X4: Foundations
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jermore




Posts: 1088

PostPosted: Sat, 1st Dec 2018 16:09    Post subject:
the game seems to run longer (possibly forever) on 2gb vram if i turn off _every_ graphics setting, reduce my res to a whopping 900p and leave UI scaling on 1.0. i'm not sure which change is actually helping.
honestly the game doesn't look much different (other than the nasty res), i swear this game is uglier than rebirth.
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Sat, 1st Dec 2018 16:32    Post subject:
At least the argon NPCs seem to have a vaguely human-esque shape to then, unlike in XR. Razz
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Sat, 1st Dec 2018 21:15    Post subject:
Quote:
Update 1.10 | 2018-12-01

• Added warning when selecting graphics settings that are too high for current hardware.
• Removed SSAA options (if you previously selected SSAA then you are advised to select a different AA setting).
• Removed outdated, broken and not very useful "joystick" input preset.
• Fixed the player ship warping around when opening the map under certain conditions.
• Fixed explosions near the Manager's Office sometimes killing the station manager and making trading impossible.
• Fixed non-missile weapons assigned to an active secondary group shooting while the long range scan mode is active.
• Fixed inactive missions becoming active after requesting guidance to an object.
• Fixed links to the Encyclopedia from software and deployables.
• Fixed black trade menus when owning small mining ships.
• Fixed mining orders not available for small mining ships.
• Fixed pilots not getting up when asked.
• Fixed some savegames crashing shortly after loading them.
• Fixed crash when trying to start the game with certain older AMD driver versions.
• Fixed several other causes of rare crashes.
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lametta




Posts: 2614

PostPosted: Sat, 1st Dec 2018 21:30    Post subject:
removed SSAA options?
wut
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Sat, 1st Dec 2018 22:15    Post subject:
It still has fxaa and msaa
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sip74




Posts: 686

PostPosted: Sun, 2nd Dec 2018 06:00    Post subject:
lametta wrote:
removed SSAA options?
wut


Was thinking the same.

As per Egosoft.

Quote:
I heard that it will come back after we enabled some "out of memory" warnings.
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Sun, 2nd Dec 2018 09:51    Post subject:
X4.Foundations.Update.v1.10-CODEX
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ixigia
[Moderator] Consigliere



Posts: 65074
Location: Italy
PostPosted: Mon, 3rd Dec 2018 03:25    Post subject:
Glad to hear that X4 isn't a trap, Rebirth's rotten gameplay mechanics still haunt me at night. I'll try to wait some more time for the various fixing as per Egosoftusual and then I'll jump in as well Smile
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Mon, 3rd Dec 2018 06:40    Post subject:
So far I only encountered 1 major problem: some crew mechanics are just fucked.

First, they need to be present at the location to be able to reassign. In XR they'd jump into an escape pod thing, and fly to the new position. Here, I can be millimetres away from a captured ship, I still cannot tell my co-pilot to captain it, because they cannot go for space-walks. There is a teleporter tech later on in the Player HQ story line, but only you can use it.

Second, reassigning crew for stations is plain old bugged. I tell someone in my crew to be manager, the ship is landed on my station, i tell the guy to be manager, he says, 'ok boss', yet he is still listed as a member of my ship's crew and the station still has no manager. Found a workaround though, if you assign the pilot, the assignment would be successful, service crew are bugged. So temporarily promote the candidate to co-pilot, reassign, then put the old captain back in the chair.

And last: NPC crew don't gain experience it seems. I have a universe trader active, she made at around 50-75 runs at this point, and the captain's skills are still the same as they were when I hired her. And I don't know if it's because the piloting is only lvl2, but she constantly keeps making a loss at trading.

In X3, once they reached a certain level, NPC captains would start making sure their runs generated profit.

Oh, and those skill book seminar thingies you fin in the world...they are not usable right now, so even those cannot be gifted for skill-gain.

Otherwise, surprisingly stable so far.
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KaiserSoze666




Posts: 558

PostPosted: Mon, 3rd Dec 2018 07:57    Post subject:
Yeah relatively few problems so far, and a proper X game

Some of the menus are completely unintuitive, which can be stressful when trying to do something in a rush, getting used to it though.
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Mon, 3rd Dec 2018 09:06    Post subject:
The game is great, but it does have its share of bugs.

For example automated trading from your own station does not really work... Easily. I created energy cell production, set prices to minimum and assigned a station trader to sell the wares... It did nothing at all for an hour, I then manually set it to do few runs, is pickup a full load of cells from my station and sell to manufactures x and y. It did that just fine and to my surprise if then continued the sales program automatically (regular orders do not loop, only the behavior programs can create automated action, thus the automated program kicked in only after some manual sales) note that it cannot be that it did not find places where to sell as I've created very extensive satellite Network to update the prices constantly.

