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Discussion: X4: Foundations

  1. #3301
    et une nouvelle beta en route pour x4

    Remember that savegames made using the Beta version may not work in vanilla version. We try to maintain savegame compatibility, but we cannot guarantee it.

    Note: Please avoid re-posting the above information outside this forum. If you wish to tell other people about this Beta program, please post a link to this forum so that people joining the Beta are aware of the risks and the rules.

    Note: Problems encountered while using a modified game will be considered invalid. Please make sure your game is a clean, unmodified game before you start. Do not use the -prefersinglefiles command line option when testing.

    Image

    Release Notes

    Note: This beta version is available for Windows (Steam and GOG Galaxy) and Linux (Steam only).

    Version 3.20 Beta 1 HF1 (397017) - 2020-05-06
    New Feature: Trade Rules enable improved control over station trade offers, station supply offers and sale of ships.
    Added links to "What is X4: Foundations?" video series to External Resources menu.
    Added option to import and export individual construction plans to share with community.
    Added information about original gamestart to Load and Save menus.
    Added missile storage capacity information to missile turrets in Encyclopedia.
    Added Mark All as Read option to Encyclopedia.
    Added icons to order options in Interact Menu.
    Added behaviour icons to Map legend.
    Added faction abbreviations to Factions and Relations menu.
    Added Start Guidance option to Interact menu of data vaults.
    Added Fly To option to Interact menu of deployables and drops.
    Added details about mission duration and involved ships to Venture Results menu.
    Added match speed indicator to crosshair (default hotkey Shift+X).
    Added error message when attempting to trade with stations that do not have docking facilities for current ship.
    Removed irrelevant information for unmanned vessels from Object Info menus.
    Removed duplicate inventory and station account management from Empire Overview.
    Removed ships and stations lists from Empire Overview.
    Removed ability to install unsuitable equipment mods for certain types of shields, weapons, turrets and ships.
    Improved names of Xenon weapons.
    Improved target selection for pirates.
    Improved chance of AI pilots opening lockboxes when player not nearby.
    Improved trade assignment speed if many subordinates try to trade same ware for their commander.
    Improved guidance during Paranid plot maze section.
    Improved visibility of target speed indicator in speed-bar against bright background elements.
    Improved presentation of player-owned ships on ventures in Property Owned menu.
    Improved balancing of Patrol Missions by increasing enemy presence.
    Improved map performance in certain situations.
    Fixed Split wharves missing Pier.
    Fixed Fallen Families faction not building new ships.
    Fixed stations not posting public buy offers for supply resources.
    Fixed NPC stations disabling some of their production modules indefinitely under rare circumstances.
    Fixed crews of mining ships not gaining experience when player not nearby during mining operations.
    Fixed ships refusing explicitly given orders to trade with a station that is blacklisted.
    Fixed Recall Subordinates command not disarming drones.
    Fixed pirate ships not attacking NPC-owned ships that refuse to drop their cargo or comply with inspection protocols.
    Fixed ships assigned to Trade for Build Storage using station manager account instead of construction account.
    Fixed construction plan Shuffle option using connection modules that are not available.
    Fixed accidental friendly fire from turrets on player ship being treated as intentional.
    Fixed distress drones being launched prematurely.
    Fixed ships not doing damage when player not nearby if they were originally built with neither weapons nor turrets.
    Fixed player-owned capital ships not doing damage to non-hostile targets designated explicitly by player.
    Fixed ships sometimes repeatedly getting supplies at fleet auxiliary ships.
    Fixed NPC-owned ships paying for ammunition, deployables and drones that they already have when resupplying at player-owned equipment docks.
    Fixed some cases of ships not flying correctly around capital ships, specially when docking.
    Fixed ships not able to catch and dock on moving Raptor.
    Fixed station-based traders buying resources that their station isn't currently buying.
    Fixed stations sometimes creating trade offers with zero amounts for wares that are required for production.
    Fixed free-flying police and recon ships sometimes getting stuck while scanning something.
    Fixed comm response by police when non-player ships are scanned and no illegal wares are found.
    Fixed relative movement stopping when getting up from pilot seat.
    Fixed speed matching not turning off when changing target.
    Fixed distance calculations for teleportation range limits.
    Fixed exploit allowing unlimited small ships to be stored.
    Fixed exploit allowing crew members to be cloned in certain situations.
    Fixed incorrect unpaid plot licences under certain circumstances.
    Fixed losing faction reputation from illegal station plots although licence was paid.
    Fixed not being able to autopilot to targets that are under construction.
    Fixed not being able to request docking at build storage when piloting capital ship.
    Fixed rare case of weapons firing under player control when player is no longer controlling ship.
    Fixed several hints getting stuck during Flight School tutorial.
    Fixed some missions not correctly displaying opposing faction in briefing.
    Fixed missing Court faction representative.
    Fixed Paranid plot mission A Small Errand getting stuck on objective Await: Further Instructions under specific circumstances.
    Fixed conversation option to pay credits in Paranid plot missions Unfolded Potential and An Ethical Challenge only appearing once.
    Fixed getaway ship not being recalled from internal storage if it was stored away during Split storyline at Hall of Judgement.
    Fixed missing prisoners at Hall of Judgement in Split story.
    Fixed plot not proceeding during cutscene to sabotage Scale Plate trade run.
    Fixed ships encountered in war subscription missions sometimes being invisible.
    Fixed Hatikvah story not always being re-offered when initial station was destroyed.
    Fixed Split story getting stuck in Suspicious Split Mission if Passenger Ship was lost.
    Fixed mission conversation option for passenger to return to Passenger Ship in Suspicious Split Mission.
    Fixed End of Oppression/End of Terrorism missions getting stuck at payment stage if ship NPC contact was on was destroyed.
    Fixed HQ Research Module not being named correctly in certain gamestarts.
    Fixed HQ Research Module being removed when loading construction plan.
    Fixed fleets not being sorted by fleet name in Object List and Property Owned menus.
    Fixed trade wares missing in Logical Station Overview if not currently stored.
    Fixed turret groups not being highlighted on ship in Ship Configuration menu under certain circumstances.
    Fixed inconsistent selection and highlight of shield and turret groups in Ship Modification menu.
    Fixed equipment mod category availability if no equipment is installed.
    Fixed rounding issues for equipment mod effects.
    Fixed station hull percentage not being shown in Info menu unless scan level was at least 80%.
    Fixed ship docks being listed as station dock modules in Encyclopedia.
    Fixed missing "+" on buttons in Ship Configuration and Player Information menus.
    Fixed Trade menu not being visible in certain situations.
    Fixed sector map sometimes being broken by deployables ending up in invalid positions.
    Fixed Arm/Disarm Turrets option in Interact menu being inconsistent when multiple ships are selected.
    Fixed some map controls not working after quick-loading with map open.
    [Beta 1 HF1] Fixed Logical Station Overview not working for stations under construction (problem introduced in 3.20).
    [Beta 1 HF1] Fixed option to pay credits in Paranid plot missions continuing to appear after missions end (problem introduced in 3.20).
    [Beta 1 HF1] Fixed deployables sometimes ending up at invalid positions, breaking sector map (problem only partially fixed in 3.20).
    [Beta 1 HF1] Fixed broken Chinese localisation (problem introduced in 3.20).
    Fixed returning venture ships causing performance issues until sent away again.
    Fixed excessive sound volume in logo video.
    Fixed issue where sounds could be missing or delayed.
    [Beta 1 HF1] Fixed further startup issues on Linux.
    Fixed game generating two crash dumps per crash instead of one.
    Fixed several causes of crashes.

    source : https://forum.egosoft.com/viewtopic.php?f=192&t=405397
    T'as déjà le fond de jeuxvidéo.com, alors t'es gentil, n'adopte pas la forme.

