So how good is this game now after patching?

General discussions about X Rebirth.

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SirConnery
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So how good is this game now after patching?

Post by SirConnery » Mon, 10. Dec 18, 08:19

The initial release of the game seemed to spawn lots of bad reviews and I decided against buying the game. Right now though, I can't seem to find a consensus on how good the game is after patching. Is it X3 good or close to it?

I'm a newcomer to to these games really. I was looking forward to buying myself X Foundations for christmas but after seeing the visual style of the game I was really put off from that game (no disrespect to the artists involved).

I'm mostly interested in the economic aspect of the game. Is the UI interface easy to use? And for any veterans, what are the main differences between X3 and Rebirth? For last request, if somebody interested could do just do a pro/cons rundown of the game in it's current state that would be nice.

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Re: So how good is this game now after patching?

Post by radcapricorn » Mon, 10. Dec 18, 19:19

Rebirth is not X3, not even close, and it wasn't supposed to be, just as it's name suggests. You can only fly one ship (but I assume you're aware of that). The universe is "smaller" in that there are fewer distinct zones as compared to sectors in X3. There is no armament selection to speak of: there are a few weapons for player ship to choose from, and all the other ships are pre-configured with some standard loadout, the only difference you can make there is to choose not to install full armaments when the ship is built. Traveling is very different, at least until you acquire your first capital ship or complete a lengthy side quest. Lastly, there is no "end game" to this game: stations cannot be fully destroyed, only damaged for a while, so you can't wipe out sectors. Although, admittedly, similar could be said about X3, the difference being that X3 just respawned some core stations after a while. That said, since ruthless carnage isn't your goal anyway, there's plenty to have fun with in Rebirth.

Most people complain about the game's economy, how it's "crippled" from the start. What those people miss is the challenge: actually starting up your own empire under those conditions, and finding ways to supply required materials. There is more than one, especially with both DLCs installed, one just needs to find them. Also, it differs between campaign and free play starts, since you will have different levels of access to component producers. Building up a fully functioning supply chain for a certain ware could end up being more challenging than in X3, just due to the resource and production requirements. Although, once you have the foundations of one chain built up and running, branching out into different products becomes much easier, if you're able to throttle your basic resource production (and sales) accordingly.

Long story short, you tend to get more involved into management than you would in X3, at least until you have a good supply base of basic construction resources. Doing things (semi-) manually seems to be the motto of the game anyway: you don't have the familiar auto-traders (i.e. Trade Software Mk3 and Commodity Logistics Software), and are supposed to schedule trades for your ships. It's not necessarily a "bad thing", but surely gets tedious as you expand your fleet. But the thing is, you don't really need an automated trading fleet in this game, not a large one anyway. There's plenty of ways of making a profit, and in my latest playthrough I found staggered/accelerated development quite interesting: i.e. I want to build station A, that will require some 15-20 million for a construction ship, a certain amount of resources, and a few trade ships to assign to that station. So instead of relying on passive income I'd just go out and find ways to make that initial quota as fast as possible with whatever means the game allows: finding lucrative trades (and improving them), missions, piracy... There's even an outright cheesy way of making hundreds of millions in a very short time that only requires some asteroids and patience. Instead of waiting for those fusion reactors to appear on the market, I'll go and find ways to procure them as fast as possible, be it feeding the NPC producers, stalking Teladi pirates, or just, well, "liberating" the wares. And so on and so forth. So instead of relying on a huge wallet to do anything I want, instead I found it quite fun to just go and make things happen.

Setting up more than one fully functional station can become a chore though: at the minimum you would need one ship with three important crew members (an engineer, a defence officer and an architect; the captain isn't as important as that ship won't be doing much traveling), plus you'll need a manager and a defence officer for the station itself, and also a specialist. That's at least six recruits to find. More if your station would require it's own trade ships. The mini-game to reveal skills of prospective employees gets old really fast, and doing it at least six times per each station you build is just annoying (and usually it's more because good luck finding decently skilled personnel on the first try). I usually just take a break and do something else in game for a while until I'm ready to waste some more time on that silly "catch-the-pixel" game accompanied by cheesy dialogue. The developers tried to mitigate shortage of skilled employees by introducing training seminars, but unfortunately those are locked behind that same silly mini-game, an extended variant of it to boot.