Anyway, awesome game, can't wait for some patches and mods.

Note that this is one bug out of many too lazy to write long posts on my phone.


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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Mon, 3rd Dec 2018 09:30    Post subject:
Having fun so far. And yes, it's proper "X4" and not "XR2".

Can't wait for Workshop to be available and to see QoL mods popping up Smile

But it's really fun. It's a proper sandbox "go where you want, do what you want" game with no hand-holding.

Highly recommend the tutorial tho, to learn the difference between this and previous x titles.
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AnarchoS




Posts: 2142
Location: An Archos
PostPosted: Mon, 3rd Dec 2018 10:20    Post subject:
I had a few problems with missing vendors in booths on the station, reloading fixed it.

Its easy to get money in this one. I went crystal mining for a few hours and accumulated 10 million by selling them. Few more runs and will be able to get a good freight ship.


A.F.A.


Last edited by AnarchoS on Mon, 3rd Dec 2018 10:24; edited 1 time in total
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jermore




Posts: 1088

PostPosted: Mon, 3rd Dec 2018 10:23    Post subject:
well i gave up trying to play with 2gb vram, i'm still getting corrupted text after awhile. the good news is i ordered an 8gb so hopefully they wont be able to fill that up with trash too quickly Laughing

as for modding, i wish they didnt stick with xrebirth's xml shit, it's a nightmare to mod. the scripting in x3 was far more accessible and powerful. i hope people are able to wrangle this shit to improve the game. more than a few things need to be modded!
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Mon, 3rd Dec 2018 11:57    Post subject:
zmed wrote:
So far I only encountered 1 major problem: some crew mechanics are just fucked.

First, they need to be present at the location to be able to reassign. In XR they'd jump into an escape pod thing, and fly to the new position. Here, I can be millimetres away from a captured ship, I still cannot tell my co-pilot to captain it, because they cannot go for space-walks. There is a teleporter tech later on in the Player HQ story line, but only you can use it.

Second, reassigning crew for stations is plain old bugged. I tell someone in my crew to be manager, the ship is landed on my station, i tell the guy to be manager, he says, 'ok boss', yet he is still listed as a member of my ship's crew and the station still has no manager. Found a workaround though, if you assign the pilot, the assignment would be successful, service crew are bugged. So temporarily promote the candidate to co-pilot, reassign, then put the old captain back in the chair.

And last: NPC crew don't gain experience it seems. I have a universe trader active, she made at around 50-75 runs at this point, and the captain's skills are still the same as they were when I hired her. And I don't know if it's because the piloting is only lvl2, but she constantly keeps making a loss at trading.

In X3, once they reached a certain level, NPC captains would start making sure their runs generated profit.

Oh, and those skill book seminar thingies you fin in the world...they are not usable right now, so even those cannot be gifted for skill-gain.

Otherwise, surprisingly stable so far.
Quick correction: seems NPCs do level up, just not every one of them. Auto-trading don't seem to give XP, but my station manager got a star after a while.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Mon, 3rd Dec 2018 12:37    Post subject:
Also one major issue, that I only noticed now, that I have a bigger ship, is there is a lot of crashing into gates, asteroids and stations.

FATAL crashes Sad

Hope they remove collision damage with those things or someone else does. Is it realistic, no, but this is a game and I don't want to cross my fingers each time I tell my auto-pilot to fly me somewhere lol.

Or ofc I have to do all the flying myself (oos seems fine tho).
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Mon, 3rd Dec 2018 13:05    Post subject:
Sin317 wrote:
Also one major issue, that I only noticed now, that I have a bigger ship, is there is a lot of crashing into gates, asteroids and stations.

FATAL crashes Sad

Hope they remove collision damage with those things or someone else does. Is it realistic, no, but this is a game and I don't want to cross my fingers each time I tell my auto-pilot to fly me somewhere lol.

Or ofc I have to do all the flying myself (oos seems fine tho).


