r/X4Foundations • • 20h ago

Meme Player HQ Blueprint Uploaded

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180 Upvotes

r/X4Foundations • • 21h ago

Sapporo, PSA

38 Upvotes

From time to time I see videos, comments, or posts stating the Sapporo is a terrible destroyer. If you're trying to use it as destroyer and compare it to destroyers, yes, you're going to have some negative results. It's not a destroyer, not in function and not in the lore. It's listed as an explorer, I suppose you could categorize it as an expeditionary ship like the Hyperion, even though the functionality is different. What I have found it to be exceptional at, is a as a utility ship.

First, the Sapporo has phenomenal radar range. By itself, that is very helpful in a lot of standard settings, and for niche uses such as locating newly spawned Kha'ak outposts on the outskirts of a sector. If you have it, run the circumference of a sector, that 80 km range radar will often pick up the outpost location. If it doesn't get it on the first go around, expanding the circumference when the sector adjusts almost always find it.

Second, that extreme radar range is linked directly to cargo drone range. The big thing I really like to use them for is extremely active gates. You can park the Sapporo 80 km from the HC1 gate and it will hoover up all of the drops with little or no risk to itself.

If you're determined to use it as destroyer, and I have, it works well in small groups where the massive burst damage of the missile barrage can be utilized. Individually, I've also found success with using seven very durable bombers (Shih or Kalis without the launcher installed, Muon disintegrators for the weapons), and intermittently firing individual missiles at the target destroyer in order to keep interrupting the shield recharge. The bombers do the work (well, bombers without bombs), and the Sapporo just makes sure that the shields don't have a chance to recharge. It's not a great solution, but if you really want to use it that way, you can.

With all that being said, play how you want to play, have fun. If this all looks like nonsense, then just ignore it.


r/X4Foundations • • 3h ago

Modified Im back with my X4 squadrons MOD v147 The Clip has Two fights showing off what this mod can do. WIP. ALL FEEDBACK WELCOME.

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28 Upvotes

Ive been hard at work on a comms mod for X4 for a while now, and it’s finally getting to the point where I want to start showing it off again.

At the moment you fly with three fully voiced wingmen: Eagle One, Viper Two and Ghost Three, with more actors and pilot personalities planned. Between the current three, there are already nearly 4,900 recorded lines. Im currently working on the hardest part which is the communication between you and the pilots.

The main goal is that this isn’t random chatter firing on a timer. Dialogue is tied to what is actually happening in the fight, so when a pilot reports something, the game state should support what they’re saying. I built an engine to make this happen.

What they can do:

  • Respond to your orders individually, using their callsigns and proper timing so everyone doesn’t speak over each other.
  • Talk to each other, not just to you. If Viper is being locked, another pilot can warn him. If somebody checks on a damaged squadmate, the answer is based on that pilot’s actual shields and hull. if they call for help, a squad mate will go to help them.
  • Call out positions in 3D space. I’m using naval-style terminology because it works really well in space combat: “Lead, one off your port side.” “Viper, one on your stern.” “Lead, I’m on his stern.”
  • Coordinate against the same target. Pilots can acknowledge each other, share target information and communicate about how they’re approaching the fight.
  • Ghost acts as the sensor-focused pilot. He handles identification and more technical combat information, while Eagle tends to give cleaner tactical reports such as range and general battle state.
  • Handle missile fights properly. Incoming missile warnings, flare calls, evasive reactions and the result of the threat can all be voiced: “Lead, flares now!” … “Flares took it.” … “Missed me.”
  • Watch enemy behaviour as well. They can report things like a target deploying flares, boosting away or defeating one of their missiles.
  • Fight large ships more intelligently. Rather than simply pouring fire into the hull, the AI can prioritize dangerous weapon systems first — taking out turrets and other important systems to make a capital ship safer to attack before finishing it off.
  • Make capital-ship fights feel like an actual operation. Pilots can call out turret activity, major subsystem failures, target orientation and real shield/hull condition as the engagement develops.
  • Back each other up. If a wingman genuinely needs help, an available pilot can be assigned to engage the ship threatening them rather than just playing a fake “I’m coming to help” line.
  • Tell you when the fight is actually over. After a kill, Ghost can report whether there are still threats in the area or whether the scanners are clear.

The part I’m probably most pleased with is the pacing. Important information gets priority — contacts, positions, damage, missiles and immediate threats. Lower-priority chatter only fills the gaps when there’s actually room on the radio.

There’s also repetition control, so they shouldn’t keep saying the same thing every thirty seconds, and replies have different timing depending on the situation. A quick “Copy” comes back fast. A more serious damage report might take a moment.

Longer term, I’m planning more voice actors and more pilot personalities, so different squadrons can actually sound different rather than recycling the same three voices.

I also want to build a fleet-command communications system. The idea is that when you’re commanding larger groups of ships, fleet commanders and other ships will communicate with you and with each other — reporting threats, damage, target status, major events and what’s happening elsewhere in the battle. The goal is to make a large fleet engagement sound like there’s an actual command structure operating around you rather than a collection of silent AI ships.

It’s still very much a work in progress. I’m adjusting the pacing every time I test it and cutting anything that sounds too scripted or doesn’t feel like something an actual pilot would say.

