• X3: Terran Conflict Megathread
    1,526 replies, posted
I'd like to see how they come back from Rebirth. They killed the whole series with that release. Like, massive stations hovering over planets with mass traffic floating around looked cool, but looks is all Rebirth had going for it. I'm interested to see what they're going to come up with for X4 and how many Rebirth concepts they try and hold on to.
[QUOTE=TheTalon;52535420]Just take TC/AP, give it the Rebirth visuals. Give it a more navigable UI. Presto, X4 and my $40-$60[/QUOTE] I've been playing AP recently with Litcube's Universe mod. Graphics are the same of course but it solves all of your UI and empire management woes. Totally different experience, if you've never tried it out.
[QUOTE=Coridan;52537775]I've been playing AP recently with Litcube's Universe mod. Graphics are the same of course but it solves all of your UI and empire management woes. Totally different experience, if you've never tried it out.[/QUOTE] Won't play it without it, it's great
[QUOTE=TheTalon;52535420]Just take TC/AP, give it the Rebirth visuals. Give it a more navigable UI. Presto, X4 and my $40-$60[/QUOTE] I'd also throw the combat from Rebirth in as well. I mean fighting small, nimble ships while being stuck in the Albion Skunk was awkward as all hell, but the capital ships having destroyable subsystems was a feature I missed when going back to X3.
[QUOTE=Coridan;52537775]I've been playing AP recently with Litcube's Universe mod. Graphics are the same of course but it solves all of your UI and empire management woes. Totally different experience, if you've never tried it out.[/QUOTE]Doesn't that also add a couple of enemies that'll curbstomp you and everything else unless you're rather good at empire management? Not too fond of mods for X3 that add a Sword of Damocles over the player.
[QUOTE=Sgt Doom;52544493]Doesn't that also add a couple of enemies that'll curbstomp you and everything else unless you're rather good at empire management? Not too fond of mods for X3 that add a Sword of Damocles over the player.[/QUOTE] I think Litcube and X-Tended both suffer from the 'if you don't have an empire within the first 3 minutes you get destroyed' thing. Had a X-Tended playthrough and started noticing a lot of sectors were being wiped out by Xenon. Apparently Litcube suffers from the same, although apparently much faster.
[QUOTE=Sgt Doom;52544493]Doesn't that also add a couple of enemies that'll curbstomp you and everything else unless you're rather good at empire management? Not too fond of mods for X3 that add a Sword of Damocles over the player.[/QUOTE] Yes - there is the "Phanon Corporation" which is meant to be a direct competitor to your own empire that plays by the same rules as you with it's own funds, traders, fleets etc. There are different "levels" of the corporation as it reaches certain milestones in empire strength and eventually will become a huge pain in the ass that will not only steal trade deals but begin to hunt you down if you let them get too powerful. There is also the "Omicron Channel Virus" which is basically a new Xenon threat that starts spreading from newly discovered sectors and attempting to take over the universe. The big [B]HOWEVER[/B] here is though, you can turn off one or both of these things in the Artificial Life settings in the game menu. Personally I like the idea of a rival corporation to compete against but think the OCV is way overboard - turned that shit off.
[URL]https://imgur.com/a/p5cIM[/URL] [editline]27th August 2017[/editline] it seems they actually livestreamed it (with some gameplay, but in german, they had subtitles but it seems they gave up with it mid video) [URL]https://www.twitch.tv/videos/169959696[/URL] [editline]27th August 2017[/editline] [media]https://www.youtube.com/watch?v=FuIeKMYaIAk[/media]
it's nice they admit they learned some hard lessons with X:R
X4: FOUNDATIONS, the long awaited sequel in the successful X series brings our most sophisticated universe SIMULATION ever. Manage an empire or EXPLORE space in first person. Fly every ship, TRADE and FIGHT to BUILD your empire with modular station construction and THINK carefully when embarking on an epic journey. Freedom to personally fly all ships: X4 will allow you to fly all ships personally. From small scouts over a wide range of ship classes up to the biggest carrier, everything can be piloted from the cockpit or an external view. Additionally some drones and utility vehicles in X4 can be remotely controlled by the player. A big focus in the development of X4 has been to achieve a seamless and immersive experience when moving between ships. You can leave a ship, climb down a ladder, walk over the dock of a large space station into another ship you may have parked there and replace the pilot that was working for you just by clicking on his chair. Modular stations and ship upgrades: Building space stations and factories has always been a foundation of the X games. After gaining enough money through fighting or trading, most players want to establish their own economy and start influencing the universe on a larger scale. In X4, it is now possible to be completely free and creative. Stations can be constructed from a variety of modules, be it production modules, living sections, docks or many other types of parts. The powerful new map system allows you to drag and connect modules using a connection system to design your own unique creations. Ships also offer a variety of upgrades. Engines, weapons and other equipment can be added in a graphical editor and actually seen on the ship. Most dynamic X universe ever: X4 will