I'm loving playing X4 and your videos are helping me fill in the gaps of stuff I don't pick up from the forums or on my own. Keep up the excellent content, I'll be around for more.
Instead of station segments I always use storage modules and for intersections that I’m not go to build vertically on or out a module on I use a dock for more docking. Yes it costs more but it makes it a lot more efficient space wise but I’m loving ya series
Thanks for the series. I'm more or less progressing on the same pace and i'm taking more or less the same steps. So these videos are great to watch after my own playsession and see if i might have missed something or could do things more efficiently.
I just wanted to point out something quick. You mentioned that traders were getting trapped in the asteroid at your HQ. Actually, AI/NPC piloted ships of any kind will not stay stuck inside any asteroid. It seems they can pass through them in short order. You can test this by allowing one of your NPC pilots to fly through the HQ asteroid or any asteroid and ride along with them. This is also true regarding stations. It may take them a minute or two but they always make it through. Unfortunately, it does not seem to allow player piloted ships to do the same.
Hey man, pro tip coming up. got this from reddit, original poster "Faykin" here goes(When you buy a ship, you get 4 levels of loadout available.The level you select as your starting point determines the proficiency of your pilot.Changing the loadout after you've selected the starting point doesn't affect the pilot's proficiency.So starting with the highest loadout and downgrading everything will give you the best pilot at a discount price, wheras starting with the lowest loadout and upgrading everything will give you a crap pilot for your hot ship.Just an FYI for you!)
This isn't true. I always use thr highest preset when building ships and almost 30-40% of my pilots are only 2 stars... not enough to auto-trade. Version 1.3
PintLasher. Agreed, it’s just RNG and nothing to do with loadout. I’ve had ships built with minimum spec that have spawned 3-4 star captains consistently.
With the HQ installation, I found building your docks out away from the inner ring will mitigate the problem with traders getting stuck in the central asteroid, the way I did it was to build roughly 10 units out and away from the ring by using a few bridge pieces with cross pieces for you to branch production structures off of.
13:00 clicking a module in the station designer shows you a info panel in the middle of the bottom side of your screen. for production modules this also contains the needed input ressources and the output products. alternatively, in the logical station overview, there are two panels for your products (one rectangle and one circular thingy). one of those shows the storage status while the other one shows the status of the actual produciton cycle, including the ressource demand. When you have a workforce on the station, it gets a boost bonus to its production, but atm i'm not sure if this boost accounts to both input and output or just to the output (the latter meaning that the workers would produce more stuff from the same amount of ressources)
Would it be more efficient to assign smaller trader style ships to run Methane/Ore/Whatever from your large miners back to whichever port they are assigned to than to have them plod off on their own? You could even mess with the ratio of traders to miners and try to get a constant flow that way, rather than bottle-necking yourself based on the large miners speed. Cheers, enjoying the series.
Thanks for the video, Gray. I'm not an E.D. player myself but I might still watch if you post them. I had hoped this iteration of X would have alot more finished content to support a long play series for TH-camrs/streamers. Well at least it brought your channel onto my recommended list!
Knowing Egosoft (and modders, who are already at it - there's already an unofficial 'war' patch, hehe), there will likely be enough content to come, but I'm patient about it. There's always plenty of space/building/infrastructure games to play!
I am thinking you should have a couple of ships on auto-exploration so you can discover all the sectors to 100%, and it will take some time :-) , thank you for your videos!!!
whats great about the original X: Beyond the frontier is that there was a fully voiced computer that would read back the entire encyclopedia entry back to you so you can get the original pronunciation for just about everything in the game from the first game.. Teladianium is pronounced Teladi - AH - nee - um
for the miners for the station, you need to give the trader and miner controll to the station, than they mine what they need and send the trader to get there stuff out and in...
