X4 - Foundations
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Tud valaki valamit róla?
The new weapons bring some much needed variety into the game and with it the obvious balancing issues.
First off: Kudos for the new gun effects, they all look and sound much better now.
Burst Ray: I'll start with this because I have the most concerns with this gun. While I'm a sucker for pulse lasers I feel that this can become a huge balancing issue once we start encountering NPCs with this weapon. It's a hitscan gun with shield penetration and this is in my opinion a very bad combination. This could potentially make piloting an S completely impossible due to the fact that no matter what you do, you will at some point get into 1-2km range of an enemy and it's pinpoint accurate so you WILL get hit without a chance to repair. Then there's the fact that it seemingly has a multiplier on turrets and ship modules. On my Pulsar Vanguard I needed one trigger pull with 6 hardpoints to kill an L turret without mods on my guns with the mk1 variant. That's crazy OP. 4 full bursts were needed to kill a capship major shield generator, you basically fly by a capship and have it disabled in 1-2minutes, it overheats way less than beams so you can disable a K completely with one S class Pulsar, no mods and one complete cooldown. Arming a squadron of small fighters with this can pretty much render any enemy capship useless. I recommend increasing the range of each weapon version by 1km, removing the shild penetration and giving it some spread to make it an alternative to the beams. Alternatively one could further reduce the range of the MK2 and slightly reduce the module damage but still keep it as a "module buster" while making the Mk1 more suited for general S to S combat without shield penetration.
Blast Mortar: Seems like a pretty solid weapon with heavy downsides and heavy upsides designed to be a space superiority weapons to kill an enemy before it kills you. And oh it's pretty good at blasting xenon out of space before they even get into engagement range. The very slow tracking makes it a good secondary gun for heavy damage, it's basically the firepower of an M ship for an S. Only thing that bothers is the high projectile speed, evading it would be a nightmare and as NPCs fly straight at you anyway and the fact that it has splash damage would make up for a projectile speed of maybe 5k m/s. Modded this could be the most powerful weapon an S can mount. I managed to take out 13 Xenon S to M before they finally took me down by swarming me. On a side note it strongly encourages the playstyle of 'reverski', meaning you can just spend all day flying in reverse and taking out enemies. The Splash damage feels a bit too strong against turrets that are close together, every turret seems to get the shield damage which is always distributed to the turret-shield generator pool, you can completely bust Capships that way from a safe distance of 5km because most turrets are next to their generator. 2x6 shots were enough to end 3 turrets + 1 generator.
Mass Driver: It's finally here. I really like the space railgun. You can take down maybe 1-2 ships before it mercilessly overheats on you but that's fine. NPC pilots seem to be completely unable to use it eficiently which is totally fine considering that 80km range is well... insane. I think 10-15 km is more than enough, but I can't say anything else against it. It seems to be fairly well balanced, making a pilot sacrifice all frontal diversity for one, perfect shot is pretty Ok in my book, please just donÄt give this gun to NPCs and please don't tell then how to use it.
Muon Charger This seems to be more of an anti M/capship weaopon with slow projectile speed and very low versatiliy. I found it useful in simply gunning down bigger targets at a distance. The charge did not to seem to improve the performace much, shooting quicklyi n succession seemed to do more damage. It could potentially replace the bolt repeater due to slightly higher projectile speed and again incredible range. I mean at 7km you could just completely destroy a capship wihout having it even shooting you! That's some pretty OP stuff
On a final Note: Weapon descriptions in the encyclopedia would be very helpful in terms of informing players about possible special properties of guns. The new weapons all seem damn powerful, especially considering how low capship turret ranges and turret tracking is. As a pilot I think it's OK to be able to take out a capship with wits, tactics and the right tools, however some of the abovementioned guns do seem to make NPC fighters even more useful against the big ships. I'm interested in seeing the final results. I have not yet tried to mod any of these guns simply because the material drops for weapon mods (high energy catalyst) were almost nonexistant in my game, I had to plough through hordes of enemies to even get 6 guns modded with a tier 1 mod. Seeing how well they perfrom without mods, they could be gamebreakingly strong with them, it was a good decision to limit mortars and Burst Rays to S. It would be great if the High Energy Catalyst drops would increase, especially from Capships. Weapon mods consume them ost materials because unlike one per ship, you have up to 5+2 turrets on an M, much more for the Big Ships. As weapon chambers etc. Don't consume, it's the catalysts that are needed most.
Utoljára szerkesztette: Jóózsf István, 2019.12.07. 06:34:03
Különben meg, DE! A #2624-nek tényleg örültem!
Lehet, hogy még ma kapunk egy hotfixet. Pöllő; Mert véletlenül elbarmolták a javítólézert.
Há' mos' mé'???
Szilveszter jön nem? Meg lesz még augusztus 20 is, oszt milyen jól jön majd azoknak akik nem akarnak egymást letiporva nyüzsögni a rakparton...
