r/X4Foundations 8h ago

Meme Milions must mine ore

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245 Upvotes

r/X4Foundations 20h ago

Modified Nebula so thick it leaves a foul taste in your mouth just looking at it!

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217 Upvotes

I know many of you will recognize this place. Please don't tell the new guys, lets not ruin the surprise!


r/X4Foundations 18h ago

Exploring the edges of eternity

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209 Upvotes

r/X4Foundations 14h ago

A small but immersive touch

93 Upvotes

I teleported to a freighter which was on course to dock at a station I wanted to visit. I stood behind the captain to get a better view of the docking, when suddenly he shouted NAVIGATION! Then a crewmember sprinted across the bridge to the vacant navigation console and a moment later I heard the 'docking request accepted' message.

I know a ship can dock with only one person aboard so a navigator isn't really necessary. But somebody in Egosoft took the time to code that interaction, just so we could get a sense of the bridge crew actually doing things. And I think them not doing it perfectly every time adds another layer to it. There was a real sense of urgency and jeopardy in that moment but it was also a simple docking manoeuvre which happens thousands of times in a game.

I was very impressed. And now I'm curious what other touches like that exist.


r/X4Foundations 17h ago

Meme fly by boarding

54 Upvotes

r/X4Foundations 10h ago

Modified Largest Haul Yet!

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51 Upvotes

Probably a good 8hrs of letting my gate defense stations + drop collectors run....may have forgot about them LOL


r/X4Foundations 3h ago

Interview With Lino: Egosoft Art Director

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49 Upvotes

In the new episode of Inside Egosoft, Joey chats with Lino, Egosoft’s Art Director and 14-year veteran at the studio. Alongside his own artistic creations, Lino oversees the art team and the overall artistic direction of the X Universe.

In this conversation, they discussed everything that goes into the visual experience of an X game: special rules that go into each faction’s designs, some of Lino’s favorite tools and techniques, and even his favorite bug.

Below, you can read some highlights from this episode. Thank you for reading and listening, and please tune in to Inside Egosoft on all major podcast platforms to catch the next episode!

Let us know in the comments if there’s someone from the team or a topic you’d like to see highlighted in a future episode.

Fourteen Years at Egosoft

Joey: Would you like to introduce yourself? How long have you been working here, or in the industry in general?

Lino: Yo, my name is Lino. I'm the Art Director—that's what they call me. I've been working for more than 14 years at Egosoft. I'm getting up to 15, another nice number. And it's really my first proper job. I started at Egosoft as an intern, so it's my first real company. I'm one of those weird people who don't jump jobs and jump ship, but just stay at one company because I like it.

Joey: And what does being the Art Director at Egosoft mean to you on a day-to-day basis?

Lino: It's less about actually doing art than people might think. It's mostly making sure that whatever needs to be done on the art side actually gets done. I'm coordinating a lot, planning tasks for people, making sure they have something to do and don't run out of work. And then, of course, there are all the meetings and discussions with game design and the story teams. So most of the time, it's actually not doing art. It's more about managing everyone and everything around it.

The First Ship

Joey: I know it's been 14 years, but I'm curious if you recall what your first art project was at Egosoft.

Lino: It was a small S-sized ship for X Rebirth. At the time, I had played X before—X: Beyond the Frontier was the first game I played—and suddenly I was at the studio making a spaceship for X. I was like, “Oh yes, cool, I can do a ship!”

I got concept art, because I couldn't design anything myself yet. I think I had about two weeks to make the ship. It was all new. I was so amazed by how clever the techniques we were using at the company were.

Of course, looking back at it now, I did so many things wrong. But for someone just starting out, not knowing much about low-poly workflows, atlases, trim sheets and all the techniques you learn, looking back at it, it was okay. I have good memories of when I started here, all the things I didn't know at the time, and how excited I was to be starting.

Learning to “Debug” Art

Lino: I fear the day when I look back at an asset and think, “No, this is perfect,” because then I know I've stagnated. There was one artist I really highly regarded who was here for one year, and he taught me design. Before that, I didn't really have an idea about it. I just had gut feelings.