  2. #3302
    Merci à tous pour vos réponses. J'ai bien un scanner de police (et la licence aussi) et j'ai essayé de scanner les vaisseaux avec des "marchandises médicales" en vain.
    Tant pis, je penses que je vais abandonner la mission.
    Je dis souvent de la merde...

  3. #3303
    Salut,
    Je suis assez nouveau sur le jeu 15 petits jours.
    J'ai passé l'étape familiarisation avec l'ergonomie egosoft.
    J'ai mes petits vaisseaux de minages qui me rapporte du pognon.
    Mon Qg est débloqué.
    J'ai la téléportation niveau 2 mais impossible de passer la suite car j'arrive pas à approvionner en nividium.
    Je sais pas comment installer des défenses sur mon qg.
    Les xenons casse assez facilement mon pulsar.
    En gros suis assez perdu pour la suite.

    Si vous avez des idées simples pour m'aiguiller pour la suite.
    Dernière modification par Toutouille63 ; 08/05/2020 à 10h33.

  4. #3304
    Bon j'aimebeaucoup le jeu, mais il y a des choses qui me rend foux.
    Je ne comprend pas quand je vais voir la station logical station overview, je n'ai que des ???.
    alors que sur d'autres station ca s'affiche correctement.
    Aucun bescherelle n'a été blessé pendant l'élaboration de ce post.
    http://trololololololololololo.com/

  5. #3305
    Citation Envoyé par belreinuem Voir le message
    Bon j'aimebeaucoup le jeu, mais il y a des choses qui me rend foux.
    Je ne comprend pas quand je vais voir la station logical station overview, je n'ai que des ???.
    alors que sur d'autres station ca s'affiche correctement.
    Faut avoir scannné la station ou être très copaing avec la faction.

  6. #3306
    Citation Envoyé par Toutouille63 Voir le message
    Salut,
    J'ai la téléportation niveau 2 mais impossible de passer la suite car j'arrive pas à approvionner en nividium.
    Il te faut un module de stockage solide pour ça.


    Je sais pas comment installer des défenses sur mon qg.
    Il te faut acheter les modules de tourelle auprès d'un représentant de faction. (selon ton niveau de renommé avec lui tout ne sera pas forcément accessible.) Après le QG est dans une zone très safe je trouve donc pas vraiment besoin de lui mettre des défenses.


    Les xenons casse assez facilement mon pulsar.
    Regarde éventuellement si l'Eclipse est plus solide mais personnellement je me suis dirigé vers des corvettes. Soit le némésis Paranid qui est plutôt solide, soit le dragon Split qui mise plus sur sa vitesse.

  7. #3307
    ça a "fuité" sur le dernier stream d'Egosoft (en gros Bernd a juste parlé trop vite ), le prochain DLC introduira les Terrans.
    J'aurai préféré des Borons, les Terrans c'est juste une sorte d'Argon après tout (ou l'inverse me diront certains), mais au moins leurs vaisseaux étaient très classe dans X3 alors si ils gardent la même qualité de conception que ceux des Splits ça promets!
    C'est prévu pour la fin de l'année/début 2021.

  8. #3308
    Citation Envoyé par Nehluxhes Voir le message
    ça a "fuité" sur le dernier stream d'Egosoft (en gros Bernd a juste parlé trop vite ), le prochain DLC introduira les Terrans.
    J'aurai préféré des Borons, les Terrans c'est juste une sorte d'Argon après tout (ou l'inverse me diront certains), mais au moins leurs vaisseaux étaient très classe dans X3 alors si ils gardent la même qualité de conception que ceux des Splits ça promets!
    C'est prévu pour la fin de l'année/début 2021.
    Les Borons tout le monde les veut (et moi le premier) mais c’est compliqué avec leur système d’avoir des "vrais" pilotes (modèles 3D qui se déplacent toussa) vu leur physiologie. Je ne serai pas surpris qu’ils les réservent pour un éventuel X5.

  9. #3309
    Ils les mettent dans une combinaison et c'est réglé! Ils peuvent même garder le même modèle que la combinaison spatiale, c'est pas très grave.
    Et inversement pour les autres races qui visitent leurs vaisseaux/stations!
    Par contre oui il faudra modéliser des environnements aquatiques.

  10. #3310
    Citation Envoyé par Nehluxhes Voir le message
    Ils les mettent dans une combinaison et c'est réglé! Ils peuvent même garder le même modèle que la combinaison spatiale, c'est pas très grave.
    Et inversement pour les autres races qui visitent leurs vaisseaux/stations!
    Par contre oui il faudra modéliser des environnements aquatiques.
    C’est surtout les cockpits etc. Ils sont plus larges et ne sont pas vraiment anthropomorphes, tout simplement.

  11. #3311
    Citation Envoyé par Nehluxhes Voir le message
    ça a "fuité" sur le dernier stream d'Egosoft (en gros Bernd a juste parlé trop vite ), le prochain DLC introduira les Terrans.
    J'aurai préféré des Borons, les Terrans c'est juste une sorte d'Argon après tout (ou l'inverse me diront certains), mais au moins leurs vaisseaux étaient très classe dans X3 alors si ils gardent la même qualité de conception que ceux des Splits ça promets!
    C'est prévu pour la fin de l'année/début 2021.
    A quand de vrais pirates comme dans x3?

  12. #3312
    Citation Envoyé par MirabelleBenou Voir le message
    Dites, je n'arrive pas à remettre la main sur un mod qui permet d'automatiser le déploiement des satellites. Vous auriez ça sous le coude ?
    Merci !
    J'ai essayé le mod conseillé par Seloune mais il n'a pas l'air de fonctionner. Pareil chez toi? Il n'est pas mis à jour depuis un bon moment on dirait.

  13. #3313
    - - - Mise à jour - - -

    Citation Envoyé par Psychocouac Voir le message
    Il te faut un module de stockage solide pour ça.




