New Fleet Commands! Easy Explained - X4: Foundations Version 6.00 Beta
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- Опубліковано 6 лют 2025
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This is honestly the one thing I've been waiting for. Late game fleet management before 6.00 always had me frustrated. Glad to see they've improved!!!!
And late game xenon and kha'ak threats for your fleet to take care off. Or late game buffs for other factions in general. The fleet improvements feel great but im running out of stuff to fight.
@@Nephale I have the same feeling, I heard the VRO mod adds allot of challenge by adding new xenon ships, like xenon fighter bombers that can fire torpedos, xenon carriers, even bigger battle ships. So you're really pushed to create diverse fleet compositions, like ships to destroy fighter bombers, fighters to bomb large destroyers etc. Looks really cool, going to give it a shot :)
@@keanooi405 VRO is fantastic, I consider it a critical must-have mod.
Yesss, literally why i quit my late game runs because it is impossible to micro everything single ship and you get tired of losing your most expensive ship because he decided to ram the gottamn station you sent him to attack...
and then pair it with an Automatic Restock mod and carriers will automatically replace any ships lost under their control (not just fighters, and not just carriers. I turn it on for stations for any traders/miners that get destroyed so I don't have to micromanage or check up on subordinate numbers)
6.00 is a massive improvement. They're making X4 so good it is almost a whole new game from where it began...
Well, it can be said about any X game, tbh. I remember X3 was barely playable till 2.0 update. Traditions!
I only just started X4 these last few weeks...first X game I've played. Having an absolute blast; never experienced the difficulties of the earlier patches lol
I never gave this game a shot. It is by far the best space game I've ever played, and I've played them all. This scratches all the itches. Building, combat, mining, economy, missions, story. I just wish there were better tutorials and the Ui was more user friendly. So many functions seem downright intentionally opaque.
Seeing L ships able to actually blast a station together instead of busy lining up with each other on 1 single plane of elevation at snails pace , brings tears to the eye
Watching those Syn's 12:50 all attacking with proper coordination had me warm & fuzzy. No dancing to a space waltz or Captains being all Victorian polite, like,
A: "Sorry old chap. Do go first."
B: "What, what?! Heavens forbid my good fellow. After you!!"
C: "Good evening Gentlemen. May I be so incredibly rude and ask to squeeze in?"
A&B: "Be our guest" "With pleasure my good man!"
D: "I say, what a rambunctious display. It looks delightfully fun. May I?"
A/B/C: "Huzzah! Huzzah!! Huzzah!!!"
For the early watchers: HD needed more time to encode, sorry, was too fast publishing
...the good morning fooled me 😆
Hey, you watched this after midnight (if you watched it before commenting) :P
I love this my last playthrough some 18months ago, I took out Tharka's Cascade, which was just a Xenon Hive. That operation was just a mess of microing. I really had to babysit my destroyers to get them where they were needed and keep them from rushing in and hugging the Xenon stations, still lost one that way. These commands would have made that enterprise so mush easier and I expect a good bit more enjoyable.
12:26 To me that would be a Bombardment command, Ordering your Guys to stand off and attack whatever from max range. I think that would be more inline with the English usage of the word, so maybe there is a glitch in translation.
Nice video, thanks for that ❣
But a note:
It's nice that the big ships are now in a closer formation, but as cool as it looks, the ships are getting a lot of friendly fire (13:11)
should have talked about another great feature of position defense..... you can make severall squads for position defense and let them defend different spots (last patch it was 8 squads max each carrier) and the best part about it is squads support other squads automaticly if the threat is bigger than a single squad could handle.
I for example make squads of 1M4S and if one squad has to face 10S , minimum 2 others squads travel in for support if their position has no enemies while other squads still defend their positions.
This update is the single best update this game has ever seen. So much has massively improved. Even the autopilot seems to have greatly benefited from the physics update. The best thing is probably that it now loads around 10 times quicker (yes, literally).
Docking on some ships is very bugged on some ships currently. Hopefully they fix it until full release. I always have to teleport out of the sector for raptor docking.
The improved jolt physics still need some work in my opinion - at least with Boron fleets. I have a Shark as fleet commander, with 3 Rays and 3 Guppies as escort ships, and every now and then I'll see either 2 Rays, or 2 Guppies, or 1 Ray and 1 Guppy all tangled up together, cart wheeling across the sector in some sort of aquatic mating dance while doing maneuvers. The only way I've found to untangle them is to teleport into one of the ships and takeover - full throttling and turning left and right until they separate.