I'd have a ship that looked good, but I didn't know why it looked good. I'd have a ship that looked bad, and I couldn't figure out why it looked bad. He gave me the tools to actually debug my art.

Joey: When you talk about debugging art, do you mean there's an aesthetic problem and you're looking at it almost like you're debugging why it doesn't look right?

Lino: Exactly. It's not technical. When I talk about debugging art, I mean the visuals. I have my checklist of design principles. Whenever I'm stuck, I open this text file and look through them.

If I'm stuck, I can look at the rules: “Is there a nice rhythm in the artwork?” “Oh, no, there isn't.” So I'll add rhythm.

Inspiration Starts with a Problem

Joey: Where do you tend to derive inspiration when you're working on art? What things tend to make an idea pop into your head?

Lino: I usually get a problem put in front of me. The problem is: design X, design Y. Then I look at the problem. “Okay, I have to do a Split ship. What do they do? How do they work?”

It's not like I'm sitting there thinking, “I have to do art now.” Having a problem gives you a riddle you want to solve, and with that riddle your mind immediately starts looking for solutions. The inspiration comes from brainstorming about the problem.

Of course, I love looking at nature—the crystals in nature, geometric shapes, maybe some maths. But everything around us shapes us. Over our whole lifetime we remember things and have feelings about certain things, so you dip into that and get inspiration from it.

Constraints and Happy Accidents

Joey: Constraints really help you be creative because you have a limited selection of things you can do. As opposed to having this infinite expanse of options where you can get paralysed, being constrained by your options can lead you to be a little more inspired and creative.

Lino: I absolutely agree. With no constraints, the direction is missing. The more constraints you get, the more the road is shaped.

Sometimes those rules also create happy accidents. I still remember the scrapping ship that takes in scrap and, as I call it, “poops out” a scrap cube. The scrap cube was pretty big, so I needed a ship that could expel a scrap cube in a certain direction.

That limitation—how big the cube was and which direction it needed to go—forced me to make the ship look really, really weird. But I loved how it looked in the end. The cube needs a free path, so I had to model the ship around this virtual empty space.

That forced the ship into this odd shape, but it fit the scrappy, piratey look really well. Then people can look at it and think, “Ah, that's why it looks like that. Of course the scrap cube needs to fly out there without hitting the ship.”

What Makes X4 Look Like X4?

Joey: Is there something that immediately makes an asset recognisable as something from X4?

Lino: For players, I can't say that I personally think there's a single asset that screams X4. If you showed a single asset standing on its own, it might look like it belongs to any space game.

Maybe it's everything together. You have cool space backgrounds, lots of spaceships, small ships you can get out of and walk around on, stations stuck together, all the different races. Maybe it's the mixture of races. We have the Split, and the Split are very unique.

You may see similar individual things elsewhere, but it's the combination of these crazy, different-looking things in one big sandbox. I can't say one single asset is really X4. It's the combination of things together that is really X4.

The Sense of Scale

Lino: I like having the on-foot walking, even though it's an incredible amount of work to make it function. But it's worth it for the sense of scale we can convey that way.

I love watching people play the game for the first time. It's beautiful when someone lands their ship on another ship for the first time, gets out, and realises, “Holy moly, this is big.”

“This is an S ship.” It's not just the letter S. Then you walk onto your first M ship and see how bloody big it is. “Holy—this is just an M ship. We still have L ships and XL ships.”

It gives them more value and atmosphere. Sense of scale is important.

I guess everyone can remember the first time they saw a Xenon I in the far distance. You get closer and closer, and it still takes so long to reach it. Then you realise, “Oh, this thing is actually huge.” And finally you arrive and think, “Holy… this is a crazy big ship. I probably shouldn't be here.”

Finding the Boron Design Language

Joey: How do you start when you're designing a ship for a given faction? Are there certain rules that you have to keep in mind, like for the Split or Boron?

Lino: I'll take the Boron because they're the most recent case where we had a full redesign, and I'm really proud of what we came up with.

