r/X4Foundations • • 15h ago

New Gameplay need help with strategy

0 Upvotes

Right, I’m around 20hours into a new gameplay.

Few mods on but the main ones are DeadAir ECO and DeadAir Dynamic War

I’ve setup shop in Holy Vision, I’ve got 1 X Refined metals factory, 1 x graphene factory, 1 x Hull parts factory 1 x silicone wafer factory, and 1 x factory producing Antimatter cells, quantum tube, coolant all in one and 1 x Smart chip and Microchip factory.

My issue is…. The Xenon, Hatikvah is lost, Ore belt, Frontier Edge, Two grand and they are pushing paranid space now.

Usual fleet is 2-3K’s and an I in tow

Argon aren’t doing shit about it, Teladi keep getting smashed in profit centre alpha, paranid are holding the gate well but taking losses, Antigon aren’t interested, Terrans aren’t interested either.

The Hop are holding the gate from faulty logic well but I figured it’s probably my hull parts factory propping up the losses.

Need a strategy guys! You cannot buy 1 Scout from the argon currently, they are stuck and their economy has flatlined.

Is it something to do with the deadair’s or is my game seed just a spicy one? 🤣


r/X4Foundations • • 14h ago

Modified The struggle between realism and balance

0 Upvotes

I keep finding myself wanting to install more mods to make the game a bit more realistic but I’m conflicted by how that might make the game too unbalanced.

First it was being able to capture stations, but then realising that that would be a bit too OP.

My recent one is, being able to tell your AI ships to target surface elements.
I should be able to! But does the AI do it? I don’t really think so, and if not, that’s abit of a one sided buff.

Anyone else suffer from this?


r/X4Foundations • • 9h ago

Ships are not building`

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2 Upvotes

I've had ships in the queue for a day now. I've built dozens of ships, and all resources are available. I checked if peeps are allowed to order, and it shows no restrictions. I have one that restricts buying from outside, but it is not being enforced here. I've not had this happen before and am at a loss.


r/X4Foundations • • 13h ago

Wait, this is the start?!

0 Upvotes

Look, I'm not the best at open worlds, and that's always kept me from X4 a bit, but I thought, it's been a while, this game is mature, let's try.

So I did the tutorials, spent probably 3 hours on the tutorials and I thought, well, this game is solid on its tutorials! They're easy, clear, not buggy at all! It's long but that's to be expected, looking forward to the game itself!

So, I start the Terran Cadet start, as pointed towards as a new player.

Again, it's just a semi tutorial with a nice mission and voice acting, this is nice! What were people complaining about?

I'm a cadet, something happens, the story line catches on from here like obviously, this all makes sense. Even getting Freelancer vibes from it. I feel like the game can progress from here.

And bump.

It just fucking stops.

"Yeah it's open worlded just explore" THIS IS NOT MY SHIP. Story wise I'm a cadet flying a military ship that is not mine, I do not JUST EXPLORE. Shit just happened to me and I should report back and THAT IS NOT EVEN A MISSION. THERE ISN'T EVEN A MISSION.

This is fucking worse than just dropping me at the start of an open world with nothing, this is major misdirection. It goes from tutorial how to fly a ship and starting story about being a cadet to just nothing??

At least with a vanilla start I make my own character but I am a character, just one that just got totally dumped on.

Seriously, this has to be deliberate bad game design because you can't do this accidentally, why is this game deliberately spitting you in the face in the start?


r/X4Foundations • • 10h ago

[MOD] Precise Plot Placer

2 Upvotes

Precise Plot Placer adds a row to Manage Plots while you are creating a new plot. Pick any existing plot, a jump gate, or a transorbital accelerator, then place a 20 km cube on it instead of guessing the center with the cursor. Existing plots include your own and every other faction's plots.

Questions and Support: Discord

How to use

Crate a new Plot snapped to a gate

  • Open Manage Plots and click on select Gate
  • Place Plot
  • Adjust offset/rotation with the sliders. change Axes to world or target

Crate a new Plot snapped to an existing Plot(player or Faction) 

  • Open Manage Plots and click on select Plot
  • Place Plot
  • Adjust offset/rotation with the sliders. change Axes to world or target 

Move an existing Player Plot (includes already build ones)

  • Open Manage Plots and click on select Plot
  • click snap to Gate, snap to Plot or move Plot
  • Adjust offset/rotation with the sliders. change Axes to world or target  

Moving a Station to a different sector is not supported. Use Safe Cheat Panel instead

Requirements

  • kuertee UI Extensions and HUD

Available on Nexusmods(now) and Steam (as soon UI Ext got updated)

Also try my other mod Galaxy Trader

Precise Plot Placer on Youtube


r/X4Foundations • • 14h ago

Sapporo owners, how do you keep the missiles flowing?

33 Upvotes

So I just picked up a Sapporo and I’m pretty happy with it. Then I looked into restocking the missiles and my brain started to hurt.

From what I can tell, I can’t just fly it over to an NPC shipyard and say “fill ‘er up.” I also can’t take it back to a Terran yard for more missiles, which feels wrong, because the Sapporo is made in Jap... no, sorry, I mean Terran. Old habits.

So as far as I can figure, the only way to keep this thing shooting is to own a large shipyard myself. That means either dropping around 240m on the large ship production blueprint, or about 30m on an auxiliary ship. All that just so my one destroyer can fire its missiles more than once. I bought a ship and apparently signed up for a logistics business.