Looks like Carriers will finally have a purpose.
No more Suizide attacs of Capaital Ships against Stations would make me really happy!
OMG im so excited, I thought they gave up and this is my favorite game but I couldn't get my capital fleets to work and my game would slow down at mid/late, Found my self always starting over just to play it. Now im pumped all my problems look to be solved, I hope the miners are fixed too.
Really what I wanted in this game! I really like to roleplay the megacorp using overhelming cheap fighters swarms to solve my problems, although I like the rts aspect I really couldn't be in system since fighters usually suicide themselves into capital ships in rendered combat.
I use fighter swarms vs capitals like Is and Ks and the only thing killing them are sometimes the explosions. Thats why i stopped using pulsars. They are so squishy.
Carrier position defense is something I'm so unbelievably hyped for and I didn't even realize I wanted it
wow! massive improvements! this changes so much and adds that pay off youd really want for carriers and battleships
Absolutly. I allways had my fully staffed carriers and then did not use them agains big tagets because my fighters would just blow up in their turret range. Now carriers make way more sense.
This subject is likely the stand out feature of 6.0. Thank you for the overview.
The Carrier behavior and the improved coordination on station attacks looks fantastic.
Really want smaller carriers too. Like a destroyer sized one that holds 1/3 of the volume of a XL one. And maybe even a medium one. The biggest difference of this game compared to X3 is that the ships does not use energy cells to move around. Making you not really need carriers in the same spirit as in that game. But hell, id take 4 tugs carrying 4-6 fighters each to none at all just to help with fleet mobility. The only real use of an auxiliary ship in this game is for missiles and maybe repair drones
But the things i LOVE about scifi shows/games is: Carriers, Shields, Drones. Really really love sheild effects
An L boron carrier was already datamined. Does not mean it will make it into the release but it could. M carriers exist 😅 Called frigates. Falx for example.
@@Nephale What you are describing was supose to be the Zeus E, a carrier of destroyer size, with reduced fighter capacity and more turrets. Instead we got a carrier that is LARGER that the standard Zeus, but has 16 fighters capacity...🤐
At least three destroyers, Osaka, Syn, and Rattlesnake, can hold 40 fighters, so they can be used like small carriers with battery weapons, except for repair capability, which is one of the things you would use a nearby auxiliary ship for; also, it can repair not only fighters, but destroyers and others as well. Many miners and traders can likewise hold 40 fighters and can be used as very cheap small carriers. They don't have as many turrets to help defend, but an extra one or two with interceptors can join the fleet.
All these changes are really good. One thing i would love to see come back is the missile barrage. When sent, a volley of 150 was a slide show sometimes. The results were worth it.
Thanks for explaining some of this stuff. I didn't quite understand what some of that mean. Firing up X4 now to go play around!
Most welcome!
Thank god, new Fleet commands are what I have been waiting on.
thx man
@Captain Collins That thumbnail is gold
Thank you!!! Trying a new visual style :)
If you're attacking a larger xenon station the ships tend to fly over the station to reach modules on the other side. (And get shot down in the process)
yeah, this, so much. Sometimes they fly into the station.
Id like to see a fleet formation designer where you can build 3d fleet formations. Carriers, auxiliary ships, destroyers, positional escort groups, all laid out in 3d space.
The situation corresponds totally to the addition of the update.
And so it's easy to understand what they did.
Thank you .
Omg!!! For me as a kind of roleplay-player this gonna be such a great improvement! Even if it's not working 100% at the start, this the reason to start a few new gamestarts. Sorry I am excited as hell :D
Awesome video, 6.00 is looking good! Would love to see more videos testing the fleet behavior with even bigger fleets against more targets, really test the fleet AI at it's limits 😄
I ordered 5 syns to fly to the point, so they turned on the cruise drive, then one stopped on the way, and the rest crashed into it at speed and began to spin like a bundle, they could not recover for a long time, after which they flew again, but without the cruise drive. There is an improvement, but it also played a cruel joke)
They need to improve turrets now, because the amount of friendly fire can be a problem, especially if there are another faction's ships around
They did the other approach, friendly fire is not being punished that hard anymore. And on top, you can't destroy your own ships.