The Problem with ships getting stuck in station and such, is only a problem when you are in the same sector and the models are actually loaded. Also you need liquid storage on your hull part factory
If you are not in system AI doesn't collide. The collision issue is there since X² and which is like 15 years, so yeah keep waiting for them to fix it. Or you could use your free base and avoid being in system for too long. The 3-dock E piece is pretty useful
I have a question about the game and it's lore. Specifically, I was trying to fly between sectors (hexes on the map) and was unable to cross the barrier between sectors, even sub-sectors like the ones in Grand Exchange. Is there X lore that explains why the only way to get to a location outside your current sector is via a gate?
From what I recall from X and X2; the sectors can be a long distance from each other, things started to change in the X3 series however (IIRC in "Terran Conflict", when these 'acceleration lanes' were introduced). In this instance (X4), the map has simplified the "Universe" (tm) by simply placing each explore-able area next to each other for convenience of cartography and not physical location in relation to each hex. I hope that makes sense, because it something that really doesn't make sense to me, apart from the fact that using this map system makes it easier to 'bolt-on' more sectors in future expansions. Personally, I think it would have been cool to array these sectors over a galactic background of some sort, giving you a sense of true scale, but then you would not see your current ship / location 'dimmed out' in the background, so I guess it one of those 'swings and roundabouts' things.
Reading the forums today and it looks like they have identified the issue with Xenon disappearing. There was a issue where they would not build ships even when ships were destroyed. Patch 1.32 should fix this issue. Should be really interesting for the economy when all of a sudden they start building a lot of ships.
@@grayduster it should but the economy is going to harywire. I think you've had the right idea about building stations for things, like hull parts, that you know they are going to need to build ships. I think I need to start doing the same.
@@grayduster nothing yet. I was thinking of doing hull parts because that's what will be needed to build ships. I've yet to build any stations. Was watching your videos and it gave me a good idea of what I need to think about. BTW, how do you find out what resources/parts are needed to build each item? Just go look at another station and see what they use?
sadly i have run into a bug wher my argon warf has put my first ship order in the que withe the que numer 2 wich means i cant build any more s/m ships from them
IIRC from the previous games (not including X rebirth), Teladi space generally wielded the richest areas for Nividium. However, this may not apply to the current game, the devs stated they had 'tweaked' the economy, therefore they might have changed the concentrations to a weaker overall spread. I have to wait and save my bucks before I get X4 myself (come on Christmas). :-) EDIT: Also in the previous games, Teladi ships were the best for trading / mining having greater cargo capacity (once unlocked), but worst for combat. Argon where sort of average for Combat / Cargo capability, and Split were the best damage dealers, but poor cargo capacity, I can't recall where the Paranid / Boron fell in this spectrum however.
have you set the mining turret to an active weapon slot and have that slot chosen? and is it "facing" the thing your trying to mine, ive also heard you need enough crew for all weapons to "work right".. dunno how true that is. Just got a magnatar so trying it now no crew, some crew, fully crewed..
@@ViralBunny I had a chthonise sentinel mining with single pilot, it went well. But I had another L mining ship, the crane vanguard with sufficient crew, it couldn't mine at all. BTW, I can't find where to activate mining turrets, they are not in the hud like my other combat ships.
@@Trret That does make things more interesting for module choices.. Im kinda glad tbh. forces you to go down the reputation process more than x3 i guess to potentially get peak cost efficiency to profit. imo anyway. good to know.
Habitats differ, because they offer space to different races and they eat different stuff. If you have a food production plant it's best to use the same race that eats this food, so food rations for Argon and so on, soy for Paranids etc. That's the only difference I noticed as far as bases go.
As informationen for you, when you startet the gamefile /savefile with the version 1.00 you have the problem that the game fixes dont work in the savefile, you need to start a new game to get the fixes working.... looking later in your gameplay.
@@nidaren yeah i confirment it yesterday, you need only 10 minutes in a new save game to see it and to be part of it, run in a xenon atack on a cluster and after that a faction atacked with fighters a scout squad...
