TOTAL WAR!

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theborg921
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Re: TOTAL WAR!

Post by theborg921 » Fri, 15. Feb 19, 09:01

Général Grievous wrote:
Fri, 15. Feb 19, 08:10
Well, if you want to be at war with all other factions, you need to produce a lot of different ressources and then, produce wares that are required to produce ships...
In order to produce your own fleet, you need to wait for V2.0 and build you own shipyard.... So i'm not sure if it is a good idea to declar war on all factions before!
I have all the resources an fleets that i need tbh, my main concerne is the concequences of wiping out a race mainli in line whit the new DLCs. And the other thing that i dont like is that when you get below a certain - rep value there is no comming back. I would like to see this fixed in 2.50 :)

theborg921
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Re: TOTAL WAR!

Post by theborg921 » Fri, 15. Feb 19, 09:04

Roger L.S. Griffiths wrote:
Fri, 15. Feb 19, 08:52
theborg921 wrote:
Fri, 15. Feb 19, 07:09
Haha I managed to capture it on video https://www.dropbox.com/s/0rv45t32ytiz5 ... l.mp4?dl=0.

good Xenon very good boys :) I'm happy to see a little more of action with every update to the game :)
If that is an example of what to expect with V2.0 then I suggest Egosoft re-evaluate things overall - they have gone too far with their Xenon aggression balancing IMO.
Yep it+s a lile bit extreme i agree. Even when you go 1 vs 1 against a K or I in a cap ship you last like 10-30 s. It's insane but for now i like the change, it puts a little more chalange in the game.

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Sam L.R. Griffiths
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Re: TOTAL WAR!

Post by Sam L.R. Griffiths » Fri, 15. Feb 19, 09:09

theborg921 wrote:
Fri, 15. Feb 19, 09:04
Roger L.S. Griffiths wrote:
Fri, 15. Feb 19, 08:52
theborg921 wrote:
Fri, 15. Feb 19, 07:09
Haha I managed to capture it on video https://www.dropbox.com/s/0rv45t32ytiz5 ... l.mp4?dl=0.

good Xenon very good boys :) I'm happy to see a little more of action with every update to the game :)
If that is an example of what to expect with V2.0 then I suggest Egosoft re-evaluate things overall - they have gone too far with their Xenon aggression balancing IMO.
Yep it+s a lile bit extreme i agree. Even when you go 1 vs 1 against a K or I in a cap ship you last like 10-30 s. It's insane but for now i like the change, it puts a little more chalange in the game.
Arguably, that is what community developed mods were for - adding challenge.

X has historically been quite balanced in the combat arena (not overly challenging for experienced/skilled players of games like X but not a total walk over for the initiates/novices), the changes highlghted by that video are a prime example of things going too far. If they addressed the AI issues of v1.60 but kept the aggression and weapon/shield balance the same I think things would be about at the right level for the baseline X game experience.
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Tamina
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Re: TOTAL WAR!

Post by Tamina » Fri, 15. Feb 19, 09:46

Correct me if I am wrong but fighting a K was always a terrible idea in the old X games. Before X4 2.0 you could fight a K with an Elite, even the AI could.
For me personally X4 ist still way too easy.

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theborg921
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Re: TOTAL WAR!

Post by theborg921 » Fri, 15. Feb 19, 09:47

Roger L.S. Griffiths wrote:
Fri, 15. Feb 19, 09:09
theborg921 wrote:
Fri, 15. Feb 19, 09:04
Roger L.S. Griffiths wrote:
Fri, 15. Feb 19, 08:52

If that is an example of what to expect with V2.0 then I suggest Egosoft re-evaluate things overall - they have gone too far with their Xenon aggression balancing IMO.
Yep it+s a lile bit extreme i agree. Even when you go 1 vs 1 against a K or I in a cap ship you last like 10-30 s. It's insane but for now i like the change, it puts a little more chalange in the game.
Arguably, that is what community developed mods were for - adding challenge.