This is fantastic. But I always want more mission/stories. I hope this for Stellaris and No Man's Sky too! As to getting repaired when damaged, you could copy older RTSs, where you could tell units to retreat when 20, 40 or 60% damaged. Some later on had special repair machines.
If you like those games I highly recommend Distant Worlds 2 as well.
@@omni_0101 Dw2 is my favorite 4X of all time. I really love it
man, such improvements ! didn't expect such massive changes post 5.10 !
Don't use fighters against stations. They will melt your fighters. Remember that a station has like 100 turrets (some for close range) while a BS has 40 at most (xenon I)
Use destroyers like he did at the end.
OMG its finally possible yo just click "kill it" on the xenon station! You know, without loosing a fleet.
4 years - finally here :)
Mostly... don't expect miracles, but I have seen maneuvering around a station outside of turret range :O
Late game fleet management and the frustration to precisely is what killed my last playthrough. Glad to see they are addressing these issues.
Gonna enjoy these changes in the Star Wars: Interworlds mod. Currently have a small fleet of 2 Nebulon frigates and a Imperial light cruiser aimed at clearing out Yuuzong Vong (Kha'ak) stations. Hopefully they will now stick together and not get shot up by fighters.
I sincerely hope Egosoft changes the firing range for Fighter Crafts with Torpedo Launchers.
In a dream scenario they would fire their long range torps from it's max distance and then break off to get some distance.
Sometimes I think Developers care to much unnecessary balancing.
They "stick together" so well now that they often literally merge into a single immobile blob of destroyers all clipping into each other and all completely useless. Back to the drawing board Egosoft.
Congratz on 15k subs and thanks for this super easy to understand tutorial.
5:40 Instead of FedEx, FleetEx
I remember how disappointing it was to see capital ships trying to attack Xenon stations. They'd just fly away from the station before they were even in range to attack it, and then keep flying around it until eventually a Xenon destroyer showed up and picked them off one by one.
I wouldn't even mind if they'd spread around the station to attack it from multiple angles, as it could probably be more efficient in some situations. I think such a behaviour would also be more realistic. They would just have to be able to notice incoming threats and defend each other, when a defending destroyer shows up.
Wish they added the position defence mechanic for player stations too
Will jolt physics engine prevent player ships getting stuck inside the capital ships during attacks?
Thanks for the great content and especially this video. The issue with killing xenon stations and destroyers went closer and closer was so annoying and made me almost mad. I am really glad, thex fixed it.
Thank you for your continuous support!
Das sieht alles ganz gut aus mit dem neuen Flug und dem neuem Kampf verhalten. Aber eine wichtige Frage habe ich da doch: was ist mit befreundeten Beschuss? Es ist ja bisher so das die KI in deine Schüsse, die von deiner Flotte kommt, reinfliegt und dann die sehr schnelle selbst den krieg erklärt obwohl ihr grade einen gemeinsamen Feind bekämpft. Wenn das weiterhin so ist, bringen die neuen Befehle leider wenig posetives.
Nebenbei, danke für das tolle Video.
Englische Version für unsere internationalen Zuschauer folgt.
This all looks quite good with the new flight and the new combat behavior. But I have an important question: what about friendly fire? It is so far so that the AI flies into your shots, which comes from your fleet, and then the very fast itself declares war although you just fight a common enemy. If this continues to be the case, the new commands unfortunately bring little positive.
By the way, thanks for the great video.
improvements to carriers are going to be huge for SW Interworlds. Love it!
Tie Fighters all the way!!!
@@CaptainCollins I'll pretend you didn't write this... :)
ChatGPT at work... 😂
@@CaptainCollins You, of course, meant PIE fighters?
Thanks for the highlight on this. I hadn't realized what the physics engine had really changed. I remember beeing frustrated with carrier fights. I'll probably give another go soon.
This is the kind of gameplay I actually enjoy, but I hated to have to micromanage it. Glad to see it's getting some love.
So glad to see fleets getting some love.
wow, finally, we have a good fleet command upgrade... I mean, this is something very important. This is soo welcome!
Awesome, very good work Egosoft!
Now we need ennemies to fight with.😁
Guess its time to dust off the empire, Xenon must be getting bored without me
... you still have Xenon? Call the exterminator 😆
@@Mondfischli Have to keep the universe interesting somehow haha
is there an option for AI units set to "defend" to not chase the enemy halfway to hell and back? that was always a major frustration for me.
