too many stations

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j.harshaw
EGOSOFT
EGOSOFT
Posts: 1881
Joined: Mon, 23. Nov 15, 18:02

Re: too many stations

Post by j.harshaw » Fri, 14. Jun 19, 16:15

BurnIt! wrote:
Fri, 14. Jun 19, 14:08
SPiDER wrote:
Wed, 12. Jun 19, 19:40
Also of note..Argon Nomad Vanguard.parked up in the midille of Argon Prime with a WAIT command has been there like that almost from first arrival.
That's a fun one - turns out the ship wants to resupply and dock - *at itself*. Oops. We'll get that fixed.
fixed. thanks. should be in a future update.

photomankc
Posts: 232
Joined: Wed, 16. Jul 14, 15:01

Re: too many stations

Post by photomankc » Fri, 14. Jun 19, 19:21

radcapricorn wrote:
Fri, 14. Jun 19, 14:38
- Sir, there's a shortage of hull parts and mint toothpicks in our space.
- Build more toothpick factories!
...
- Sir, there's still a shortage of hull parts and mint toothpicks in our space.
- Build more toothpick factories!
- But Sir, we're already building twenty of them. There's not enough hull parts.
- Build more toothpick factories!
...
- Sir, there are 2000 toothpick factories in construction, but no hull parts. Shall we build a hull part factory?
- Build hull part factory!
- Sir, there are no more factories that produce hull parts in our space. So we won't have hull parts to build the hull part factory. I guess we're done.
- Build more toothpick factories!

😂 - Captain Zap Brannigan!

Karmaticdamage
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Re: too many stations

Post by Karmaticdamage » Sat, 15. Jun 19, 14:17

Should never release new bugs imo. This issue was reported in the beta feed back forum and saves were provided there, why did you all let this go live? This bug is potentially game breaking. Game performance is heavily affected by the hundreds of food and med factories each faction is trying to spam out.

nickerdenko
Posts: 2
Joined: Fri, 13. Mar 09, 18:52

Re: too many stations

Post by nickerdenko » Sat, 15. Jun 19, 14:23


SPiDER
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Re: too many stations

Post by SPiDER » Sat, 15. Jun 19, 16:56

What would be extremely helpful to figure out what was going on is if there were any savegames around game-day 3 or 4 (so before most of the excess stations have been built) - do you still have saves from that time by any chance?....sorry This new game start was orginally going to be only temporary until the issues was fixed then I could go back to my earlier playthrough..but in all honesty I wont be going back to it the new game start is so completley different from continuing from the old one..so I only was running fron 2 save files.

The best example of which is that both ANT and ARG military now appear to be capable of doing their jobs ..which they wern't before....and I know you guys try to keep game saves working through new patches but in reality this is a much much better experiance now.....to anyone with a PRE 2.0 game start ..ditch it and start from fresh.

Having explored a bit further now MIN went overload on Smart Chip Fact's too in grand exchange also the ARG med's are still going up.

Tomorow I'll post another save to show the progress


And I still havent found the PAR core Military either..and although the save I will post dosent show the PAR sectors as entered yet I have been there then got killed before an autosave and they just arn't in the game that I can see

graphicboy
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xr

Re: too many stations

Post by graphicboy » Sat, 15. Jun 19, 18:15

Thinking on it (re: devs), the problem aside, if the AI was capable of determining "I don't need this station because it's always >90% full" and removing it, it would help mitigate stuff like this in the future as additional fixes are put in.

As it stands, I have a mod that allows me to "recycle" stations for this exact reason.

SPiDER
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Re: too many stations

Post by SPiDER » Mon, 17. Jun 19, 12:29

https://drive.google.com/open?id=11a5Wh ... Jqd-ajdtEy


This latest Save again is in Argon Prime...and as you have seen my intervention in TSIII appears to have halted the expansion of Solar Plants to XVI
I am almost certain the reason was the pirate activity when I first arrived...there were no trade ships just pirates in Minotaur Raider and Behemoth's who were constantly hacking stoarge and getting wares dumped into space.
The PAR military in police and Military were non existant too untill I supplied the wharfs/yards.