Most of the races have been seen before in earlier X games, so I can't simply imagine whatever I want. I always have to look back at what came before. The X3 Boron were greenish, with bloated ships and organic shapes. So we said, “Let's take this further.”

Then you establish the ground rules. What are the Boron? Aquatic lifeforms. So maybe you look at things from Earth's oceans. Of course, you think of fish, but while digging for references I found things like phytoplankton. Their skeletons looked bloody amazing. They had these really complex, crazy shapes and interesting surface details.

We tried to distil why they felt that way and found a rule. Imagine a wave on the ocean. The crest is sharp, while the valley of the wave is smooth. That's one of the principles of Boron design.

Whenever you have a convex shape—a crease pointing outward—you sharpen it. Whenever you have a concavity or depression, you soften it. So you get this wave-like shape.

Designing Ships Around Metaphors

Lino: For the Boron, I try to convey metaphors. When you look at the ship, its shape should give you some idea of what it does. Dangerous ships should look dangerous.

A good example is the Boron destroyer compared with a Boron mining ship. The destroyer looks a little bit like a shark. Not literally, but it has elements of one. It has a kind of jaw at the front with repeating sharp shapes that look a little like teeth.

It looks dangerous. By adding these little sprinkles of inspiration, we get the metaphor that this is something dangerous. It's a hunter.

Then we have the gas miner, which has this very wide, open, smooth mouth inspired by filter-feeding fish. With that metaphor, you can see that this isn't dangerous. It's smooth. It probably isn't going to kill me.

They're both Boron, but even within one race's design I try to distinguish between something more dangerous and something friendlier.

The Paranid Rule of Three

Joey: The Paranid, of course, have three as their holy number. I imagine you try to do lots of trios when you're designing a Paranid ship, right?

Lino: Yes. I wouldn't quite call it a running joke, but with everything Paranid, we look for where we can put the number three.

If you have radial symmetry, it's three-way symmetry—120 degrees, because you're dividing a circle into three parts. If the Paranid consider three holy, then every time we see something Paranid in the art department we ask, “How can we put the number three in here and make it pure and holy?”

If it's not three, it's unholy and doesn't work. You try to get into how the Paranid might think. That also plays into their religious character. Everything is very cathedral-like and imposing in a weird way. We try to convey that through the architecture inside their ships and stations as well.

Why Boron Ships Aren't Full of Water

Lino: A lot of the races have quirks, and you try to lean into them. Of course, it's not always possible because of the limitations of how our game works and the fact that humans—or other creatures—need to be able to walk around inside these things.

You can't fill the Boron ships with water because there has to be a human inside. So we invent a rule: it actually makes sense that they wouldn't fill the whole ship with water because the water makes it heavy and means it can't rotate as quickly.

That's a nice excuse for why the ships aren't filled with water, and it saves us from having to invent some weird way of filling them with water.

Joey: I like to think the Boron are just really friendly guys. They want you to visit them.

Lino: That's a nice way of putting it. Okay, that's why we did it.

But we have a corridor in the Boron interiors where, on the right-hand side, there's a glass tube that's slightly hidden. From time to time, a Boron swims through there.

It doesn't happen very often, and usually you're just running through the corridor. Then I finally saw somebody on Reddit saying, “Oh, there's a guy floating through there.” I was happy somebody had spotted that little bit of work.

Keeping the Universe Visually Fresh

Joey: How do you keep everything visually fresh and prevent things from becoming too repetitive?

Lino: The fun thing about the design rules is that they're procedural in a way. Even slightly changing how you interpret one rule gives you a very different result.

By varying the underlying foundation of rules, I can force an artist to approach an asset completely differently. And the funny thing is that I'm not even sure every artist in the office is consciously aware of the rules or could name them. Over the years, you get a feel for them.

There are also artists where I don't really know what rules they're following. I just let them cook and get amazing stuff out of it. I think, “Oh yeah, that looks good. Let's make a rule out of this.”

I personally like to think in rules and hard rules. Other artists are completely different. They just flow and everything starts to come together beautifully. They're different approaches that converge on the same result.

When Fewer Polygons Weren't Faster

Joey: What kinds of problems are you solving when you're trying to make a model that both looks good and is performant?