I have also decided to use this mod, that stimulates the economy a bit further allowing for more ships and jobs to be assigned for the major factions: forum.egosoft.com/viewtopic.php?f=181&t=403357
@@nidaren I'm starting a new playthrough with that mod and a couple of others like really time booster and advanced satellites today. I wanna feel the power of community saving a game :-)
You didn't assign your Large Methane Miner to your station as a miner for it. Will it still deliver the Methane to your station or will it try to sell it for profit instead?
Yeah, I didn't assign it because there's no station around until the builder gets to work - lazy builder! I'll just let it work for profit until it's ready :)
Hey man, I'm having issues with missions that require building stations and also delivering items, my game feels broken :( , I have tried to find a bug reporter but i can not seem to locate it, any advice?
What issues exactly? I have been doing a bunch of station build missions thathave all completed. I have found though that those missions that ask for thousands of contruction wares deliveredto a certain sector always have something that can't be sold there yet. The reward for those missions makes me think the idea is we have to make a station ourselves that will have a demand for it so we can complete the mission.
@@sonnyjimmy I fulfill all of the requirements, but once the station is built the Mission does not complete. And I'm unable to abort the mission, and has happened multiple times.
@@Dowfreak18hmm I have not encountered that issue, I did read this thread when I was having other misunderstandings steamcommunity.com/app/392160/discussions/0/1743353164095490946/ you probably have already read it but maybe it will help you? Good luck my friend.
@@sonnyjimmy I have been talking to Egosoft. Its a known issue they are working on. I mentioned some others , like escorts not following into travel mode and defense platform's not retaining saved loadouts.
Great series. I wanted to suggest you might want to try the mod Blaze Fury Playership. The link to it is www.nexusmods.com/x4foundations/mods/86 For more information, you should check out the link, has all the information :)
Love the videos- but have to admit that your pronunciation of methane drives me a bit crazy :-) I know it is a UK/USA thing but I cringe- But I love your series and have learned a bunch as never having played any X series before X4- Thank you!
@@grayduster haha! Yeah same here- one of my biggest peeves is to hear someone call it "Libary"- I just want to shout- "There is an r in there! It's LibRary!"
@@AkiicToDaHead They know there's an "R" in library, but not that there are two. I use "There's another R in there! There's also an I, but obviously no U." ;)
tbh id let go of the game for about 6-12 months, its an industry standard now to sell things a full year before finished state. and as others have said the problem is caused by the war not kicking off at all, so even if you start a new game on 1.3 the economy stagnates and dies due to ships not dying. Pirates/xenon/khaak don replenish their numbers cause they dont have the industry for it, which leads to their annihilation in a few game hours and thus kills the economic drive.
@The Infidel repair drones will repair your ship up to 75%and not much farther the cargo drones are used in trading with stations it affects cargo transfer speed for large ships at the pier
Just so you know the capital ships are kinda of...well...garbage. Combination of poor turret placement, poor turret damage and beyond god awful options for forming and controlling wings of ships. Also carriers are bugged, the defence drones can clip through the ship so don't get stuck but normal fighters can and will get stuck and drive you insane. Also the carriers are pointless, without jumpdrives they literally have no purpose except to make a 5 min fleet journey take 30 mins. Good luck though, the Teladi carrier is probably the coolest one, even if it looks almost identical to the Avatar from Eve Online XD.
That sounds unfortunate. Perhaps capitals are meant to be used in formations/line of battle? (where placement won't matter as much. They have fixed turret targetting recently apparently?
Buying big ships is current complett useless, for the 4,1 million you would get 7 gas miner, that are have the double speed of it and they have 2,3 more capicity, and they even can farm on multiple locations....
20 Minutes its funny to hear you, there is no weapon production like in the previous games, there is no ship production for players active, or even other stuff... You need also to buy the blueprints for the shields and weapons or your station is unprotocted and this is in a new game really bad.
