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X4: Foundations update 3.30 arrives with a crew transfer system overhaul
3 August 2020 at 6:33 pm UTC

Quoting: EagleDelta
Quoting: TheSHEEEP
Quoting: EagleDeltaI believe there is a mod available that actually takes care of that. The game is already pretty fun in vanilla, but once you get used to it and start playing with the modes (like VRO), it becomes a whole other thing.
If there is such a mod, I wasn't able to find it.
Just loads of threads of people asking for such a mod, people saying such a mod cannot be done, or people begging for an option to turn FF off entirely - which would make sense, honestly. Only the player would be able to abuse it and the player can already exploit and cheat like there's no tomorrow, so that is not a logical reason not to give people that option.

Reactive Factions for getting them to react to how you interact with their enemies: https://steamcommunity.com/sharedfiles/filedetails/?id=1999425584
Apologize for attack - https://www.nexusmods.com/x4foundations/mods/381
Good mods, but especially the second one seem very finicky, doesn't it.
From what I get from the description, you'd basically spend most of the time in a prolonged battle constantly apologizing to your allies, which, uh... well, that doesn't sound like much fun, tbh.
It also doesn't solve the problem, it just gives you a somewhat better way to react to the problem. A real solution would be to simply disable friendly fire or make the AI react to it in a way that isn't just braindead "U SHOT ME! U BAD!".

Quoting: Alm888I am not beko, but… Why would one use anything other than "the smallest ship"?

Anything other than a modded-out Chimera with Split Mk4 Combat Engines is soooo slow (technically, the Pegasus and T scouts are faster, but one can not pilot T and Pegasus is almost useless as a fighter).
I used mods to make larger ships MUCH faster and actually usable.
That was at least something there was actually a mod for.

Also, it might sound strange to you, but different people might enjoy different aspects of a game... or they would, were they implemented better.

Quoting: Alm888But if you insist on being "large and in charge", there are turret control settings. Just set them to "Attack My Current Enemy" ant they shall be quiet and behaving if you do not actually select the "enemy" station in question.
Maybe, just maybe, do not assume that the person you are talking to doesn't have the slightest clue what they are talking about or what they are doing.
I played the game for a very long time (it does take a while to get a large armada together, as you might know), and I know very well how to set up turrets, thank you very much.
You can set your turrets to whatever you want, it doesn't matter when a large battle with many ships is going on.
Allies WILL get hit by you or yours, no matter what you do.

Though maybe that patch I cited did fix at least the turret being seen as no-accident-fire. Not sure.
it was definitely an issue when I played.

Quoting: Alm888Besides, if you are that close to an NPC station while fighting enemies, you should rethink your piloting strategy: close proximity to a station strips you of maneuverability: no dashes, no tactical repositioning, no engine-sniping, just plain-old board-to-board line battle. These board-to-board battles are meant for "Linear Ships" (suited for "Line of Battle" tactics ) i. e. "Battleships". And we know the only battleships in the game are Xenon ones.
None of that is even related to the problems we're discussing.

Quoting: bekoFun aside. Your itch has been scratched and I stand my point: Your positioning sucks. You play that long already? Well, mayhap you're doing it wrong for a long time then. Did you ever read any Sci-Fi featuring space battles? I'm delighted the way this is implemented. You pay for errors - ESPECIALLY with huge ships.
My positioning doesn't matter. As soon as you fight in a large battle with many ships, turrets, etc. with an ally and enemies, you (or some of your ships) WILL accidentally hit allies.
This is simply not avoidable, not even in theory. Maybe try and actually do it before you comment on things you obviously know nothing about.

There are no errors to pay for if no errors were made. Sending your fleet of ships to go and help out the ally while you stay in some distance with your carrier and pick larger targets should NOT lead to you suddenly being at war with your ally. Period.
It's not like I just went into the middle of it, guns blazing, firing in all directions like some space berserker on a battleship - that does sound fun, but it just takes way too long to rebuild all those ships if you get too reckless.
I mean, sure, if you know the AI reacts to FF in such a bonkers way, you could say it was my error to even help an ally at all. In fact, that was one advice I received upon initially reporting that "slightly" overtuned FF reaction - aka "Yeah, that's a known problem, just don't fight if there are friends around". lol, what an advice.