    Il te faut acheter les modules de tourelle auprès d'un représentant de faction. (selon ton niveau de renommé avec lui tout ne sera pas forcément accessible.) Après le QG est dans une zone très safe je trouve donc pas vraiment besoin de lui mettre des défenses.




    Regarde éventuellement si l'Eclipse est plus solide mais personnellement je me suis dirigé vers des corvettes. Soit le némésis Paranid qui est plutôt solide, soit le dragon Split qui mise plus sur sa vitesse.
    Merci je vais regarder tout ça. J'avais finit par comprendre pour le stockage.

    Je viens de m'acheter un Cerbère je sais pas si c'était une bonne idée :D

  14. #3314
    J'ai un soucis de piratage de blueprint de station. Je balance une EMP sur le module qui m'intéresse pour scanner les fuites de données et quoi que je fasse la station passe hostile. Ya un truc que je fais mal?

  15. #3315
    Ayé je me suis lancé.
    Moins âpre que X3 mais la pente reste abrupte.

    Par contre, point commun je suis une bille en pilotage. Sur X3, un truc était sympa, tu faisais acquisition sur une cible et ton engin suivant automatiquement (effet montagne russe garantie mais au moins cela permettait à une truffe comme moi de s'en sortir) mais là je ne trouve pas l'équivalence, cela doit exister...

    Le truc ballot je me rate toute les missions, c'est pas demain la veille que je vais débloquer la campagne et améliorant ma réputation.
    Pétard... Où ai je foutu les clés du tank? (Général Bismuth 1548-1585)

  16. #3316
    [IMG][/IMG]

    Trop cool la personnalisation du logo, et envoyer le Joker dans l'espace, c'est la classe.
    Pétard... Où ai je foutu les clés du tank? (Général Bismuth 1548-1585)

  17. #3317
    La 3.20 est disponible pour tous :

    Le changelog final :

    Spoiler Alert!

