on a big, save breaking update, so if you want to start a long going series, I'd wait for a few months, until they updated the mod.
Thank you for letting me know! I was thinking of starting that after we finished the Terran story we never did.
Lol! I have all the DLC's and over 1500 hours in X4 and I've never done this quest...
I typically side with the Curbs to add more factions to increase profittsssss. I’m a bit upset I can’t change my rep with the Duke’s. I’d like to purchase the blueprint for the Prometheus.
7:56 I didn't here the P in ASP RAIDER... And I'm like, what?
Hey.... Judgment free zone... You can be whatever Pirate or... Raider you want! lol
As a very specific example, if you take the Moreya and give it a mk3 Split Shield, un-modded you get 8.9s delay, with a 177MW recharge rate and 1200 MJ total shields. Throw in a Pavise mod and you can theoretically get it up to as much at 2040 MJ total shields, or with Traction as low as a 2.67s recharge delay and 301 MW recharge rate, though at that point your shields are so paper thin you will probably die before it gets a chance to help, so probably safer with a Pavise in this case. BUT, if you used a Terran shield instead, and used a Targe mod, you can theoretically get it as high as 1927 MJ but with an 8.09s delay and 315 MW recharge rate. These are extreme examples and you will probably never see the numbers quite this high in reality, but it at least gives us an idea of how much a single mod can change the dynamics of a critical aspect of a ship and even completely change the base module preference. Below is a list of the effect of the theoretically maxed tier 3 shield mods on Split, Teladi and Terran MK3 shields on the Moreya, sorry, I didn't have spare time to test more races, but this at least gives a rough idea of the two extremes and a middle ground option: Split default: 8.9s 177 MW 1200 MJ Traction: 2.67s 301 MW 1200 MJ Targe: 6.23s 230 MW 1560 MJ Pavise: 2040 MJ Teladi default: 13.9s 210 MW 1552 MJ Traction: 4.17s 357 MW 1552 MJ Targe: 9.73s 273 MW 2018 MJ Pavise: 2638 MJ Terran default: 11.5s 242 MW 1482 MJ Traction: 3.45s 411 MW 1482 MJ Targe: 8.05s 315 MW 1927 MJ Pavise: 2519 MJ
That is some really in-depth analysis. Thanks for putting it all together. That's really awesome!
@@T-Skillet Your welcome, I hoped it would at least be helpful for someone eventually. I'm amazed you noticed it so quickly.
I try to get to comments in a timely manner.... I also have a full time job... so... Hopefully same day. lol
Oh btw... You're getting a shout out in an upcoming video for you comment. Sorry i did not remember your name when i recorded but people will see!
@@T-Skillet Thanks :)
While I really enjoy this game and it fills a lot of the the things I wanted in a space game after about 600 hours I have noticed a lot of glaring issues. It really feels like a lot of features in this game don't have much depth to them at all. Sector ownership/diplomacy is one of them. Yeah I found a little niche in making raw materials illegal to nearly monopolize my trade with the boron and make them dependent on me but outside of that there's not much else outside building a drug factory next to a free port in a sector I own so I don't have to think about police stopping me. The mechanics of having your own police also feels rough around the edges. If you aren't careful, it seems like they can easily become relation destroyers while at the same time just completely ignoring the 5 mining ships holding methane I declared illegal. On top of that, sometimes they have some odd propensity to become suicide magnets to khaak stations. With diplomacy I find it bizarre you can declare war but there's no real way to make peace. Instead declare war feels like a "let's just exterminate each other for eternity" button. I remember finishing the Kingdom's end missions and the Boron declared an attack on Argon would be treated like an attack on them. Well I see other than them having a fleet in each others territory not much has changed and the Argon don't seem to care all that much whenever my police decides to gun down the poor boron trying to smuggle ice. I do hope they do improve on the current existing mechanics sooner or later. I was shocked to hear when timelines released the Sapporo it was just some ship that existed without an identity. At least they did later made changes to that ship from what I have heard.
They did. It radar range is larger and has anti-fighter missiles. In terms of mechanics... I'd like to see them do something like the Interworlds mod. Citizenship plus Rep and then the idea of replenishment for your ships/crew. BUT it does make things a bit more complicated. lol Gotta find that middle ground.
