So, what are everyone's favorite mods then, if any?
I'll figure I should start first so I'll list the three that I refuse to play without.
More Ship Rooms - https://www.nexusmods.com/x4foundations/mods/609
This is just pure immersion, and it's amazing It gives all capital ships explorable interiors by mapping various in-game interior spaces into your L and XL class vessels. I literally can't play without this. Having a captain's quarters on your Raptor is a total game-changer.
Fire and Smoke - https://www.nexusmods.com/x4foundations/mods/433
More immersion. The vanilla explosions are somewhat (massively) lacking, which is strange considering that the previous title (the one we don't talk about), running on the same engine had fantastic explosions... This mod fixes it by (iirc) porting the explosion code from the previous title to the current one, or the code was already there anyway and they just switched it back on, can't remember which. Either way though, I've never noticed any issues with it hitting my CPU/GPU at all and it completely changes the feel of combat in the best way possible. Standing on the bridge of a capital ship and watching fire billowing out of the remains of turrets, smashing the engines of other capital class vessels, and watching them stream fire and smoke out into space... It's amazing and works flawlessly.
Faster Crew Levelling - https://steamcommunity.com/sharedfiles/filedetails/?id=2050537227
Whoever the hell decided to wall off the AI in this game behind the goddamn crew levelling mechanic, whilst also making it basically impossible for the said crew to ever actually level up has a special place in hell imho. This mod fixes it. I looked at a few mods to address this bullshit, but most of them just remove crew levelling by making everyone five-star or whatever. I actually like the mechanic itself, but see no point in it taking 3000+ hours of in-game time to get your first 3-star pilot, because just no. This mod allows you to still have the mechanic in play, so personnel management is still a thing but brings down the training time to far more sane levels so that you actually can grow your workforce's skillset over time. Great mod. Considerably un-fucks a lot of the AI problems too since your entire company isn't filled with unskilled morons at all times.
Anyone else have any favorites that they can't do without?
Yeah, during the first week or so of the big surge from Reddit I was watching the new magazines panel and I was seeing people arrive and immediately make dozens of new magazines for all of the big Reddit subs. Not sure if they were bots or whatever but I'm pretty sure most of them just got squatted, so they're mainly dead.
Kinda glad that the X games are niche enough that they seem to have been missed. Depressing that it happened though.
As for content, I don't think there's really a need to compete for quantity. One thing that seems fairly prevalent here on Kbin/Fedi is that people seem to be having actual discussions. There's decent quality content here even if there isn't the vast torrent of it like back on Reddit. I quite like it tbh, there's less seeing a thread that you'd like to engage in and realizing that since it was made two hours ago, there are now 13,000+ replies and no point in posting anything. I'm enjoying being able to actually "Take part" here a lot more than was possible on something the size of Reddit.
I think we just need enough content of actual quality, and it'll be good enough.
I know what you mean, but if you remember how sector traders would eventually turn into universe traders and use the jump drive, this feels similar in how it's balanced.
I'm halfway positive that most of the legitimate complaints about the AI in this game come from the implementation of the glacial skill leveling for pilots though. Five-star pilots are hardly perfect beings, but Jesus Christ they at least work.
In case you're wondering, in the current patch, having a fleet of destroyers attack a station OOS actually works if you're using five-star pilots. Like, it works consistently. If you have other forces to handle enemy reinforcements coming to help the enemy station, a fleet of destroyers is literally a guaranteed kill on that station by just issuing an attack order. If the pilots are 5-star and you have destroyers with 10km main guns.
Meaning, the AI works, but is artificially broken on lower-star pilots, which are all you can really get without mods... Egosoft, there's always something, isn't there?
How are you finding Better Kill Credit? I was thinking that it sounded pretty good but then I saw some posts about just how much money people were getting and backed off as it seemed like it would be inadvertently a bit exploity. I like the idea of it, I just didn't want it to break the game progression the first time I place a defense station.
My only fleet combat experience was sending my ragtag group of a destroyer i got from the terran story, some medium ships and a few fighters to defend miners from khaak - thanks to their low patrol / defend range i had to manually instruct them on how to find enemies. My other experience was sending them to grind xp by participating in gate defense against xenon (one of the chokepoints that is always contested) and I think I lost half of the fleet almost instantly due to the explosion from a larger capital ships.
So for now I'm just hiring L ships immune to khaak, and letting argon and terrans defend from xenon that can't really do much anyway. Good to know about how much skill level matters, but is it just for "leaders" of fleets and wings or does every individual pilot need to have it too? It really seems troublesome without the mod.
I really feel like at some point they just need to dedicate a month or two to playtesting and fixing some of the nonsense in the game, from crew management to mission design or similar basics. I know it makes sense to veterans by now but it is just so counterintuitive at first, you really can't play the game the way it would make sense - you have to figure out what the devs intended and then just follow that instead.
At one point I wanted to setup constant transfer between my two stations. The logical solution to me was to create a repeat order of a transport "loading resource to max at station A, then unload resource to 0 at station B". There was no indication in the game at all why this doesn't work, I had to google to find out that repeat order won't work with it and instead I had to use the cumbersome warehouse station UI, blacklists and whitelists, setup trade prices, and all of this messed up my regular trade orders with NPCs as well ofc. Or why my L ships wouldn't unload wares despite everyone being loaded with cargo drones (you still need the dock apparently, but there's no warning for that anywhere). The game hates me ๐
Loool, stop or you'll trigger my PTSD from the time a few versions ago when I tried to get a combination of the following to work when trying to funnel mass resources from FRF space to ZYA with about 40 L transports:
Repeat orders,
Mimic Commander,
Transfer Wares,
I must have spent two or three hours trying to figure out why nothing seemed to work like it obviously should, only to find out that it was because you just can't, and fuck you if you ever wanted to.
Instead, it's setting up trade routes with buy/sell prices between point A and point B, Repeat Orders, do it again but reversed, with reversed buy/sell prices for point B to point A, then do it again 40 times because there was no way to do any of this to a fleet of ships at once... Oh, and if you, for whatever reason, like pirates or xenon or anything, have to issue an actual order to one of these ships in an emergency, you'd best remember exactly what they were doing, their prices, their destinations, wares etc, because you'll almost certainly have to nuke their order list in order to make the pilot actually do what you want at the time so that he doesn't die. Fml.
All I wanted to do was to stick 39 ships into a fleet with the 40th being the commander, and have the commander do a thing, with his fleet mimicking that thing. The "thing" was move shit from one place to another. Was that too much to ask? Was it? They must have wanted to do something like that at some point and realized that it was necessary, surely?
Hilariously enough, I think that they actually added something like that in a more recent version. I wouldn't know for sure, I've been too scared to go back and touch the idea again. :p
Yeahhh, I gave up on mimic commander and wings for non-combat ships completely, it's an absolute nightmare! And they didn't even think of folders or groups so my fleet window is just a flat list of miners, transports, traders, scouts sorted alphabetically! I really expected more from german engineering and like half a dozen games in the franchise, instead even the basics are a struggle :P
I really love Egosoft's games.
Like, not sarcastically at all, I've been playing them since XBTF back in 2000/2001 (I skipped X2 because I didn't have a PC at the time, and Rebirth because... well...). But if there has been one phrase that has always sprung to mind in every iteration of this series when using the UI it would be "Built by engineers, for engineers".
And as messed up as the X4 UI can sometimes be, it's by far their best shot so far.