    Version 3.20 (400261) - 2020-06-04
    • New Feature: Trade Rules enable improved control over station trade offers, station supply offers and sale of ships.
    • Added links to "What is X4: Foundations?" video series to External Resources menu.
    • Added option to import and export individual construction plans to share with community.
    • Added information about original gamestart to Load and Save menus.
    • Added missile storage capacity information to missile turrets in Encyclopedia.
    • Added additional Object Information tab to Map menu.
    • Added Mark All as Read option to Encyclopedia.
    • Added icons to order options in Interact Menu.
    • Added button in info tabs to focus objects in map.
    • Added behaviour icons to Map legend.
    • Added ship type icons to ship selection in Ship Configuration menu.
    • Added faction abbreviations to Factions and Relations menu.
    • Added option to select Trade Wares directly in Logical Station Overview
    • Added Start Guidance option to Interact menu of data vaults.
    • Added Fly To option to Interact menu of deployables and drops.
    • Added details about mission duration and involved ships to Venture Results menu.
    • Added match speed indicator to crosshair (default hotkey Shift+X).
    • Added mouse over info in Object Info menus showing full commander name if name is truncated.
    • Added error message when attempting to trade with stations that do not have docking facilities for current ship.
    • Removed use of cargo drones for direct trade between nearby stations.
    • Removed ability to install unsuitable equipment mods for certain types of shields, weapons, turrets and ships.
    • Removed Explore order from list of available behaviours (Explore still available as general order).
    • Removed irrelevant information for unmanned vessels from Object Info menus.
    • Removed Opposing Faction line in mission briefings if it is empty.
    • Removed duplicate inventory and station account management from Empire Overview.
    • Removed ships and stations lists from Empire Overview.
    • Removed hull and shield bars from wreck icons on map.
    • Changed Explore order to end when all map hexes in its search radius have been discovered.
    • Changed location of mission offer map filter to Think section.
    • Improved names of Xenon weapons.
    • Improved target selection for pirates.
    • Improved turret accuracy against large targets.
    • Improved weapon and turret accuracy against fast targets.
    • Improved chance of AI pilots opening lockboxes when player not nearby.
    • Improved efficiency of subordinate traders looking for trades.
    • Improved behaviour of combat ships attempting to disable capital ship.
    • Improved trade assignment speed if many subordinates try to trade same ware for their commander.
    • Improved guidance during Paranid plot maze section.
    • Improved "Work somewhere else for me" conversation to open map at employee's location instead of player's.
    • Improved turret behaviour settings in station Loadout menus when all turrets are under construction.
    • Improved visibility of target speed indicator in speed-bar against bright background elements.
    • Improved order and designation for equipment slots in Ship and Station Build menus
    • Improved presentation of player-owned ships on ventures in Property Owned menu.
    • Improved balancing of Patrol missions by increasing enemy presence.
    • Improved map performance in certain situations.
    • Fixed Split wharves missing Pier.
    • Fixed Fallen Families faction not building new ships.
    • Fixed Duke's Haven sometimes not selling any, or only random, equipment/ships.
    • Fixed Free Families granting police licences; players who have already purchased this licence will be reimbursed.
    • Fixed stations built for NPC factions sometimes still using player account.
    • Fixed stations not posting public buy offers for supply resources.
    • Fixed stations operating as pure trade stations only using fraction of their funds for buying wares.
    • Fixed stations sometimes creating trade offers with zero amounts for wares that are required for production.
    • Fixed another case of Teladi Trade Stations not rebuilding modules.
    • Fixed NPC stations disabling some of their production modules indefinitely under rare circumstances.
    • Fixed crews of mining ships not gaining experience when player not nearby during mining operations.
    • Fixed ships refusing explicitly given orders to trade with a station that is blacklisted.
    • Fixed Recall Subordinates command not disarming drones.
    • Fixed pirate ships not attacking NPC-owned ships that refuse to drop their cargo or comply with inspection protocols.
    • Fixed ships assigned to Trade for Build Storage using station manager account instead of construction account.
    • Fixed construction plan Shuffle option using connection modules that are not available.
    • Fixed accidental friendly fire from turrets on player ship being treated as intentional.
    • Fixed distress drones being launched prematurely.
    • Fixed ships not doing damage when player not nearby if they were originally built with neither weapons nor turrets.
    • Fixed player-owned capital ships not doing damage to non-hostile targets designated explicitly by player.
    • Fixed ships sometimes repeatedly getting supplies at fleet auxiliary ships.
    • Fixed NPC-owned ships paying for ammunition, deployables and drones that they already have when resupplying at player-owned equipment docks.
    • Fixed some cases of ships not flying correctly around capital ships, specially when docking.
    • Fixed ships not able to catch and dock on moving Raptor.
    • Fixed station-based traders buying resources that their station isn't currently buying.
    • Fixed Update Trade Offers command not visiting all known stations when multiple such orders are queued.
    • Fixed Update Trade Offers ending immediately when new order is queued.
    • Fixed queued-up Explore orders completing without having explored.
    • Fixed Construction Vessels not clearing previous orders when assigned for building.
    • Fixed Construction Vessels disengaging while modules are recycling before new build starts.
    • Fixed non-capital ships refusing to attack military capital ships and some stations at relations between -20 and -25.
    • Fixed automated trading ships ignoring travel blacklists when executing trades.
    • Fixed subordinate traders not respecting trade rule that is denying specific factions.
    • Fixed subordinate traders loading extra wares from their home base into storage even under conditions where they shouldn't.
    • Fixed direct subordinates of player with assignment Attack not attacking unless themselves attacked.
    • Fixed subordinates sometimes detaching themselves from their fleet.
    • Fixed missing Trader assignment for trade ships that are subordinate to resupply ship.
    • Fixed build orders on player-piloted ship not processing on docking at shipyard under some circumstances.
    • Fixed free-flying police and recon ships sometimes getting stuck while scanning something.
    • Fixed comm response by police when non-player ships are scanned and no illegal wares are found.
    • Fixed asteroids accumulating when repeatedly saving and loading in same location.
    • Fixed relative movement stopping when getting up from pilot seat.
    • Fixed speed matching not turning off when changing target.
    • Fixed aiming reaction time not using skills of pilot or manager.
    • Fixed turrets sometimes not firing on valid targets.
    • Fixed weapons firing into empty space if target is large object.
    • Fixed turrets on ships repeatedly deploying and folding back when valid targets are in sight but not in range.
    • Fixed autopilot aborting travel mode either too late or much too early.
    • Fixed crew transfer resulting in unending escape pods in very rare circumstances.
    • Fixed one case of crew transfer failing.
    • Fixed one cause of traffic jams at gates.
    • Fixed missing faction representatives in rare cases.
    • Fixed pilots and crews on venturing ships losing morale due to inactivity.
    • Fixed distance calculations for teleportation range limits.
    • Fixed exploit allowing unlimited small ships to be stored.
    • Fixed exploit allowing crew members to be cloned in certain situations.
    • Fixed exploit allowing additional equipment that is not available at ship's current shipyard/wharf/equipment dock to be installed.
    • Fixed being able to teleport to docked ships sent on venture.
    • Fixed returned venture ships stranded in void after rebuilding venture dock.
    • Fixed incorrect unpaid plot licences under certain circumstances.
    • Fixed losing faction reputation from illegal station plots although licence was paid.
    • Fixed not being able to autopilot to targets that are under construction.
    • Fixed not being able to request docking at build storage when piloting capital ship.
    • Fixed rare case of weapons firing under player control when player is no longer controlling ship.
    • Fixed ship capacity mods not being taken into account when adding missiles, countermeasures and deployables to ships.
    • Fixed deployables deployed via command Deploy at Position sometimes drifting past designated position.
    • Fixed incorrect resource amounts for Paranid and Teladi M Mk2 shields.
    • Fixed sector sunlight property not affecting Energy Cell production as intended.
    • Fixed missing dock functionality on 4th arm of Split 4-Dock T Pier.
    • Fixed missing XS ship docks on 3M6S luxury Dock Area.
    • Fixed several hints getting stuck during Flight School tutorial.
    • Fixed some missions not correctly displaying opposing faction in briefing.
    • Fixed missing Court faction representative.
    • Fixed Paranid plot mission A Small Errand getting stuck on objective Await: Further Instructions under specific circumstances.
    • Fixed conversation option to pay credits in Paranid plot missions Unfolded Potential and An Ethical Challenge only appearing once.
    • Fixed getaway ship not being recalled from internal storage if it was stored away during Split storyline at Hall of Judgement.
    • Fixed missing prisoners at Hall of Judgement in Split story.
    • Fixed plot not proceeding during cutscene to sabotage Scale Plate trade run.
    • Fixed ships encountered in war subscription missions sometimes being invisible.
    • Fixed Hatikvah story not always being re-offered when initial station was destroyed.
    • Fixed Split story getting stuck in Suspicious Split mission if Passenger Ship was lost.
    • Fixed mission conversation option for passenger to return to Passenger Ship in Suspicious Split Mission.
    • Fixed End of Oppression/End of Terrorism missions getting stuck at payment stage if ship NPC contact was on was destroyed.
    • Fixed game freeze during Suspicious Split mission if no stations belonging to given faction can be found.
    • Fixed Split story getting stuck when tasked to place bombs on cargo drones during Report To Slave Trader 2 mission.
    • Fixed Split Suspicious mission in Split story potentially missing guidance to character.
    • Fixed End of Oppression mission in Split story accepting multiple payments from player and not progressing.
    • Fixed End of Terrorism mission in Split story getting stuck if story character was on ship that was later destroyed.
    • Fixed Path of Vengeance mission not completing in certain cases.
    • Fixed discovering Jump Gate to Split space sometimes not triggering event cutscene.
    • Fixed Split prisoner characters being duplicated when reassigned, which could lead to issues controlling objects.
    • Fixed Paranid plot mission A Small Errand getting stuck if lockboxes are opened or destroyed before player enters sector.
    • Fixed HQ Research Module not being named correctly in certain gamestarts.
    • Fixed HQ Research Module being removed when loading construction plan.
    • Fixed fleets not being sorted by fleet name in Object List and Property Owned menus.
    • Fixed trade wares missing in Logical Station Overview if not currently stored.
    • Fixed turret groups not being highlighted on ship in Ship Configuration menu under certain circumstances.
    • Fixed inconsistent selection and highlight of shield and turret groups in Ship Modification menu.
    • Fixed equipment mod category availability if no equipment is installed.
    • Fixed rounding issues for equipment mod effects.
    • Fixed station hull percentage not being shown in Info menu unless scan level was at least 80%.
    • Fixed ship docks being listed as station dock modules in Encyclopedia.
    • Fixed missing "+" on buttons in Ship Configuration and Player Information menus.
    • Fixed Trade menu not being visible in certain situations.
    • Fixed sector map sometimes being broken by deployables ending up in invalid positions.
    • Fixed Arm/Disarm Turrets option in Interact menu being inconsistent when multiple ships are selected.
    • Fixed some map controls not working after quick-loading with map open.
    • Fixed Property Owned jumping to top row after returning from Object Information tab.
    • Fixed missing pre-selection of certain equipment entries in Encyclopedia when opened from Ship Configuration menu.
    • Fixed turret slots not available in Ship Configuration menu for certain ships when using controller.
    • Fixed missing trade offer updates after changing station accounts, especially when paused.
    • Fixed shuffle function in Station Build menu not updating list of modules.
    • Fixed construction resources not being listed immediately after acquiring blueprint for player-owned shipyards.
    • Fixed production/hour value for production modules not taking into account effect of production efficiency in Logical Station Overview.
    • Fixed missing workforce information in Logical Station Overview under certain circumstances.
    • Fixed incorrect trade rule or blacklist display/usage when assigned trade rule or blacklist is deleted.
    • Fixed incorrect order lines on map when blacklists are set up.
    • Fixed target monitor sometimes getting stuck during comms.
    • Fixed fog of war sometimes not being rendered up to edge of sector.
    • Fixed another case of stuck map panning in certain situations.
    • Fixed object selection in map not changing object in Info menu if Info menu is not displayed.
    • Fixed ware transfer options in Interact menu not requiring pilots.
    • Fixed incorrect shadows for objects during construction.
    • Fixed returning venture ships causing performance issues until sent away again.
    • Fixed issue causing savegames to become larger with every save/load cycle.
    • Fixed excessive sound volume in logo video.
    • Fixed issue where sounds could be missing or delayed.
    • Fixed further startup issues on Linux.
    • Fixed game generating two crash dumps per crash instead of one.
    • Fixed several causes of crashes.