Yea the autopilot for your own ship is bad... BUT you can get around it, have a pilot in your ship, tell it to fly to your target and then crashes all do 0 damage Smile Crash damage is off for computer piloted ships + they phase through asteroids, and sometimes stations. (they crash at it, but just keep going on until they just clip through it and fly as if it was never there)
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konkol84




Posts: 3674
Location: Po(o)land
PostPosted: Mon, 3rd Dec 2018 13:09    Post subject:
sounds like a solid game mechanic Laughing


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jermore




Posts: 1088

PostPosted: Mon, 3rd Dec 2018 13:15    Post subject:
mtj wrote:

Yea the autopilot for your own ship is bad... BUT you can get around it, have a pilot in your ship, tell it to fly to your target and then crashes all do 0 damage Smile Crash damage is off for computer piloted ships + they phase through asteroids, and sometimes stations. (they crash at it, but just keep going on until they just clip through it and fly as if it was never there)

learned that one the hard way myself. 40 minutes down the shitter.
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Mon, 3rd Dec 2018 13:19    Post subject:
I guess they kinda NEED the npc pilots to be allowed to fly like idiots, to make the routing mechanism lighter. What they COULD do is to make it use the smart(er) logic when the player is located within the entity, whether or not the player is actually controlling it.
Then the autopilot would only face the same issues it does when player is using it, but at least it would not fly through asteroids and stations (and as mentioned, succeed with it).

Already now the simulation gets very heavy once you enable SETA and have enough ships in the air. (I get slammed down to ... 20-24 fps or so)


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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Mon, 3rd Dec 2018 14:24    Post subject:


My Cerberus Smile

Note: The ship docked on it, is the starter "Elite Vanguard"

Smile
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BonerUK




Posts: 2496
Location: Liverpool UK
PostPosted: Mon, 3rd Dec 2018 18:57    Post subject:
Looks like another patch dropped.

Added Korean localisation.
Added "Keep Settings?" dialog when changing antialiasing option.
Added user-submitted default profile for the Thrustmaster T16000m FCS HOTAS (thanks eisberg1977!).
Changed default setting for gamepad mode to be "Only for controllers".
Removed hull damage on collisions until the auto pilot has learned to fly around things!
Fixed suspense music still playing even if all nearby enemies have been destroyed.
Fixed player-owned ship icons that are underneath player-owned station icons getting selection priority.
Fixed player ships assigned to stations not trading in some cases.
Fixed the movement of newly assigned managers to the managers office.
Fixed manager's office on player stations not being accessible if there is no manager.
Fixed crew re-assignment in certain cases (e.g. from M ship to docked S ship).
Fixed assigning of crew in the back of your ship.
Fixed being able to assign crew as black marketeers.
Fixed cash exploit involving hallucinogenics and hard drugs!
Fixed too many Split characters appearing as pilots and managers.
Fixed not being able to Comm managers of player-owned stations via the info menu.
Fixed exploit allowing Comm with all known ships regardless of location (increased Comm range to compensate).
Fixed repair prices being inversely proportional to the amount of damage.
Fixed mass traffic being damaged in hazardous regions.
Fixed Bring Item missions.
Fixed some unlocalised text.
Fixed excessively loud repair lasers.
Fixed certain asteroids not displaying the correct name.
Fixed mirrored logos on small argon fighters.
Fixed highway adsigns clipping into opposite lane.
Fixed high and medium graphics qualities being identical.
Fixed graphics quality presets not changing texture quality and SSR option.
Fixed black screen after setting controller sensitivity to zero.
Fixed possible freeze involving ships repeatedly recalling subordinates who are unable to dock.
Fixed several other causes of rare crashes.
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Mon, 3rd Dec 2018 20:27    Post subject:
Hah, just when I complain about crew problems, most of them get fixed. These guys really take this one seriously.

You know your X game is going to be just fine is when the community starts working on a Star Wars mod. Very Happy
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Mon, 3rd Dec 2018 20:47    Post subject:
BTW: want to make massive amount of money? Get a SETA, Go into a dense asteroid field, engage SETA and fly around slowly. You'll have a much easier time spotting the crystals glinting on the asteroids. Look especially for white ones, they net at least a couple millions per node.
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Mon, 3rd Dec 2018 21:19    Post subject:
X4.Foundations.Update.v1.20-CODEX


Now, ships don't explode anymore... now they get stuck inside geometry lol.

It's just as bad Smile
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Tue, 4th Dec 2018 07:51    Post subject:
mmh, my station is finally up and producing few different goods.

ECells (the nobrainer starting production as you need these yourself also), then water and meat.
Meat was a bit of a mistake, as it has really low demand... to sell the 1k I make every ... hour I guess, I need to visit like 20 different stations, each buying ~40 meat.

Water I've actually sold only via sell offers at the station.

However, as I left my game run overnight, it seems that all the sales dwindled down... in the morning I was full stocked with everything and noting was really selling :I

+ pirates blew up my autotrader :'(

My fleet of 1 M-sized beam boat and 4 fast 2-4 gun fighter/scout ships failed to beat any pirates over the night (I just saw messages that they had to run away from pirates :I)


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jermore




Posts: 1088

PostPosted: Tue, 4th Dec 2018 09:00    Post subject:
mtj wrote:
mmh, my station is finally up and producing few different goods.