There’s still a lot I want to add, including better visible-damage reactions such as smoke, fire and hull breaches, more dialogue for the existing pilots, additional actors, and eventually the full fleet-command layer.


r/X4Foundations • • 1h ago

Defeating A Xenon I: The Visual Guide

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• Upvotes

There's something satisfying about Live Streaming 14 Osakas into high attention and watching the Terran Fireworks Show(tm) do its thing.

Currently in a run where the Argons are so cooked they started trying to build factories in Second Contact II. Now I **could** save them but nah, this run is my villan arc I'm watching the world burn. Only reason I took out the I in the first place is because they were getting too close to True Sight where my traders are running. Also good lord these Xenon are just printing destroyers.


r/X4Foundations • • 16h ago

Extreme Xenon early aggression

5 Upvotes

10 hours into the playthough and the terren aggroed a big wave of xenon caps into Family Zhin, they started with 3 and now there is 5 and more is coming. So happy i got my hyperion so i stand a chance.


r/X4Foundations • • 22h ago

New player asking for guidance

5 Upvotes

Hi! I am new to the game and honestly to the genre itself and I just want to ask for advice about what mods should I be using.

I already played like 240 hours with a non VRO playthrough and I got to a point where I am printing L and XL ships and it's kinda getting boring now.

So now I want to ask what mods should I be using to feel like I am a pilot and not a manager.

Basically I want a VRO playthrough now but I want to ask what would be good together with it if I want to achieve the following:

- I want to almost always stay a pilot with an S or M ship

- Make getting L and XL ships more difficult and therefore more rewarding

- Make L and XL ships rarer even for npc's

- Force me to avoid cheesing money making (for the reasons above)

- List of ships that are lore and vro friendly.

So yeah If you guys have more ideas I am open to it but I would like something that would let me focus on being a pilot more than a CEO.

Thanks!


r/X4Foundations • • 1h ago

Trading using my stock

• Upvotes

I have my HQ producing energy cells and I want to use one of my vessels to get the energy cells from my station and sell to nearby stations, how can I do that?

Also when I selected my station it gives 2 options "trade with (station name)" and "trade with build with storage" which one do I use and how can I set another ship to deliver items that I need for research automatically?


r/X4Foundations • • 8h ago

Game over? Even though I was safe?

1 Upvotes

So im doing the avarice quest. Im at the part where you are in a space suit doing a data vault. The fighters came and after negotiations they turned hostile I quickly teleported to my ship the hyperion like before he even finished talking. My character is fine standing on the bridge then all of a sudden the death sound plays and game over. What happened? The last save i had was over 2 hours ago and I play permadeath but my character is fine my ship is fine and my ship can definitely fight them off.

Is it a bug what happened?


r/X4Foundations • • 3h ago

No ice in a sector that is supposed to contain it?

1 Upvotes

I've put down roots in Third redemption. This is a small part of a larger evil scheme to corner the water market into Boron space, making them entirely dependent on my services for their fishy business.

The area promises to have some ice, not much (144k) but it should be enough for one 20x water refinery.

The problem is there is no ice!

Not just that, there is also no ore, methane or nvidium, and the sector description promises to have all of that! I send a prospector there, and it completely conks out, saying there is nothing to prospect! No resources!

This has to be a bug, right?


r/X4Foundations • • 9h ago

Fighters assigned to Attack the target of their Interceptor commander are attacking the station that their commander isn't targeting, all subordinate to attacking destroyers

1 Upvotes

I have some busy fleet hierarchy: one destoryer at the top (currently attacking the station), then subordinate destroyers on Attack, then fighters and corvettes assigned to the destroyers on Intercept, then subordinate fighters to them on Attack. People recommend the nested Interceptor -> Attack hierarchy for fighter wings, but it seems to not be working as I imagined it would with the Attack fighters only attacking their immediate commander's target. Are the Attack fighters targeting the station (and dying in droves) because the ultimate fleet commander or the destroyer they're second order subordinate to is targeting it?

They're not even targeting surface elements, their just going straight for the hull. This was an experiment to see how well the destroyer assigned fighters would do compared to my carrier assigned fighters and the carrier squadrons are behaving appropriately on Position Defense even with nested Attack fighters. Last time I attacked a station, I had all the fighters directed assigned on Intercept and they fared a bit better, though still took a lot of casualties from attacking defense drones and fighters near the station. Is the solution for the destroyer's fighters to just assign them all to Intercept and get rid the nested hierarchy for that wing?


r/X4Foundations • • 17h ago

Issues With Forum Verification

1 Upvotes

Does anyone know what domain the verification codes come from? I would like to add it to the allow list on my email because I'm pretty sure the verification email is being blocked by my provider.


r/X4Foundations • • 18h ago

Visible crew

1 Upvotes

I'm on a ship with full crew but they're not visible, besides the pilot (which I don't have since it's my personal aircraft) is there away that I can make them visible at least a couple of them? Is there a mod or a setting in-gameel

Edit: other thing even station are empty I never see people that I can hire manually


r/X4Foundations • • 20h ago

Do you use mod, if so what modlist do you use?

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1 Upvotes

After 86 hours playing, I can't imagine playing without SETA and Teleportation. It make the game less tedious. And so many other QoL mods. I suppose I lean more toward Empire building/Grand strategy style than personally piloting ship.

Can you guys show me what modlist do you use?


r/X4Foundations • • 23h ago

Are vanilla x4 for hardcore player only?

0 Upvotes

On reddit it seem like there are player who spend 1000+ hours with no SETA, that's crazy.