@@ViralBunny best way to compare it... current 26 thinks to rade, x2 and x3, 68 trade good plus some extra stuff... even the crew system is complett useless in all tearms
@@DougFunnyJunior Yeah at this point its hard to argue that. Short of a almost complete revamp. Which wont happen. Guess we`ll have to wait for X4 Foundations 3.0... for modders to sort stuff out. :/
@@ViralBunny i hope that a modder can do somethink like this, then, when i look current on the state of the game, you would need to replace half off the prudction line, and allmost double the wares to ship... and when that is working, the complett map is to small to handle this much with this many factions fighting each other... there is no space for somethink like this.... and the devs will do nothing, because it works... its so funny to see how bad a game can get in so many years, 20 years later, we are bader than in the first x title...
Every time he says welcome back I say something along the lines of "YEEEAAAH" I'm loving this series Grey, keep up the good work Sir.
I'm loving playing X4 and your videos are helping me fill in the gaps of stuff I don't pick up from the forums or on my own. Keep up the excellent content, I'll be around for more.
Instead of station segments I always use storage modules and for intersections that I’m not go to build vertically on or out a module on I use a dock for more docking. Yes it costs more but it makes it a lot more efficient space wise but I’m loving ya series
Thanks for the series.
I'm more or less progressing on the same pace and i'm taking more or less the same steps. So these videos are great to watch after my own playsession and see if i might have missed something or could do things more efficiently.
I just wanted to point out something quick. You mentioned that traders were getting trapped in the asteroid at your HQ. Actually, AI/NPC piloted ships of any kind will not stay stuck inside any asteroid. It seems they can pass through them in short order. You can test this by allowing one of your NPC pilots to fly through the HQ asteroid or any asteroid and ride along with them. This is also true regarding stations. It may take them a minute or two but they always make it through. Unfortunately, it does not seem to allow player piloted ships to do the same.
Man, i'd like to thank you for this videos, they are so objective and explain so much about the game and is helping me a lot.
Hey man, pro tip coming up. got this from reddit, original poster "Faykin" here goes(When you buy a ship, you get 4 levels of loadout available.The level you select as your starting point determines the proficiency of your pilot.Changing the loadout after you've selected the starting point doesn't affect the pilot's proficiency.So starting with the highest loadout and downgrading everything will give you the best pilot at a discount price, wheras starting with the lowest loadout and upgrading everything will give you a crap pilot for your hot ship.Just an FYI for you!)
Really??? Will test this out this week. Would be great :)
Would like someone to confirm lol
This isn't true. I always use thr highest preset when building ships and almost 30-40% of my pilots are only 2 stars... not enough to auto-trade. Version 1.3
PintLasher. Agreed, it’s just RNG and nothing to do with loadout. I’ve had ships built with minimum spec that have spawned 3-4 star captains consistently.
With the HQ installation, I found building your docks out away from the inner ring will mitigate the problem with traders getting stuck in the central asteroid, the way I did it was to build roughly 10 units out and away from the ring by using a few bridge pieces with cross pieces for you to branch production structures off of.
A tad late but ... i realy would love a series on how to get started in Elite Dangerous.
Great videos, keep them comming. :)
13:00 clicking a module in the station designer shows you a info panel in the middle of the bottom side of your screen. for production modules this also contains the needed input ressources and the output products. alternatively, in the logical station overview, there are two panels for your products (one rectangle and one circular thingy). one of those shows the storage status while the other one shows the status of the actual produciton cycle, including the ressource demand.
When you have a workforce on the station, it gets a boost bonus to its production, but atm i'm not sure if this boost accounts to both input and output or just to the output (the latter meaning that the workers would produce more stuff from the same amount of ressources)
Great work! Keep them coming!
Great vid. Keep em coming
Would it be more efficient to assign smaller trader style ships to run Methane/Ore/Whatever from your large miners back to whichever port they are assigned to than to have them plod off on their own? You could even mess with the ratio of traders to miners and try to get a constant flow that way, rather than bottle-necking yourself based on the large miners speed. Cheers, enjoying the series.