Te má' téllleg semminek nem tuccc örülni <#banplz>#banplz>
Egyébként meg nem úgy szokott lenni -jobb családból származó játékoknál-, hogy a megjelenést követően, az idő múlásával, egyre rövidebbek az ilyen listák. Ennél az X4-nél meg mintha egyre hosszabbak lennének.
"Azt mondani, hogy nem érdekel a magántitokhoz való jog, mert neked nincs titkolnivalód, ugyanolyan, mintha azt mondanád, hogy nem érdekel a szólásszabadság, mert nincs mondanivalód." Edward Snowden
Nem fogok vitába bocsátlozni miatta. Ha nem értesz vele egyet, akkor az a te bajod. Mindenki a saját felelősségére olvassa!
Az egosoft is elment a nyomjuk ki a szemét a parasztoknak és akkor talán nem veszik észre, hogy baj van.
Elsőre, egy másik video-ban én is azt mondtam, hogy "Jé új grafikája van a lövedékeknek. Nem is rossz!" Aztán jött ez.
NEONPARÁDÉ. Ugyan ez történt a Borderlands 3-al. (Csak ott még a karaktereket is újrarajzolták és hát... Így elb.szni valamit!?!?!?!)
Egy nagyobb csatában azt se látja az ember, hogy ki-kivel van! ...MINEK???? Jól néz ki? Ja. Az óvodában!
Ezt nem akartam, de ha már úgy is rontásban vagyunk...; Az elmúlt héten nem kaptunk frissítést, valami okból kifolyólag. Kerek egy hetet csúszott. Ha most tényleg teljesen rosszindulatú lennék, akkor azt írnám: Azért, mert nem gyűlt össze elegendő hiba, amit az új verzióba beleírhattak volna! De úgy néz ki, két hét alatt sikerült... <#vigyor>#vigyor> A változásjegyzék két kilométer hosszú. De a júzerek se maradtak adósok. Írtunk egy méghosszabb hibalistát.
New Feature: Improved graphics engine to support new visual effects.
New Feature: Better sound effects.
New Feature: Virtual seminars and quicker skill progression for crew training.
New Feature: Configurable alert system.
New Feature: Individual and group crew transfer.
New Feature: Policing options for player-owned space.
New Feature: Ability to dock using a spacesuit directly.
New Feature: Improvements to menus including Map, Encyclopedia, Logical Station Overview and Logbook.
New Feature: Improved target display and mission guidance.
New Feature: More control over drones and turrets.
New Feature: Alternative steering methods including head tracking systems and X3 retro mode.
Added tutorial gamestarts (Flight School, Combat Scenario and Advanced Gameplay).
Added new paint themes for player ships.
Added weapon mods that increase damage done to surface elements.
Added skill gains for crews opening lockboxes, exploring ships discovering stations and gates, and returning from ventures.
Added order parameter to forbid attacking ships from boosting.
Added option to arm/disarm turrets in ship interaction menu.
Added option to call stored ships to dock via its console.
Added option to (de)activate multiple deployables at once.
Added option to control the turret modes on stations.
Added option to rename fleets (formerly known as wings).
Added order to collect player-owned deployables.
Added shortcut to scan ships in scan mode.
Added drone modes to specify when defence drones launch.
Added Attack Capital Ships and Attack Fighters weapon modes.
Added Remove All Assignments option when multiple ships are selected on map.
Added more variations to existing missions.
Added support for dragging positions of all orders which show position information on map.
Added Distress Drones sent from ships attacked in friendly territory but far away from any stations, to report attacks to the police.
Added option to change player organisation name independently from player name.
Added option to focus map on object currently viewed in Info or Behaviour menu.
Added 'station' keyword to map search.
Added confirmation when entering space suit.
Added cursor movement, selection and delete features to text edit boxes.
Added options to invert emulated mouse cursor axes and mouse steering controls.
Added NPC skills and post/role to target monitor.
Added information about pilot's current command to Behaviour menu.
Added new Info tabs in map and updated layout.
Added ship type to Info menu for ships.
Added subordinate list to Info menu for ships and stations.
Added surface element hull status to loadout Info tab.
Added information about which factions produce ship to Info menu and Encyclopedia.
Added known production module overview per sector to Encyclopedia.
Added list of known illegal wares to the Encyclopedia entries of factions with police forces.
Added new-entry marker to individual Encyclopedia and Timeline entries.
Added information on which inventory items are obtainable via crafting to Encyclopedia.
Added option to hide statistics section in Logical Station Overview.
Added consumption and production numbers to storage nodes in Logical Station Overview.
Added Alert and News categories to Logbook.
Added option to export Logbook as tab-separated text file (use "/exportlogbook example.txt" in chat window, exports to game sub-folder of documents folder).
Added support for showing pages in Logbook thereby removing limit of 1000 entries that can be shown.
Added input icons in Controls menu and several other menus.
Added 'forcehmd' command line parameter for head tracking systems.
Added sound device selection option.
Changed Bomber ship type designation to Gunboat.
Removed loadout options from ship configuration menu at resupply ships.
Removed possibility to give new orders to ships without a pilot.