    Ces nouvelles "trade rules" apportent un peu de confort supplémentaire sur l'aspect commerce?

  18. #3318
    Citation Envoyé par Megiddo Voir le message
    La 3.20 est disponible pour tous :

    Le changelog final :

    Spoiler Alert!

    Version 3.20 (400261) - 2020-06-04
    • New Feature: Trade Rules enable improved control over station trade offers, station supply offers and sale of ships.
    • Added links to "What is X4: Foundations?" video series to External Resources menu.
    • Added option to import and export individual construction plans to share with community.
    • Added information about original gamestart to Load and Save menus.
    • Added missile storage capacity information to missile turrets in Encyclopedia.
    • Added additional Object Information tab to Map menu.
    • Added Mark All as Read option to Encyclopedia.
    • Added icons to order options in Interact Menu.
    • Added button in info tabs to focus objects in map.
    • Added behaviour icons to Map legend.
    • Added ship type icons to ship selection in Ship Configuration menu.
    • Added faction abbreviations to Factions and Relations menu.
    • Added option to select Trade Wares directly in Logical Station Overview
    • Added Start Guidance option to Interact menu of data vaults.
    • Added Fly To option to Interact menu of deployables and drops.
    • Added details about mission duration and involved ships to Venture Results menu.
    • Added match speed indicator to crosshair (default hotkey Shift+X).
    • Added mouse over info in Object Info menus showing full commander name if name is truncated.
    • Added error message when attempting to trade with stations that do not have docking facilities for current ship.
    • Removed use of cargo drones for direct trade between nearby stations.
    • Removed ability to install unsuitable equipment mods for certain types of shields, weapons, turrets and ships.
    • Removed Explore order from list of available behaviours (Explore still available as general order).
    • Removed irrelevant information for unmanned vessels from Object Info menus.
    • Removed Opposing Faction line in mission briefings if it is empty.
    • Removed duplicate inventory and station account management from Empire Overview.
    • Removed ships and stations lists from Empire Overview.
    • Removed hull and shield bars from wreck icons on map.
    • Changed Explore order to end when all map hexes in its search radius have been discovered.
    • Changed location of mission offer map filter to Think section.
    • Improved names of Xenon weapons.
    • Improved target selection for pirates.
    • Improved turret accuracy against large targets.
    • Improved weapon and turret accuracy against fast targets.
    • Improved chance of AI pilots opening lockboxes when player not nearby.
    • Improved efficiency of subordinate traders looking for trades.
    • Improved behaviour of combat ships attempting to disable capital ship.
    • Improved trade assignment speed if many subordinates try to trade same ware for their commander.
    • Improved guidance during Paranid plot maze section.
    • Improved "Work somewhere else for me" conversation to open map at employee's location instead of player's.
    • Improved turret behaviour settings in station Loadout menus when all turrets are under construction.
    • Improved visibility of target speed indicator in speed-bar against bright background elements.
    • Improved order and designation for equipment slots in Ship and Station Build menus
    • Improved presentation of player-owned ships on ventures in Property Owned menu.
    • Improved balancing of Patrol missions by increasing enemy presence.
    • Improved map performance in certain situations.
    • Fixed Split wharves missing Pier.
    • Fixed Fallen Families faction not building new ships.
    • Fixed Duke's Haven sometimes not selling any, or only random, equipment/ships.
    • Fixed Free Families granting police licences; players who have already purchased this licence will be reimbursed.
    • Fixed stations built for NPC factions sometimes still using player account.
    • Fixed stations not posting public buy offers for supply resources.
    • Fixed stations operating as pure trade stations only using fraction of their funds for buying wares.
    • Fixed stations sometimes creating trade offers with zero amounts for wares that are required for production.
    • Fixed another case of Teladi Trade Stations not rebuilding modules.
    • Fixed NPC stations disabling some of their production modules indefinitely under rare circumstances.
    • Fixed crews of mining ships not gaining experience when player not nearby during mining operations.
    • Fixed ships refusing explicitly given orders to trade with a station that is blacklisted.
    • Fixed Recall Subordinates command not disarming drones.
    • Fixed pirate ships not attacking NPC-owned ships that refuse to drop their cargo or comply with inspection protocols.
    • Fixed ships assigned to Trade for Build Storage using station manager account instead of construction account.
    • Fixed construction plan Shuffle option using connection modules that are not available.
    • Fixed accidental friendly fire from turrets on player ship being treated as intentional.
    • Fixed distress drones being launched prematurely.
    • Fixed ships not doing damage when player not nearby if they were originally built with neither weapons nor turrets.
    • Fixed player-owned capital ships not doing damage to non-hostile targets designated explicitly by player.
    • Fixed ships sometimes repeatedly getting supplies at fleet auxiliary ships.
    • Fixed NPC-owned ships paying for ammunition, deployables and drones that they already have when resupplying at player-owned equipment docks.
    • Fixed some cases of ships not flying correctly around capital ships, specially when docking.
    • Fixed ships not able to catch and dock on moving Raptor.
    • Fixed station-based traders buying resources that their station isn't currently buying.
    • Fixed Update Trade Offers command not visiting all known stations when multiple such orders are queued.
    • Fixed Update Trade Offers ending immediately when new order is queued.
    • Fixed queued-up Explore orders completing without having explored.
    • Fixed Construction Vessels not clearing previous orders when assigned for building.
    • Fixed Construction Vessels disengaging while modules are recycling before new build starts.
    • Fixed non-capital ships refusing to attack military capital ships and some stations at relations between -20 and -25.
    • Fixed automated trading ships ignoring travel blacklists when executing trades.
    • Fixed subordinate traders not respecting trade rule that is denying specific factions.
    • Fixed subordinate traders loading extra wares from their home base into storage even under conditions where they shouldn't.
    • Fixed direct subordinates of player with assignment Attack not attacking unless themselves attacked.
    • Fixed subordinates sometimes detaching themselves from their fleet.
    • Fixed missing Trader assignment for trade ships that are subordinate to resupply ship.
    • Fixed build orders on player-piloted ship not processing on docking at shipyard under some circumstances.
    • Fixed free-flying police and recon ships sometimes getting stuck while scanning something.
    • Fixed comm response by police when non-player ships are scanned and no illegal wares are found.
    • Fixed asteroids accumulating when repeatedly saving and loading in same location.
    • Fixed relative movement stopping when getting up from pilot seat.