This changes are honestly amazing, I love how you can actually see the improvement on behaviour and performance
This game is everything I ever wanted in a game. Just incredible!
The improved carrier and fleet coordination is the best thing that happened to the game in a long time.
I almost never used NPC carriers because the last time I did an attack command with a fully loaded Raptor, it just flew right into the station and was quickly destroyed together with 50 ships left on board.
Same thing with destroyers, those 5 Syn would do that kind of range attack for like 10 seconds before doing some weird maneuvers where it seems like they want to get in position on the other side of the station and just take the shortest path to do so, meaning a straight line through the enemy station and then getting destroyed.
One thing that I still desperately want to be adressed though is friendly fire because that is still the most common reason for reputation and even fleet loss. It just needs one destroyer attacking a small xenon ship and a friendly station inbetween them. Once the station took a few hits and is now seen as an enemy, the destroyer will automatically attack the station too and within one minute you'd have the whole sector against you.
And it's such an easy fix in my estimation, you'd just have to factor in if that station that got hit was actually the target of the destroyer.
I m so anxious to jump into my game with 1k+ ship carrier fleet to see a position defense :D. That is the real test of performance improvements.
I've one with "just" 300 ships and fought a 100+ ship xenon fleet in sector with playable fps. 1000 might be a stretch but there are definitely huge improvements. Also better oos performance.
Thanx for very suitable video! You're always at the head of X4 infos :)
So many good improvements, very happy about that :) I do however, as i noticed at the end of this, wish they will fix the shooting of own ships.. I can understand that a fast fighter could take some FF if it flew into a shot from a larger ship in ones fleet.. but having L/XL ships trying to shoot through another ship in the fleet is a little weird to me :) maybe 1 shot could be a thing, but not several in a rough.. should not take crew (or AI) several seconds to understand they are barraging a friendly ship :D
nice work, great info. some really tasty changes. I hope that the generic "defend" with a formation will also benefit from the "attack in formation" improvements
I'd like a command/behavior to make L and XL ships attack at specific ranges. Also a command/behavior to retreat at x amount of damage.
Fleet control, especially among carriers, is significant. I like making Carrier groups to patrol areas, like Hatickvas Choice to combat Xenon raids and patrols. My biggest frustration would be the Carriers deciding to Yolo themselves, with their fighter wings on board, into Xenon I's and destroyers, and blow up.
Another thing I hope they fix is singular L class ships deciding they want to point blank a station by themselves.
The X serie was a reference since a while, but with 6.0 it really put this game as a reference in the domaine.
And I will finaly try the carrier gameplay now :)
Top! Exactly what I needed!
Are the fighters smart enough to move away from the giant exploding ship? Or do they still sit happily in the blast radius and get entire squadrons wiped out AFTER the fight is over?
OMG i was waiting for this video! Thank you!!
Amazing new stuff. The team seems to be working hard
All that looks great hope they will improve even more. Captain did you try to add L and XL ship to the carrier fleet to check how they will behave during the attacks on the stations or big ships? Can you show how coordinating attack works with 6.0?
Thx for showing to us all that and for tests 🏆
I can do that during a stream, if you remind me :)
Since I played X4 with the logo for Doom's UAC on my ships, I've been taking screenshots of other logos in games thinking they would be good for my next playthrough. Now I find that I can use more than one! I wonder if, instead of fleets, I could assign a logo to a station and all the ships working for it?
I believe that this could be possible now, if the devs hear about it. Would you mind to write a short topic in the Egosoft forum to pitch that?
This is looking really nice! Do the AI controlled units now stick together in formations too? That was the one thing that I really didn't like in the old versions; they would always split up and were easy targets.
Finally! Always loved the carriers, and now we almost have CODEA in vanilla X4
what does that mean?
@@CaptainCollins CODEA was a huge script for X3. The main function was better fleet and carrier handling and behavior
Man the fleet stuff looks so nice. I haven't played X4 in a bit but I think I need to get back into now I won't be nervous about having a fleet which is usually my issue is I don't want to deal with the whole logistics of micromanaging my fleets lol I do agree with some other comments and other videos though which I do want to see improved missions and story stuff.
OMG! This is a another game!
Isn't it great how far Star Cit... I mean Elite Dan... wait... X4 came :D
@@CaptainCollins My problem with x4 was the ship movement especeialy in combat! Now it's solved! 🤩
If they take care of stations that easily now, AI Asgards are gonna be a hell of a lot scarier.