I am so sorry guys, I didn't mention THE SINGLE MOST IMPORTANT REASON for owning sectors! In Star Wars Interworlds, you will be charged payroll and maintenance fee's for every ship you own! this bill comes due every 30 in game minutes. at first its a minor annoyance, but when you get to the mining/trading fleet stage it becomes an issue. owning a sector reduces your maintenance cost by 100 points. Also building ship maintenance docks reduce it further by 100 points for S/M ship dock, 200 for L ship dock and 300 for XL ship dock, and do NOT add any ship building modules on these station as then it will become a wharf or a shipyard and cease to count! it MUST be a maintenance dock.
Just came across this message. SO MUCH TO LEARN!!!! I love it!!! I have spent a lot of time in the current play through, i have a bit to cover and update for the next video!
@@T-Skillet Looking forward to the next episode, I'll give up all the tips I can, I've been playing Interworlds for a while and am completely frustrated with the lack of good informational content out there. Currently on my third playthrough, not counting all the experimental ones 😛
Thank you!!! Yes, a lot to learn and from what i have seen it's mostly gameplay videos. But honestly i try to figure it out myself. Can be a bit frustrating.... Like seeing a message telling you to SUPPLY YOUR SHIPS! LMAO
@@T-Skillet Yes Its even more in depth than I have stated. Technically each ship has a point cost. that point cost also has a multiplier based on size and class, but without breaking out a calculator lets say i have a fleet worth 1000 points. you need one "Ship Supply" which is actually a new ware. for each point.Those wares must be stored in your maintenance station. When your bill comes due it will first apply your discounts from owning sectors and maintenance stations. then it will Consume any "Ship Supply" wares stored in said stations. after that it will debit 5000 credits for every "Ship Supply" ware you didn't have. If you can't pay for your maintenance your fleet morale will tank and your ships will bobble around like the cat was flying them
Ok Guys , I know its VERY hard to find good tips to get started in Interworlds, so here is all you really need to know. Find a small faction that has a wharf only (My favorite is Correlia). You can usually buy their licenses for 5 - 6 million credits. This will get you access to basic production modules and turrets as well as better ships. The absolute steadiest form of Income is the lowly Power station. Drop a station with six solar panels and two large container storage in EVERY sector that has a Shipyard or a Wharf, preferably both. Make sure it has large and small docks and the sunlight is at least 100%. My current game is about 13 hours old and all of my power stations make a minimum100,000 credits per MINUTE, routinely its as much as a quarter million a minute. The economy is very weird in X4 Interworlds. It has several wares in constant short supply. For early game money, I usually fly around stations and take the quick missions until I find some fighting going on. battle scavenging is a little better. Once you can afford a really good ship, like a Correlian GS-80 or so, you can collect some bounties and pirate for better money.
Totally started building e-cell plants this way!
The citizenship status mechanic really does make sense. Why would a government allow you to buy and equip warships simply for being friendly? Requiring your continued participation in the economy and in the defense of the government-controlled space makes sense, to some extent. I imagine that some more stable governments shouldn't even allow that, really, but those that are struggling would be more agreeable. I do wish you could unlock blueprints by disassembling and studying a captured ship at your headquarters, however, like you could in X3. That would add a bit of challenge to unlock warship blueprints, otherwise jealously guarded by their owner. As for money, I do recall how much grinding there was at the beginning to get some startup capital. The headquarters story missions made it somewhat easier, as unlocking production modules really helped save credits early on, while allowing you to build credit printing stations. That's not as easy in SWI. Doing missions, large mining fleets, trade fleets, early stations, even pirating, are a bit of a necessity. One day I will have made enough credits to build my own ships, with fully vertically integrated factories feeding wharves and shipyards. In the meantime, I shall be frugal.
I would love the the Reverse Engineer mechanic to come back!
You have to unlock the research to pirate blueprints the same way you would in the base game, which requires the headquarters. So first you have to find the headquarters. And then liberate it
Liberate you say…. Sounds like I need more money…. Or get better and being a pirate!
@@T-Skillet Yes there will be a "Significant" Pirate fleet guarding the Headquarters. I think its based on your economic score. I have seen them with as few as 15 to 20 ships and as large as 35 - 40 I have never seen anything larger than a Dreadnaught tho, and just a couple of those. It will be about half fighters and the rest medium with a couple large ships.