Well, I certainly learned from my "mistake" and uninstalled, hoping that a year from then or so, I might give it another go.
I'll also not start with a meat factory, there's no money in that.

X4: Foundations update 3.30 arrives with a crew transfer system overhaul
3 August 2020 at 3:53 pm UTC Likes: 1

Quoting: beko
Quoting: TheSHEEEPOnly 2-3 years remaining until playability...

I assume they still haven't fixed the bug/idiotic design that shots which hit your allies turn them hostile towards you so that whenever you try to aid an ally you actually end up at war with them.
Oh my…

* That's only temporary - just leave for a while
It isn't.
The first few shots turn friends hostile - THAT is temporary, similar to hacking stations.
However, now that the friends are hostile, your turrets and other ships start actively AIMING AT THEM ('cause they are hostiles, right? herpderpdep :/ ) - and after just a few seconds, you/your armada will have shot down a bunch of small craft of your former allies.
The penalty for that is NOT temporary, believe me...

And even if it was temporary - what kind of insane solution is that?
"Just leave for a while!" - Oh, sure, just don't play the game for a while the way you want to due to inane design choices or bugs...
Also... "Oh, sure, I'll just tell my armada to go back home, while the Xenon eat my allies alive, because my allies will think I'm their enemy for a month now."

Quoting: beko* Watch Your Fire!
Did you actually play the game?
In something larger than the smallest ship?
In a large battle with many allies and enemies?
When you have more turrets on your hull than toes on your feet and five times as many drones & small ships, then some of them WILL hit allies in the thick of battle, it is entirely unavoidable. Which makes the idea of friends/allies turning hostile if some of projectiles hit them so absolutely idiotic.
And the fix would be so simple: ignore incoming fire for FF calculations if the original target was not you.

Quoting: beko* Does iirc not apply for OOS fights (no friendly fire computation)
That's true.
But since my entire point for playing was building large armadas and leading them into battle, that's not really helping much.
The economic simulation is nice and all, but excel just isn't something that yields much fun for me.
I was quite happy just setting my traders/etc. into automatic mode and let them do their thing while I fight or explore somewhere.

But honestly, that wasn't my only gripe with X4. Not by far.
It was just the straw breaking the camel's back.
And almost all issues I had a gripe with would be super easy to fix, but from what I gather have all been around pretty much since launch.

There was this in some patch notes after I stopped playing:
Fixed accidental friendly fire from turrets on player ship being treated as intentional.

But, frankly, I was so disappointed by the game that it will probably be years before I give it another shot.

Quoting: EagleDeltaI believe there is a mod available that actually takes care of that. The game is already pretty fun in vanilla, but once you get used to it and start playing with the modes (like VRO), it becomes a whole other thing.
If there is such a mod, I wasn't able to find it.
Just loads of threads of people asking for such a mod, people saying such a mod cannot be done, or people begging for an option to turn FF off entirely - which would make sense, honestly. Only the player would be able to abuse it and the player can already exploit and cheat like there's no tomorrow, so that is not a logical reason not to give people that option.

X4: Foundations update 3.30 arrives with a crew transfer system overhaul
3 August 2020 at 1:22 pm UTC

Only 2-3 years remaining until playability...

I assume they still haven't fixed the bug/idiotic design that shots which hit your allies turn them hostile towards you so that whenever you try to aid an ally you actually end up at war with them.

Godot Engine to get various improvements thanks to the Google Summer of Code program
31 July 2020 at 7:34 am UTC

Quoting: ssj17vegetaDocumentation support in the editor was a weak point, which I'm glad is being addressed.

Performance monitors and profilers are crucial for any serious project, too ;)
Absolutely.
Especially for modding support for games (which is relatively easy to achieve with Godot in contrast to Unity or Unreal), having some nice auto-completion and better editor support for custom code is invaluable.

3D rail shooter 'Ex-Zodiac' is a Kickstarter success and coming to Linux PC
27 July 2020 at 11:25 am UTC

StarFox, what a blast from the past.