Removed restrictions for reassigning crew (via comm) on a single ship in space.
Removed 500m restriction for (de)activating deployables.
Removed Squad category from Logbook (merged with Upkeep category).
Improved faction mine placement.
Improved trader deal selection and cargo space utilisation logic.
Improved fighter behaviour by preventing them using boost in combat if they have less than 50% shields.
Improved smuggler behaviour by adjusting wares traded in depending on what is illegal in their area of operation.
Improved Explore order behaviour and parameters.
Improved AI/autopilot collision avoidance when flying through asteroid fields.
Improved fleet coordination when moving through gates.
Improved several cases of shakiness when flying on autopilot.
Improved stability of drones undocking from capital ships.
Improved encounters by increasing distance from sector centre that system considers deep-space.
Improved character pathing on large dock areas to better take elevator distances into account.
Improved ammunition usage of stations when player is not present.
Improved transition from travel mode to docking by allowing ships to approach closer with travel mode active.
Improved automatic storage allocation when multiple different storage types (container, solid, liquid) are available.
Improved detection of gravidar contacts in remote sectors.
Improved information about licence requirements at blueprint trader and in Encyclopedia.
Improved visual consistency of building and recycling station modules.
Improved presentation of already-built modules in station Build menu by grouping by type.
Improved shopping list in ship Build menu.
Improved sorting of objects by name in Map.
Improved layout of Object List and Property Owned menus in Map to reduce text cut-off.
Improved visualisation of modes with charge time such as Travel Mode or SETA.
Improved Logbook timestamps to show how much time has passed since logbook entry.
Improved Save and Load menus.
Improved context menu header when using context menu while having other ships selected.
Improved subtitles by making them wider and preventing last lines from having only one word.
Improved support for gamepad text input overlay for Steam Big Picture mode.
Improved visibility of game hints.
Fixed NPC-owned ships attached to fleets with resupply ship not preferring their designated resupply ship.
Fixed laser towers not being able to aim correctly against player ship.
Fixed ships failing to disengage when attacking target whose ownership changes due to being abandoned.
Fixed fighters continuing to fire forward-mounted guns while firing forward-mounted missiles.
Fixed docked ships firing their forward-mounted weapons.
Fixed rare case resulting in ships docked at wrecked platforms.
Fixed ships docking at stations always moving towards station's icon before moving to dock with some station setups.
Fixed ships' captains saying Awaiting Orders after attacking if their default order potentially leads to attack.
Fixed ships with turrets not stopping firing if they change ownership and their targets are no longer hostile.
Fixed ships no longer attacking after losing their commander while in formation.
Fixed another case of station-based drones not being recovered.
Fixed ships in combat not consuming ammunition when player is not present.
Fixed ships being able to be set to protect stations or ships that are hostile to them.
Fixed pirates inadvertently causing limited wars between NPC factions.
Fixed sector patrols only patrolling small area within sector.
Fixed police ships responding to their own distress calls.
Fixed escape pods attempting to look for stations in a highway.
Fixed escape pod behaviour to be consistent whether player is present or not.
Fixed mining ships mining in hostile territory.
Fixed excessive delays when ordering a ship to deploy deployables at a location.
Fixed behaviour of transport drones collecting crates for capital ships.
Fixed drones fleeing when attacked.
Fixed orphaned defence drones getting orders to patrol sector.
Fixed inactive satellites still uncovering space.
Fixed lasertowers launched by fleeing ships not shooting at their attacker.
Fixed dropped inventory/cargo crates that cannot be picked up by ship that dropped them due to missing collisions.
Fixed some Argon and Antigone ships not having crews.
Fixed Ion weapons doing damage to hull when player is not present.
Fixed EMP missile effects on travel mode and boost.
Fixed being able to claim ships by using EMP and repairing signal leak.
Fixed being able to unlock trade subscriptions at enemy stations.
Fixed subordinates of ships with docking facilities sometimes not responding to external events for excessive periods after having docked.
Fixed subordinates potentially waiting a long time if their commander moves into highway or through gate to different sector while in formation.
Fixed fighter escorts flying in formation not doing damage to their commander's target in combat when player is not present.
Fixed ships remaining subordinate to sold ships.
Fixed crew of ship that is personally piloted by player not getting skill gains.
Fixed mission to retrieve item from target ship not having an objective to return it.
Fixed mismatch between upkeep mission to give station managers more money and corresponding notification in message ticker.
Fixed budgets of player-owned stations changing when funds are transferred to or from station build storage.
Fixed player-owned shipyards and equipment docks that make no money from trades not sending surplus funds to player account.
Fixed station budget being incorrectly set when taking money from stations using Account Management menu.
Fixed funds on build storage and station accounts not being transferred back to player when objects are destroyed or removed.
Fixed changing assignments in order queue menu not changing behaviour.
Fixed station rooms changing doors when revisiting.
Fixed player facing wall after teleporting.
Fixed engines on Condor and Stork not being protected by shield generators (new ships only, fix for existing ships will be added in an upcoming build).
Fixed incorrect turret position on Magnetar.