Commanding a large navy is... not very well implemented, to put it lightly. The game has a seemingly solid idea of creating squads so that you only command a few squad leaders. But it's implemented in a very bulky and uncomfortable way, and often I find it just easier to manually select required ships and broadcast orders to them directly. The navy itself is most likely to consist only of capital ships, because fighter craft are at a severe travel disadvantage in this game: they can't jump or dock at a carrier, and thus will always be left behind. So the only practical use for them is perpetual service as local security, which is sad as I find large skirmishes of fighter craft actually quite spectacular to watch.
Resupplying a fleet is pretty much also a manual chore (except for missiles), although repairs at least are more or less automated, provided you do find 5-star-skill engineers for all your ships.
Boarding is trivial compared to X3, with little practice you can capture any eligible ship, only a select few would actually require involved preparations.

The map isn't very helpful for decision-making, as it doesn't reflect the situation very well, and sometimes is outright misleading.

Most of the above can be mitigated one way or another with mods, of course.

All in all, the game isn't bad for a fresh experience, but if you expect playing it like X3, I wouldn't recommend it. It is quite fun to discover it as it's own game though, and it certainly is rewarding towards being creative in your strategies.

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Re: So how good is this game now after patching?

Post by SirConnery » Tue, 11. Dec 18, 03:44

Thanks for the reply. Lots of helpful information there.

The one ship thing is not that much of a deal breaker for me. And understanding from your reply the economy game is just what I'm looking for.

One thing I really would like to know is if the universe is "alive" so to say? Fleets engaging other fleets and taking over sectors. I don't really care if it's the base game or with mods.
Do you actually have to participate or allocate funds in your sectors defence if you build a station there? Or will the station pretty much always be safe?

Lastly, what is your recommendation on X Foundation vs Rebirth if you have played it? Probably at this point I'm going with Rebirth either way, but I always enjoy reading reviews from people that have sinked hours into the game of a specific genre that I don't know that much about.

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Re: So how good is this game now after patching?

Post by radcapricorn » Tue, 11. Dec 18, 03:59

As I said, in vanilla game no one can take over sectors due to the station immortality. That said, factions do engage each other on occastion, although perhaps most noticeable of all are pirates local to each sector. There aren't really invasions a-la "hey this Split M7 with full escort just randomly decided to show up in a Boron system and shoot stuff up". Like in X3, there are regions where you can build safely, and there are ones where you'd be constantly pestered by pirates or Xenon, or maybe even some visiting vessels from an "enemy" faction. As building goes, the "location, location, location" principle stands strong.

With mods though you can liven up the universe quite considerably, especially if you look at the overhauls like the Conquest and War or The New Frontier. In either of those, defending your stuff becomes much more of a necessity regardless of where you build.

I can't honestly compare Rebirth to X4 though, I haven't played the latter myself yet as it's not out for my OS still.

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Re: So how good is this game now after patching?

Post by Benzin » Wed, 12. Dec 18, 06:29

Maybe its because i dint play any of the other X games before Rebirth so i dint have expectations or some idea of what "it should be". But i find the game VERY enjoyable. Its fair to say i like it, a lot.
There are a few things that are repetitive and even annoying as hell (like 99% of the NPCs). But with just a few simple mods 90% of those things go away.
Personally i dint even feel the need for major mods as the ones the person in the previous post mentioned (though they do sound interesting!). I am perfectly happy with:
Just a few small mods like Flyby suscribe - remove the need to play minigames to place trade agents, Flyby scan - remove the need to scan stations piece by piece, and a couple others.

So in short, to answer your question:
IMHO, its very good.

SirConnery
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Re: So how good is this game now after patching?

Post by SirConnery » Wed, 12. Dec 18, 08:52

I will be purchasing it myself on the steam christmas sale most likely. The UI is usually the biggest hurdle in economic games cause they never work similar to any other games and are usually really clunky.

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Re: So how good is this game now after patching?

Post by Bozz11 » Wed, 12. Dec 18, 20:25

It's good if you don't mind having only one ship to fly even if the cap bridge mod is great !!
But right now I'm playing xR waiting for x4 to be improved a bit more ^^
xR is in my opinion one of the best space strategy games out there ^^ not much competition as there is no other game like this except the other x games :D

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Re: So how good is this game now after patching?

Post by chobbler » Wed, 12. Dec 18, 20:39

I must admit, I trashed X Rebirth as much as anybody in the past. I've recently taken another look at and I'm really enjoying it now. It's a gazillion times better than the last time I played it, (4 years ago probably).

The attention to detail is amazing, I'm having great fun with it.