ECells (the nobrainer starting production as you need these yourself also), then water and meat.
Meat was a bit of a mistake, as it has really low demand... to sell the 1k I make every ... hour I guess, I need to visit like 20 different stations, each buying ~40 meat.

Water I've actually sold only via sell offers at the station.

However, as I left my game run overnight, it seems that all the sales dwindled down... in the morning I was full stocked with everything and noting was really selling :I

+ pirates blew up my autotrader :'(

My fleet of 1 M-sized beam boat and 4 fast 2-4 gun fighter/scout ships failed to beat any pirates over the night (I just saw messages that they had to run away from pirates :I)

this kinda shit makes me want to thrash around on my keyboard. it seems like the game would be really solid, if it wasn't for the constantly underwhelming reactions from the game world. does no one eat meat? did vegetarians take over in the future? can you murder all the other meat factories to improve sales? can we see volumes traded?
why can ships not actually fight properly? is this fucking rocket science egosoft? can we not do basic trigonometry for turrets in 2018?

the patch development speed is really solid at the moment, but it feels more like they already had these changes in the pipeline and they are really just working on shit that had been problems for months. i also have the feeling the devs will also have to actually sleep soon, hopefully the egosoft forums don't turn to revolt during that time.

as for pathfinding, there's no excuse for that shit. there are dozens of different solutions when it comes to real-time calculation of a lot of entities and none of them involve slamming into shit like it was 1993.
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Tue, 4th Dec 2018 09:17    Post subject:
jermore wrote:
mtj wrote:
mmh, my station is finally up and producing few different goods.

ECells (the nobrainer starting production as you need these yourself also), then water and meat.
Meat was a bit of a mistake, as it has really low demand... to sell the 1k I make every ... hour I guess, I need to visit like 20 different stations, each buying ~40 meat.

Water I've actually sold only via sell offers at the station.

However, as I left my game run overnight, it seems that all the sales dwindled down... in the morning I was full stocked with everything and noting was really selling :I

+ pirates blew up my autotrader :'(

My fleet of 1 M-sized beam boat and 4 fast 2-4 gun fighter/scout ships failed to beat any pirates over the night (I just saw messages that they had to run away from pirates :I)

this kinda shit makes me want to thrash around on my keyboard. it seems like the game would be really solid, if it wasn't for the constantly underwhelming reactions from the game world. does no one eat meat? did vegetarians take over in the future? can you murder all the other meat factories to improve sales? can we see volumes traded?
why can ships not actually fight properly? is this fucking rocket science egosoft? can we not do basic trigonometry for turrets in 2018?

the patch development speed is really solid at the moment, but it feels more like they already had these changes in the pipeline and they are really just working on shit that had been problems for months. i also have the feeling the devs will also have to actually sleep soon, hopefully the egosoft forums don't turn to revolt during that time.

as for pathfinding, there's no excuse for that shit. there are dozens of different solutions when it comes to real-time calculation of a lot of entities and none of them involve slamming into shit like it was 1993.


definitely, if I'd destroy the other meat factories, I'd be able to sell more.
But since you cannot do proper pirating (ie. no-one knows it's 'you') you cannot go and blow up competitor ships / factories, without getting into war with a major faction.

Piracy would definitely be really cool in this. The ships HAVE a 'plunder' behavior, but I have not dared using it yet. My fleet would be anyway destroyed by any bigger ship Razz
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Tue, 4th Dec 2018 11:10    Post subject:
Keep in mind, that the crew's skills are a major factor in how good -or bad- your ships will do in combat and trade.
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Tue, 4th Dec 2018 13:12    Post subject:
Sure, but actually most of my sales were coming from sell orders at my own station, and those just dwindled down totally over night. No one was coming to buy from there (though the prices are adjusted automatically -> they go lower when there's no demand and higher when there's high demand).

The automated trader I know is extremely ... bad. I could make 20-30x the money the trader did by spending 5 minutes the set a huge amount of trades for it manually (you can queue a lot of orders and the demand is adjusting in while you queue the orders (you know exactly how much you get)).

Ie I queue 2k spaceweed purchase -> ... 81cred / unit -> sell all in one station for 351 or something / unit, now I just queue another 2k from same source -> price is probably now showing 95 and selling is more or less same still and I repeat the until there's some 30-40 cred difference and I let the market cool down. This takes just few seconds for one product, and you'll queue few millions of creds to be produced Razz


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