Next steps in the evolution of X4: Foundations
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Re: Next steps in the evolution of X4: Foundations
Another thing that's missing for fleets and management thereof:
- Mass rename objects: Let us select a number of objects in the property owned list and 'batch rename' them (e.g. prepending text, or giving them all the same name which will be autonumbered). This is important to properly sort the list into categories, and while it's okay to do it manually for smaller numbers, this can be a major pain when you have a lot of objects to go through.
- Allow us to filter the property owned tab by object type and/or selectively hide certain types of entries. Deployables such as laser towers should allow you to hide them, whereas nav beacons, resource probes, etc. should allow you to show them if needed.
Having to manually rename all these so they don't clog up the list is no fun.
- Mass rename objects: Let us select a number of objects in the property owned list and 'batch rename' them (e.g. prepending text, or giving them all the same name which will be autonumbered). This is important to properly sort the list into categories, and while it's okay to do it manually for smaller numbers, this can be a major pain when you have a lot of objects to go through.
- Allow us to filter the property owned tab by object type and/or selectively hide certain types of entries. Deployables such as laser towers should allow you to hide them, whereas nav beacons, resource probes, etc. should allow you to show them if needed.
Having to manually rename all these so they don't clog up the list is no fun.
- spankahontis
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Re: Next steps in the evolution of X4: Foundations
adeine wrote: ↑Mon, 18. Feb 19, 19:05Another thing that's missing for fleets and management thereof:
- Mass rename objects: Let us select a number of objects in the property owned list and 'batch rename' them (e.g. prepending text, or giving them all the same name which will be autonumbered). This is important to properly sort the list into categories, and while it's okay to do it manually for smaller numbers, this can be a major pain when you have a lot of objects to go through.
- Allow us to filter the property owned tab by object type and/or selectively hide certain types of entries. Deployables such as laser towers should allow you to hide them, whereas nav beacons, resource probes, etc. should allow you to show them if needed.
Having to manually rename all these so they don't clog up the list is no fun.
+1 +1 +1
Yeah, as i'm getting closer to making my own Fleet this is a must, it's getting tiring to just capture abandoned ships and renaming them.
Ragna-Tech.. Forging a Better Tomorrow!
My most annoying Bugs list 6.0 Beta 4 + [All DLC]
--------------------------------
Nvidium Worshop Animation Enlarge Broken
Building Modules causes low frame rate
Massive Framerate drops freezing game!
Save Corrupted Fixed the Crash!
My most annoying Bugs list 6.0 Beta 4 + [All DLC]
--------------------------------
Nvidium Worshop Animation Enlarge Broken
Building Modules causes low frame rate
Massive Framerate drops freezing game!
Save Corrupted Fixed the Crash!
Re: Next steps in the evolution of X4: Foundations
Re: Next steps in the evolution of X4: Foundations
It would be greate to have ability to also select which type uniform for which NPC (e.g. Pilot, Captain, Engineer, Marine) - but I probably ask for too much.
Re: Next steps in the evolution of X4: Foundations
I don't even know what to say. Reminds me of the genius words from
Homer Simpson: "Oooh! A piece of candy."
It also, in a small way, reminds me of the futuristic feature invented by Devolver Digital called
Comment Created Content that was showcased in their E3 "Big Fancy Press Conference 2017" on youtube. Brilliant!
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Re: Next steps in the evolution of X4: Foundations
I would like to see an option to sign a peace treaty with NPC factions or declare war on a faction. And I really don't like the fact that when you go below certain rep with a faction that you can't recover from that.
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Re: Next steps in the evolution of X4: Foundations
Or everyone with a T shirt or hoodie.
It's somehow harder (or time consuming) than it seems, because you need to create the same textures on Argon, Teladi and Paranid (and Split and Boron, in the future).
Re: Next steps in the evolution of X4: Foundations
still no classic fps mouse control?
Re: Next steps in the evolution of X4: Foundations
Nope I keep checking in hopes that they will at least say something about it.
But still nothing, very disappointing
Attention: All of your ships are under attack
requested features
1. Allow turn off of highways (without affecting mod status). Increasing travel speed a wee bit for this would be a bonus.
2. Change priority of modules being built on a station. Really handy when you have 50+ modules and you just want to have the docks built first (then storage, then production...etc.)
2. Change priority of modules being built on a station. Really handy when you have 50+ modules and you just want to have the docks built first (then storage, then production...etc.)
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Re: Next steps in the evolution of X4: Foundations
Re: Next steps in the evolution of X4: Foundations
If you go further, then it is probably worth introducing medals and orders for captains and marines. For 100 shot down xenon .. for 10 taken ships, etc.
Re: Next steps in the evolution of X4: Foundations
Re: Next steps in the evolution of X4: Foundations
Should we expect large number of bugs with the new expansion in the end of 2019? Or from the sounds of it, there won't be any new game mechanics that require additional scripting but only new ships, new sectors, new missions and new race? From what I understand it will be just extra sectors to explore, missions will be similar to what already in game, just nested to new stations, by using similar mechanics that are already in game, maybe new trade guild based on similar mechanics as well, and possibly couple war threat missions, sectors will be similar to what is already in game, just different names and graphics, race will be similar to the humanoids with just bigger squared heads?
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."
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Re: Next steps in the evolution of X4: Foundations
Hi. All my life I play games in the x series. Thank you. I have a question whether there will be new sectors and races? I couldn't find any information about it on your website. Thank you!
Re: Next steps in the evolution of X4: Foundations
CBJ, in the opening post of this thread, wrote: ↑Sat, 26. Jan 19, 01:18First Expansion will introduce Split race
While all of the above (free) updates may also contain new assets, we will bundle a lot of new ships, station modules, missions and new sectors into the first big expansion. Our rough timeline is to have an expansion based on introducing the Split race, their ships, a new Split economy and of course a large new area of space shortly after releasing 3.00.
Re: Next steps in the evolution of X4: Foundations
I don't know if it's good enough to support X4, but I easily found a reference to MoltenVK which is a Vulkan implementation for MacOS:
https://moltengl.com/moltenvk/
Re: Next steps in the evolution of X4: Foundations
CBJ wrote: ↑Tue, 26. Feb 19, 18:44CBJ, in the opening post of this thread, wrote: ↑Sat, 26. Jan 19, 01:18First Expansion will introduce Split race
While all of the above (free) updates may also contain new assets, we will bundle a lot of new ships, station modules, missions and new sectors into the first big expansion. Our rough timeline is to have an expansion based on introducing the Split race, their ships, a new Split economy and of course a large new area of space shortly after releasing 3.00.
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Re: Next steps in the evolution of X4: Foundations
Sorry to bother with a quote, but is there any approx. eta on 3.0 / dlc release?CBJ wrote: ↑Tue, 26. Feb 19, 18:44CBJ, in the opening post of this thread, wrote: ↑Sat, 26. Jan 19, 01:18First Expansion will introduce Split race
While all of the above (free) updates may also contain new assets, we will bundle a lot of new ships, station modules, missions and new sectors into the first big expansion. Our rough timeline is to have an expansion based on introducing the Split race, their ships, a new Split economy and of course a large new area of space shortly after releasing 3.00.
I ask for a friend.
And I wonder if he's going to build his own shipyard before 3.0: he's pretty slow.