I’ll keep that in mind! Thank you for the heads up.
Oh…. So…. 5 L class ships and a swarm of S class…. I believe that’s what I counted…. I was destroyed.
@Rhondaandjames I discovered the headquarters early on, and found out that it was guarded by the so called "unknown threat", rather than a known faction. The largest capital ship of said threat, no less. I will most likely have unlocked most production blueprints before I will be able to amass a fleet capable of handling that ship. 😅
The HEPT seems to have the larger projectile, making it easier to hit targets with despite being slower, however i have yet to aquire, and test, either of the Timelines ships/weapons. I definitely want the X Shuttle, for the historic background alone already, i flew it in the very first game, i got it in X3 where possible, of course i want it again in X4.
In my patrol tests, fighting PE’s, SE’s and random M, N and T’s the electro gun did the job quicker.
Since "Prometheus" is a name of a person, a greek god to be precise, the plural would be "Prometheus class ships". Or you try the latin rule, swapping the "-us" for "-i", i´m not sure whether that apllies to names too, but it would be at least according to latin grammar rules.
Promethei! I like it. Pronouncing the end as -eye.
@@T-Skillet For you as an english speaker yes.
If you can get the Kuat Drive yards licenses (very expensive) and the Correlian Licenses (pretty cheap) that will get you access to everything a growing Emperor needs. You can then worry about getting faction specific ships through rep as you can. The main reason I have for owning a sector is the Frontier station requirement. If you own the sector next door you can build a frontier station in the adjacent sector and its all good. If you build a station on a frontier with another faction, if your faction seizes control of the frontier sector you will no longer have a "Frontier" station and you will lose access to all the licenses you were using until you can get another station built. Your other question, yes you can get blueprints from EMP Bombing stations, but that only works for "production" blueprints. you still have to buy shipbuilding and hardware blueprints.
I figured and feared that’s how Frontiers worked. I’ve been worried about CSA taking the sector I have a station in. Thank you for the heads up on the licenses!
Do you still need the headquarters and some research to steal blueprints of production modules from stations? Because the headquarters is - REDACTED. (Redacted for spoilers, you understand.)
the only sector i own in my main save is the mist of artemis. it was not claimed and it had everything i needed for a private shipyard so i claimed it and blocked the gate off. good times
To get out of there do you fight through the Xenon horde or has HoP taken Faulty Logic?
@@T-Skillet HOP got lucky and pushed the xenon out of there while i was still building my main shipyard in 18 billion. i did have to get rid of the SCA that was there but one asgard beam cleaned that infestation right up. :) also i renamed it the Eye of Terra.
Dope name man! Thats awesome!
Terrans and Closed Loop production should go for other components for production, which MIGHT make it easier. You can get literally INFINITE Advanced Satellites on any Terran or Vigor/Bakers wharft/yard because they produce them differently. My biggest issue with missiles is that my ships always are full after a short fight, so i have to send them back to sell them so i can get more money from collecting them.
Since the Sat's are produced differently i wonder if that can help with the Sat trade to make a quick credit? I've never traded Sat's across the universe like that myself. Would be interesting to know.
@@T-Skillet Definitely worth testing out!
Let's go! I just started an SWI playthrough today. So excited to find that you have started one too! I love all of your X4 content.
Thanks for stopping by and the kind words! What start did you go with? I’m not familiar with the acronym.😅
@@T-Skillet SWI = Star Wars Interworlds (the mod we are playing). Funnily enough I started with the same start you did, only I escaped deeper into Hutt space. I love the idea of leaving and returning for revenge though. The Trade Federation / CIS were my favorite faction from the clone wars era so I look forward to seeing what your playthrough has in store.
Oh 😅 that makes sense for an acronym! It’s a tough start! This is only the third time I survived. Be careful in Hutt Space I have the Bounty Hunter’s Guild come after me a few times.
