by admin

X4 Foundations Of Conquest And War

X4 Foundations Of Conquest And War Rating: 9,8/10 8031 reviews

What the X series is all about: The X games hurl you into the most detailed universe ever created, right into the middle of an epic, intergalactic story filled with twists and turns at every jump gate. Become the hero once more as you TRADE, FIGHT, BUILD, and THINK your way to victory. Networks of Domination: The Social Foundations of Peripheral Conquest in International Politics By Joseph M. Parent, Laura Valentini, Paul MacDonald In the nineteenth century, European states conquered vast stretches of territory across the periphery of the international system. Networks of Domination The Social Foundations of Peripheral Conquest in International Politics Paul MacDonald. Challenges traditional explanations for European military success in wars of colonial expansion; Develops a new theory to explain how social conditions eased European colonial expansion.

FightHistory has always been written by the victor and great treasures await those willing to take them by force. Whether it is defending player owned traders from marauding pirates or galactic conquest there will always be plenty of reasons to be armed and dangerous.Other X4: Foundations Guides:.CombatShips armed with weapons and turrets can shoot at other ships to deal damage to them. Shields will absorb damage taken until they are depleted but only start to recharge after not having taken damage for a period of time.

X4 Foundations Of Conquest And War Summary

Individual surface elements of ships can be targeted to disable them however these may also have their own independent shielding. Once shields are depleted the ship or surface element will start taking hull damage from landed hits. If the hull of a surface element reaches 0 it is disabled until repaired while if the ship hull 0 it will blow up destroying the ship and if the player was on-board it will result in a Game Over.Weapons can be sorted into groups under the Weapon Configuration part of the Ship Interactions Menu allowing for the player to switch between using specific weapons (eg. High damage long range and accurate short range weapons). Primary ship weapons will automatically try to acquire the selected target ship while secondary weapons will aim at the position the cursor is pointing. Turrets will automatically fire at targets prioritising certain targets based on the mode they are set to. Most ships have blind spots from which they can not attack making ideal spots for their enemies to manoeuvre into.

Although an individual ship can be good at dueling opponents, superior numbers are another way to win battles. Turret Settings. Turret offline: Will not undertake any action.

Turret online: Will undertake the actions below. Attack Enemies: Attack any hostiles. Target Target: Will only attack the selected target if it is hostile. Defend Ship: Returns fire on things that attacks the ship (not missiles). Missile Defence: Will only try to intercept incoming missiles (not ships). Break Asteroids: Supports mining solid materialsLootHacking or destroying ships and station storage modules will cause them to drop a proportion of their cargo for other ships to collect. Collecting wares dropped from a station is considered theft so the station may turn hostile with any ships that do.

NPC ships also have a chance to drop wares for the player inventory dependent on the type and faction of ship killed. Claiming Smaller shipsDuring combat S and M size ships have a chance to bail leaving the ship abandoned and able to be claimed by other faction or the player. To claim an abandoned, the player must spacewalk to it, and then locate and scan a signal leak.

After the ship becomes player property, the player can dock with the ship and fly it away.Alternatively select the neutral ship and then right click it to order a Marine working as crew onboard the player ship to go and claim the craft using a boarding pod. The used marine will then be placed temporarily as the Pilot of the new ship once ownership has been transferred.Capturing Larger ShipsL and XL ships and stations need to be boarded to be captured. Boarding requires sufficient Marine crew on the playership. To prepare for boarding, the target needs to be nullified (taking out the engines, turrets and shields). To initiate boarding, select the playership and then right click the target and order Marines to board the target.Try to keep the subsystems destroyed, and work on reducing hull levels but not to the extent that the boarding marines will destroy the ship.

Once the target hull is sufficiency low to reduce boarding resistance below the boarding strength of the players forces (20 or more is good) the ship is as good as captured. If successful, a Marine can be assigned as the captain for the ship or the player can move to the ship personally. Fleet ManagementShips can form hierarchical groups. A leader followed by several “wingmen” often referred to as a squad, but also multiple levels deep as soon as a leader of one group itself follows instructions of another leader.Setting up such a fleet can be done the easiest by selecting one or multiple ships which are supposed to be the followers on the map, then right clicking on the new leader. The context menu will now show ASSIGNMENT options such as the new behaviour to DEFEND this leader.

