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Immi
Germany
เข้าร่วมเมื่อ 21 พ.ย. 2020
Hey, I like to share tips and solve problems in games whenever i come across them and hope to help others by sharing the information. Feel free to to address your own problems. I'm always happy if i can find solutions for interessting questions!
I currently want to test around with different content, in case you are woundering, but I will continue to make content for X4 on a weekly basis.
I currently want to test around with different content, in case you are woundering, but I will continue to make content for X4 on a weekly basis.
X4 Foundation \\\\ L-Traders - Crunching the Numbers
Hey, I had a look at the performance of large trading ships to check out if they are worth it meanwhile with the changes that came with 7.0.
I hope I can share one or another interesting detail!
----------------------------------------------------------------------------------------------------
00:00 Intro
00:30 What have I done?
01:58 Cargo/min - no crew
03:21 Checking out Crew and Captains
04:40 comparing Performance with Price and medium Trader
06:43 Summary
I hope I can share one or another interesting detail!
----------------------------------------------------------------------------------------------------
00:00 Intro
00:30 What have I done?
01:58 Cargo/min - no crew
03:21 Checking out Crew and Captains
04:40 comparing Performance with Price and medium Trader
06:43 Summary
มุมมอง: 6 899
วีดีโอ
How to Upgrade station and planetary Defense in Terra Invicta?
มุมมอง 5645 หลายเดือนก่อน
Planetary Defense Upgrade Technologies: Infrared Combat Lasers Visible Combat Lasers ARC Lasers Ultraviolet Combat Lasers Space Station Defense Upgrades (Sorted after in-game Performance Rating) Laser Batteries: IR Laser IR ARC Laser IR Phaser = Green Laser ARC Green Laser UV-Laser Green Phaser UV ARC Laser UV Phaser Magnetic Batteries: Railgun Battery MK1 Railgun Battery MK2 Coilgun Battery MK...
Cohesion Rest State: A brief Overview \\\\ Terra Invicta
มุมมอง 3555 หลายเดือนก่อน
Relevant Terra Invicta Wiki page (not everything up to date):hoodedhorse.com/wiki/Terra_Invicta/Nations#inequality 00:00 Intro 00:36 Cohesion vs Cohesion rest state 02:48 How to influence Cohesion directly 04:13 Cohesion rest state modifiers 04:40 Inequality 05:38 low per capita GDP 06:05 Population 06:59 geographic population distribution 08:10 Rivalries and Wards 08:51 elite to public Ideolog...
A Glance at the Effectiveness of Each Missile \\\\ X4: Foundations
มุมมอง 6K6 หลายเดือนก่อน
Hey, I was curious which missiles are effective against larger enemy ships. So, I had a look at each of them and want to share how each performes. Missile Overview - NPC target ranges: wiki.egosoft.com:1337/X4 Foundations Wiki/Manual and Guides/Objects in the Game Universe/Equipment/Ship Weapons/Missile Weapons/ 00:00 Intro 00:15 Why use destroyers as missile boat? 01:27 NPC target range and ot...
Explaining Public and elite Ideologies - the link between Unity and Public Opinion \\\\ Terra Invicta
มุมมอง 9516 หลายเดือนก่อน
Hi, I ran into Public Support problems because I missed knowledge about certain game mechanics. Here is what I had to learn to fix my problem. hoodedhorse.com/wiki/Terra_Invicta/Public_Opinion hoodedhorse.com/wiki/Terra_Invicta/Nations#Control_Points 00:00 The Problem 00:33 Quick lock at Unity 01:11 Ideology System 02:26 Example Calculation - elite and public Ideology 03:38 The root of the prob...
Comparing Ware Productions by Their Profit Margins \\\\ X4: Foundations
มุมมอง 10K6 หลายเดือนก่อน
Station calculator www.x4-game.com/#/station-calculator Profit Margin overview: docs.google.com/spreadsheets/d/e/2PACX-1vRerojbPeLJ6dBfzXKZ3EqDroh7_JtMzehXNkn9CRCOkoU1IjRZFVFlVt_CsLGo0ss5IpeErnYWNrYW/pubhtml# I know at some point there will be the "for-free argument". Let me quickly show two cases that represent why I personally have problems with that argument. Imagine for a moment that you ca...