Thanks for the video, Gray. I'm not an E.D. player myself but I might still watch if you post them. I had hoped this iteration of X would have alot more finished content to support a long play series for TH-camrs/streamers. Well at least it brought your channel onto my recommended list!
Knowing Egosoft (and modders, who are already at it - there's already an unofficial 'war' patch, hehe), there will likely be enough content to come, but I'm patient about it. There's always plenty of space/building/infrastructure games to play!
I am thinking you should have a couple of ships on auto-exploration so you can discover all the sectors to 100%, and it will take some time :-) , thank you for your videos!!!
Love your video's and your voice is pretty soothing while watching :P Cant wait for more of this and elite dangerous.
How do you get a station manager? I've been buying cheap ships and transferring captains.
whats great about the original X: Beyond the frontier is that there was a fully voiced computer that would read back the entire encyclopedia entry back to you so you can get the original pronunciation for just about everything in the game from the first game.. Teladianium is pronounced Teladi - AH - nee - um
Teladiananianiananium? :D
@@grayduster Except when the voice derped and actually did pronounce it that way. AI stuttering is always funny
It's all fun and games until that AI is Shodan stuttering about her corridors (that dirty cow).
for the miners for the station, you need to give the trader and miner controll to the station, than they mine what they need and send the trader to get there stuff out and in...
The Problem with ships getting stuck in station and such, is only a problem when you are in the same sector and the models are actually loaded.
Also you need liquid storage on your hull part factory
Again great video. Question: where did you get the Medical Supplies blueprint? In my game the representive at the warf doesn't sell it
You an also make the stations cheaper if you make the hull parts and claytronics yourself...along with some other things depending on what you build.
If you are not in system AI doesn't collide. The collision issue is there since X² and which is like 15 years, so yeah keep waiting for them to fix it. Or you could use your free base and avoid being in system for too long.
The 3-dock E piece is pretty useful
So your methane miner can find methane without you having placed a resource probe?
I know this is old, but could you expand your original plot until it's 20x20x20?
good info!!!
that was perfect tutorial very detailed tysm
So how do you place an item, station module or order below or above the plane? I men the vertical axis
The cross connectors and the vertical connection parts to raise or lower it
I have a question about the game and it's lore. Specifically, I was trying to fly between sectors (hexes on the map) and was unable to cross the barrier between sectors, even sub-sectors like the ones in Grand Exchange. Is there X lore that explains why the only way to get to a location outside your current sector is via a gate?
From what I recall from X and X2; the sectors can be a long distance from each other, things started to change in the X3 series however (IIRC in "Terran Conflict", when these 'acceleration lanes' were introduced). In this instance (X4), the map has simplified the "Universe" (tm) by simply placing each explore-able area next to each other for convenience of cartography and not physical location in relation to each hex. I hope that makes sense, because it something that really doesn't make sense to me, apart from the fact that using this map system makes it easier to 'bolt-on' more sectors in future expansions.
Personally, I think it would have been cool to array these sectors over a galactic background of some sort, giving you a sense of true scale, but then you would not see your current ship / location 'dimmed out' in the background, so I guess it one of those 'swings and roundabouts' things.
Reading the forums today and it looks like they have identified the issue with Xenon disappearing. There was a issue where they would not build ships even when ships were destroyed. Patch 1.32 should fix this issue. Should be really interesting for the economy when all of a sudden they start building a lot of ships.
Oooh, that's good news. I hope that'll fix it for existing games
@@grayduster it should but the economy is going to harywire. I think you've had the right idea about building stations for things, like hull parts, that you know they are going to need to build ships. I think I need to start doing the same.
Heh, what were you building? :D
@@grayduster nothing yet. I was thinking of doing hull parts because that's what will be needed to build ships. I've yet to build any stations. Was watching your videos and it gave me a good idea of what I need to think about. BTW, how do you find out what resources/parts are needed to build each item? Just go look at another station and see what they use?