Fixed missing faction logo and missing lights in transporter room on Nodan.
Fixed mirrored ID text on Plutus.
Fixed landing gear not being visible on Nodan and Quasar.
Fixed spotlights on Quasar not turning off after landing.
Fixed shield and hull values in Selected Objects section of map being calculated incorrectly.
Fixed Location and Object not being displayed in the Order Queue menu for one partner of a ware exchange.
Fixed Manage Funds option not opening correct information tab.
Fixed weapons in weapon panel being displayed as active in both weapon sets, while weapon is only active in either primary or secondary set.
Fixed build progress display for station modules that are being rebuilt.
Fixed missing objective progress visualisation in mission briefing context menu.
Fixed conversation with manager working for player not displaying correct options.
Fixed missing shield info for S and M ships in Encyclopedia.
Fixed Encyclopedia entries for star systems not showing description texts.
Fixed wrong inventory wares being marked as read.
Fixed appearance of pending upgrade warning.
Fixed turret mode dropdown options not being in intended order.
Fixed order of ships in the undock menu.
Fixed jumping column selection in order queue.
Fixed player name reverting to default if aborting renaming process.
Fixed cases of NPC occupation name not matching crew gender (e.g. Crewman vs Crewwoman).
Fixed formatting error in construction-related Logbook messages.
Fixed Numpad key bindings not working for first-person movement on platforms.
Fixed mouse cursor remaining visible after saving game in first-person mode.
Fixed rare cases of target elements not being displayed while they should and vice-versa.
Fixed various issues with mission guidance targets.
Fixed non-working subtitles during intro scenes when starting a new game through Start menu.
Fixed physics not working correctly in certain rooms until player enters.
Fixed very rare situation where ships could rapidly flicker between two positions.
Fixed Boost Toggle game option not working at all.
Fixed Pause key not working during text input.
Fixed issues when looking straight up or down in first person.
Fixed external target view sometimes incorrectly returning to cockpit.
Fixed broken voice playback when closing Timeline menu.
Fixed short freeze when opening the station build menu in some cases.
Fixed very rare freeze condition.
Fixed causes of several performance issues in specific circumstances.
Az éppen épülő komplexem (Tüzép 2) SAJÁT hajója, a SAJÁT raktárkészletéből, A SAJÁT építkezési raktárába vitt árut! Ilyet utoljára (TALÁN) a Ribörszben láttam!!!
Könnybelábadt a szemem, hogy így 3.0 béta 3 körül, ezt is megértük!
Nem is értem, hogy tarthatja még ennyire az árát.
Sajnos a CD Galaxis nem vállalta be a forgalmazást. A Rebirth-et tőlük vettem 3000 Ft-ért miután kiderült a bukás. A steam még akkor is 60 euróért adta.
Bíztam benne, hogy itt is kifogok valami hasonlót, ha már így indítottak ezzel is. Persze, ha jó játékot adnak ki, akkor megvettem volna a mostani áron is.
Warning! Cargo bay open, shields are down!
Pedig bőven ráférne:)
"Azt mondani, hogy nem érdekel a magántitokhoz való jog, mert neked nincs titkolnivalód, ugyanolyan, mintha azt mondanád, hogy nem érdekel a szólásszabadság, mert nincs mondanivalód." Edward Snowden
Benn van kívánságlistán, így minden akcióról kapok értesítést, de 25%-os leértékelésnél jobbat még nem láttam. Talán egyszer volt 30-33%.
Pedig 50%-nál már megvenném.
Warning! Cargo bay open, shields are down!
Marketingnek (direkt nem használtam a parasztvakítás kifejezést!) jó:
- Kipolíroztuk az oktató részt!
- Ja az klassz! És a játék hibáival, nyűgjeivel mi van?
- Ja arra nem volt időnk.
- Hmmm. Akkor talán jövőre!
- TALÁN!?!?!?
Ha megjelenik, akkor a játék verziója 3.0 illetve mintha azt mondta volna, hogy ez nem biztos, Meg mintha januárról beszélt volna. A Split Vendetta DLC lesz!!! És kb együtt jelenik meg a 3.0-val.
Most ez a Split Vendetta mikor jelenik meg? Az a 3 vagy a 4-es verzió lesz?
Mint ahogyan már ezeket a "támogató" hajókat sem értem.Ezek mire kellettek?
A mohának mindig a déli oldala fás!
Pont ahogy írod Viku, annak aki kitalálta. Mert mi készen kaptuk. Csak le kell fordítanunk és máris röhöghetünk, vagy szörnyülködhetünk rajta!
A német nyelv is részletesebb, mint az angol, de ők túlkomplikálnak dolgokat. Ha megnézed őket, a németek szép, részletes dolgokat tudnak csinálni, de iszonyú tökölősek. Ilyenek a nyelvben is.
Ez a dupla leírás az angolban is megvan, olyan szájbarágós minden, olyan mintha hülyének néznék néha az embereket...