X has historically been quite balanced in the combat arena (not overly challenging for experienced/skilled players of games like X but not a total walk over for the initiates/novices), the changes highlghted by that video are a prime example of things going too far. If they addressed the AI issues of v1.60 but kept the aggression and weapon/shield balance the same I think things would be about at the right level for the baseline X game experience.
I agree that the xenon should be rebalanced a lile bit now its to extreme na yes it's work in progress. Well i like it tbh but i can't imagine how it would be for players starting the game now. You bay your first capital ships, you are happy lets go take down some xenons ffs!!! \o/ I so your first K, lets kill it!!! after 10 s you are like wtf :gruebel:

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Re: TOTAL WAR!

Post by theborg921 » Fri, 15. Feb 19, 09:51

Tamina wrote:
Fri, 15. Feb 19, 09:46
Correct me if I am wrong but fighting a K was always a terrible idea in the old X games. Before X4 2.0 you could fight a K with an Elite, even the AI could.
For me personally X4 ist still way too easy.
Atm the only problem taking dow a K in my nemessis is that the torpedoes are not working as they should. i'don't know or it's a bug (it's also posted) or is intended but it seams like that i can't fire a torpedo whit my primary fire key binding and it fires only when my speed is at 0 m/s. But i did menage to kill 2-3 but it's really a pain in the but atm :)

caltrop
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Re: TOTAL WAR!

Post by caltrop » Fri, 15. Feb 19, 10:09

The K has some major weaknesses imo that compensate for its weaponry - certainly the first time you encounter one its a shock, but players soon learn

Having said that, I can see why its firepower might end up getting toned down a bit...

In relation to the rest of the shield/turrets/weaponry rebalancing, imo this has significantly improved combat, making capital ships in particular more satisfying to use and more challenging to take on

(Closer to how they were in previous x games ^_^)

Buzz2005
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Re: TOTAL WAR!

Post by Buzz2005 » Fri, 15. Feb 19, 11:21

theborg921 wrote:
Fri, 15. Feb 19, 07:09
Haha I managed to capture it on video https://www.dropbox.com/s/0rv45t32ytiz5 ... l.mp4?dl=0.

good Xenon very good boys :) I'm happy to see a little more of action with every update to the game :)
that is a xenon I and its good that they can kill stations on there own
I always have fighter support so no problems killing xenons, but yea some more balancing for cap vs cap would be nice

It all depends if fighters took out L turrets before my destroyers come, and if they get in line of said turrets
I would recommend to buff turrets shield and hull, too easy to kill them with my moded nemesis and buff a little M turrets dmg
And sort out the OOS/IS differences, all in all more xenon buffs!!! 8)

xenon should have the best ships since they are robots with a single purpose, destroy everything
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

EmperorDragon
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Re: TOTAL WAR!

Post by EmperorDragon » Fri, 15. Feb 19, 15:30

EmperorDragon wrote:
Thu, 14. Feb 19, 10:30
Warnoise wrote:
Thu, 14. Feb 19, 10:07
HOP are already fighting on 3 fronts. Give them a break man :(
You know, I actually wanted to.

My initial goal was to go after them first but, later decided to back them against the Godrealm since I want the cluster (and I like backing the underdogs). I even started building up relations with the HOP.

Problem is, if I want to take Pious Mists, that HOP defense platform will have to go. If I can destroy it without too much impact on relations, I may very well try to get them back to neutral. They were my biggest trading partners before I closed my economy after all.

Maybe warring factions will start to actually attack each other's defense platforms when 2.0 goes stable, then the Godrealm may solve the problem for me.
To report back: PAR indeed attacked the HOP defense platform in beta 2, destroying the admin module. But the HOP struck back, rebuilt the admin module and built a second defense platform. The Godrealm is really struggling to maintain control of the sector now.

Second Contact is a three-way mess between ARG, ANT and HOP, the war there turned into a stalemate and the whole sector is becoming a demilitarized zone. There's a sizeable Argon fleet lingering around and it doesn't seem like the HOP would be able to stop it should they attack.

The faction wars mechanic is improving by the looks of it.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin

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spankahontis
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Re: TOTAL WAR!