Bandit Camps are your Friends! Boost you Economy early \\\\ Manor Lords
มุมมอง 1.9K6 หลายเดือนก่อน
00:00 Plunder Bandit Camps 00:45 Boosting the Early Game Economy 01:46 Play Raiders against AI opponent
Burgage Plots: Approval Problems after Queue Them Up for construction \\\\ Manor Lords
มุมมอง 1446 หลายเดือนก่อน
Hey, I ran into approval problems after queueing up burgage plots for construction, while I had no trouble when I gave the next building order after the previous one was finished. To demonstrate this, I quickly made a short video.
X4: Foundations \\\\ Are Medium Ships Worth it?
มุมมอง 6K7 หลายเดือนก่อน
Hi, I compared the combat performance of medium and small ships, and here are my test results and opinion on it. 00:00 Intro 00:19 How I compared M with S Ships 01:27 Price Performance of Medium Ships compared to the Kyd 03:26 Quick run-through of my tests 03:56 Some M ship advantages 04:36 Frigates for Drone Swarms
Challenging + Difficulty ( Start with only 2 Timbers) - Comprehensive Build Order- Manor Lords
มุมมอง 2867 หลายเดือนก่อน
Hi, I refined my buildorder that is more stable. Now I build a Storehouse After the Stonecutter next to where I will build the church. So the storehouse worker carries the stones from the Stonecutter next to the church while I wait for other ressources. 00:00 Map settings 01:08 Start to Church 03:20 Building the Trade
Manor Lords // Can you supply a city with only sheep breeding from early on?
มุมมอง 1.8K7 หลายเดือนก่อน
Hi, I tried to reduce my economy as much as possible and mostly rely on sheep breeding and trading to get in all the goods needed to build my town. Otherwise sheeps = sheep xD 00:00 Intro 00:41 Game settings 01:04 Shooting over the goal 02:02 Used development traits 03:01 Rush the church 03:40 how to survive the early game 04:04 Churchgates chokepoint for fighting 04:21 Over the hill and end
X4: Foundations \\\\ Utilise Your M-Docks - Use Gunboats!
มุมมอง 4.3K7 หลายเดือนก่อน
Hey, in the past I saw some very nice results for Boron Arc turrets and was therefore interested in if the Thresher can beat the Jian when they are used as attachments to M-docks. 00:00 Intro 01:43 Results 03:05 Conclusion
Galactic Civilizations IV: Interactions between, Approval, Population and Production Bonuses
มุมมอง 997 หลายเดือนก่อน
Hi, this time I made a video about Galactic Civilizations IV. I checked out the Warlords expansion and I couldn't resist to try to understand the planetary research and manufacturing in detail. 00:00 Intro 00:30 Planetary Output - population, approval and production bonuses 02:10 Crowded planets and the influence on approval 03:20 When to increase approval, production bonuses or Population coun...
X4: Foundations - BETA 7.0_2 \\\\ A look at the Xenon Crisis
มุมมอง 5K7 หลายเดือนก่อน
00:00 Intro 00:20 usaual Incursion procedure 01:26 Dealing with Xenon Fleets 01:36 Dealing with Kha'ak Ravagers
X4: Foundations // A look at the self-destructive behaviour of destroyers during station attacks
มุมมอง 2.6K7 หลายเดือนก่อน
00:00 Intro 00:42 1st Observation 01:21 2nd Observation 02:01 3rd Observation 03:00 Theoretical not so practical savespot approach 04:07 Generalised attack approach from all observations
X4: Foundations - BETA 7.0_1 \\\\ Indirect L-Trader Buffs! Improvements to Travel and Gatejumps
มุมมอง 4.4K7 หลายเดือนก่อน
X4: Foundations - BETA 7.0_1 \\\\ Indirect L-Trader Buffs! Improvements to Travel and Gatejumps
X4: Foundations \\\\ Is it worth investing in Mk2/3 Fighter gear, or go for numbers instead?
มุมมอง 9K8 หลายเดือนก่อน
X4: Foundations \\\\ Is it worth investing in Mk2/3 Fighter gear, or go for numbers instead?
X4: Foundations // Where to use which L-Turret?
มุมมอง 6K8 หลายเดือนก่อน
X4: Foundations // Where to use which L-Turret?
X4: Foundations // L-Mining: Influences on the Yield
มุมมอง 1.7K8 หลายเดือนก่อน
X4: Foundations // L-Mining: Influences on the Yield
X4: Foundations // The Ray - A short Introduction to 1v1 K's - AI friendly
มุมมอง 3.1K8 หลายเดือนก่อน
X4: Foundations // The Ray - A short Introduction to 1v1 K's - AI friendly
X4: Foundations // L-Mining - Who mines the most?
มุมมอง 6K9 หลายเดือนก่อน
X4: Foundations // L-Mining - Who mines the most?