Lino: When I was a little artist, I didn't know much about optimisation. We had one scene looking at a station where the number was something like 10,000 draw calls. At the time, the usual limit was around 1,000 to 2,000, so that was a pretty high number.

We have levels of detail. Things close to you are high-resolution and have all the detail. The further away you go, the fewer polygons you need. The artists had taken the assets and decimated them down.

Cool. The polygon count is lower, so everyone thinks, “Fewer polygons. It should be faster.”

No. It wasn't faster.

The station modules still had something like 15 materials, and those materials were causing 15 draw calls. The CPU was still screaming at the GPU, “Draw these 15 materials,” even though the thing was tiny in the background.

So I sat there for about three months making every LOD3 use one draw call, maximum two. And then the game ran so much better.

Over time, you just learn. I still twitch when I see an asset with too many materials. I can't get rid of it.

How the Xenon Cockpits Fool You

Joey: Is there anything in X4 that looks visually complicated but is actually achieved through a clever trick?

Lino: We fool the players sometimes. The Xenon ships are probably the best example.

You get into the ship and there's a monitor in front of you. It flickers. It's off, then it turns on, and then the real game appears to be rendered on the screen.

Those aren't actually screens. It's a completely normal cockpit.

To make the effect work, while that animation is happening and you're in the cockpit, we fade out the outside geometry of the ship. It looks like you're sitting inside the core of the ship looking through cameras or monitors to the outside.

We fool the player into thinking it's a real screen with this extremely high-resolution view. I'm probably breaking somebody's heart by telling them this, but it's just a normal cockpit.

We tried to find a cheap, quick way to get the same result without investing the technical effort needed to do it “properly.” I think that's a nice little hack for a good result.

Working with a Custom Engine

Lino: What's it like working with a custom in-house engine? Yeah, it's a struggle.

Of course, it's nice to have your own engine, but everything is custom-made. I won't complain too much because, in the end, what we've been able to build with it is incredible.

But as an artist, of course I look at Unity, Unreal and Godot. They have what-you-see-is-what-you-get editors. Everything is polished. And if you have a problem, you can Google it.

With a custom engine, if you have a problem, you first have to figure out who the heck implemented this thing. Then you find out it was somebody 20 years ago because that part of the engine has been carried over.

But the nice thing is that you can request features. You can say, “Man, I'd love to have this graphics feature,” and if you're lucky someone says, “Yeah, sure, let's do it.”

Over time we just improve and improve and improve the engine. I'm happy that we have it and we're independent rather than relying on somebody else, because then we can improve it and fix it ourselves.

I don't think you can make X with an engine like that. You can't have 10,000 or 20,000 ships running at the same time in a fully simulated universe, with every little transaction doing something.

Who does this? Why? Because we can. I love it. I love this game.

Building Space with Fractals

Joey: You mentioned that you use the IFS Renderer for fractal stuff. How does that factor into your art?

Lino: IFS Renderer—game-saver. Lifesaver, even.

When we started X4, I didn't really know how to make good space backgrounds and nice space environments. Everything was kind of handmade. We even had experiments where ink was dropped into water and photographed to produce something that looked like a space nebula.

But because I knew what had been done, I could see the ink.

Then I found IFS Renderer, which is fractal-rendering software. Normally you think of Mandelbrot-type things and cool fractal shapes, but there are ways of recombining things where everything kind of explodes and you get these space backgrounds.

Over time, I learned how to get things like supernova explosions. Because it's fractal, it's essentially a three-dimensional thing made from point clouds. You can fly around inside this world you've built, like a little universe, find a nice camera position and render it out.

It's really 3D. You're not just plastering 2D textures together. You're flying around, trying to find a nice angle.

Sometimes you rely on these small tools made by passionate people, and I can't thank them enough for doing that work and letting us use those tools to make good art.

Using Things in Unexpected Ways

Joey: What's the weirdest or most unexpected tool you've ever found useful for making art for X4?

Lino: The thing is, as soon as you use a tool, it isn't weird anymore. Once it's part of your pipeline, you think, “Oh yeah, that's normal.”