Top Lets Play :)
sadly i have run into a bug wher my argon warf has put my first ship order in the que withe the que numer 2 wich means i cant build any more s/m ships from them
Can you walk around your own station ?
Which is the best place to mine Nividium?
IIRC from the previous games (not including X rebirth), Teladi space generally wielded the richest areas for Nividium. However, this may not apply to the current game, the devs stated they had 'tweaked' the economy, therefore they might have changed the concentrations to a weaker overall spread. I have to wait and save my bucks before I get X4 myself (come on Christmas). :-)
EDIT: Also in the previous games, Teladi ships were the best for trading / mining having greater cargo capacity (once unlocked), but worst for combat. Argon where sort of average for Combat / Cargo capability, and Split were the best damage dealers, but poor cargo capacity, I can't recall where the Paranid / Boron fell in this spectrum however.
thanks for the reply, my miners seem to do whatever they want totally disregarding my orders any way haha
Any idea why I can't use the mining turret?
have you set the mining turret to an active weapon slot and have that slot chosen? and is it "facing" the thing your trying to mine, ive also heard you need enough crew for all weapons to "work right".. dunno how true that is. Just got a magnatar so trying it now no crew, some crew, fully crewed..
@@ViralBunny I had a chthonise sentinel mining with single pilot, it went well. But I had another L mining ship, the crane vanguard with sufficient crew, it couldn't mine at all. BTW, I can't find where to activate mining turrets, they are not in the hud like my other combat ships.
Is there a difference between racial modules? Are some better than others? Or is it purely cosmetic?
Would be good to know.
There is a small difference like the taladi hull part maker makes slightly more per cycle but uses different products to make it
@@Trret That does make things more interesting for module choices.. Im kinda glad tbh. forces you to go down the reputation process more than x3 i guess to potentially get peak cost efficiency to profit. imo anyway. good to know.
Habitats differ, because they offer space to different races and they eat different stuff. If you have a food production plant it's best to use the same race that eats this food, so food rations for Argon and so on, soy for Paranids etc. That's the only difference I noticed as far as bases go.
As informationen for you, when you startet the gamefile /savefile with the version 1.00 you have the problem that the game fixes dont work in the savefile, you need to start a new game to get the fixes working.... looking later in your gameplay.
That is sadly true, I have tested it on my old save I have from 1.0.
@@nidaren yeah i confirment it yesterday, you need only 10 minutes in a new save game to see it and to be part of it, run in a xenon atack on a cluster and after that a faction atacked with fighters a scout squad...
I have also decided to use this mod, that stimulates the economy a bit further allowing for more ships and jobs to be assigned for the major factions: forum.egosoft.com/viewtopic.php?f=181&t=403357
@@nidaren I'm starting a new playthrough with that mod and a couple of others like really time booster and advanced satellites today. I wanna feel the power of community saving a game :-)
To super Olku, have fun! ;)
I'll happily help you out in Elite if you want. Can get you some starter economy by boosting you with some bounty hunting 🙂
You didn't assign your Large Methane Miner to your station as a miner for it. Will it still deliver the Methane to your station or will it try to sell it for profit instead?
It will sell for profit
Yeah, I didn't assign it because there's no station around until the builder gets to work - lazy builder! I'll just let it work for profit until it's ready :)
@@grayduster Ah, makes sense, thanks :D
Oh, and I just posted a timelapse of a station under construction overnight if you wanted to check it out.
Hey man, I'm having issues with missions that require building stations and also delivering items, my game feels broken :( , I have tried to find a bug reporter but i can not seem to locate it, any advice?
What issues exactly? I have been doing a bunch of station build missions thathave all completed. I have found though that those missions that ask for thousands of contruction wares deliveredto a certain sector always have something that can't be sold there yet. The reward for those missions makes me think the idea is we have to make a station ourselves that will have a demand for it so we can complete the mission.
@@sonnyjimmy I fulfill all of the requirements, but once the station is built the Mission does not complete. And I'm unable to abort the mission, and has happened multiple times.