Tudod, hogy milyen kreténül hangzik, ha lefordítjuk magyarra, gondold el azt, aki mindezt kitalálja, annak milyen lehet. <#nyes>#nyes>
Utoljára szerkesztette: mumoka 2012, 2019.11.29. 20:16:45
Beneveztem egy 3900X-re. Aki nem tudná, hajszál híján (Többet, vagy kevesebbet. Alkalmazástól függően!!!) ugyanazt tudja egy szálon, mint a I9 9900K(S)
Már előre tudtam, hogy nem lesz nagy különbség, az elődje 4770K és ez között. De így utólag: Megdöbbentően kicsi. KB 25%-ra tippeltem előtte. az jobb esetben meg is van. De ne feledjük, hogy állomás mellett SETA-val a 13 FPS-re 25%, az nem a mennyország!
Szóval; Ne áltassátok magatokat, ne keseregjetek, hogy kevés a vas. Nem a gép hibája!
Remélem látjátok és nem kell elmesélnem (Meg sem próbálom!) Vagy bemásolnom (Ezt se!) ide! <#beka3>#beka3> Nyugodtan regisztráljon az egóhoz aki... Nem veszt vele semmit. Sőt...!
Tehát ott tartok, hogy állok az építkezés mellett és SETA-val figyelem, ahogy a szorgos hangyák összehordják a gyárat. Közben kapom az üzeneteket... PL: "Az Ilonkámat lelőtték..." Mi van? Azt meg hogy?
...Trinity sanctum 3-ban. Az önellátó hajógyár közelében zajlik az élet. Sima paranid felségterület, de a HOP a legnagyobb megrendelőm. Ez minden hajógyáramnál így van. Természetesen osztják egymást. Eddig ebből nem is volt gond, de mostanában, (talán a 3.0 hozadéka) valahogy a Paranidok (háziak) ellenségessé válnak...
Mindegy. Visszatöltöm, (Mert Icuból csak egy van és már nem is lehet szerezni, mert kijavították a hibát, amivel erre mód volt.) odarohanok, hogy az esetleges félreértést elsikáljam, de természetesen így már másképp osztja a lapokat a játék. Mindegy. Tovább. Visszamegyek az építkezéshez, félóra múlva megint "Icu halott" Most egy hat perccel azelőtti mentést töltöttem vissza. Skera a helyszínre... Nemhogy megmerénylik a nőszemélyt, de egy százaléknyi pajzsveszteség nélkül lövi porrá a bántalmazó Odüsszeuszt! Ez hogy a nuniba lehet? Most akkor úgy van, hogy OOS "gyenge" a Xenon I, IS meg sebezhetetlen? Pont fordítva gondolnám!
A helyzetet úgy oldottam meg; Mivel az Icu a szektort védte, így áthelyeztem egy másikba, parkolópályára.
Vissza az építkezéshez. Üzenet: "A Triniti... K-atalin-t lelőtték" Naelmészteadurcaanyádba! Katus a zónában levő hajógyárat védte. Ezt már nem töltöttem vissza, mart "K"-ból van pár. Viszont kivontam az összes hadihajót a zónából, hátha erőfitoktatásból ugranak össze. Jó, tovább.... "A triniti... egy bányászhajó... HÁTILYENNINCS!!! Nézem a térképen: Egy rendőr lövi a az összes bányászt és egy PAR nemezis segít neki. "Akkor esetleg tiltott áru lenne náluk?" Odateleportáltam mindegyik bányászra és elhoztam a "hátizsákokat". Még mindig lövi! Jó akkor mínusz egy reput megér... Halál a túlbuzgó gyökérre! Most itt tartunk. Végkövetkeztetés nincs. De ha ez így megy tovább, leigázom az egész fajt, azt pisloghatnak. Úgysincs kire lőnöm, amióta a Xenonokkal elbántak. Mert bár a 3.0 valóban segítette rajtuk, de csak lassan valósághűen tudnak visszaerősödni.
Figyelem őket "nap, mint nap". IP kamerákat telepítettem két megmaradt rezervátumukba!
Szóval, ha valami hasonlót tapasztaltok, ne lepődjetek meg!
Más: Az EC gyáregységet megint gyengítették (A többi egység energiaigényét növelték, így a termékek gyártásához több EC kell) Ezt a 2.60-ban állították be. Akkor okoztak is némi gondot nálam, mert az összes komplexre, ami eddig el volt egy napelemmel, telepíthettem még hármat-négyet! De most megint rácsavartak. (plusz egy - kettő)
Van más termék is..., de abban egyelőre nem vagyok biztos.
Véégre van értelme hajókat venni? :D
Utoljára szerkesztette: mumoka 2012, 2019.11.24. 14:15:00
És van új hajó is. Egy "M"-es szállító, aminek az a különlegessége, hogy van főlövege. Ezt kivételesen azért tudom, mert gyorsan körbeszaladtam az esetleges jogosítványokért, és megláttam a listában...
Utoljára szerkesztette: TokraFan, 2019.11.18. 18:59:59
Nekem már most hiányoznak. Nincs céltáblám, akivel gyakorolhatnám a lövészetet.