Selecting this option will move all these ships into the hierarchy of this leader. A plus symbol now appear in front of the leader ship in the OBJECT LIST as well as the PROPERTY OWNED menus at the side of the map.Ships which are in such a squad or fleet can still receive and execute explicit player orders. These orders would overwrite their current behaviour to follow their “boss” for their duration. This way a player can use any ship for a trade run or overwrite their targets during a battle.When ships are in a squad or fleet, they can also fly in formations. The command order menu of the leader, does allow selection of the currently used formation. Sector ControlAdministrative Centre modules when completed grant ownership of an unowned sector on a first come first served basis revealing all ships and stations in the sector and imposing the illegal wares list of the owning faction.

If the Administrative Centre module is destroyed sector ownership will change over to the next faction with an Administrative Centre. Waring NPC factions are constantly playing a turf war to replace the Defence Platforms of their enemy with one of their own.

Once the player has acquired Blueprints for an Administrative Centre, they too can conquer entire sectors if they are willing to defend it. More of this sort of thing:.

Dec 18, 04:59Alright so I know why they made the buildstorages indestructible now. One, you can't build a station anymore once the buildstorage is destroyed and two, it causes a crash if you go into the build menu for that station which lost the buildstorage and play around with the buttons (you won't see your station anymore there either)So now, either we keep it as is and you just have to stop building that station if the buildstorage is destroyedOr,Make it indestructible againOr,Find a way to make only NPC build storages are able to be destroyed but not player ones.Can confirm this.

If you don't have a build storage on a station and you try to assign a builder or view the logical overview the game will crash. You can fire the manager to prevent the crash from viewing the logical overview.

Foundations

But trying to hire a builder will make the game crash.I'm trying to find a work around in game that will restore the build storage but haven't figured it out. I'm also trying to figure out how to restore the build storage in the save file. Dec 18, 23:36Really liking the mod so far. A must have for me. Thank you!One thing i noticed is that in my opinion the weapons still need some love/balancing.For your reference i entered the current stats (1.25) into the spreadsheet with dps calculation from the user.

This way oddities are way clearer as messing with xmlsHope it helps:Thanks. I will look through it. Just something to keep in mind, it isn't just about dps and the other things mentioned in the spreadsheet although of course these are good things to compare. Download yu-gi-oh pc power of chaos. You also have to take into consideration the price and also accuracy and such. Dec 18, 11:54I think there might be something seriously wrong with the Xenon economy. So when i started a new game with V1.25 Xenon were quite active at the start but after some time their activity went down.

So i decided to switch on the cheat mod and go explore the Xenon sectors and scanned their shipyards and wharfs. Pretty much all the shipyards were starved of ore. Then i used the cheat mod to refill the resource stores of the shipyards to see what will happen. They started buildig right away and even built Xenon I and after that i also saw the Xenon I appear more frequently at least until the ore stores in the shipyards were empty again. So i went back to xenon space to check out what their mining ships are doing.

WarX4 foundations of conquest and war 3

What i found were tons of Power Distribution Units sitting around doing nothing (as energy stores were full anyway) but hardly found any Mining Ships. And when i found one it was usually mining Silicon and not Ore despite the silicon stores being pretty much at max.I also frequently saw Xenon Mining Ships entering blue sectors to mine and then of course get destroyed. Especially in Holy Vision.Game Time is at 18 hours.can confirmThere is nothing to confirm here. First, I made no changes to the xenon economy so this mod has nothing to do with it other than placing a higher demand maybe because of more ships but this isn't a huge deal. I have over 40 hours in my game and not only do I see constant Xenon attacks but I have even seen xenon k's and I's make it to other sectors outside of just the border ones plenty of times. You are not giving the game enough time as I have said already so many times.

Not only do I see tons of xenon activity, I also see lots of fighting going on with other factions and even fleets moving around to engage the xenon. The economy overall is doing excellent. And there are many stations built with many trade opportunities. Everything seems to be working fine in my game. I don't know what you guys are experiencing or the circumstances of your current game so I don't know what else to say but to wait until things get moving.

Maybe in your games, the xenon are getting killed too fast by strong faction defenses, I don't know.sorry it was a misunderstandIt is a Problem in orginal game(withput mods) since 1.32.The miner form the Xenon ever goes to the enemy do mine.the wharf stops working and the econemy is dead.i reportet that serverl times.or maybe i need newgame.because my save is since 1.0.sorry for my bad english.