Post by spankahontis » Sat, 16. Feb 19, 01:10

Socratatus wrote:
Thu, 14. Feb 19, 15:26
theborg921 wrote:
Thu, 14. Feb 19, 09:24
Did someone already declared war on all the other races ?
Declaring war on everyone is not smart.

I'll say, took a Trip to Holy Vision, the Gate to Faulty Logic has been completely fortified by 24 (You heard me right) 24!!!!Xenon Defence Platforms, guarded by 2x Xenon I's 10x Xenon K's and several P's.
HOP don't have any battleships to defend their Space, they are totally screwed.
EmperorDragon wrote:
Fri, 15. Feb 19, 15:30



You know, I actually wanted to.

My initial goal was to go after them first but, later decided to back them against the Godrealm since I want the cluster (and I like backing the underdogs). I even started building up relations with the HOP.

Problem is, if I want to take Pious Mists, that HOP defense platform will have to go. If I can destroy it without too much impact on relations, I may very well try to get them back to neutral. They were my biggest trading partners before I closed my economy after all.

Maybe warring factions will start to actually attack each other's defense platforms when 2.0 goes stable, then the Godrealm may solve the problem for me.

To report back: PAR indeed attacked the HOP defense platform in beta 2, destroying the admin module. But the HOP struck back, rebuilt the admin module and built a second defense platform. The Godrealm is really struggling to maintain control of the sector now.

Second Contact is a three-way mess between ARG, ANT and HOP, the war there turned into a stalemate and the whole sector is becoming a demilitarized zone. There's a sizeable Argon fleet lingering around and it doesn't seem like the HOP would be able to stop it should they attack.

The faction wars mechanic is improving by the looks of it.
I'm seeing similar in my Campaign, I think the Argon could take HOP as the Xenon from Faulty Logic have utterly decimated their Southern Territory.
HOP still control the Highway Ring in Holy Vision, but apart from a few Fighters, I'm not seeing any real resistance from them; if the Xenon choose to expand further into that Sector then there is little the HOP could do about it.
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waynetarlton
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Re: TOTAL WAR!

Post by waynetarlton » Sat, 16. Feb 19, 01:40

EmperorDragon wrote:
Thu, 14. Feb 19, 09:55
Not all of them, not yet. It was my initial plan to conquer the galaxy but I'm going to take it slower. Still going to conquer but I'm going to keep the other factions around for the time being instead of wiping them out.

I'm very close to invading both Paranid factions. Would have been the Holy Order first but I want the cluster in which Nopileos' Fortune (my sector) is located, which is Godrealm space. But since the Holy Order is trying to take Pious Mists, I'm going to drive them out too.

I want at least two invasion fleets of 1x carrier and 6x destroyers (and various smaller craft) before I attack, four more destroyers to build to complete the second fleet. I may build another carrier to beef up my defense forces in case of counterattack. Maybe I'll wait for 2.0 to go stable before starting the war.

If that campaign is successful, I'll go after the Teladi next, starting with Grand Exchange (my HQ is also in Nopileos' Fortune).

I've eliminated the filthy HOP from the Universe *. My next target will be their stinking cousins the PAR.

IMO I suspect you will need more than the two invasion fleets you've described.
My first invasion fleets consist of 4 carrier groups; each with 1 carrier, 15 destroyers, 15 frigates and 45 fighters. Perhaps due to my inexperience however, these were extremely depleted (even with replacements from maxing out Teladi/Argon ShipYards/Wharves). BTW I found holding back the fighters for simply mopping up after all the stations and capital ships were eliminated saved a lot of ship replacement.

My new carrier groups are much larger: 3 groups, each with 1 carrier, 30 destroyers, 30 frigates and 45 fighters. These should be comfortably decisive with the stinking PAR.

* Due to my benevolence and merciful nature, I have allowed a single HOP freighter to exist.

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Re: TOTAL WAR!