However the reason for this new save is to demonstrate that there must be another cause for Station Spam apart from the shortage's...as in Argon Prime it is now up to Argon Medical Factory XXII

memxcom
Posts: 69
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Re: too many stations

Post by memxcom » Thu, 20. Jun 19, 16:47

I always look at what is needed first in new play through ie hull,engines,smart chips etc and build them first ie one station with all of those(including energy cells) then get that faction sector shipyard stable ie so it can build ships etc without resource delays, then start my next build on a station ie one at a time in the beginning, have destroyers with five or six fighters patrol the zone that have high pirates, all of my auto trade ships have at least one medium fighter escort. You will be amazed how stable a zone sector becomes after a while, right now I have 14 stations and nothing is in short supply, I have destroyers and fighters in hostile pirate areas but they are quiet now. Xenon have been wiped out so are extinct in my game, mapp out the entire area and you know where they come from so can easy attack them at jump gates, later in the game go after their shipyards etc when you are rich with plenty of ships..

Problem is I have a peaceful universe, yes I get the odd pirate attack on one of my trade ships but they can handle it. I took it slow in the game at start, also watch out for choke points, that is where trade ships from factions are being attacked destroyed, quite common to have a Xenon destroyer around causing havoc near jump gate, I normally go after Xenons ships myself, so trade ships can do their thing and get supplies moving between factions and your own stations.

Basically make it easy for trade ships to work ie if it's safe to travel you know they will get A to B etc , later in the game build your own shipyard and you are laughing, mine has every ship production needed resource wise, next to it I built a mega food/med station that caters for all factions with energy production on all my stations regardless. I also made sure the other factions stations have enough resources needed for their shipyards, building my stations with hull,engine parts ,silicon wafers , smart chips productions near their shipyards really helps. Not far for you or their trade ships to get resources needed rather then fighting their way through six or seven zones.

Ships that mine you can have destroyers with fighters patrolling those areas where they mine, if it is a high pirate area. I always have at least one or two XL ships with six fighters protecting each of my stations, it also helps your faction rating especially if other faction stations are near, ie taking out pirate ships etc...

Still a few bugs in the game however so watch out for those, one I hate is your construction ship you hire suddenly goes away and you are wondering why is my station taking ages to build ie you have enough credits and resources but construction ship flew off lol , so you have to hire a new construction ship again, so keep an eye on your station builds. Same with managers , I have had station managers leave so you have to hire a new manager all over again.

Remember resources are low at start of game so don't build too many stations at once, ( hard to do due to cost and your limited funds unless you use a credit cheat hack).

SPiDER
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Re: too many stations

Post by SPiDER » Thu, 20. Jun 19, 19:00

Heh It got up to Medical Station XXV...and I though great! its stopped...but no its just the Number system doesn't count any higher I now have an extra 12 un-numbered so it is actually up to 37!!!

Argon flu outbreak must be pandemic proportions to have caused this much medical supplies :)

Karmaticdamage
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Re: too many stations

Post by Karmaticdamage » Sat, 22. Jun 19, 15:48

I've found a way to keep this from happening but it has to be done in the early game. For some reason the PAR and HOP aren't moving their food and med supplies around, the food and med factories sit full while the rest of the stations starve. I believe this causes the AI to think they need more food factories, which in turn increases demand for soy bean and energy cells, so they build more of those until we end up with hundreds of food stations backed by hundreds of soy bean and energy cell factories.

I setup two fast tethys courier auto traders to cover all of HOP and PAR space, one trading food, the other med supplies. Most trade orders for food and meds can fit in the cargo bay of these fast little ships, so using M class seems less efficient. With a base range of 4 jumps, you can put start both auto traders in pious mists, and they will be able to reach any PAR or HOP station. Keeping their stations fed seems to have curtailed their food station spamming for me in a new play through.