A kalózokkal is +19-es viszonyban vagyok!
Lehet, hogy az a Spawnolási metódus, amit eddig alkalmaztak, már nincs alkalmazásban az X4-ben!?!?
A másik dolog, amit mindig elkövetnek, hogy belenyúlnak a termelésbe. Hol ez kezd vészesen fogyni, hol az. Amivel a 2.60-ban kisz.pattak, abból most többletem van, De most meg a Refmetálból van hiány! Az önellátó hajógyáramat képtelen vagyok vasérccel feltölteni. Már világ összes bányászhajója neki dolgozik! Mondjuk én elég nagy komplexekkel dolgozom, ha itt mellémegy valami, akkor a végén nagyot csattan. Aki kicsiben tolja, talán nem érzi annyira.
Meg az is kérdés, hogy mennyi időt töltesz vele. Nálam a 2.60-ba belement usque 100 óra... Ennyi idő alatt már történhetnek dolgok.
Szóval nem okoskodni akartam, csak szeretném, ha flottul mennének a dolgok, hamár elszántad magad a játékra!
Utoljára szerkesztette: Jóózsf István, 2019.11.18. 16:56:29
én még megvárom a 4.0át :D most úgyis van mivel elütni az időt,visszaszopódtam az ARKba,meg hamarosan beruházok a red dead redemption 2 re is,csak megvárom amig kijavítják a kezdeti bugokat :D
CefreTeam™ A valóság olyan illúzió, amelyet az alkohol tartós megvonása idéz el?.
De gondolj arra itt,hogy a későbbiekben nagyobb hajóval fogsz rohangálni,vagy csak rtsben menedzseled a flottát :D
CefreTeam™ A valóság olyan illúzió, amelyet az alkohol tartós megvonása idéz el?.
Kicsit megint csalódott vagyok. Nem erre számítottam. Mert ugye mi lett a morális, szerelő és katonai képzésekkel? Másrészt: Ugyan miért ne képezhetnék egy négycsillagos szakit öt csillagossá?!?!??!? Nem is látom akadályát ennek! Namindeggy.
Aki tudja, hogy mi az a "Alternative steering methods including head tracking systems and X3 retro mode." Elsősorban az X3 retró módra vagyok kíváncsi! Hiába bogarászom és filozofálok rajta, nem esik le.
Az oktatásra sem sikerült még rájönnöm...
A másik, amit egész idáig kerestem, az a törvénykezés! Ha valaki azt gondolta, hogy innentől kezdve bevezeti a "tizedet", vagy az "Első éjszaka jogát" a saját szektoraiban, az akkorát tévedett, mint én! Nemes egyszerűséggel arról van szó, hogy ki lehet tiltani árukat a szektorból!
Van még pozitívum. Mint ahogy a videjjóban is látszik, (beszélnek is róla) egyértelmű, hogy az adott célpont, vagy akár csak a lehetséges célpontok. takarásban vannak! Eddig el lehetett baltázni, akár a reput is, ha rálőttél valamire, de nem vetted észre, hogy egy épület, vagy jármű mögött van, mert csak a jelölő négyzetét nézted!
Tokrafan! Van még egy mentőöv a játékban a szimulátor élmény javítására: Ki lehet kapcsolni a "vízszintezést" Onnantól kezdve nem lesz fent és lent, valamint csak úgy kanyarodik a hajó, mint a repülőgépek: (Bedöntöd és húzod felfelé. Olyan, mint oldalkormány (függőleges vezérsík) megszűnik létezni!!!) Ha ez rajtad segít... Én inkább maradnék a képzeletbeli vízszintesnél, mert a ribörszben már megszoktam.
Rögtön be is szúrnék egy pozitívumot: Javítottak a játék reakcióján. ami a térképnézetet illeti. Most már egy kattintás egy akció/esemény elven működik.
Kicsit imitt-amott belenyúltak a grafikába, hangba. Más lett a lövedékek becsapódási hangja. Szokni kell.
"A tolerancia és apátia a haldokló társadalom erényei" - Arisztotelész ASUS Z170 Pro Gaming, Intel Core i5 6600K, Gigabyte GTX 1070 G1, Kingston HyperX Fury DDR4 2x8GB
Néha megesik, hogy a kígyó elesik. Mondta a kobra, és eldőlt jobbra.
Akkor lássuk!
Még részleteket nem tudok, de már csurog a gőzről! <#crazya>#crazya> (845 MB)
Közben meglett a lista is...
New Feature: Improved graphics engine to support new visual effects.
New Feature: Better sound effects.
New Feature: Virtual seminars and quicker skill progression for crew training.
New Feature: Configurable alert system.
New Feature: Individual and group crew transfer.
New Feature: Policing options for player-owned space.
New Feature: Ability to dock using a spacesuit directly.
New Feature: Improvements to menus including Map, Encyclopedia, Logical Station Overview and Logbook.
New Feature: Improved target display and mission guidance.
New Feature: More control over drones and turrets.