I remember playing the hell out of that game.
And then buying all the magazines that had anything about it to find all the little secrets and secret paths to get to the "true" boss.

Atari VCS gets another streaming service, teams up with Game Jolt
21 July 2020 at 7:39 am UTC Likes: 1

Quoting: Thrash_Metal_Computers
Quoting: dpanter"AAA" game companies have been whining about how games are too cheap and should cost 70$ (or more), while they are still gouging their customers with ever increasingly pervasive monetization.

The VCS is (potentially) launching around the same time as the next Playstation and Xbox, with less than 10% of the horsepower and having practically nothing in way of games. Offering "the creative work of small studios and independent developers" isn't how you sell consoles. It might have Netflix and such things, but again, nothing new.

I have no clue who they are targeting with the VCS.
It's not mobile gamers. Can't be PC gamers as they'll simply snort at this weak thing. Can't be current console owners as the VCS offers nothing new. Can't be prospective console buyers as the Switch is far superior in every aspect, plus portable, and the current MS/Sony consoles are even more superior again, not to mention the upcoming systems. It's not the HTPC crowd as even a Raspberry PI is vastly superior in every way. Emulation? Again, Rpi.

With the pandemic putting severe strain on most peoples finances worldwide, it's completely unreasonable to expect the VCS being anything other than a gigantic disaster. If you can afford a new console, why would anyone consider a VCS? I can't name a single reason.

I do want it to succeed... but it's not a realistic expectation. Even for hardcore Linux fans, it's an extremely tough sell. It has to cost so much less than the competition for it to even register as a viable alternative. 280$ for the most basic option without controllers? It's at least 100$ too much.

VCS, tragically dead even before launch.

Basically exactly what I have to say. Just to add, after reading about the lawsuit and how poorly the company is run, I personally would never want to support them with my money.

Same here, this just really seems to be a completely mismanaged project from everything that came to the surface so far.
400$ for something that isn't even close to anything a console can do at that price point is an extremely tough sell.

Nothing wrong with a retro console, but again, for 400$. What.

Developer of Robo Instructus gives out sales info after a year
17 July 2020 at 4:23 pm UTC Likes: 3

Yeah, not rolling the marketing drums is definitely a mistake if you do plan on actually living off indie game development.
I'd guess that spending an hour or two each day to spread the word, go into communities, etc. is a necessity.

DirectX 12 exclusive DEATH STRANDING runs on Linux with Proton 5.0-10
16 July 2020 at 8:35 am UTC Likes: 12

Now I can get bored out of my mind by a complete lack of gameplay on Linux, too!


Wasteland 3 for Linux (and Mac) delayed, possible by end of 2020
13 July 2020 at 6:04 am UTC

Quoting: dvd
Quoting: megamanx1978After watching this trailer I decided not to get this game due to woke propaganda.

What propaganda?
Good question.
I'm usually very aware of publisher's wokeness for virtue currency and avoid a product if it is too preachy, but in this trailer I just don't see anything.

But for some people a female narrator, dyed hair (even if that was always a Wasteland thing) and the word "patriarchy" (for what is very literally a patriarchy in the game, one of the factions, which you can even join!) is enough to get triggered.

Wasteland 3 for Linux (and Mac) delayed, possible by end of 2020
10 July 2020 at 6:23 pm UTC Likes: 2

Quoting: KohriasDuring their campaign they promised: "Simultaneously releasing to Windows, Mac, Linux, PlayStation 4 and Xbox One.". It is still up on their fig page.
You must be new to crowdfunding.
These goals are always just goals, never promises or anything they'd actually be liable for (as long as they can prove they at least tried to fulfill the goals, at least KS works that way).

You can't plan a project ahead by multiple years so well that reality won't be able to throw a few wrenches in your gears.
Crunching your team or releasing subpar versions are worse alternatives than delays.

Still, I'd always release all versions at the same time if anyhow possible, it just makes the most sense due to the release buzz. OS-specific releases never generate any real buzz.
They might have specific deals for the Windows/Xbox/PS4 releases, though (including marketing), making postponements of these barely possible.

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