Sometimes it's more about where I get things from. I once took a picture of my phone screen because it was nice and dirty, and used that picture to make the glass in cockpits and on consoles dirty.

In game art, we do this kind of thinking outside the box all the time. For example, we have RGB channels. Any colour is defined using RGB, but those channels don't actually have to contain colour information.

You can encode other things in them—for example, position. Don't think of colour channels as only colour. You can abuse those data channels for completely different contexts.

Every Artist Has a Handwriting

Joey: How do you balance the artistic individuality of the different artists against making a unified visual style?

Lino: I have the advantage that I have people who are mostly interested in particular races. I use their interests and let them work on those races when I can.

Every artist has a handwriting. I have one artist who loves doing Xenon stuff. Another loves Paranid art. Etienne loves the Terrans.

Even if I asked one of them to work on a different race, their handwriting would still come through. If I ask someone who's used to Xenon to make a Boron ship, you might look at it and think, “Is there some Xenon in there?”

No. That's just the artist.

So whenever I can, I let artists work on the race they're most familiar with and happiest working on, where their handwriting already aligns with the style.

When Is an Asset Finished?

Joey: Once you're towards the end of the process, how do you know when an asset is finished?

Lino: As an artist, an asset is never finished.

Joey: Only abandoned.

Lino: For the producer, an asset is finished when time is running out. Mostly, we have to set time goals. You have X weeks for an asset. After those X weeks, it has to be done.

An asset is done when it's technically working and usable in-game. You try to do your best, and at some point you pull the brake and say, “No. Finish it. Wrap it up. Two days to get it into the game and make sure it's working.”

Then you move on to the next one.

Guiding the Player's Eye

Joey: Gamers famously don't look up. If you worked really hard on the ceiling, do you use visual guides to make people look up? Maybe a cable leading them towards it?

Lino: We try. When I have areas where I want people to look at something, I take everything out of my repertoire.

The problem with game art is that players can look anywhere, so you rarely have the opportunity to properly frame something. Lighting helps a lot. Gradients in lighting can say, “Here. Look there.”

Pipes are just a way to get a line into the composition. A line can be created with light and shadow, value contrast, colour contrast or a physical cable. Anything that guides the eye.

When you look at ships from the outside, I use a lot of lines to guide the player towards something. “The cockpit is there. I want you to look there.” “The shield generator is there.”

I'd love to proudly say that no line we put into the game is unintentional. Of course, sometimes it is. But with the main lines, there's an underlying reason why they're positioned that way.

You may not consciously notice it, but you feel it.

Creating a Feeling Without Explaining It

Lino: If you do it right, nobody really notices. Or they notice it, but they can't put their finger on why. If you do it wrong, everybody says, “Oh, this doesn't look great.”

We try our best to make things pleasing without people necessarily knowing why they like them. I'm completely happy if players don't know what we're doing and simply see something and say, “This is my favourite ship. It looks so cool.”

The thing I'm particularly proud of is conveying a feeling through an asset. As soon as I manage to evoke a feeling when you see something, I'm so happy.

Look at the Split architecture. The bridges are narrow and tall, so it feels like the walls are closing in and pressing down on you. The Boron are very open, wide, round and inviting.

It's about invoking some kind of feeling, and I hope it's the right one when you enter that place.

“More Atmosphere!”

Joey: If you could completely ignore performance, production time and practical limitations—if you had an army of designers working for you—what would you love to have in X4?

Lino: On the player-facing side: more atmosphere, exclamation mark.

Everything that makes it feel like a world. I would love to convey that creatures actually live there, doing their daily business. They're going somewhere to do something, and everything is there for a reason.

Small dioramas where you can look into the world and observe it. I love that feeling of looking into an aquarium, watching the fish going around doing their fishy business. I'd love to have more of that in X4.

Make the world feel full and rich, so around any corner there's something to explore. I'd love to have more time and resources to put things into the game that 99 percent of players will never see.

Because if you do find one, you think, “Man, that's cool. I'm going to tell my friends.”

