[v2.50] Ship Loadout Ignores Crew Config

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Vectorial1024
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[v2.50] Ship Loadout Ignores Crew Config

Post by Vectorial1024 » Fri, 30. Aug 19, 04:24

Hey there. Ship Loadout Ignores Crew Config.
  1. Design the loadout of a certain ship, and save it; make sure you include some crew before you save the loadout!
  2. Do NOT confirm the loadout; switch them to the Minimum Preset
  3. Switch back to the loadout you made for yourself
  4. Be disappointed that now there's no extra crew for your ship
I think perhaps the game forgot to save crew information in the loadouts.xml file, because as I scroll through it, there's no mentioning of any crew information.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

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RoverTX
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Re: [v2.50] Ship Loadout Ignores Crew Config

Post by RoverTX » Fri, 30. Aug 19, 07:25

Can confirm this happening also

It will save captain but not crew or marines

Alan Phipps
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Re: [v2.50] Ship Loadout Ignores Crew Config

Post by Alan Phipps » Fri, 30. Aug 19, 09:55

Yes this has always been the case with XR/X4. It was explained by the devs back in the day as being due to the fact that you cannot just manufacture crew from stocked resources.
A dog has a master; a cat has domestic staff.

Vectorial1024
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Re: [v2.50] Ship Loadout Ignores Crew Config

Post by Vectorial1024 » Fri, 30. Aug 19, 13:29

Alan Phipps wrote:
Fri, 30. Aug 19, 09:55
Yes this has always been the case with XR/X4. It was explained by the devs back in the day as being due to the fact that you cannot just manufacture crew from stocked resources.
Wait... Isn't population a kind of station resource?

From what I know, for every 1 crew member added to the ship, 1 population is taken away from the station. So we have this "working population" type -> "crew" type "ware" conversion/production possible...?
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

Alan Phipps
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Re: [v2.50] Ship Loadout Ignores Crew Config

Post by Alan Phipps » Fri, 30. Aug 19, 14:11

Of course it *could* be done that way, but the devs chose not to do so and would rather have the crew treated more as team members than just ware objects. You were supposed to choose and hire on merit by negotiating individual contracts. Well that was reportedly the original design/lore intent anyway.

I'm not pushing any agenda here; I'm just reporting what was said in the many previous threads on this very topic.
A dog has a master; a cat has domestic staff.

Vertigo 7
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Re: [v2.50] Ship Loadout Ignores Crew Config

Post by Vertigo 7 » Fri, 30. Aug 19, 15:15

the default presets have crew. also, pressing + next to a ship after adding to the shopping list adds multiple copies of the same build, including crew. Not really seeing much of a reason to leave that off the custom presets other than to make you add a few clicks to get to the same place.
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Vectorial1024
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Re: [v2.50] Ship Loadout Ignores Crew Config

Post by Vectorial1024 » Fri, 30. Aug 19, 16:10

It's interesting only the default ones have crew.

And it took me so long to realize the + button next to the ships... Before that I simply clicked through class -> chassis -> preset -> add :oops:

Which brings me to another similar bug.
  1. Design the loadout of a ship. Any loadout would do.
  2. Save the loadout.
  3. Add the currently edited ship to the shopping queue.
  4. The screen should now be blank. Now go pick the same chassis again.
  5. Select the loadout you have just created in step 2.
  6. Nothing happens. No macro is applied, etc.
  7. Now select any one of the default presets.
  8. Notice that equipment is placed onto the ship.
  9. Now, go back and select the loadout you created back in step 2.
  10. Notice that, finally, the loadout is applied.
  11. Repeat steps 3 to 10, and notice that this behavior persists.
  12. Repeat step 11 for the remaining default presets.
A strange bug, to be sure.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

florianlt
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Re: [v2.50] Ship Loadout Ignores Crew Config

Post by florianlt » Wed, 4. Sep 19, 08:38

Vectorial1024 wrote:
Fri, 30. Aug 19, 16:10
  1. Nothing happens. No macro is applied, etc.
Thanks for your report. However I cannot reproduce this issue neither with the internal version or the 2.50 build on Steam. Please provide a savegame where you can reproduce it and also let me know which station and chassis you are using.

Florian

Buzz2005
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Re: [v2.50] Ship Loadout Ignores Crew Config

Post by Buzz2005 » Wed, 4. Sep 19, 09:05

florianlt wrote:
Wed, 4. Sep 19, 08:38
Vectorial1024 wrote:
Fri, 30. Aug 19, 16:10
  1. Nothing happens. No macro is applied, etc.
Thanks for your report. However I cannot reproduce this issue neither with the internal version or the 2.50 build on Steam. Please provide a savegame where you can reproduce it and also let me know which station and chassis you are using.

Florian
the most reliable why is to order or upgrade more ships at once, then start applying custom presets one by one

after a couple of ships the custom preset will not do anything

sorry but have a modded game so no save, but this has been a bug since 1.0
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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