HQ relocation in 4.0 boys!!

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

zakaluka
Posts: 354
Joined: Sat, 16. Nov 13, 20:47

Re: HQ relocation in 4.0 boys!!

Post by zakaluka » Wed, 18. Nov 20, 21:19

Well, this means I can actually do a proper ZYA playthrough now.

szafran
Posts: 46
Joined: Wed, 26. May 04, 10:41
x2

Re: [4.0 beta] PHQ can be used to annihilate factions

Post by szafran » Thu, 19. Nov 20, 11:34

Rei Ayanami wrote:
Wed, 18. Nov 20, 15:24
I haven't unlocked it yet ingame, but if it really can be exploited that much then maybe it needs some limitations, such as
- target location needs X kilometers radius of unclaimed space (larger than station weapon ranges, so it can't be used offensively... maybe 50 km?)
- unable to teleport into sectors that belong to enemy factions
- only able to teleport to player owned sectors or sectors where your faction relationship is at least +X (>20~25 maybe? Could be used as an additional incentive to get a high relationship rank).
- if you want to teleport a player HQ to a neutral sector you first have to establish ownership by building a station with an administrative module there.
- relocation to player owned sectors only
- vast amount of resources required for each relocation

This should be enough and also it gives a reason to claim a sector.
szafranopedia v.0.2
nieoficjalna encyklopedia świata X2
statystyki statków, uzbrojenie, rangi
http://szafran.civ.pl/szafranopedia/

szafran
Posts: 46
Joined: Wed, 26. May 04, 10:41
x2

Re: HQ relocation in 4.0 boys!!

Post by szafran » Thu, 19. Nov 20, 11:47

Falcrack wrote:
Wed, 18. Nov 20, 04:43
Is this a prelude to the return of jumpdrives? Because as far as I can see it, if you can jump a station, why not a ship?
My suggestion: jumpdrives yes, it may be interesting - but only for XL class ships.
No jumpdrives for destroyers. Carriers and auxiliary ships allowed. Maybe also builders.
Each jump require resources, but not energy cells. Nvidium maybe, or hydrogen.
It may change gameplay in an interesting way.

Fly safe!
szafranopedia v.0.2
nieoficjalna encyklopedia świata X2
statystyki statków, uzbrojenie, rangi
http://szafran.civ.pl/szafranopedia/

CBJ
EGOSOFT
EGOSOFT
Posts: 39491
Joined: Tue, 29. Apr 03, 00:56
x4

Re: HQ relocation in 4.0 boys!!

Post by CBJ » Thu, 19. Nov 20, 11:49

Falcrack wrote:
Wed, 18. Nov 20, 04:43
Is this a prelude to the return of jumpdrives? Because as far as I can see it, if you can jump a station, why not a ship?
No, it isn't. For the same reasons as all the previous times it's been brought up. ;)

User avatar
chew-ie
Posts: 1686
Joined: Mon, 5. May 08, 00:05
x4

Re: HQ relocation in 4.0 boys!!

Post by chew-ie » Thu, 19. Nov 20, 12:35

CBJ wrote:
Thu, 19. Nov 20, 11:49
Falcrack wrote:
Wed, 18. Nov 20, 04:43
Is this a prelude to the return of jumpdrives? Because as far as I can see it, if you can jump a station, why not a ship?
No, it isn't. For the same reasons as all the previous times it's been brought up. ;)
Thanks for not giving in :D

Image


BurnIt: Boron and leaks don't go well together...
---
X4.exe != X4 Echse

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 22788
Joined: Fri, 16. Apr 04, 19:21
x4

Re: HQ relocation in 4.0 boys!!

Post by Alan Phipps » Thu, 19. Nov 20, 18:58

4.00 Beta 1 HotFix 1 corrects the PHQ relocation not having requirements before use.
A dog has a master; a cat has domestic staff.

DavidGW
Posts: 252
Joined: Sat, 18. May 13, 06:40
x4

Re: HQ relocation in 4.0 boys!!

Post by DavidGW » Thu, 19. Nov 20, 22:16

Correct me if I’m wrong, but don’t we therefore have a very expensive and cumbersome ship jump drive, if you dock a fleet to your PHQ? I hope to test it out this weekend.

I’m still hoping for some kind of ship/ware teleporter, if not jump drives then maybe a station module, like the current Venture module, that can warp ships between similar modules you have built around the galaxy?

Perkel
Posts: 155
Joined: Tue, 12. Oct 10, 09:00
xr

Re: HQ relocation in 4.0 boys!!