New Feature: Alternative steering methods including head tracking systems and X3 retro mode.
Added tutorial gamestarts (Flight School, Combat Scenario and Advanced Gameplay).
Added new paint themes for player ships.
Added weapon mods that increase damage done to surface elements.
Added skill gains for crews opening lockboxes, exploring ships discovering stations and gates, and returning from ventures.
Added order parameter to forbid attacking ships from boosting.
Added option to arm/disarm turrets in ship interaction menu.
Added option to call stored ships to dock via its console.
Added option to (de)activate multiple deployables at once.
Added option to control the turret modes on stations.
Added option to rename fleets (formerly known as wings).
Added order to collect player-owned deployables.
Added shortcut to scan ships in scan mode.
Added drone modes to specify when defence drones launch.
Added Attack Capital Ships and Attack Fighters weapon modes.
Added Remove All Assignments option when multiple ships are selected on map.
Added more variations to existing missions.
Added support for dragging positions of all orders which show position information on map.
Added Distress Drones sent from ships attacked in friendly territory but far away from any stations, to report attacks to the police.
Added option to change player organisation name independently from player name.
Added option to focus map on object currently viewed in Info or Behaviour menu.
Added 'station' keyword to map search.
Added confirmation when entering space suit.
Added cursor movement, selection and delete features to text edit boxes.
Added options to invert emulated mouse cursor axes and mouse steering controls.
Added NPC skills and post/role to target monitor.
Added information about pilot's current command to Behaviour menu.
Added new Info tabs in map and updated layout.
Added ship type to Info menu for ships.
Added subordinate list to Info menu for ships and stations.
Added surface element hull status to loadout Info tab.
Added information about which factions produce ship to Info menu and Encyclopedia.
Added known production module overview per sector to Encyclopedia.
Added list of known illegal wares to the Encyclopedia entries of factions with police forces.
Added new-entry marker to individual Encyclopedia and Timeline entries.
Added information on which inventory items are obtainable via crafting to Encyclopedia.
Added option to hide statistics section in Logical Station Overview.
Added consumption and production numbers to storage nodes in Logical Station Overview.
Added Alert and News categories to Logbook.
Added option to export Logbook as tab-separated text file (use "/exportlogbook example.txt" in chat window, exports to game sub-folder of documents folder).
Added support for showing pages in Logbook thereby removing limit of 1000 entries that can be shown.
Added input icons in Controls menu and several other menus.
Added 'forcehmd' command line parameter for head tracking systems.
Added sound device selection option.
Changed Bomber ship type designation to Gunboat.
Removed loadout options from ship configuration menu at resupply ships.
Removed possibility to give new orders to ships without a pilot.
Removed restrictions for reassigning crew (via comm) on a single ship in space.
Removed 500m restriction for (de)activating deployables.
Removed Squad category from Logbook (merged with Upkeep category).
Improved faction mine placement.
Improved trader deal selection and cargo space utilisation logic.
Improved fighter behaviour by preventing them using boost in combat if they have less than 50% shields.
Improved smuggler behaviour by adjusting wares traded in depending on what is illegal in their area of operation.
Improved Explore order behaviour and parameters.
Improved AI/autopilot collision avoidance when flying through asteroid fields.
Improved fleet coordination when moving through gates.
Improved several cases of shakiness when flying on autopilot.
Improved stability of drones undocking from capital ships.
Improved encounters by increasing distance from sector centre that system considers deep-space.
Improved character pathing on large dock areas to better take elevator distances into account.
Improved ammunition usage of stations when player is not present.
Improved transition from travel mode to docking by allowing ships to approach closer with travel mode active.
Improved automatic storage allocation when multiple different storage types (container, solid, liquid) are available.
Improved detection of gravidar contacts in remote sectors.
Improved information about licence requirements at blueprint trader and in Encyclopedia.
Improved visual consistency of building and recycling station modules.
Improved presentation of already-built modules in station Build menu by grouping by type.
Improved shopping list in ship Build menu.
Improved sorting of objects by name in Map.
Improved layout of Object List and Property Owned menus in Map to reduce text cut-off.
Improved visualisation of modes with charge time such as Travel Mode or SETA.
Improved Logbook timestamps to show how much time has passed since logbook entry.
Improved Save and Load menus.
Improved context menu header when using context menu while having other ships selected.
Improved subtitles by making them wider and preventing last lines from having only one word.
Improved support for gamepad text input overlay for Steam Big Picture mode.
Improved visibility of game hints.
Fixed NPC-owned ships attached to fleets with resupply ship not preferring their designated resupply ship.
Fixed laser towers not being able to aim correctly against player ship.
Fixed ships failing to disengage when attacking target whose ownership changes due to being abandoned.
Fixed fighters continuing to fire forward-mounted guns while firing forward-mounted missiles.
Fixed docked ships firing their forward-mounted weapons.
Fixed rare case resulting in ships docked at wrecked platforms.
Fixed ships docking at stations always moving towards station's icon before moving to dock with some station setups.
Fixed ships' captains saying Awaiting Orders after attacking if their default order potentially leads to attack.