I was that frustrated with it in the early days I almot permantly deleted it from my Steam library! I'm soooooooo glad I didn't now :D

Out of respect and acknowledgement to Egosoft for making good in the end, I've paid full wedge for X4 on Steam rather than wait for it to go on sale.
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Re: So how good is this game now after patching?

Post by TerrorTrooper » Wed, 19. Dec 18, 20:39

chobbler wrote:
Wed, 12. Dec 18, 20:39
I must admit, I trashed X Rebirth as much as anybody in the past. I've recently taken another look at and I'm really enjoying it now. It's a gazillion times better than the last time I played it, (4 years ago probably).

The attention to detail is amazing, I'm having great fun with it.

I was that frustrated with it in the early days I almot permantly deleted it from my Steam library! I'm soooooooo glad I didn't now :D

Out of respect and acknowledgement to Egosoft for making good in the end, I've paid full wedge for X4 on Steam rather than wait for it to go on sale.
Coincidentally, i did exactly the same, Threw about 20 hours at XR on release, found it was a steaming pile of bugs and just an overall mess.
Went back to it a couple of months ago in preperation of X4 as i expected there to be crossovers, and to be fair, as long as you realise its not X3, its actually a decent game! im 200 hours into it only now running out of things to do due to the games limitations.

its actually a shame X4 isnt more like XR! I kind of expected X4 to have Rebirth's Awesome visuals, attention to detail , vast and varied sectors, Awesome cap ships and some of its better UI and design choices combined with X3's Freedom, complexity and variety.
What we got was, for the most part, vastly inferior to either gsame.

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Re: So how good is this game now after patching?

Post by tashine2000 » Sat, 12. Jan 19, 14:44

I think it's now fantastic (modded). It does take effort to learn the UI so patience is needed.

I recently started a new game (my first was campaign) and really enjoyed my second playthrough so far. I actually stopped playing XR to play X4 for awhile but have since found myself drawn back to the old XR for what I think is a greater sense of scale (of ships) and more individual (mainly DLC) sectors. Most of the larger X4 ships are also currently uninspired compared with XR models.

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Re: So how good is this game now after patching?

Post by Buzz2005 » Sun, 13. Jan 19, 20:02

Benzin wrote:
Wed, 12. Dec 18, 06:29
Maybe its because i dint play any of the other X games before Rebirth so i dint have expectations or some idea of what "it should be". But i find the game VERY enjoyable. Its fair to say i like it, a lot.
There are a few things that are repetitive and even annoying as hell (like 99% of the NPCs). But with just a few simple mods 90% of those things go away.
Personally i dint even feel the need for major mods as the ones the person in the previous post mentioned (though they do sound interesting!). I am perfectly happy with:
Just a few small mods like Flyby suscribe - remove the need to play minigames to place trade agents, Flyby scan - remove the need to scan stations piece by piece, and a couple others.

So in short, to answer your question:
IMHO, its very good.
after some time you will definitely want to install CWIR, vanilla is pretty frustrating in some aspects so some mods are a must, you will find out when playing
CWIR just puts war in to overdrive and watching those huge ships fighting is like art :D
TO bad they shit the bed with x4 and large ships, dont mind the graphics that much but the underwhelming sensation you get from L ships is kind of killing it
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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Re: So how good is this game now after patching?

Post by Sin316 » Sun, 13. Jan 19, 21:55

X4 is such a disappointment in its current state, it made me install and play Rebirth.
Mind you, I played it at released and quickly gave up on it, because, well, you all know why ^^.
Haven't ever really gave it another go.
But now, wow, playing it I am actually enjoying it. A lot. Couple QoL mods installed and off I went.
And I am actually playing the campaign lol. Which now seems to work ^^.

But the worst is, this actually puts X4 to shame in almost every aspect.

The only thing that X4 has over Rebirth, IMHO, is the "fly everything".

But if "everything" is crap, well...

anyway, playing Rebirth, now I am finally realising, that X4 feels like the Bastard child of X3 and Rebirth, with the best parts cut off and some crap added on top of it.

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Re: So how good is this game now after patching?

Post by dizzy » Wed, 16. Jan 19, 03:13

I've put about 100h into Rebirth and I disagree that X-Rebirth puts X4 to shame in almost every aspect. There are lots of things better in current (5 years patched) X-Rebirth than X4, but that's not a surprise, let's see how X4 is in 5 years from now.