X4: Foundations // M-size trader - I compared them all....except the Astrid
มุมมอง 2.4K9 หลายเดือนก่อน
X4: Foundations // M-size trader - I compared them all....except the Astrid
X4: Foundations // Quicktip: Track your trade partners
มุมมอง 1.9K9 หลายเดือนก่อน
X4: Foundations // Quicktip: Track your trade partners
X4: Foundations // Best M Trader Engine? Let's find out! - Update for TER and TEL in describtion
มุมมอง 1.8K9 หลายเดือนก่อน
X4: Foundations // Best M Trader Engine? Let's find out! - Update for TER and TEL in describtion
X4: Foundations // Blacklists for Station Subordinates - manage your logistics
มุมมอง 1.4K9 หลายเดือนก่อน
X4: Foundations // Blacklists for Station Subordinates - manage your logistics
X4: Foundations // A guide to Habitats and Workforce
มุมมอง 4.7K10 หลายเดือนก่อน
X4: Foundations // A guide to Habitats and Workforce
X4: Foundations // M size turrets vs S/M size targets - Who perfroms best?
มุมมอง 6K10 หลายเดือนก่อน
X4: Foundations // M size turrets vs S/M size targets - Who perfroms best?
X4: Foundations // Ways to deal with pirates
มุมมอง 8K10 หลายเดือนก่อน
X4: Foundations // Ways to deal with pirates
X4: Foundations // Increase your Fleet efficiency!
มุมมอง 6K10 หลายเดือนก่อน
X4: Foundations // Increase your Fleet efficiency!
X4: Foundations // Mass Driver - An alternative fighting approach
มุมมอง 3.5K10 หลายเดือนก่อน
X4: Foundations // Mass Driver - An alternative fighting approach
Great video, thanks for the work!
Ive been adding a handul of heavy clusters to my mixed load out. If I runout of dumbfires, its good to have a handful of them to really pad out the amno stores; they offer excellent damage per missile so when everything else runs out you have another few minutes of high dps if its safe to get in real close, could be a good use for personal ships
I use my m’s as a bomber fleet. Anything else and they seem useless.
thank you for figuring all this out. very useful!
Is the burst damage for all weapons or only player controlled weapons? Gunship style Corvettes potentially do have a place as brawlers that can project fire in multiple directions, whilst fighters will almost universally will have forward weapons only, so require more time on target.
How do you have so much fucking money? I run out of places to sell my wares
So I got so frustrated with this that I started looking into modding the game to fix it, and one of the first things I noticed is that part of the pilot skill system is that without mods destroyers are programmed to NEVER use their maximum effective range. They will use 60-90 percent of their effective range based on pilot skill and morale. Therefore, even if the destroyer chose an appropriate module to target there is almost 0 percent chance it won't enter range of station defenses. But of course, the destroyers don't intelligently choose what modules to target either, so unless you micromanage the ships and use every setting and command available to you to try and trick the ship into attacking the nearest part of the station, they will suicide on multiple defensive modules.
how effective are the khaak destroyers against asgards? it's been awhile since i used normal destroyers outside of sector patrol lol doyou think 4 of them at each trade station and dwarf should be sufficiant?
Flak is the best, only chose Flak, FLAK FLAK FLAK FLAK
I was wondering if that would work but had not tried it yet. Thank you.
Theres only Plasma or Beam when it comes to L turrets. If you can fit more than 4+ L's take 4x Plasma's, the other L's Beam😊
I dont see price of the ship mattering that much because if higher priced ship gives you advantage the extra price of the ship is just divided by number of trading trips the ship makes. When it has done 1000 trips while having advantage the original higher price feels meaningless.
I always wondered if adding projectile speed mods would help on turret effectiveness but then I realized in vanilla a purple mod can only boost up to 15% which seems negligible compared to something like slasher where reload speed can go up to 100%
I also like heavy heatseekers with a frigate early game to mannualy dismantle Ks. If used properly you can engage a big ship, hide in the blindspots and fire the missles indirect at the graviton turrets. You just have to aim like 20/30° higher...