Post by EmperorDragon » Sat, 16. Feb 19, 11:27

spankahontis wrote:
Sat, 16. Feb 19, 01:10
I'll say, took a Trip to Holy Vision, the Gate to Faulty Logic has been completely fortified by 24 (You heard me right) 24!!!!Xenon Defence Platforms, guarded by 2x Xenon I's 10x Xenon K's and several P's.
HOP don't have any battleships to defend their Space, they are totally screwed.
I have to recon that area again, if it's the same case in my game, then... well... I dunno, poor HOP. No way I'm going to take that on right now.
waynetarlton wrote:
Sat, 16. Feb 19, 01:40
IMO I suspect you will need more than the two invasion fleets you've described.
My first invasion fleets consist of 4 carrier groups; each with 1 carrier, 15 destroyers, 15 frigates and 45 fighters. Perhaps due to my inexperience however, these were extremely depleted (even with replacements from maxing out Teladi/Argon ShipYards/Wharves). BTW I found holding back the fighters for simply mopping up after all the stations and capital ships were eliminated saved a lot of ship replacement.

My new carrier groups are much larger: 3 groups, each with 1 carrier, 30 destroyers, 30 frigates and 45 fighters. These should be comfortably decisive with the stinking PAR.
Thanks for this bit of information.

What was your biggest cause of losses? Enemy stations or fleets? I have my ways for taking down stations but I have not really gone up against numerous faction fleets in a war scenario yet. If it's enemy fleets that require me to build up larger battlegroups, then I may have to hold off a bit longer. I build my own ships and my production capacity can only roll out about 1.5 destroyers per hour at this point, my shipyard is fully stocked at the moment though, so I can quickly replace losses or slap another battlegroup together.

I usually use a carrier to draw missile fire to give fighters a chance to destroy the tracking turrets, if the station has a particularly troublesome amount of tracking turrets, I go in with a fighter myself to take them out by covering around the station modules. Bit of an exploit, I know. This was in 1.6 so I don't know if missiles are still that powerful in 2.0 to warrant using exploits against them. Once tracking turrets and enemy fighters/drones are dealt with, I send in Nemesis plasma bombers (used to be Minotaurs but the Nemesis is a mighty bird). They pack a punch and more accurate against individual station modules than destroyers but, they can be a bit fragile against L beams during their attack runs.

I also try to spare my fighters as much as possible, they are speed and shield shipmodded Eclipses so it takes a lot of renaming, upgrading and Xenon farming (which is not that easy anymore!) if I have to replace them all the time.
waynetarlton wrote:
Sat, 16. Feb 19, 01:40
* Due to my benevolence and merciful nature, I have allowed a single HOP freighter to exist.
If that single surviving freighter can ever manage to rebuild the entire Holy Order, then I would like to send over a venture ship to buy him a beer.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin

theborg921
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Re: TOTAL WAR!

Post by theborg921 » Sun, 17. Feb 19, 10:58

My HOP has so many destroyers already that I actually have to help the other races. The only think I miss is that they don't destroy defence stations. I guess this stuff is for 2.50 :)

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Sam L.R. Griffiths
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Re: TOTAL WAR!

Post by Sam L.R. Griffiths » Sun, 17. Feb 19, 11:20

Tamina wrote:
Fri, 15. Feb 19, 09:46
Correct me if I am wrong but fighting a K was always a terrible idea in the old X games. Before X4 2.0 you could fight a K with an Elite, even the AI could.
For me personally X4 ist still way too easy.
I am sorry but you are wrong.

In X2, you could take out a Xenon K (or almost any other capital) given enough time with an Argon Nova or similar. You just had to make sure any escorts were dealt with first.

In X3, things were a little less cut and dry but Xenon capitals were not the boogey man that some would seem to like them to be. The Kha'ak capitals on the other hand were more of a concern, but still beatable. Some of the mods added more challenging Kha'ak/Xenon vessels but also added stronger other race vessels too.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

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"When eating an elephant take one bite at a time" - Creighton Abrams

theborg921
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Re: TOTAL WAR!