I played about 50h in X4 after release and because of all the bugs with it I took a break and went and gave Rebirth another try, this time not expecting it to be X3 sequel (since I already had X4 for that) which helped the experience but:
- it has a MUCH worse UI compared to X4, it's actually worse than X3 (which was already a low standard for how to design UI in a complex game, but X3 has many other good things so it compensates)
- the process flow for doing many things is very counterintuitive and results in a huge number of clicks/animations/wasted time, for example, in order to repair a ship you have to find a shipyard on the map and enter communications with it and then tell them to repair the ship which results in your ship flying there and getting repaired (wth, what's wrong with taking the ship you want to repair, order it to repair, select known shipyard to repair to, done)
- no way to automate many common tasks, tasks that become much more frequent as the player empire grows; to me that's a critical ingredient of X games, being able to pay some money to save on manual tasks; for example, you are supposed to dock to every station to get trade updates, instead of for example X3 or X4 where you just need to have property in the area (and then you can automate things in X3 with explorer software and dropping satellites automatically); or not having automated traders
- no spacewalk (I don't care much about not being able to fly other ships in Rebirth since every time I play X3 I spend most of my time in one good M6 and the Albion Skunk is a similarly good combat ship, but I do find spacewalk immersive, especially when funny things happen)
- some of docks in Rebirth were immersive (you could see the world outside) but most aren't, X4 is just much more immersive how all docks are setup, specially when doing silly things like docking on capitals in flight

Those items may seem like just a few but they are general issues that affect almost every second I spend in the game so they have a large impact on the experience. There are mods that can help with some of these issues but unfortunately not sufficiently so (and there's no reason to think X4 won't get some high quality mods too).

Things I liked in Rebirth over X3 so far:
- much improved boarding mechanics (I welcome having to shoot down surface elements of ships, one of my favorite mechanics in good old Freespace games); similar improved mechanics in X4
- makes space feel bigger flying through larger sectors between zones (to those that are complaining that Rebirth is much smaller than X3, I find Rebirth zones comparable to X3 sector and there are lots of zones in it, at least with the DLCs); note that X4 is even better in this regard with the way space is organized
- station building/planning is easier although more restricted in a way compared to X3... and it's just awesome in X4
- I thouroughly enjoyed the brave decision of making most of known space enemy to the player in the plot (I hear lots of people hated that but I enjoyed it because it forced me to play a much more aggressive game than I would have otherwise); no X4 plot tho :( (to be worth talking about)
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Re: So how good is this game now after patching?

Post by Alan Phipps » Wed, 16. Jan 19, 15:16

@ Sin316: Let's not get bogged down here in comparing XR with X4 or vice versa. If anything, the OP was asking about comparing XR with X3 games.
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Re: So how good is this game now after patching?

Post by SirConnery » Fri, 25. Jan 19, 22:39

Alan Phipps wrote:
Wed, 16. Jan 19, 15:16
@ Sin316: Let's not get bogged down here in comparing XR with X4 or vice versa. If anything, the OP was asking about comparing XR with X3 games.
I don't mind. XR vs X4 discussion in this thread is fine by me.

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Re: So how good is this game now after patching?

Post by Teelsen » Thu, 31. Jan 19, 15:50

Is this game easy to jump back into after a long hiatus? Did any of the newer patches introduce some catch-up mechanics?
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Re: So how good is this game now after patching?

Post by SweetDaggerfall » Sun, 17. Feb 19, 11:33

Like the OP the bad press (and word of mouth via the internet) about XR put me off from buying it, but recently i did pick it up on GOG, and as of the latest version there (4.30), and about 50 odd hours put into the game, i can say it is a good space/trader/sim game, and i'm glad i own it :)

Now it is not X3 (or even X2), and in someways it was a brave departure from that formulae of X games that most of us have enjoyed for years now. It really could (should) have had another year of development though, and you can see that in the current version vs the released state. I have had no crashes or performance issues (runs really well on my humble i5/1050Ti build on Ultra!).

Is it 'better' than X3? I'd say (loving X2+X3) it can't exactly be compared as Rebirth is trying to do something different, and in some ways it is better than the previous style of X games, and in some ways worse. It is it's own thing for sure.

What it does well vs other X games:
==========================

1. Sense of scale.

And this can not be overstated. As a longtime Elite player and fan (don't play ED though), the scale of the X games was always a bit of a dissapointment; the small(ish) sector maps with everything usually in a central location to the geometrically placed (NWSE) jump gates, kind of made navigating a little predictable. In X:Rebirth they made space feel HUGE again (as it should be) and difficult to navigate, even if the number of 'sectors' vs X3 is less, they feel bigger and the traveling to them is more involved (if not perfect as i'll go into later).

