To be fair[1], the "severely limited" touches that you had on existing Builder ship types were positively received.
[1] Letterkenny
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To be fair[1], the "severely limited" touches that you had on existing Builder ship types were positively received.
As someone who has taken three years real-time to collect about 400 hours on my single save (becoming a parent really cuts into gaming time.. ) I cannot overstate how much I appreciate this stance from Egosoft.
Indeed As much as I prefer the new ships - the savegame compat layer is awesome.
Maybe we don't need a repack of the game but "just" access to the compat layer settings (replace ships: yes | no / rebalance solar power in sectors: yes | no / rebalance mining yields: yes | no)CulunTse wrote: ↑Sat, 16. Mar 24, 15:13Still, I must admit to some slight curiosity to what a save-breaking "X4 game-of-the-year Edition" would look like. What could you do with such artistic liberty?
All DLCs bundled? Only new ship models? (even more) Redistributed minerals mining? Sunlight variation in old sectors?
Agreed - those energy freighter variants were awesome.
Hurray! Another XR-appreciator. They seem to be rare on these here boards! I had an entire energy economy based out of DeVries. I intentionally didn't build any of my own energy stations, to give the poor stranded DeVries-ians a purpose in life. Development aid, so to speak. That said, with all the scanning and hacking I did on their main energy plant (the huge one), I paid only 1CR per Cell
Heh - I hear you But being a professional software developer myself (construction industry) my thoughts are this: there is a compat layer already. And new DLCs / patches introduce rebalances like adding different solar power to new sectors or altering the mining yields of the existing ones. So my proposal "only" involves exposing those things to the player on a global game setting layer. Like adjusting resolutions they would just flip said switches and those settings affects all saves loaded by the client. The code then evaluates and patches the game accordingly. Heck, most of the X4 XML api is about patching things.CulunTse wrote: ↑Sat, 16. Mar 24, 20:58
I know you mean well, but as a professional software developer (industrial), whenever my product owner starts down this path, I sigh loudly (both internally and externally).
That way lies testing madness, QA hell, duplication-of-effort slowdown and developer purgatory.
It is NOT something I would recommend to anyone.
And if the developer-side isn't bad enough, it's also likely to create choice-paralysis on the user side: do they pick the game start "young entrepreneur (classic)" or "young entrepreneur (remastered)", and what's with all these dozens of (undocumented) settings on "custom gamestart"?
I repeat: that way lies madness!
I like X:Rebirth for being the most immersive X so far in terms of ship and sector designs - as well as for the unique locations and the design of the game world. That part about fleeing to DeVries is the most memorable moment in all X games for me (and I'm playing X since X:Btf).CulunTse wrote: ↑Sat, 16. Mar 24, 20:58Hurray! Another XR-appreciator. They seem to be rare on these here boards! I had an entire energy economy based out of DeVries. I intentionally didn't build any of my own energy stations, to give the poor stranded DeVries-ians a purpose in life. Development aid, so to speak. That said, with all the scanning and hacking I did on their main energy plant (the huge one), I paid only 1CR per Cell
I'm fully on board with this.
That is very considerate, which is a perplexing because while egosoft are considerate about some things, there is apparently no recognition of, or compassion for, the annoyance caused by default boost in attack orders always being on, with no way to change the default to off.CBJ wrote: ↑Fri, 15. Mar 24, 12:32The reason is simple: we can't remove the old ships completely without breaking everyone's savegames. While some people might not mind about this, others who have invested thousands of hours into their savegames would be, justifiably, extremely upset.
It's worth noting that in existing games, older ships will gradually be replaced with new ones as they are destroyed or decommissioned. And if you start a new game, the older designs will very rarely appear at all.
Remodelling the ships in such a way that they completely replaced the old ones without affecting savegames at all would have severely limited the design options, as well as annoying people who really liked the old designs. The solution we've adopted means that nobody has to lose out.
One could also say that "game is not playable" because ware transactions between two player stations does not transfer credits as compensation. Royal we does not say that, even though we should.
For simple changes like this an easy solution is to bake them into the save game. Existing saves would remain unchanged but new games could start off with the updated parameters.
I am sorry I dont quite understand your reference to the royal we. It is common for those not experienced with methods of debate to have problems engaging with the assertive styles of expressing valid subjectivity such as have evolved in the democratic context, in parliament etc. Where I live in the UK the crown belongs to us all but we must debate and vote to influence it. This is my turn to speak.
Neither of those are bugs. They're game design choices & the degree to which they're desirable or undesirable is subjective & depends on how exactly each player approaches the game.Submarine wrote: ↑Sun, 31. Mar 24, 13:22All bugs deserve fixing but if it comes to contending for highest priority, I don't see credit transfer within the player empire as being as being comparable to all your ships boosting themselves to death. It was not credit transfer which made me stop playing after 937 hours, it was endless boost micro which is orders of magnitude greater than credits management.
Internal credit transfers between player owned assets, at least as an option I could enable globally or on a per station basis, is something that is high on my list of wishes to have.GCU Grey Area wrote: ↑Sun, 31. Mar 24, 15:28Conversely, utterly detest the lack of internal credit transfers between my stations. Don't think I've had a single X4 run where this lack didn't cause a serious problem to my economy at some point (e.g. SPP runs out of money & can't buy food & meds, therefore workers starve & SPP is now 40% less productive, which ripples throughout the entire production chain it was supplying).
We are closing in on the launch of Public Beta 7.00. So no more teasers until then, but soon more than just teasersThomas2052 wrote: ↑Thu, 4. Apr 24, 10:31In the words of Mr Twist, please sir, can we have some more?
... and in case picking another teaser image was the difficulty, I would most welcome a sneak peak at the Colossus E, if such a revamp is due
Lino already provided a Colossus-E sneak-peak here: viewtopic.php?f=146&t=459362&start=140#p5216306Thomas2052 wrote: ↑Thu, 4. Apr 24, 10:31... and in case picking another teaser image was the difficulty, I would most welcome a sneak peak at the Colossus E, if such a revamp is due