    • Fixed speed matching not turning off when changing target.
    • Fixed aiming reaction time not using skills of pilot or manager.
    • Fixed turrets sometimes not firing on valid targets.
    • Fixed weapons firing into empty space if target is large object.
    • Fixed turrets on ships repeatedly deploying and folding back when valid targets are in sight but not in range.
    • Fixed autopilot aborting travel mode either too late or much too early.
    • Fixed crew transfer resulting in unending escape pods in very rare circumstances.
    • Fixed one case of crew transfer failing.
    • Fixed one cause of traffic jams at gates.
    • Fixed missing faction representatives in rare cases.
    • Fixed pilots and crews on venturing ships losing morale due to inactivity.
    • Fixed distance calculations for teleportation range limits.
    • Fixed exploit allowing unlimited small ships to be stored.
    • Fixed exploit allowing crew members to be cloned in certain situations.
    • Fixed exploit allowing additional equipment that is not available at ship's current shipyard/wharf/equipment dock to be installed.
    • Fixed being able to teleport to docked ships sent on venture.
    • Fixed returned venture ships stranded in void after rebuilding venture dock.
    • Fixed incorrect unpaid plot licences under certain circumstances.
    • Fixed losing faction reputation from illegal station plots although licence was paid.
    • Fixed not being able to autopilot to targets that are under construction.
    • Fixed not being able to request docking at build storage when piloting capital ship.
    • Fixed rare case of weapons firing under player control when player is no longer controlling ship.
    • Fixed ship capacity mods not being taken into account when adding missiles, countermeasures and deployables to ships.
    • Fixed deployables deployed via command Deploy at Position sometimes drifting past designated position.
    • Fixed incorrect resource amounts for Paranid and Teladi M Mk2 shields.
    • Fixed sector sunlight property not affecting Energy Cell production as intended.
    • Fixed missing dock functionality on 4th arm of Split 4-Dock T Pier.
    • Fixed missing XS ship docks on 3M6S luxury Dock Area.
    • Fixed several hints getting stuck during Flight School tutorial.
    • Fixed some missions not correctly displaying opposing faction in briefing.
    • Fixed missing Court faction representative.
    • Fixed Paranid plot mission A Small Errand getting stuck on objective Await: Further Instructions under specific circumstances.
    • Fixed conversation option to pay credits in Paranid plot missions Unfolded Potential and An Ethical Challenge only appearing once.
    • Fixed getaway ship not being recalled from internal storage if it was stored away during Split storyline at Hall of Judgement.
    • Fixed missing prisoners at Hall of Judgement in Split story.
    • Fixed plot not proceeding during cutscene to sabotage Scale Plate trade run.
    • Fixed ships encountered in war subscription missions sometimes being invisible.
    • Fixed Hatikvah story not always being re-offered when initial station was destroyed.
    • Fixed Split story getting stuck in Suspicious Split mission if Passenger Ship was lost.
    • Fixed mission conversation option for passenger to return to Passenger Ship in Suspicious Split Mission.
    • Fixed End of Oppression/End of Terrorism missions getting stuck at payment stage if ship NPC contact was on was destroyed.
    • Fixed game freeze during Suspicious Split mission if no stations belonging to given faction can be found.
    • Fixed Split story getting stuck when tasked to place bombs on cargo drones during Report To Slave Trader 2 mission.
    • Fixed Split Suspicious mission in Split story potentially missing guidance to character.
    • Fixed End of Oppression mission in Split story accepting multiple payments from player and not progressing.
    • Fixed End of Terrorism mission in Split story getting stuck if story character was on ship that was later destroyed.
    • Fixed Path of Vengeance mission not completing in certain cases.
    • Fixed discovering Jump Gate to Split space sometimes not triggering event cutscene.
    • Fixed Split prisoner characters being duplicated when reassigned, which could lead to issues controlling objects.
    • Fixed Paranid plot mission A Small Errand getting stuck if lockboxes are opened or destroyed before player enters sector.
    • Fixed HQ Research Module not being named correctly in certain gamestarts.
    • Fixed HQ Research Module being removed when loading construction plan.
    • Fixed fleets not being sorted by fleet name in Object List and Property Owned menus.
    • Fixed trade wares missing in Logical Station Overview if not currently stored.
    • Fixed turret groups not being highlighted on ship in Ship Configuration menu under certain circumstances.
    • Fixed inconsistent selection and highlight of shield and turret groups in Ship Modification menu.
    • Fixed equipment mod category availability if no equipment is installed.
    • Fixed rounding issues for equipment mod effects.
    • Fixed station hull percentage not being shown in Info menu unless scan level was at least 80%.
    • Fixed ship docks being listed as station dock modules in Encyclopedia.
    • Fixed missing "+" on buttons in Ship Configuration and Player Information menus.
    • Fixed Trade menu not being visible in certain situations.
    • Fixed sector map sometimes being broken by deployables ending up in invalid positions.
    • Fixed Arm/Disarm Turrets option in Interact menu being inconsistent when multiple ships are selected.
    • Fixed some map controls not working after quick-loading with map open.
    • Fixed Property Owned jumping to top row after returning from Object Information tab.
    • Fixed missing pre-selection of certain equipment entries in Encyclopedia when opened from Ship Configuration menu.
    • Fixed turret slots not available in Ship Configuration menu for certain ships when using controller.
    • Fixed missing trade offer updates after changing station accounts, especially when paused.
    • Fixed shuffle function in Station Build menu not updating list of modules.
    • Fixed construction resources not being listed immediately after acquiring blueprint for player-owned shipyards.
    • Fixed production/hour value for production modules not taking into account effect of production efficiency in Logical Station Overview.
    • Fixed missing workforce information in Logical Station Overview under certain circumstances.
    • Fixed incorrect trade rule or blacklist display/usage when assigned trade rule or blacklist is deleted.
    • Fixed incorrect order lines on map when blacklists are set up.
    • Fixed target monitor sometimes getting stuck during comms.
    • Fixed fog of war sometimes not being rendered up to edge of sector.
    • Fixed another case of stuck map panning in certain situations.
    • Fixed object selection in map not changing object in Info menu if Info menu is not displayed.
    • Fixed ware transfer options in Interact menu not requiring pilots.
    • Fixed incorrect shadows for objects during construction.
    • Fixed returning venture ships causing performance issues until sent away again.
    • Fixed issue causing savegames to become larger with every save/load cycle.
    • Fixed excessive sound volume in logo video.
    • Fixed issue where sounds could be missing or delayed.
    • Fixed further startup issues on Linux.
    • Fixed game generating two crash dumps per crash instead of one.
    • Fixed several causes of crashes.