@@Dowfreak18hmm I have not encountered that issue, I did read this thread when I was having other misunderstandings steamcommunity.com/app/392160/discussions/0/1743353164095490946/ you probably have already read it but maybe it will help you? Good luck my friend.
@@sonnyjimmy I have been talking to Egosoft. Its a known issue they are working on. I mentioned some others , like escorts not following into travel mode and defense platform's not retaining saved loadouts.
Great series. I wanted to suggest you might want to try the mod Blaze Fury Playership. The link to it is www.nexusmods.com/x4foundations/mods/86
For more information, you should check out the link, has all the information :)
Love the videos- but have to admit that your pronunciation of methane drives me a bit crazy :-) I know it is a UK/USA thing but I cringe- But I love your series and have learned a bunch as never having played any X series before X4- Thank you!
Me-thane, vs meth-ane, I assume :D
@@grayduster Yes sir! :D
Yeah, I have something similar with the southern US pronunciation of 'across' as 'acrosst'. There's no T in the word across! :D
@@grayduster haha! Yeah same here- one of my biggest peeves is to hear someone call it "Libary"- I just want to shout- "There is an r in there! It's LibRary!"
@@AkiicToDaHead
They know there's an "R" in library, but not that there are two.
I use "There's another R in there! There's also an I, but obviously no U." ;)
tbh id let go of the game for about 6-12 months, its an industry standard now to sell things a full year before finished state.
and as others have said the problem is caused by the war not kicking off at all, so even if you start a new game on 1.3 the economy stagnates and dies due to ships not dying.
Pirates/xenon/khaak don replenish their numbers cause they dont have the industry for it, which leads to their annihilation in a few game hours and thus kills the economic drive.
@The Infidel repair drones will repair your ship up to 75%and not much farther the cargo drones are used in trading with stations it affects cargo transfer speed for large ships at the pier
Just so you know the capital ships are kinda of...well...garbage. Combination of poor turret placement, poor turret damage and beyond god awful options for forming and controlling wings of ships. Also carriers are bugged, the defence drones can clip through the ship so don't get stuck but normal fighters can and will get stuck and drive you insane. Also the carriers are pointless, without jumpdrives they literally have no purpose except to make a 5 min fleet journey take 30 mins. Good luck though, the Teladi carrier is probably the coolest one, even if it looks almost identical to the Avatar from Eve Online XD.
That sounds unfortunate. Perhaps capitals are meant to be used in formations/line of battle? (where placement won't matter as much. They have fixed turret targetting recently apparently?
i think i'll just stop playing and watch your videos instead... and maybe restart later when more guides are out
Buying big ships is current complett useless, for the 4,1 million you would get 7 gas miner, that are have the double speed of it and they have 2,3 more capicity, and they even can farm on multiple locations....
20 Minutes its funny to hear you, there is no weapon production like in the previous games, there is no ship production for players active, or even other stuff... You need also to buy the blueprints for the shields and weapons or your station is unprotocted and this is in a new game really bad.
It is a poor comparison in terms of gameplay from any of the x3 series isnt it :(
@@ViralBunny best way to compare it... current 26 thinks to rade, x2 and x3, 68 trade good plus some extra stuff... even the crew system is complett useless in all tearms
@@DougFunnyJunior Yeah at this point its hard to argue that. Short of a almost complete revamp. Which wont happen. Guess we`ll have to wait for X4 Foundations 3.0... for modders to sort stuff out. :/
@@ViralBunny i hope that a modder can do somethink like this, then, when i look current on the state of the game, you would need to replace half off the prudction line, and allmost double the wares to ship... and when that is working, the complett map is to small to handle this much with this many factions fighting each other... there is no space for somethink like this.... and the devs will do nothing, because it works... its so funny to see how bad a game can get in so many years, 20 years later, we are bader than in the first x title...
@@DougFunnyJunior indeed. Its sad to see how many steps backwards "improvements" tend to be.