In my first game, started with the release of the craddle of humanities update, I've gotten a big problem that developed since timelines was released. Prior to updating the Xenon progress into Split space was stopped and Argon, Teladi and Terrans were cleaning up the Xenon stations. Since the update, Pirate attacks are rampant across the universe, pyrimid boys have been doing devastating attacks in 5 sectors and the Xenon have reestablished their dominance in Split space. Things were quiet before the update but it's like the floodgates were opened. I'm building gate defense teams of 5 Nemesis Vangards each, 4 set to attack with the leader. This has slowed or stopped pirate attacks where they are set to defend a area around a gate. I put an order of 80 ships into my main shipyard and have about 30 completed and deployed. I'm adding escourt fighters to destroyers who have been moved to sectors with pirate destroyers or pyrimid boy activity. My main carrier fleet is holding a xenon gate preventing them from reinforcing their captured split sectors. About a dozen Xenon ships have bailed to this fleet in the few hours its been there. My BlackFlag fleet is trying to "recruit" more destroyers for sector patrols. Im currently building a dedicated fleet for handling pyrimid boy stations, trying out missle and torpedo centered weapon setups for the first time. While im also trying to repair my trading fleet, constructing large production station to support the expanding the number of s/m/l shipyards Im constructing around the Universe. Another frustrating thing is that two of my missions are stuck on hiring pilots with specific stats. My issue is those that do meet the requirements don't give me the option to hire them, I've checked stations for the major races with no luck. I still need to finish the timeline missions and recovering the few ships I've already unlocked.
That’s good you were able to react fast and put a fleet preventing more incursions. Do you plan to help the split rebuild?
I was going to let them rebuild, but as I'm writing this, a pirate rattlesnake with its asp escorts are wiping out all my trading ships that were feeding their economy. I'm struggling to get a fleet over there quickly.
Got about 3 hrs of play tonight, and here is where I'm at. BlackFlag fleet is trying to capture Free Family Rattlesnakes that are devastating my trading fleet in Split space (currently it does better at destroying then when trying to capture them). The same trading fleet that feeds the basic resources into their economy and the only source of hull plates is from my station near their only shipyard. 2 gate defense teams were lost trying to protect the trade ships until BlackFlag fleet arrived. Those asps were devastating against the Nemesis teams. I'm in the process of getting the fleet for the Free Families in the story. Currently regretting that choice. To free up the BackFlag fleet near Paranid space, I had to buy 30 Katanas to make gate defender fleets to stop pyramid boys from their continued raid in Pioneer space. I'm still waiting on a bombardment fleet to be constructed. My old sector defense fleets (comprised of 1 m with 4 or 6 s escorts) in Argon space continue to keep them safe. Some pirate problems in Teladi space, but no ship loses. Paranid space has calmed down after running the BlackFlag fleet through pirate alley and destroying a few dozen ships there. There are signs that the Xenon might be breaking down the Paranid fleets as I'm seeing them starting to build in Paranid Prime. Need to build shipyard nearby to help augment their own fleet production and make even more profits from it I own the split systems in the northwest ( took them from the Xenon). The Zyarth have started rebuilding in Wretched Sky's V only so far. Alpha Carrier fleet holds the south gate in Family Zhin to prevent Xenon reinforcements from restarting their shipyards north of there. Zyarth only has 1 uncontested system left east of there, with stations in 2 adjacent systems with Xenon and Argon stations contesting them. Hatikvah, Wretched Sky's, and Heretics End have large defense stations blocking Xenon invasions. I think I've stopped the frequent loss of traders for now. Now I need to figure out what was all lost and replace them with larger ships. Since I'm putting defense teams at gates, I can probably get away with no escorts for the traders now. Will likely buy the new ships as my main yards are busy cranking out combat ships. It should take about 10 hours to build the bombardment fleet, but will have to buy an auxiliary for it as i don't have the ability to build XL yet. Probably won't get that done until near the end of the year. I am looking forward to hunting down the pyramid stations and destroying them, then getting Xenon contained and taking those sectors as my own, effectively displacing Zyarth.
If there are people you’re not friendly with it might help pirating an AUX ship…. Or an Asgard…. Even 1 can assert dominance over the Xenon. Highly recommend you either pilot that yourself or just been very watchful with the new maneuvering mechanics. Still see some of the old rush in and die from L class but that really because they need a better angle.