    Ces nouvelles "trade rules" apportent un peu de confort supplémentaire sur l'aspect commerce?
    J’ai pas joué avec mais y’a plein de détails de QoL sympas dans ce patch, genre des détails d’interface bien sentis, comme un panel secondaire sur la map pour browser plus rapidement des pages de propriétés, etc.

  19. #3319
    Salut la compagnie! je suis "nouveau" en tout cas sur le site! j'avais pas mal joué a x3AP, et je suis passé a x4 récemment.... et j'aurais plusieurs questions....

    1- quand c'est que je retrouve un vaisseau de la classe et puissance de mon mégalodon...?
    2- je ne peux qu’être désappointé par la différence significative entre un xénon i et les vaisseaux dont nous disposons? c'est quoi leur délire?
    3- j'ai pas pris le split vandetta, savez vous si je serais d'avantage comblé niveau vaisseaux?
    4- 247M pour le PLAN, pour pouvoir construire moi même des XL? POUR UNE SEULE FACTION???!!!
    5- ya moyen de pirater lesdits plans?
    6- ya moyen d'améliorer nos armes? boucliers? ou autre? car je récupère des matériaux d’améliorations quand je bute du xénon mais ...
    7- impossible d'aborder un xénon i et récupérer le vaisseau je suppose...
    8- peut on supprimer l'achat automatique d'une ressource a une station, quand ladite station produit déjà ladite ressource?
    9- que faut il à une station de défense pour éradiquer toute menace xénon, i compris, en toute tranquillité?!

    oui oui beaucoup de questions, prenez votre temps, pour l'instant je continue la construction de ma grosse station de production de pieces de coque, de tourelles et bientot de nanobots... ca prends du temps!
    Dernière modification par Asteban ; 14/06/2020 à 23h00.

  20. #3320
    Citation Envoyé par Asteban Voir le message
    Salut la compagnie! je suis "nouveau" en tout cas sur le site! j'avais pas mal joué a x3AP, et je suis passé a x4 récemment.... et j'aurais plusieurs questions....

    1- quand c'est que je retrouve un vaisseau de la classe et puissance de mon mégalodon...?
    2- je ne peux qu’être désappointé par la différence significative entre un xénon i et les vaisseaux dont nous disposons? c'est quoi leur délire?
    3- j'ai pas pris le split vandetta, savez vous si je serais d'avantage comblé niveau vaisseaux?
    4- 247M pour le PLAN, pour pouvoir construire moi même des XL? POUR UNE SEULE FACTION???!!!
    5- ya moyen de pirater lesdits plans?
    6- ya moyen d'améliorer nos armes? boucliers? ou autre? car je récupère des matériaux d’améliorations quand je bute du xénon mais ...
    7- impossible d'aborder un xénon i et récupérer le vaisseau je suppose...
    8- peut on supprimer l'achat automatique d'une ressource a une station, quand ladite station produit déjà ladite ressource?
    9- que faut il à une station de défense pour éradiquer toute menace xénon, i compris, en toute tranquillité?!

    oui oui beaucoup de questions, prenez votre temps, pour l'instant je continue la construction de ma grosse station de production de pieces de coque, de tourelles et bientot de nanobots... ca prends du temps!
    1/ Un jour, peut-être. Ce qui s'en rapproche le plus pour l'instant c'est le Raptor Split.
    2/ Les Xenon I ont toujours été censés être très méchants, c'est surtout que dans X3 tu pouvais strafer comme un barbare même avec un Megalodon. Là faut le sniper à distance (ou le spammer de chasseurs, il n'a presque pas d'armes anti-chasseurs).
    3/ Probablement. Les engins Split sont virtuellement shield-less mais sont lourdement armés.
    4/ Le pognon peut rentrer assez vite dans X4. Plus vite que dans X3 en tout cas.
    5/ Ça dépend des plans. Les plans de vaisseaux je ne sais pas mais les plans de stations avec un EMP y'a moyen de gruger normalement. Enfin je ne sais pas si ça marche sur les docks de construction XL par contre. Attention la faction aime pas évidemment.
    6/ Y'a un système de "craft" de "mods" mais de mémoire il faut les débloquer dans la recherche et il faut être présent (on ne peut pas le faire à distance, faut se balader dans la station et aller au poste de modification de vaisseaux chez le vendeur de vaisseaux).
    7/ Alors ça je sais pas.
    8/ Je pense oui. Y'a trouze mille options dans la sation overview. Doit bien y avoir celle-ci.
    9/ Beaucoup de tourelles plasma. Beaucoup. Beaucoup. Sinon les lance torpilles/missiles lourds marchent bien mais faut assurer l'approvisionnement en missiles. Pour que ça marche bien faut genre 200 tourelles et ça fait donc une consommation de plusieurs milliers de missiles par baston.

  21. #3321
    Citation Envoyé par HBK Voir le message
    1/ Un jour, peut-être. Ce qui s'en rapproche le plus pour l'instant c'est le Raptor Split.
    2/ Les Xenon I ont toujours été censés être très méchants, c'est surtout que dans X3 tu pouvais strafer comme un barbare même avec un Megalodon. Là faut le sniper à distance (ou le spammer de chasseurs, il n'a presque pas d'armes anti-chasseurs).
    3/ Probablement. Les engins Split sont virtuellement shield-less mais sont lourdement armés.
    4/ Le pognon peut rentrer assez vite dans X4. Plus vite que dans X3 en tout cas.
    5/ Ça dépend des plans. Les plans de vaisseaux je ne sais pas mais les plans de stations avec un EMP y'a moyen de gruger normalement. Enfin je ne sais pas si ça marche sur les docks de construction XL par contre. Attention la faction aime pas évidemment.
    6/ Y'a un système de "craft" de "mods" mais de mémoire il faut les débloquer dans la recherche et il faut être présent (on ne peut pas le faire à distance, faut se balader dans la station et aller au poste de modification de vaisseaux chez le vendeur de vaisseaux).
    7/ Alors ça je sais pas.
    8/ Je pense oui. Y'a trouze mille options dans la sation overview. Doit bien y avoir celle-ci.
    9/ Beaucoup de tourelles plasma. Beaucoup. Beaucoup. Sinon les lance torpilles/missiles lourds marchent bien mais faut assurer l'approvisionnement en missiles. Pour que ça marche bien faut genre 200 tourelles et ça fait donc une consommation de plusieurs milliers de missiles par baston.
    alors!!! déjà merci pour toutes ces réponses!!

    pourrais tu stp juste me donner plus d'informations sur :

    5/la récupération de plans illégale (puisqu'on est censuré ici!) de stations (en l’occurrence la fabrication de vaisseaux) comment j'obtiens un emp? ya moyen d’être discret et de pas se faire prendre?

    9/si je compte bien, a raison de 8 tourelles par disque ça nous fait 25 disques pour dégommer un i sans trop de dégâts?
    Dernière modification par Asteban ; 15/06/2020 à 15h34.