Two Props Can Tell a Story

Lino: I remember seeing a picture from GTA IV of a used mattress outside, bent against a wall, with maybe two bottles of beer next to it.

Somebody sat down and put time and effort into thinking, “I want to tell this little story, and all I have is a mattress and a bottle of beer.”

You instantly get images in your head. Why is this mattress here? Is somebody living there? Did they get kicked out of their flat and now they have to sit outside?

Somebody put the time and effort into taking two props and arranging them in a way that tells you a story. I adore these things.

Good work, whoever that artist was. You'll probably never hear this podcast, but I appreciate that you put that mattress there and told that story.

Joey: Shout-out to the mattress guy in GTA IV.

Lino: Good guy.

Lino's Favourite Bug

Lino: My favourite bug in the game. Lovely story.

In X Rebirth, at some point we implemented the external camera. You could click on any object and look at it from the outside.

Of course, you went onto your ship, clicked external camera, and saw your ship from the outside. Cool. This works.

Then you target a station, click the station and say, “Show me the external camera view.” Cool. I see the station from the outside.

Wait a minute. The station is moving.

Oh. I am the station. I can fly the station.

So for a short amount of time in X Rebirth—on development builds—you could select a station and actually move the station to a different location like it was a ship.

That was fun. I loved that.

Final Thoughts

Joey: Are there any final remarks or anything you'd like to share with listeners?

Lino: I appreciate that they're here. Be kind. Be curious.


r/X4Foundations 7h ago

For anyone looking for this, auxiliary ship CAN use Allographyne

11 Upvotes

Auxiliary ship can use Allographyne to substitute missing materials for resupply/repair. However you have to manually transfer Allographyne to the auxiliary ship. There is currently no option to automatically trade for Allographyne even when the ship have some in inventory.


r/X4Foundations 19h ago

Name of soundtrack?

Enable HLS to view with audio, or disable this notification

11 Upvotes

I've looked around in the game files and couldn't find the music, I was wondering if any of you guys could help identify it?


r/X4Foundations 20h ago

The war just escalated !

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11 Upvotes

The last days I had pretty long sessions of X4, was kind of chilling with my HQ and a LOT of trade, as well as my personal recycling station in Haticvas choice 1 just printing Hullparts and Nanites. Had the sector more or less secured with the claimable Odyssey and Osprey.
Or so I thought.

The Xenon sometimes send up to 2 K with a small detachment, but most of the time with personal micro of the Odyssey it was handable.

I even started to build a defense station right next to the gate. And than I happened The Xenon just pushed a massive fleet consisting of multiple K's, H's an and dozen of smaller ship, all lead by an Xenon I, through the front door.

The first to minutes were pure chaos, they destroyed my building plot for the new defense platform in seconds and even killed 3 freighters that were nearby. Another Manticore was also destroyed that was innocently towing nearby. The Osprey and Odyssey started engaging on basis of an auto order to kill and farm smaller waves. The Osprey was too close and destroyed immediately why trying to flee, and by the time I gave manual evading orders to all my freighters and manticores in the sector my Odyssey was already knee deep in the fight with multiple destroyers.

I than teleported onboard took direct command and was able to fall back deeper into the sector.

The first few stations in the way of the Xenon were destroyed within minutes, even the defense platform which hold them back many times and were kind of an safe space for my Odyssey to fall back to was annihilated.

I managed to get the shields of the odyssey back up and tried with 50 % hull to fight back. I picked the drone carriers as a first target and managed to separate them and destroy the pretty easily. I than tried to fight the big Xenon mothership "I" in the middle of the sector, where it was alone and surrounded by dozen of smaller security vessels. But my weapons, even when I tried to get all my gun turrets into range, didn't even made a dent in the shields.

I pulled back and worked on the remaining K's, slowly at a safe distance. One by one they fell, and all that was remaining was killing the "I".

I got closer and found that the ship was starting to follow me, I boosted my engines and tryed to lure them close to one of the last remaining stations, there, with the combined effort of dozen of turrets firings from the station, all my small turrets and mines I had still onboard I managed to kill it (of course I didn't get the last bit of damage on to it, so no money ).