Post by Perkel » Sat, 21. Nov 20, 23:00

I'd rather have option to not do NPC mission and have Research tied to actual gameplay like upgrading weapons tied to owning some weapon fab. Moreover i don't like concept of PHQ when it is something Ego wants to give me instead of me building it anywhere i want. Normally i wouldn't care much about freebie but i need that freebie if i want research.

Thankfully there is mod that removes need for PHQ to research stuff.

rubahax4
Posts: 12
Joined: Sat, 12. Jan 19, 18:03
x4

Re: HQ relocation in 4.0 boys!!

Post by rubahax4 » Mon, 23. Nov 20, 13:55

In my new start (3.30 + 4.0 veta), I decided to abandon the headquarters. It has become more difficult, more interesting, more immersion in the X universe.
But there is one small problem - nowhere to put your inventory.
Maybe for people like me to make a warehouse in the administrative center, or other ideas?
I think it's not difficult, otherwise someday ...

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 22788
Joined: Fri, 16. Apr 04, 19:21
x4

Re: HQ relocation in 4.0 boys!!

Post by Alan Phipps » Mon, 23. Nov 20, 14:11

Well you could just drop your inventory into a floating lockbox somewhere convenient and safe from random firefights.
A dog has a master; a cat has domestic staff.

jlehtone
Posts: 17826
Joined: Sat, 23. Apr 05, 21:42
x4

Re: HQ relocation in 4.0 boys!!

Post by jlehtone » Mon, 23. Nov 20, 19:49

rubahax4 wrote:
Mon, 23. Nov 20, 13:55
But there is one small problem - nowhere to put your inventory.
They're in my pockets. Where else?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

User avatar
NZ-Wanderer
Posts: 1549
Joined: Thu, 5. Aug 04, 01:57
x4

Re: HQ relocation in 4.0 boys!!

Post by NZ-Wanderer » Tue, 24. Nov 20, 01:02

One little thing I have found out so far regarding the PHQ relocation, is if you are using a mod which has the PHQ in another sector (than the games default one) then you will not be able to complete the first of the two researches as if looks like (beg to be proven wrong) Egosoft have it hard coded that the PHQ is in a certain sector.
Sooo, if your PHQ is based in another sector and you try placing a nav beacon as the first research/quest line tells you to nothing will happen. (Proved this by putting a nav beacon in the sector where the base "should" have been and the research/quest triggered and continued.)
Not tried the second research one yet as the resources to get for that one are making things a little hard... :lol:

exogenesis
Posts: 1646
Joined: Sun, 9. Sep 07, 15:39
x4

Re: HQ relocation in 4.0 boys!!

Post by exogenesis » Tue, 24. Nov 20, 02:12

That must be mod specific behaviour,
cos I manually moved (save game edit) my PHQ to another sector some while ago,
& after updating to 4.0 beta I could complete both researches & place beacons & teleport the PHQ.
Both to same sector (part 1) & different sector (part2).

User avatar
NZ-Wanderer
Posts: 1549
Joined: Thu, 5. Aug 04, 01:57
x4

Re: HQ relocation in 4.0 boys!!

Post by NZ-Wanderer » Tue, 24. Nov 20, 02:22

Yea, very well could be, maybe the mod one didn't change everything that you changed by manually editing the save file.. No matter, hopefully once I complete part 2 it will let me move it :)

User avatar
surferx
Posts: 1000
Joined: Wed, 6. Nov 02, 21:31
x4

Re: HQ relocation in 4.0 boys!!

Post by surferx » Tue, 24. Nov 20, 16:13

First,
alt3rn1ty wrote:
Wed, 18. Nov 20, 05:49
Could we keep revelations like this in the Spoilers forum?
viewforum.php?f=182
Instead of blaring it out in the title in a Foundations forum post.
Agreed, why isn't it moved yet?
2nd, the station transport should be part of the research menu tree. And require LOTS of wares to complete.
And
Rei Ayanami wrote:
Wed, 18. Nov 20, 15:24
I haven't unlocked it yet ingame, but if it really can be exploited that much then maybe it needs some limitations, such as
- target location needs X kilometers radius of unclaimed space (larger than station weapon ranges, so it can't be used offensively... maybe 50 km?)
- unable to teleport into sectors that belong to enemy factions
- only able to teleport to player owned sectors or sectors where your faction relationship is at least +X (>20~25 maybe? Could be used as an additional incentive to get a high relationship rank).
- if you want to teleport a player HQ to a neutral sector you first have to establish ownership by building a station with an administrative module there.
{EDIT} if you build a station without buying a plot it lowers rep so shouldn't moving a station into a faction owned sector do the same?
If you want to go fast, go alone.
If you want to go far, go together.

Post Reply

Return to “X4: Foundations”