Am I missing something obvious? Is there a cheaper trick?


r/X4Foundations • • 7h ago

Was the Kukri forgotten about with the 9.0 cost rebalance?

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21 Upvotes

Why does it cost so much more than a Gladius? It's not even a good fighter.


r/X4Foundations • • 21h ago

Bolt repeater vs Neutron gatling

17 Upvotes

I am relatively new and doing a split centered run. For the split I like more bullet weapons than beam/laser weapons (theme wise). I've tried the neutron gatling on my personal ships (dragon and asp raider) but with their 40% and 20% overheat malus it feels like you can use them for 5 seconds and then you have to wait 15s for them to cool down. In fights that last longer than a couple of burst it means you need to retreat wait for cooldown and come back and try over which is a bit tedious.

I know the neutron gatling gets compared more to the tau accelarator (short range bursty weapons). However, for the general role of combat vs S and Ms (which i think both guns try to fit) while filling the machingun in space fantasy is there a place of using neutorn gatlings over bolt repeaters?


r/X4Foundations • • 15h ago

Trying to Boron-ify the HQ

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45 Upvotes

Needless to say, trying to make a round shape of this size has left my brains in shambles.

The location of the docks is temporary for now, until the rest of the station layout is a bit more definitive. I'm planning to add basic refining and food production next.


r/X4Foundations • • 23h ago

Update to my interactive X4 map: load your save and see possible trades right on the map

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122 Upvotes

Hey everyone,

I just pushed a new update to my interactive X4 map. Some of you may know my Trade Finder, which used to be a separate tool. I’ve now built it into the map itself, so you can load your save and see right on the map which trades are possible.

There are two modes:

  • Fog of war: you only see what you would see in your own save. That’s how I play it myself, it just gives me a much better overview than the game does.
  • All stations: you see everything. To me that’s a little bit of cheating, but I’m happy to give you the option.

https://veanturverse.com/guides/x4-universe-map.html?lens=trade&ref

As always, I’d love to hear your feedback. A lot of what’s on the map came from your comments on my earlier posts.

What I’m working on next is a fleet finder. It shows which ships you have, where they are and how they’re equipped. Honestly, I find the game not very transparent there either.

After that I’d like to build a tool or a map feature that shows how well your trade and mining ships are performing. So I’d like to know: which stats would actually help you there? If you have ideas, I’m all ears.

fly safe 07


r/X4Foundations • • 2h ago

Can't get blueprint?

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1 Upvotes

I throw EMP bomb at medical supply production, why didn't I get data leak? I did everything as youtube tutorial.

https://www.youtube.com/watch?v=ZBKfXMg0UQk

Edit: turn out I was using spacesuit bomb instead of EMP bomb, sorry for bothering you guys.


r/X4Foundations • • 1h ago

By late game, do you sell precursors or only end products?

• Upvotes

I feel like every precursor I sell is a wasted sale opportunitiy for end products down the line because a competitor can now supply them instead but some of the precursors are selling in absolutely huge volumes. I havent found the sweet spot yet but I think having mega factories of end products makes more sense.


r/X4Foundations • • 1h ago

Found a half-finished “mining rig” ship type in the 9.00 scripts. Anyone know what’s up with it?

• Upvotes

I wanted to make a mod where small miners work for a big mothership: they mine, unload into it, and it sells everything in one go. Before writing anything I went through the vanilla scripts to see what I could reuse. Turns out 9.00 already has most of this under a ship type called miningrig, and as far as I can tell no ship actually uses it.

Here’s what’s in the files (9.00, build 23660954, base + all DLCs):

  • libraries/common.xsd lists miningrig as a ship type, right next to explorer and expeditionary.
  • In aiscripts/lib.request.orders.xml (around line 286), ships assigned to mining under a miningrig automatically get a MiningRoutine. Which wares they mine depends on whether the rig has solid or liquid storage.
  • In aiscripts/order.mining.routine.xml (around line 1682), miners working for a rig hand their cargo over through a 0 Cr trade offer, capped at the rig’s free space. So it’s a real ware transfer, not a cargo add/remove trick.
  • In aiscripts/order.mining.collect.ship.xml (around line 141), a rig without mining subordinates just fails its order (“Mining rig does not have mining subordinates”).
  • In aiscripts/engineer.ai.xml (around line 17), when the rig switches to a stance tagged immobile, it puts all its solid/liquid cargo up for sale. When it leaves that stance, the trade offers are switched off again. The comment literally says it sells whatever it carries “regardless of ship order”.
  • The UI files also have a miningrigassist assignment and an icon ship_xl_miningrig_01.

What’s missing: I searched every .dat of the base game and all 8 DLCs, and miningrig only shows up in the scripts/UI, never in a ship macro. The deploy stance doesn’t exist either. The base libraries/stances.xml is empty, and the only stance anywhere is the envoy cloak from a mini-DLC. So right now nothing can become a rig, and even if something did, it could never deploy and sell.

My guess is this is groundwork for a future update or DLC, something like an XL rig that parks in a field, gets fed by its miners and works as a temporary trade post. Modding it in might be mostly unlocking: give an XL miner type="miningrig", add a stance with the immobile tag (copying the envoy cloak), and maybe a small script for a deploy button if the UI doesn’t have one. I haven’t tested any of that. I also don’t know if it works out of sector, though the delivery logic doesn’t look tied to the player being nearby. And it might just be unfinished.

Has anyone seen this mentioned somewhere, or tried giving a ship the miningrig type? I’d like to know before I build on something Egosoft might finish themselves next patch.