Post by theborg921 » Sun, 17. Feb 19, 18:28

Oh tnx EGOSOFT now I have actually something to do, with keeping Xenons at bay :) But the spawn of the stations is insane hahaha. I managed to stop the Xenons at 9 stations in Hatikvh's Choise I. The only problem now is that you can't destroy the stations. I hope that this bug is going to be fixed soon :)

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Re: TOTAL WAR!

Post by Artean » Sun, 17. Feb 19, 19:40

theborg921 wrote:
Sun, 17. Feb 19, 18:28
Oh tnx EGOSOFT now I have actually something to do, with keeping Xenons at bay :) But the spawn of the stations is insane hahaha. I managed to stop the Xenons at 9 stations in Hatikvh's Choise I. The only problem now is that you can't destroy the stations. I hope that this bug is going to be fixed soon :)00
...and their build storages as well. I really hope Egosoft can find a solution to make them destructible.
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theborg921
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Re: TOTAL WAR!

Post by theborg921 » Mon, 18. Feb 19, 06:49

I managed to secure a sector for HOP :)
https://www.dropbox.com/s/q8h5fl826pl50l3/hop.PNG?dl=0

theborg921
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Re: TOTAL WAR!

Post by theborg921 » Tue, 19. Feb 19, 08:42

Ok i finally managed to contain the insane spawn of ships and stations in Hatikvah's Choice. I built a mega defense station on the JG in Tharkas's Cascade and destroyed a good portion of the Xenon S ships. Now that the situation is stable I began an assault on ANT. I built a new fleet of 20 Phoneix destroyers and 30 nemessis to patrol the invading system and kill the stragglers. I hope that HOP will take care of PAR on the other front :)

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Re: TOTAL WAR!

Post by theborg921 » Tue, 19. Feb 19, 08:44

Artean wrote:
Sun, 17. Feb 19, 19:40
theborg921 wrote:
Sun, 17. Feb 19, 18:28
Oh tnx EGOSOFT now I have actually something to do, with keeping Xenons at bay :) But the spawn of the stations is insane hahaha. I managed to stop the Xenons at 9 stations in Hatikvh's Choise I. The only problem now is that you can't destroy the stations. I hope that this bug is going to be fixed soon :)00
...and their build storages as well. I really hope Egosoft can find a solution to make them destructible.
Atm they sed that they have to fix the xenon spawn orgy first :) Ammm with a virus they are develiping :gruebel:

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Re: TOTAL WAR!

Post by theborg921 » Tue, 19. Feb 19, 08:56

EmperorDragon wrote:
Fri, 15. Feb 19, 15:30
EmperorDragon wrote:
Thu, 14. Feb 19, 10:30
Warnoise wrote:
Thu, 14. Feb 19, 10:07
HOP are already fighting on 3 fronts. Give them a break man :(
You know, I actually wanted to.

My initial goal was to go after them first but, later decided to back them against the Godrealm since I want the cluster (and I like backing the underdogs). I even started building up relations with the HOP.

Problem is, if I want to take Pious Mists, that HOP defense platform will have to go. If I can destroy it without too much impact on relations, I may very well try to get them back to neutral. They were my biggest trading partners before I closed my economy after all.

Maybe warring factions will start to actually attack each other's defense platforms when 2.0 goes stable, then the Godrealm may solve the problem for me.
To report back: PAR indeed attacked the HOP defense platform in beta 2, destroying the admin module. But the HOP struck back, rebuilt the admin module and built a second defense platform. The Godrealm is really struggling to maintain control of the sector now.

Second Contact is a three-way mess between ARG, ANT and HOP, the war there turned into a stalemate and the whole sector is becoming a demilitarized zone. There's a sizeable Argon fleet lingering around and it doesn't seem like the HOP would be able to stop it should they attack.

The faction wars mechanic is improving by the looks of it.
nice :). Btw in my game i never saw a faction totally destroy a DS. As you mentioned they just destroy the AC and then they stop for some reason. Second Contact: Same here a mix of everithing in the system. My HOP has like 10-20 destroyers flying around the system so they smoke everitging that gets in the system, but they don't attack the DS.

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