Fixed ships with turrets not stopping firing if they change ownership and their targets are no longer hostile.
Fixed ships no longer attacking after losing their commander while in formation.
Fixed another case of station-based drones not being recovered.
Fixed ships in combat not consuming ammunition when player is not present.
Fixed ships being able to be set to protect stations or ships that are hostile to them.
Fixed pirates inadvertently causing limited wars between NPC factions.
Fixed sector patrols only patrolling small area within sector.
Fixed police ships responding to their own distress calls.
Fixed escape pods attempting to look for stations in a highway.
Fixed escape pod behaviour to be consistent whether player is present or not.
Fixed mining ships mining in hostile territory.
Fixed excessive delays when ordering a ship to deploy deployables at a location.
Fixed behaviour of transport drones collecting crates for capital ships.
Fixed drones fleeing when attacked.
Fixed orphaned defence drones getting orders to patrol sector.
Fixed inactive satellites still uncovering space.
Fixed lasertowers launched by fleeing ships not shooting at their attacker.
Fixed dropped inventory/cargo crates that cannot be picked up by ship that dropped them due to missing collisions.
Fixed some Argon and Antigone ships not having crews.
Fixed Ion weapons doing damage to hull when player is not present.
Fixed EMP missile effects on travel mode and boost.
Fixed being able to claim ships by using EMP and repairing signal leak.
Fixed being able to unlock trade subscriptions at enemy stations.
Fixed subordinates of ships with docking facilities sometimes not responding to external events for excessive periods after having docked.
Fixed subordinates potentially waiting a long time if their commander moves into highway or through gate to different sector while in formation.
Fixed fighter escorts flying in formation not doing damage to their commander's target in combat when player is not present.
Fixed ships remaining subordinate to sold ships.
Fixed crew of ship that is personally piloted by player not getting skill gains.
Fixed mission to retrieve item from target ship not having an objective to return it.
Fixed mismatch between upkeep mission to give station managers more money and corresponding notification in message ticker.
Fixed budgets of player-owned stations changing when funds are transferred to or from station build storage.
Fixed player-owned shipyards and equipment docks that make no money from trades not sending surplus funds to player account.
Fixed station budget being incorrectly set when taking money from stations using Account Management menu.
Fixed funds on build storage and station accounts not being transferred back to player when objects are destroyed or removed.
Fixed changing assignments in order queue menu not changing behaviour.
Fixed station rooms changing doors when revisiting.
Fixed player facing wall after teleporting.
Fixed engines on Condor and Stork not being protected by shield generators (new ships only, fix for existing ships will be added in an upcoming build).
Fixed incorrect turret position on Magnetar.
Fixed missing faction logo and missing lights in transporter room on Nodan.
Fixed mirrored ID text on Plutus.
Fixed landing gear not being visible on Nodan and Quasar.
Fixed spotlights on Quasar not turning off after landing.
Fixed shield and hull values in Selected Objects section of map being calculated incorrectly.
Fixed Location and Object not being displayed in the Order Queue menu for one partner of a ware exchange.
Fixed Manage Funds option not opening correct information tab.
Fixed weapons in weapon panel being displayed as active in both weapon sets, while weapon is only active in either primary or secondary set.
Fixed build progress display for station modules that are being rebuilt.
Fixed missing objective progress visualisation in mission briefing context menu.
Fixed conversation with manager working for player not displaying correct options.
Fixed missing shield info for S and M ships in Encyclopedia.
Fixed Encyclopedia entries for star systems not showing description texts.
Fixed wrong inventory wares being marked as read.
Fixed appearance of pending upgrade warning.
Fixed turret mode dropdown options not being in intended order.
Fixed order of ships in the undock menu.
Fixed jumping column selection in order queue.
Fixed player name reverting to default if aborting renaming process.
Fixed cases of NPC occupation name not matching crew gender (e.g. Crewman vs Crewwoman).
Fixed formatting error in construction-related Logbook messages.
Fixed Numpad key bindings not working for first-person movement on platforms.
Fixed mouse cursor remaining visible after saving game in first-person mode.
Fixed rare cases of target elements not being displayed while they should and vice-versa.
Fixed various issues with mission guidance targets.
Fixed non-working subtitles during intro scenes when starting a new game through Start menu.
Fixed physics not working correctly in certain rooms until player enters.
Fixed very rare situation where ships could rapidly flicker between two positions.
Fixed Boost Toggle game option not working at all.
Fixed Pause key not working during text input.
Fixed issues when looking straight up or down in first person.
Fixed external target view sometimes incorrectly returning to cockpit.
Fixed broken voice playback when closing Timeline menu.
Fixed short freeze when opening the station build menu in some cases.
Fixed very rare freeze condition.
Fixed causes of several performance issues in specific circumstances.
Fixed several causes of crashes.
Utoljára szerkesztette: Jóózsf István, 2019.11.14. 17:36:49
Az Elite eleve a "cikesz".
Utoljára szerkesztette: nibron, 2019.11.12. 21:43:00