  22. #3322
    Citation Envoyé par Asteban Voir le message
    5/le piratage de plan de stations (en l’occurrence la fabrication de vaisseaux) comment j'obtiens un emp? ya moyen d’être discret et de pas se faire prendre?
    Bonjour,

    Je vous invite à relire la charte des forums CanardPC, et vous rappelle qu'il est interdit de parler piratage.

    Toute référence au piratage expose son auteur à des poursuites, et méfiez vous parce que le dernier qui a osé poster dans le topic de Sid Meier's Pirates! on l'a rattrapé. Et on l'a forcé à jouer à Söldner.

    Bien à vous,
    Les experts de la charte CPC.

  23. #3323
    sérieusement? c'est du troll ou de la censure? XD ya des mots qu'on a carrément pas le droit d'utiliser?! même si on parle d'une action dans un jeu vidéo?! c'est raide la quand même

  24. #3324
    Citation Envoyé par Asteban Voir le message
    alors!!! déjà merci pour toutes ces réponses!!

    pourrais tu stp juste me donner plus d'informations sur :

    5/la récupération de plans illégale (puisqu'on est censuré ici!) de stations (en l’occurrence la fabrication de vaisseaux) comment j'obtiens un emp? ya moyen d’être discret et de pas se faire prendre?

    9/si je compte bien, a raison de 8 tourelles par disque ça nous fait 25 disques pour dégommer un i sans trop de dégâts?
    Pour les stations de défense j'ai jamais trop compté. La plupart des modules de station peuvent avoir des tourelles, pas juste les modules défensifs. Mêmes des tourelles de taille M sont capables de balancer des missiles bien méchants par exemple. Et en plasma leur portée est inférieure aux L évidemment mais ça pique bien et surtout OOS je sais pas si c'est bien géré (y'a des chances que leur portée OOS soit effectivement supérieure à leur portée IS).

    Pour les EMP c'est un truc du scaphandre. Je ne crois pas qu'on puisse le faire en fufu. C'est une action hostile et est automatiquement comptée comme telle, mais je ne connais pas les détails. En gros faut que tu équipes ton scaphandre d'un "lance bombes" et que tu trouves des "bombes EMP" que tu peux crafter ou acheter aux marchands douteux. En gros tu lances l'EMP, tu la déclenche sur le module que tu veux "pirater", et là ça fait apparaître plein de je sais plus comment le jeu appelle ça des "signaux", et tu les scannes et tu as une chance d'obtenir les plans du module visé. Par contre attention je crois que ce genre de truc ne fonctionne que si tu as fait les recherches correspondantes (le fait de pouvoir obtenir les plans des modules attaqués et pas juste des récompenses diverses et variées).

    PS : Laisse tomber y'a des gens qui ont un sens de l'humour qui date des années 80.

  25. #3325
    ok ok, et juste un dernier point pour l'instant,

    j'ai des mineurs attitrés a une station, j'ai balancé pas mal de sondes de ressources dans le secteur... l'un des vaisseaux de minage va miner a du 2.8minerai/km3, quand juste a coté de la station (je l'ai un peu posée la pour ca....) ya du 26minerai/km3.... pourquoi diable, va-t-il si loin, pour un spot aussi peu rentable? et bien sur je peux pas changer sa distance max de saut pour récupérer vu qu'il est géré par la station...

  26. #3326
    Citation Envoyé par Clad Voir le message
    méfiez vous parce que le dernier qui a osé poster dans le topic de Sid Meier's Pirates! on l'a rattrapé. Et on l'a forcé à jouer à Söldner.

    Bien à vous,
    Les experts de la charte CPC.

  27. #3327
    Citation Envoyé par Asteban Voir le message
    ok ok, et juste un dernier point pour l'instant,

    j'ai des mineurs attitrés a une station, j'ai balancé pas mal de sondes de ressources dans le secteur... l'un des vaisseaux de minage va miner a du 2.8minerai/km3, quand juste a coté de la station (je l'ai un peu posée la pour ca....) ya du 26minerai/km3.... pourquoi diable, va-t-il si loin, pour un spot aussi peu rentable? et bien sur je peux pas changer sa distance max de saut pour récupérer vu qu'il est géré par la station...
    Ça je sais pas mais je ne serai pas surpris que les mineurs s’en battent les steaks des resource probes. Ou alors ce qu’indiquent les resource probes est bidon c’est possible aussi.

  28. #3328
    Hello,

    Jouant à Elite, j'ai eu envie de varier un peu les plaisirs sans quitter les cochons dans l'espace.

    Hélas, l'immonde vermisseau que je suis bute déjà sur le premier tuto. Je suis au stade de la sortie extra véhiculaire ou il faut se diriger vers une sorte de sas, réparé au préalable, je n'arrive absolument pas à entrer dans ce sas, même en étant parfaitement au milieu, mon gros porc d'avatar rebondit ou traverse les parois et il faut refaire l'approche pénible à chaque fois.

    J'ai donc raté un truc, une manip, une incantation ou je ne sais quel raccourci clavier. quelqu'un aurait une idée?
    Zézen 3800X- Noctua NHU12S - MSI MPG X570 PRO CARB WIFI - 32 GO DDR4 Gskill à 3600 mhz CL 16 - MSI RTX 2070 ARMOR 8G - Seasonic FOCUS + 650 Gold - Fractal design R5. LG 32GK650F-B 32 - VR Quest.

  29. #3329
    La combi n'a pas d'amortisseur inertiel, il faut que tu corriges les dérives avec ZQSD (et Ret. Arr pour s'arrêter)
    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

  30. #3330
    J'ai fini par y arriver, j'ai l'accélération sur un axe dédié du joy, le ret arrière ne colle jamais à zero, il faut aussi replacer l'axe au centre, une fois sur deux ca repart de plus belle dans l'autre sens. Je joue aux jv depuis des siècles, c'est la première fois que je vois un truc aussi casse bonbons. Là je tente de retourner au vaisseau, je ne sais même pas ou est l'entrée et ne parviens qu'à jouer à la baballe qui rebondit.

    EDIT : Bon, petit à petit la fourmi a réussi à .........l’âne. J'ai renoncé à commander l'avatar autrement qu'avec le clavier comme tu le préconises, le ret arr stoppe en effet le mouvement alors qu'il se semblait pas fonctionner.

    Je persevere, je sais que ca vaut probablement le coup.
    Dernière modification par Roland de Flore Lauphine ; 19/06/2020 à 11h37. Motif: Petit colibri prend de l'expérience
    Zézen 3800X- Noctua NHU12S - MSI MPG X570 PRO CARB WIFI - 32 GO DDR4 Gskill à 3600 mhz CL 16 - MSI RTX 2070 ARMOR 8G - Seasonic FOCUS + 650 Gold - Fractal design R5. LG 32GK650F-B 32 - VR Quest.

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