The one problem I have with this analysis, is that it is viewing the comparison as if it were a symmetrical situation. It isn't symmetrical. Yes, if you're on a budget, building S ships is better. However, if your economy can sustain it, there is no reason to build S ships, because you can field as many M class ships as you want. Since there is no limit on how many ships you can produce, or limit on the total value of a fleet. You could roll up with 100 Novas, or you could roll up with 100 Katanas. So while early game, if you need to project force, and you're on a budget, the S ships will get you there better. In the mid game or late game, when you can manufacture your own ships, the only reason to invest in S ships, is if you are memeing. M ships do everything S ships do. They do it better. They do it with less losses. They do it with less lag. It's sort of like the old M1A1 vs T-72 dichotomy. The T-72 was a better tank for the USSR to build, because they were on more of a budget. They needed lots of good enough tanks. The USA on the other hand, had the economy to make a better tank, AND make absolute shitloads of them, AND if they wanted, they could have built MORE M1A1s than the USSR built T-72s.
Well if you consider infinite money or almost, why don't you ditch M and only pump our L class then ? Strange argument. Of course no analysis makes sense if your strategy is just to throw money at everything in your way, isn't it ? I mean I see your point but I think this is out of this video's scope. The Endgame is a different situation for sure and M can be sent in droves.
Also erstmal, sehr cool analysiert und wirklich gut erklärt. Aber... ich kann verstehen, dass du deine Videos auf Englisch machst, um mehr Leute zu erreichen. Doch selbst mir als Deutscher, bluten die Ohren bei der Aussprache ^^
I put some Ion Net Boron turrets on my Defense platform near Xenon Sector gates, and they totally shred fighters Out of sector, even corvettes, they appear and then die 2 seconds latter. I have 9 "circle" defense modules with 2 ion net turrets on each, the others Large are the pulse ones and all medium are the ion quick ones (can't remember the name). It stopped 1 Xenon "I" with 2 Xenon "K" at the same time with minor damage (have to repair one circle defense module and the storage). The Bridge that connects them to the Dock are all L flacks with the same ion M.
I don't like the usage of the Raptor in this tests. It has so many turrets that damage output is going to be negligable purely because you have so many turrets. It is not very representative of ships with fewer turrets.
I’m the x4 Walter white, monopolies of a superior stimulant product.
Using the total cargo capacity seems a bit off to me. The only traders I see with a full load are those selling energy cells, even my medium traders tend not to have a full load.
My Anti K and I carrier (Colossus Vanguard) uses 2x12 Balaurs equipped with 4 Blast Mortar and SPL Travel Engines mk3 : it takes around 45sec for them to down a K, less than 2min for a I. And it 's not only quick but the K or I are completely distracted and will only shoot at the Balaurs heavy fighters. After 24h ingame time with constant xenon flood through the gates i've only lost one Balaur. Each my destroyer also have 2 Balaurs so the 5 Destroyer Fleet (base killer role) can take any surprise K or I thanks to this distraction effect plus real damage added by these heavy fighters. These Balaurs will also kill any other xenon ship (S or M), no need to mix another gun.
Question: Why do you assume the player is ALWAYS buying the input materials from a NPC? Particularly for refined goods, this drastically skews the profitability when even trading basic refined goods should be 100% profit.
At a guess, it's because he's looking at it from scratch, with a player only having that one item to look at, rather than looking into a nested production chain. It might even be more useful this way, because then you can evaluate if it's cheaper _right now_ to pay for a new production source, or buying from local NPCs.
When I look for videos with the most amount of attention to details I always hope the TH-camr is German. Then I know the information is on point. Thanks for the video
crazy work)
It's a bit late, but your issue here is turret orders. When facing an enemy, the AI checks what weapons are available, checks which angle offers the highest firepower and then tries to hit the target. The shortest range of those weapons will be the one the AI will set to attack. In your case here, M plasma turrets are also targeting the station and their range is 4.5km. Pick the turrets that can fire at the same time with the destroyer's main weapon, use L plasma or M missile turrets and set them to attack capitals or all enemies (won't hit anything smaller than a destroyer IS, but doesn't matter OOS). The rest use for anti-fighter and set it to target fighters. That wiggle the desteoyer does is because a turret has the order to hit the station but has no line of sight, the pilot turns to fire with that turret and then does the same with the others. Another common issue is mods. AI doesn't seem programed to compensate for drag or forward thrust mods, and sometimes drops out of travel mode too late and ends up in range of enemy turrets
But, it's also much more fun to grab every single race habitat for collection in my zoo...I mean all in one.
The obvious choice is Flak, but I still rather use ARG pulse for my fleets. When OOS everything is great with Flak, but I like to join during battles and flak's splash damage not only melts enemies, also wrecks your own fighters. Argon Pulse has better range, so my destroyers can catch enemies in crossed fire, while I can assist with my fighter easily avoiding friendly fire.
thank you so much, the population video would be very helpful, as it is actually the most important stats
So if I keep a trader/scout in pretty much every system I can kind of bait attacks into other factions, and then focus only on attacks in where I would care about losing assets? Been working hard to keep the xenon sectors as alive as long as possible. And getting them into terrain territory is a struggle since terrans share no sectors with them. So definitely would be helpful if I could get as many xenon as possible to teleport into as many sectors as possible.