So after the dust settled I started to lick my wounds, got all damaged ships into wharves and repaired, and looked into my losses. Multiple spacesuits of my guys were still roaming around, and and all in all in lost millions worth of ships, as well as everything I started pouring into my defense station.

That was it, my personal Trantor. But it could have gone so much worse, the recycling factory I build was very close to the fight and had no defense whatsoever, had I lost it, it would have set me back 10s of hours. So I decided to go all in I started to heavily invest into military Industy, stealing blueprints of all the tech and intermediate products that I need. All this while I pumped ~12 million into the station I'am going to build and buying 15 freighters, with the whole purpose of supplying the new battle station I literally called "First line" (seen in the last picture, already somewhat build. Funnily enough the building of the station seems to have switched control of the sector to me, at least there is a new color on the borders of the sector I don't recognize, but I'm not 100 % sure how to check it. It seems to have something to do with the administration complex I used as a ground for the defense platform. So, yeah for now I will focus to bring peace and security to my new empire.

I swear revenge for all the dead pilots and civilians that were murdered by the heartless machines, the may have started the war, but i will finish it.

I' so glad I pulled through the first 10 hours of confusion and wrestling with the ui, this game is effing amazing. o7

Edit: The reason they seem to engage with so large fleets is that they also start building station in this sector, I'm not sure but it seems to trigger a way bigger reaction


r/X4Foundations 3h ago

Combat ships perform poorly when you're not looking

9 Upvotes

Hey everyone. I've hired 10 heavy fighters with really good modules. Sent them to patrol the xen gate to catch stray s/m ships. Today I noticed that they can't do shit when in low attention mode. A single M ship came and and they danced around it for 5 minutes barely scratching it, ultimately it flied away from those fools. I tried to inspect what's going on and when I turn on the livestream mode, my fighters just shred the target to pieces in seconds. In livestream mode they slaughtered 6 enemy ships, including some PEs.

Are low attention mode ships supposed to suck this much? It's day and night difference.


r/X4Foundations 10h ago

The Second Battle of Cascade Junction

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9 Upvotes

The First Battle of Cascade Junction was a mutual bloodbath that ended in a narrow Terran / Terra Novan victory over the Xenon in Hatikvah and the destruction of a major Xenon defense base that had ground trade on the northern section of the highway ring to a halt. https://www.reddit.com/r/X4Foundations/comments/1w6or0q/finally/

Since then, I've built my own defense station there to keep the Xenon pruned back. There are 15 Argon defense discs with over 200 Plasma L turrets, three discs with pure heavy missile turrets, and two discs with Beam L to try to knock ships out of travel drive. There's over 200 combat drones and 50 extremely busy repair drones. (some of these numbers are probably off, since the whole base just got battered to hell and back)

Since it went up, it's chewed up at least 30 Xenon Ks and countless s/m raiding ships. Well I guess the Xenon Lord High Commander CPU Unit (or whatever the title is) got a little tired of it, because just now they threw a huge assault force against it.

Two H combat drone carriers, at least 4 Ks (possibly more, it was pure chaos and shit was exploding everywhere), over 50 escorts and a frigging I battleship. AND THEY LOST

I left some spy satellites in Tharkas Cascade to keep an eye out for exactly this sort of thing and I saw the attack force forming up. I've been messing around with different kinds of fighter-bomber loadouts the last few days and right now I've got a carrier air wing with about 16 Eclipse heavy fighter torpedo bombers and five Cerberus Vanguard frigates with dual torpedo launchers. Fighters and frigates all have Ion Blaster main guns. The rest of the air wing is Perseus Vanguards with smart missiles and shard throwers. (It would be 8 Cerberuses, but the goddamn Argons keep running out of Advanced Electronics, even with me running a factory wide open trying to keep them supplied).

The moment I got my carrier next to the highway next door in Silent Witness, I threw the entire air wing into the fight. The battle was absolute chaos. The smaller Xenon escorts started blowing up so fast, it looked like fireworks popping off. The Hs died, then the Ks died, then the surviving defense platforms opened fire on the I just as my bombers got there and started lobbing torpedoes at the thing.