@T-Skillet That leaves Zyarth and Terrans. They don't shoot at my ships, and I can't dock at their stations. Zyarth doesn't have a functioning economy yet. Terrans do have patrols roaming the universe.
Lol! started playing an Interworlds game and found it still has some old X4 bugs alive and kicking. specifically I now have a builder just sitting next to my station not building and I can't fire him or move him. The old solution is to kill him and hire another, but I'd really like to not piss off my main ally. do you remember any other fixes for this?
I have never came across this bug before. I’m at a loss to what you can do other than wait it out or ignore him.
It might be a collision issue, so try leaving the system and engaging SETA for a few seconds, and see if the construction starts via the map. Otherwise, violence or loosing progress and going back to an earlier save may be your best bet.
6:20 now you can set individual turret behaviours (attack capital ships first, Attack capital ships ONLY) to fix the rocket issue with s and m ships
Don't believe i mention it in the video but that is something i do for missile turrets.
very good video, i would add something to your firepower point though. see.... what happends if A intercepter engages into a fleet of 10 khaak ? he gets blown up when he is alone. but he is not alone, with 5 additional subordinates set to "attack" he would be the first one to take damage if those would instead be set to "intercept" but the attack command "spreads out the damage onto all connected ships. so.... the damage multiplier of 10 khaaaks, has to calculate against the combined shield and hullpower of the interceptor plus his attacker subordinates. wich means, they'll never be able to take a ship out as long you are out of sector. when you're in a 40 km radius arround this fighting squad, that behaviour completely gets neglected, since fleets in your render distance, take out one enemie after the other, it is allways the combined firepower hitting a single target. that is the difference of a fleet that consistantly looses ships to a fleet that never looses ships. it technically is possible to have enough interceptors so that an Xenon I wouldn't be able to even shoot down one out of sector. additional "shared hullpoints" can be achieved by mixing in M class ships to the mix.
I forgot the distance for Insector combat. I will say in the current series the M class that have stayed alive the longest are Peregrines with Nodans on intercept command. Have a few more wings on intercept command to.
@@T-Skilleti like peregrines as bodyguards for my personal ship. or for distribute ware escorts, pretty cheap and they make sure those m-class traders gain their stars. in a gate defense out of sector scenario, the Teladi eagle with his expandable drones as a hullpoint sponge buys enough time for destroyers to get in K and I range plus, since it's a math game at that point, loosing drones is more fun than reassigning interceptors.
Small hint here, while exploring the galaxy you might encounter some of the Katana fleet ship hidden in space or asteroid fields but good luck finding them, manage to get 4 of them in my fleet but it took a lot of scout ships to find them.
So far after filming i've been able to make some CSA and Imperial pilots bail..... But a free ship!??!? Think i'm gonna be searching for those! lol
@@T-Skillet Ill let you know when i find some of them again im starting from scratch again but it is free capital ships so yeah
Tried to look it up but i didn't see anyone give a location.
@@T-Skillet Someone mentioned using a mod to look for capturable ships and auto captures them, he manage to find 8 katana dreadnaughts as for me im still looking for them the old fashion way, i have 8 longprobes looking for them in the galaxy
I’ve killed so many long probs…. And Tie Defenders cause they don’t wanna bail…. Half hour later…. Their dead! 🙄 I do feel like boarding and bailing are a bit more difficult.
Liked and subbed. Never even heard of the Cutlass.
It's from the Timeline DLC. It's a pretty cool and interesting ship.
Split ships are way faster, while they have smaller cargo, for cargo/kms they win, in my opinion.
I have a question: why in gods holy trousers do you not turn off your trade and reputation gained alerts? They are literally constant.
Not gonna lie… I don’t even hear them anymore.
once I finish factorio space age, I can get back to finishing satisfactory and then I can finally finish x3tc... can't wait to get back to x4 lol
Lots of games so little time! lol
hello t skillet pour ma part les xenons ont envahi les splitt il faut que j intérviennne ou pas je me pose des questions mercii pour tes videos sa m aide
Je vous en prie! Je pense qu'il est nécessaire d'intervenir. Le Split tentera de reconstruire ce qu’il a perdu, mais cela le maintiendra faible.
@@T-Skillet ok je pense que c est le mieux pour eux et pour moi merci de ta reponse