Thank you for taking the time for testing, information is power!
I tend to give intercept command to M ships with different S subordinates to attack with M ships that intercept (One interceptor with engine damage / slow equipment, one fighter with high burst weapons and one with sustained dps for example) The "Attack With" subordinates taking up their own targets is because of "Retaliate On Attacked" behaviour. Set either all ships to ignore attacks and set the non-fleet combat ships to retaliate (Use Judgement) or do it vice versa, set the fleet participating subordinates to ignore being attacked.
My crew simply exists for more immersion. Shame we can't see them handle the turrets like in a WWII B17 Bomber. 😅
"A Guide to Habitats and Workforce" by W. Herzog
you can't lose with energy. Is low income, but is constant, don't need initial money other them to build the station, everyone buys and use it. Don't need input.
The ONLY engine for your miners is the combat engine. NEVER use travel or they will get stuck on asteroids and constantly toggle travel mode on and off again since they can't handle going around objects. With a long 3+ second delay each time. Combat engines instantly go to travel mode. This has been well documented for years.
ah... yes.. the infamous L combat engine that definitely exist and not entirely made up by someone who did not bother to watch the video on what the subject matter is about.
This video is about L miners. For M miners and traders most number crunching youtubers concluded that cheap Ms withe Mk1 gear and travel engines are still more profitable and you should just replace the ones destroyed. I stick to Arg combat engines, though
I somewhat wonder how much the results here are biased by the fact that you are the only friendly ship around and are therefore the center of attention, the ai tends to make attack runs flying directly at you if you are the only ship around making projectile velocity less important as the enemy ship's velocity is added to it while in a mutual support situation you are often making shots against targets that are moving radially to you or even away making higher range and velocity important. Additionally friendly fire exists in sector and lower velocity/higher damage options like flak and plasma tend to to a lot more friendly fire while beams are almost completely immune to it.
My crisis bugged out I think...Was told to investigate battlefield between khaach and Xenon, attacked by 4 fighters, then told to await attack but the attack never came.
This is very helpful. I struggle with Stations in general.
I love your voice, its so calming. I love to watch your videos after a stressful day at work.
That's the end game fleet? That's nothing, all it would take it 1 or 2 defense platforms to destroy it. Wow that's disappointing
TIL part of the reason my Pelican got stuck for hours was a crap crew. Now, granted, there's no way that was the whole reason, i suspect the pathfinding algorithm got confused by the shape of my custom station. But it could have been confused faster and more visibly (and therefore made it easier to spot the problem) if the turning speed was buffed by a crew and captain that knew things.
What is high / low attention mode?
X4 is a simulated game. Ships dont spawn in magically, npcs build them at their stations out of resources they mined and manufactured. This means the game tracks every ship and station, all the time. But if it tried to do complex 3d rendering and pathfinding for all of that at once, it would be completely unplayable. So the devs made a compromise. Anything far enough away from the player gets simplified to be easier to track without melting your cpu. This simplification is called 'low attention mode'. It applies to everything outside of your sector (and stuff far enough away in your current sector). I don't know the whole list of what changes, but it results in (sometimes drastically) different behavior in whatever sector you're observing. Its most obvious in combat scenarios, but applies to almost everything. Side note, there's also low attention+ mode, which is when you're looking at the map and seeing ships move, but aren't close enough to trigger the full 3d experience.
@@willb5278 thank you for the clarification!
Some of the most successful combinations I have used are to have flight groups formed of a leader with the intended use (attack, intercept or bombard), each leader having around 3-5 identical fighters with the attack command and another 4-6 faster fighters with the intercept command. The attack command you have explained here. The interception fighters help screen the heavier fighters while they perform their primary duty. This is especially important for bombers. Thankfully, if the direct commander of the flight group's leader is a carrier, the leader's subordinates will dock alongside them, provided there is enough space on the carrier.
Amazing! Thank you I can't wait to try this.
what about the crane e?
This is helpful, but I found Boron Ion turrets work the best...sadly can´t be equipped on any non-boron vessel
Good testing and and findings. Thank you
The best and cheapest way to handle pirates is to... always comply. Works 100% of the time, and it will barely make a dent in your income.
Thank you for the video.
I use medium ships in numbers to snipe captials