be the first X game to allow our races and factions to freely build and expand their empires; the same flexibility the player enjoys in creatively designing space stations from modular building blocks is also available to them. Races expand their empire based on supply and demand, which leads to an extremely dynamic universe where every action the player makes can influence the course of the entire universe. Managing your empire with a powerful map: Once you have more ships and many NPCs working for you as pilots, crew or station managers, the map will be your preferred method of managing it all. Ships can be ordered with simple clicks and through drag-and-drop operations to set their future path and commands. Graphically plan your trade routes, coordinate attacks with your entire fleet, manage the hierarchy or send ships on remote exploration missions. Most detailed X economy ever: One of the key selling points of X games has always been the real, simulated economy. Wares produced by hundreds of stations and transported by thousands of ships are actually traded by NPCs and prices develop based on this simulated economy. This is the foundation of our living and breathing universe. Now with X4, we have taken another, massive step. For the first time in any X game, all parts of the NPC economy are manufactured from resources. Ships, weapons, upgrades, ammo and even stations. You name it. Everything comes out of the simulated economy. Research and Teleportation: The seamless change from ship to ship and from NPCs controlling your empire for you continues on a higher level. Once you own a larger fleet, you will be very interested in researching a technology from your HQ: Teleportation. Once you've unlocked teleportation, you can jump from ship to ship a lot quicker and experience all the critical situations your NPCs encounter first hand. Every order you have given to a ship before turns into a mission objective when you pilot the ship yourself. The moment you leave again, your pilot takes the helm and continues with their previous orders. Get into the game: In X4, you can start your journey from a number of different gamestarts and as a number of different characters, each with their own role, set of relations and different ships and technologies to start with. No matter how you start, you are always free to develop in any other direction. Focus on exploration, make money with illegal trading and theft, command large battle fleets or become the greatest entrepreneur ever. It's all up to you to decide.
I seriously thought I wouldn't see the day. I'm dummyyyyy excited for X4. :lick:
Fuck yes hype hype hype
Can't watch the video because I'm at work, but did they mention a release date by any chance?
I do hope they genuinely learned some hard lessons from Rebirth. I don't expect they'll make the game less buggy than others upon release, that'd be a bit too fantastical.
i really, really hope that the pathfinding isn't atrocious in vanilla like in x3 with ships crashing into everything i'm so glad litcube's bounce is a thing also one thing i would love to see is more exciting exploration, similar to freelancer with x3 you can just jump into a system and pretty much see everything there is to see. it'd be awesome if there were nebula clouds that actually limited your sensors and raw view by a LOT in some systems with stuff to find if you go out of your way to explore also dense asteroid and scrap fields nothing scared me more as a child than in freelancer exploring eerie as hell systems covered in a thick, dark blue nebula devoid of life on the edge of the universe, only to fly out into a big opening to see how close i was to the sun or a planet, or getting ambushed by nomads
[QUOTE=Zaure;52622870]i really, really hope that the pathfinding isn't atrocious in vanilla like in x3 with ships crashing into everything [/QUOTE] I'd expect that it'll be leaps and bounds better than X3. Fighter AI in X:R was usually pretty great; they'd actually chase you into confined areas in space stations. Sometimes they'd get confused when leaving highways, though. Capital ships are still pants-on-head retarded, at least when supercruising. [media]https://www.youtube.com/watch?v=OVFeGgGLWCQ[/media] Capital ships don't collide with each other, meaning that they don't have to veer all over the place like they do in X3, though they do seem to have some sort of avoidance because I've only seen it happen at jump points or in really crowded areas. Scared the shit out of me once when I was attacking a capital ship from inside and I see the nose of a random XL freighter come crashing through the ceiling.
[QUOTE=Zaure;52622870]i really, really hope that the pathfinding isn't atrocious in vanilla like in x3 with ships crashing into everything i'm so glad litcube's bounce is a thing also one thing i would love to see is more exciting exploration, similar to freelancer with x3 you can just jump into a system and pretty much see everything there is to see. it'd be awesome if there were nebula clouds that actually limited your sensors and raw view by a LOT in some systems with stuff to find if you go out of your way to explore also dense asteroid and scrap fields nothing scared me more as a child than in freelancer exploring eerie as hell systems covered in a thick, dark blue nebula devoid of life on the edge of the universe, only to fly out into a big opening to see how close i was to the sun or a planet, or getting ambushed by nomads[/QUOTE] It's not on the level of Freelancer, but Rebirth did have some engine improvements to support nice asteroid and gas fields. Hopefully they exploit that in the next game.