Also you really feel the size of all the stations and ships, it seems like everything is just much bigger compared to the player and that has it's own wow factor.

2. Making the game look alive.

This did surprise me, all the 'space traffic' in and around the stations, it feels like i'm inside my own Bladerunner film! I can spend minutes just floating off a station enjoying the sounds (always a strong point of the X games) and just watching the traffic pass by. It's like a space aqarium! :) Very strong visually and in maybe a first for a X game, you don't feel that typical sense of isolation (just you, a ship and a UI). It feels like there are lots of other 'people' going about their business in the X:Rebirth universe, and it's one of the games strongest achievements.

3. A huge (and informative) Campaign.

It teaches you the game (so is kind of essential to start out in the game with it!) and seems massive (others will be able to tell you exactly how many hours it takes), i've really just started the early stages and it is a lot of fun (sometimes frustrating re the combat sections). Still i think it is the best 'story' we've had in the X Universe so far and i look forward to seeing where it takes me.

Mistakes it makes in doing things differently to other X games:
=============================================

1. pushing mini-games that disturb the immersion.

Some might argue that the mini-games are fun or something interesting to do. I've given them a good go and in general i get why they are here, but overall i'd say they actually detract from the 'real-world' building all the amazing points from above contribute to the game. When your trying (and succeeding!) to build a cohesive game world, one the players will fully invest in, hitting an 'uncanny valley' or immersion breaking event is a problem.

Example A: the conversation mini-game (anyone remember Oblivions?) is a good mechanic on paper to get the game to divulge more info to the player, improve relations with factions etc, but when the same voice dialogue is used every single time, that audio-spam pulls you out of the game (as it did in Oblivion too) and you are not a space guy anymore, just a dude playing a game. "Show we your wares please." over and over and over.

The trick with limited assets (voice) is to use them sparingly (Morrowind did this well). So what would help this aspect of mini-games in Rebirth is to use them just some of the time, you could give it a % chance of running the voice dialogue lines (we still have the text to say it in our minds eye). This would break up the robotic repetition and give a more natural organic feel to that part of those mini-games (and any non essential voiced dialogues like trade etc).

Example B: Space lane music change. You can go from chilling out and getting the awesome X space vibes from the aways incredible music tracks to suddenly being thrust into a techno-fueled game of......what exactly? Who drives like that in real life, weaving and getting in the way deliberately?! But that music shift is brutal, and just pulls you out of that all important immersion zone.

So don't shift to that music for the space lanes, keep the current background music going (or have none at all in the space lane?) and maybe make the space traffic behave in a sane logical manner. I mean we can see that the denezins of the Rebirth universe can drive in perfect lines (all around the space stations), so they should do the same in the space lanes. Sure it might not be as adrenaline fueled as it was, but this part of the game just does not need that, especially as it is so jarring to the general feel and theme your building (realistic space world).

2. 'unfinished' Space Legs.

For want of a better word. I actually love getting off my ship to walk around, it is a huge moment of liberation (and the first in the X games history) and i (still) currently enjoy 'stretching my legs'. However. It needs 'more'. Not talking a full fps shoot-em-up (definately does NOT need that), but it feels half done. Not enough variation in layouts, not enough variation in NPC graphics, and lots of little bits here and there that look like maybe much more was intended for this part of the game.

For example all those mute guards standing around at entry points and junctions with their space rifles ready, but nothing to say. Like i can't ask a police officer for directions? Or have them actually behave like the 'guards' they look like they should be? How cool would it be to have them have a function, like a percentage change of intercepting you as you pass IF you happen to be 'wanted' by their faction? Even a simple conversation access point for directions or general small talk? Something. The prisons exist for a reason probably, and it just feels like half the assets and idea's for all that to be fleshed out into something is here. Those black market guys, why can not some of them be undercover cops (there is one skin that even has a police like badge on their uniform!) that could bust you (you need to pay a fine if caught be one of them) if you try to off load your illegal goods to them, or maybe you can't pay and need to spend time in prison (this would need work on to make it effective). I just see assets around not being used in the 'space legs' part of the game.