CaptainX4
Posts: 491
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Re: too many stations

Post by CaptainX4 » Mon, 24. Jun 19, 23:44

I've reported this as early as in 1.0 but then I was laughed at... it has nothing to do with needs, its about cheating gamelogic, it works around the player much more than anywhere else, most probably to save resources on running some ai scripts. every time in the sectors the player spends the most times will bloom while the rest will barely move forward. In my very first gameplay I had some 60 stations in the hq system because I was sitting there and managing everything from the map...

graphicboy
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Re: too many stations

Post by graphicboy » Tue, 25. Jun 19, 00:19

CaptainX4 wrote:
Mon, 24. Jun 19, 23:44
in the sectors the player spends the most times will bloom while the rest will barely move forward
That is not this.

SPiDER
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Re: too many stations

Post by SPiDER » Tue, 25. Jun 19, 07:49

I have to agree it is not just PLAYER interactions causing the bug...PAR moved on from Solar power to food production after I left the sector ( after cleaning the pirates and getting shipbuilding working ) station count is in excess of 100 now from the original 63 encountered..ARgon Prime has over 50 medical stations and 18 Billion which I only ever flew through once are building both Nostrop Oil and Medical Facility's...I really hope the fix is inbound soon as as others have mentioned performance is getting seriously affected and my game is very very young.

Alan Phipps
Moderator (English)
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Re: too many stations

Post by Alan Phipps » Tue, 25. Jun 19, 10:21

Yes the NPC station building logic has changed a lot since the 1.0 issues. This thread is about something introduced there in 2.50 and perhaps as an unwanted side-effect of an economy tweak, or so I believe.
A dog has a master; a cat has domestic staff.

nickerdenko
Posts: 2
Joined: Fri, 13. Mar 09, 18:52

Re: too many stations

Post by nickerdenko » Fri, 28. Jun 19, 08:20

SPiDER wrote:
Sat, 15. Jun 19, 16:56
What would be extremely helpful to figure out what was going on is if there were any savegames around game-day 3 or 4 (so before most of the excess stations have been built) - do you still have saves from that time by any chance?....sorry This new game start was orginally going to be only temporary until the issues was fixed then I could go back to my earlier playthrough..but in all honesty I wont be going back to it the new game start is so completley different from continuing from the old one..so I only was running fron 2 save files.
Hm.. I think I can do this. Perhaps it will be not 1-2 hours before the bug appear. But absolutely true thats'll be same game "before" and "after" bug.
Only one thing - I don't see at least one post from Egosoft here with a similar request. Are they really need it?
SPiDER wrote:
Sat, 15. Jun 19, 16:56
to anyone with a PRE 2.0 game start ..ditch it and start from fresh.
Wrong. Same bug appear in fresh 2.5 game start.

p.s. Sorry for my English

Buzz2005
Posts: 2207
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Re: too many stations

Post by Buzz2005 » Fri, 28. Jun 19, 09:32

nickerdenko wrote:
Fri, 28. Jun 19, 08:20
SPiDER wrote:
Sat, 15. Jun 19, 16:56
What would be extremely helpful to figure out what was going on is if there were any savegames around game-day 3 or 4 (so before most of the excess stations have been built) - do you still have saves from that time by any chance?....sorry This new game start was orginally going to be only temporary until the issues was fixed then I could go back to my earlier playthrough..but in all honesty I wont be going back to it the new game start is so completley different from continuing from the old one..so I only was running fron 2 save files.
Hm.. I think I can do this. Perhaps it will be not 1-2 hours before the bug appear. But absolutely true thats'll be same game "before" and "after" bug.
Only one thing - I don't see at least one post from Egosoft here with a similar request. Are they really need it?
SPiDER wrote:
Sat, 15. Jun 19, 16:56
to anyone with a PRE 2.0 game start ..ditch it and start from fresh.
Wrong. Same bug appear in fresh 2.5 game start.

p.s. Sorry for my English
a dev on reddit said they have identified the problem but could use saves to test the solution or if it is the same problem

dont know if they need it here
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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