I haven't played Rebirth, but in X3 I think it's implied that all of your ships are piloted exclusively by software programs, not 'pilots' whatever the case may be, it sure as hell is confirmed by the ship AI behavior. so what I'm hoping is that they've significantly improved vanilla AI intelligence in terms of your traders and other ships. I shouldn't have to download OK Traders or 'level up' my ships for them to know how to value their own lives when a Q pops up on scanner. I doubt a freight pilot needs a week of on-job experience to know how to engage a jump drive. That was such an arbitrary thing.
I only saw that X4 was coming out because it was posted in /r/vulkan: it'll be using that as its graphics API, so if its done right performance there should be quite good. I'm hoping they keep the moddability high, too. LitCube's stuff was what actually finally got me hooked on X3AP, and I've not found a game that comes close to scratching that itch since. I'll definitely be tempted to see what can be done for graphics modding, too, since I'm so comfy w/ Vulkan. Now we wait, though. [editline]30th August 2017[/editline] so long as things are threaded well, the game should perform better on the graphics and gameplay front. it didn't seem to take much to grind things to a halt in X3AP
I haven't touched Rebirth since the week it came out. Is it worth any sort of time investment now?
[QUOTE=Thom12255;52631221]I haven't touched Rebirth since the week it came out. Is it worth any sort of time investment now?[/QUOTE] Not really, they added some nice enhancements such as SETA and jumpdrives, but you gotta' do some pretty painful missions to get the parts to build one. My major problem with their crafting system in Rebirth wasn't so much the crafting mechanic, it's just the rest of the gameplay wasn't nearly as enjoyable as it had to be to put up with playing the game long enough to get the parts you needed. Home of Light looked like a damn nice DLC, and the art in it is really what made Rebirth shine. The new cockpits they've shown off so far just take me back to X2 and I love it, although so far I just get the feeling like their engine isn't up to what it would need to be to manage those highly detailed ships, characters and interiors which they intend on adding in, especially if they're going to be sticking with the texture atlas techniques they have used in the previous games. [t]http://media.moddb.com/images/mods/1/12/11862/4.1.jpg[/t] = [t]https://i.imgur.com/cln2bbT.jpg[/t] EDIT: Parts of the video, such as 1:08, really show where some of the inconsistency can pop up. The smaller scale of the interiors vs. the exteriors of the ships is my main concern. [t]http://i.imgur.com/A94rUxk.png[/t]
Yeah I have no doubt that it's going to be janky as all hell. That comes part and parcel with X games. Still, I'm really excited for X4 and everything they've outlined.
[media]https://www.youtube.com/watch?v=Hk4pPuC3GjA[/media]
These Q&As are giving me a bit of hope, it looks like they're really going back towards something that's more traditional X games, while still keeping some of the new elements from Rebirth, as well as just QOL stuff they never had (SETA in menus, yes please). Back when they were hyping up Rebirth they mentioned modular station building, but I don't think it ever made it in. The new station building editor and sector maps look like a good step in the right direction and is more what I imagined Rebirth would have. There were a few concerns, such as lack of jump drive, but Bernd also went on to talk about the transporters and how they would be the new replacement to jump drives, while being less end game/gamebreaking, which gives me hope X4 is going to be the game that'll replace TC.
[QUOTE=Lord Hayden;52727710]These Q&As are giving me a bit of hope, it looks like they're really going back towards something that's more traditional X games, while still keeping some of the new elements from Rebirth, as well as just QOL stuff they never had (SETA in menus, yes please). Back when they were hyping up Rebirth they mentioned modular station building, but I don't think it ever made it in. The new station building editor and sector maps look like a good step in the right direction and is more what I imagined Rebirth would have. There were a few concerns, such as lack of jump drive, but Bernd also went on to talk about the transporters and how they would be the new replacement to jump drives, while being less end game/gamebreaking, which gives me hope X4 is going to be the game that'll replace TC.[/QUOTE] The stations in XR [I]are[/I] modular/upgradable, but they aren't freeform like in X4. If you build a steel factory, it'll have a single forge, while you can apply upgrades to triple the output, add storage, turrets, etc.
[QUOTE=Saber15;52728928]The stations in XR [I]are[/I] modular/upgradable, but they aren't freeform like in X4. If you build a steel factory, it'll have a single forge, while you can apply upgrades to triple the output, add storage, turrets, etc.[/QUOTE] Ah yes, my mistake. In that case it certainly wasn't implemented in the way I imagined it would be (or how I think Egosoft intended)
Bumping the thread as Egosoft has announced the release date and price for X4 (november 30th; 50 Euros). Also a new trailer and gameplay demo was published: https://www.youtube.com/watch?v=dUcXYxILnF8&feature=youtu.be https://www.youtube.com/watch?v=N6s9sXjqCME&feature=youtu.be Personally I'd be more excited if it were not for Rebirth, but hey, it looks decent enough to keep your eyes on at least.
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