Let's take it further. We have various 'criminal' organisations in the game (No Limits, Sovereign Syndicate, Beryll) so how cool would it be to have them running the smuggling/illegal trade side of things. Have those factions status have a direct impact on the players options and choices. Trade in illegal goods and build rep with those factions etc. Have the authorities opposed to this pose sometimes as the black market guys, and able to catch and fine (or punish via prison) the player.

Maybe as a player you'd start to be more careful in this part of the game, making that legit 'No Limits' Black Market contact you have on Plutarch Exchange in the Big Empty your goto guy for off loading illegal goods?

We could have a very immersive expereince in the off ship (space legs) part of the game, and it feels like this is the least finshed part of the game overall. I'm keeping my fingers crossed that modding can maybe do some of the things above, or that Egosoft themselves did indeed have bigger plans for this and maybe have assets and code that might come out in future patches or DLC?

Modding makes it better than the current release state:
===========================================

I think we all know mods can make games better (even the devs will admit this!). I've been using and making mods for a long time and off course you can break a game as easily as improve it with mods, but overall most modded games just become better if done well with precision and balance. X:Rebirth is no different to Morrowind/Oblivion/Fallout 3/X2 or X3 here.

It is nearly always subjective on exactly what mods will improve a game for 'you', but in the case of X:Rebirth i've found ones that remove certain aspects of the mini-games have helped my game experience (and immersion) flow a little better than in the default official game version. And a few that 'fix' or 'improve' aspects of the default game. Stuff like:

Realistic Highways + No Highway Music
Show Skills
5km Scan Range + ISE (Improved Station Exploration)
Log Everything
Exploration Light
Stronger Ship Hulls L/XL
Now Shut Up, Yisha!
Navpath Fix
Titurel Engine Fix

Those are the core of a bunch of others i use, nothing over-powered, just tweaks to the current game that tone down aspects of the mini-games or fix certain issues that i've talked about.

So don't be afraid to look at the mods for X:Rebirth, they have certainly helped me become more immeresed in the game than i was expecting.

--------------------------------------------------

I hope those that have stayed away from X:Rebirth (like i did) have been given some useful info in this rather long post of mine. Playing it as it is (v 4.30) it seems a complete shame that this game is as underappriciated as it is. There is a great game here, and especially with a few good mods you can really see the potential and maybe what Egosoft were aiming for here. It might become one of my all time favourite space games, and it might force me to take up making my own mods for it :D

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Re: So how good is this game now after patching?

Post by SirConnery » Mon, 25. Feb 19, 21:06

Enjoyed reading that tbh.

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Re: So how good is this game now after patching?

Post by reanor » Thu, 7. Mar 19, 21:59

XR now is amazing, that is if you haven't played X4 yet. I played XR for a few hundred hours after about 3 years it was out. Now I played X4 for about the same with 400 or so hours game running overall to make money in 3 different starts and I can't go back to XR or any other X game any more. The X4 is better in many visual as well as UI aspects. While it's not balanced/polished/bugfree yet, when it is, it will be superior to all the X games in all the aspects. The X4 is a lot more technologically advanced in graphics, economy, war logic than any other X game, X3 including. The problem is that X4 is still very buggy and quite unfinished, but it has a huge potential within it.
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."

Honved
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Re: So how good is this game now after patching?

Post by Honved » Fri, 26. Apr 19, 18:24

I picked up Rebirth on GOG recently, not expecting it to be X3.5, and trying to judge it on its own merits.

So far, I'm really struggling to control the ship, as well as the character while off the ship, with mouse and keyboard. Basically, everything I do is "all or nothing", and I can't seem to get the ship to point where I want it to go, instead of 30 degrees past that point, or to adjust the speed in increments of less than 40-50% of full power. I've put it aside twice, waited a few days, and tried again, but at this point, having made it to the first station and FINALLY docked in the standard campaign after a couple of hours of frustration (and numerous bumps into the surrounding structures, which seem to do no damage to the ship), I'm about to erase it from the drive and call it a mistake. X3, in spite of the "learning wall", was relatively easy to control as a basic space flight shooter, until you figured out all of the other options available. This game seems perhaps a bit easier to learn, but I have next to no control, and I can't imagine trying to fight in a ship I can't even get to point in the right direction.

If this is some early-game issue with the Skunk until it's repaired, it still shouldn't make it difficult for my character to walk around. If it's an example of how ships are supposed to fly in the game, then obviously, I bought the wrong game. If I'm just acting like a complete novice and have to set something to make it playable on mouse and keyboard, then I'm asking for help or advice.

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