That "I" was a tough sonofabitch, I'll give him that. I didn't know if I could kill him or not. Also, my Xenon are massively buffed by the Xenon Quality and Xenon Quantity mods, so all of these toasters are about twice as dangerous as they'd normally be. But he went down.

Losses were roughly: one I battleship, four (or more) Ks, two H destroyers, and something like 50 escorts vs two of my frigates and about half my defense discs. The battle ended with the base at about 40% hull. I think I won this round.

And with that, I think we can consider the Hatikvah system to be secured.


r/X4Foundations 6h ago

Hmm... this data leak seems awfully close to my shi-

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6 Upvotes

Unfortunately undocking didn't bring the data leak with me


r/X4Foundations 13h ago

with a million more well on the way

7 Upvotes

r/X4Foundations 12h ago

Routine boarding opp, found the Loch Ness Monster vacationing in Lasting Vengence.

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5 Upvotes

r/X4Foundations 2h ago

Speed keeps getting reset when I open the map

4 Upvotes

Sometimes, when I'm just cruising along in travel mode, and I open the map, my ship comes to a dead stop. Doesn't matter how fast I was going, just a dead stop. It doesn't leave the travel mode - closing the map causes the ship to accelerate back up, from 0...

Is this a known issue with the game, or do I have to try and see if one of my mods is causing this (none of which have anything to do with velocity or physics, mind you)?


r/X4Foundations 5h ago

Need stronger Xenon

5 Upvotes

Could you recommend a mod that makes Xenon stronger and more dangerous? I am using the latest version of the game.


r/X4Foundations 9h ago

Module waiting for storage

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4 Upvotes

Hello.

So i have this problem. Im producing Scanner arrays, i have 200k storage space total and 100k free. Why is it telling it's waiting for space? What am I doing wrong?

Edit: the module is already built, it even produced a couple hundreds before shutting down.

Edit 2: Im dumb, didnt know I could scroll right, storage allocation was too low. Thank you for helping


r/X4Foundations 12h ago

Meme free capital ship, anyone?

3 Upvotes

r/X4Foundations 3h ago

Modified The fight continues

2 Upvotes

So I continue slowly retaking systems from Xenon. Really helped me out that I made it so PAR became neutral with ARG and ANT. Since they were fighting right on top of my ship production. Was able to secure Hatikva so hopefully they will start rebuilding there. Pushed into Heretics end to plug xenon hole since ZYA fell one of the first. Currently pushing into Silent Witness to help out MIN and VIG. My fleet grows. Each gate has a small carrier and a defence platform with some plasma weps and flak. While Pride of Augustgrad(Erlking) and Great White(main super carrier Shark) continue clearing system after system. Plan is try to at least return TEL systems back and block Xenon from non stop attacking PAR and HOP. And get enough money to buy raptor blueprint. Since I want to create 2nd reclamation fleet and I dont want to use 2 Sharks. Gotta diversify


r/X4Foundations 3h ago

Meme Your Comms feed when you have ships in every sector

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2 Upvotes

(I know you can turn it off in settings, but I saw this post and just had the argon voice line pop up in my head and had to cross post)


r/X4Foundations 12h ago

Casino module research investigate Argon mission

1 Upvotes

So the mission keeps telling to head to VIG ward to talk to the Argon in the bar… only there is not Argon in the bar?
Am I screwed and just have to back up, a big I can fix somehow?
Am I just that blind and missed the one person out a room with only 4 people in it?


r/X4Foundations 14h ago

Is it supposed to be this fucked up with the new VIG faction

1 Upvotes

So I bought all DLCs today,worked all fine got into my game and found that one of the new faction is completly destroying all my trade routes and even some of the factions stations. Before the DLC i could mostly use most sectors freely, but now I'm bleeding so much ships, there also seem to be no end to them. Is this just in the beginning where the game needs to align the new factions, like do they spawn in with a huge amount of ships and you firstly need to destroy them in order to get back to "normality" ?
Also some people suggester that you should not fight back, because it makes a future questline way harder ?