Hopefully as our enemies too ;)
5:00
It wouldn't have been bad if they had shown a before and after scenario. I haven't bought the game yet, but that would have suited me just fine.
I honestly do not know to what extent that increases the effort of a video.
I find the video very good and it has further encouraged me to buy the game soon. Good Job 👍
after 5 years i finally started to play x4 for this update. Can't wait.
This all looks awesome. Going to have to reinstall and start another play-through.
I'm just back into X4 after an 18 month hiatus.
I've got a carrier. It's got "S" class fighters on board, but even when they've been in a fight and I click on the carrier to recall subordinates, the "S" fighters just hang about and follow. The only way I can get them to land on the carrier is to highlight them in the menu and then tell them to dock from the carriers menu.
I've not really noticed ships avoiding each other so next time I'm on, I'll look.
However. I think most of my pilots have something wrong with them. The times I've had to intervene to get one unstuck from a station seems to be a lot more than it used to.
The only thing missing from the game now are the larger Kha'ak ships from X2 and X3. Carriers and destroyers. It'd be good to see those back with the snazzy new modern graphics we get now.
Hello capt' !
Oh oh ! That's great, thks a lot for this video with explanation of these news features 👍
I'm going to try right now to attack drectly a xenon's station 😁
_Waric
this looks fantastic.
So I just picked this game up through a steam sale and now I have some good motivation on progressing the game and building my mighty roaming flotillas across the sectors 🤩🔥🤩
Sadly, even in 7.0 one problem with fleet commands remains: when attacking a station with multiple capital ships, they will reposition themselves often too close to the station and get blasted from the station defenses. If they then attempt to flee they often choose a path right through the station or even closer to it than they were before, resulting in their destruction.
They only way to prevent this seems to be to not have them in a fleet and give each ship individual commands for the attack.
That physics engine change is actually awesome.
I've performed a series of tests of the bombard role. The ships (destroyers) don't engage the L/LX threat until the leader or one of the ship is taking fire, they will take no action prior.
Not a usefull feature tbh.
That sounds like a bug because it works fine with s/m ships for me. They immediately fly towards xl/l ships in radar range. have not tested it with l ships on that role yet.
@@Nephale I've also tested with my S bomber wing, selected launched, and they seat neatly on the Colossus, untill it came under fire from a xenon I.
Ну спасибо капитан Коллинс
Я не могу использовать кириллицу, поэтому Google должен помочь. Спасибо за поддержку!
Nice changes. I really like.
Do we know if the improved behavior of fighters and carriers is affected by the pilot level ? or will this only ever be flat stats increase for turning / speed etc ?
Wow.... Very impressive!
Very cool
very welcome changes and additions to the game. Can't wait till I have the time to test them all
As soon as I put my rattlesnake pointing at a station, auto roll off, collision avoidance off, the instant the AI takes the ship he starts boosting at a random place, even if I remove all orders, and assignments, they wont stay still and fire the station with forward weapons....at 12:31, my ships don't stop out of range, they rather fly, and boost in circles around the station wasting shields, and getting shot by graviton, and not using forward guns..... that's with both fleet attack, and attack.
Wow this does bring tears. took 3 X games to get to this achievement in the AI.
i wonder if the asgards will now use their death star laser more primarily and not rush to their death from station defense.
Oh man, this is great improvements! Yah, big battles are a bit clunky and get a bit messy. This update will ease that a good portion it seems. Looking forward to 6.0!
AND it will make battles look even better since the ships are sticking closer together. Big fights will feel like a battlefield now.
Played X3 Reunion & X3 Terran Conflict. Stopped playing X4 Foundations about 12 months ago when I realised that station and fleet building/owning were an essential part of the games storyline.
Noticed the xenon blowing right through the fighters on gate exit. Maybe move their point back further?
Made me want to begin a new game on it.
Thanks !!
Seems they took note from a couple of modders. I guess this only work in sector, right?
They signed two modders last year (the most reknown "shuulo" and "kuertee"). So yeah, they try to improve :)
And no, this is not entirely in sector. OOS behavior got some love too.
this is amazing improvement, earlyer you hade do this manualy send fighters to repair save so much works or set position on ships so they dont be hit by station
amazing video! one question, how you you got that camera view on 13:00? i can't find a good way to look at my ships from a distance, not as cool and simple as that
Awsesome now you can sit on your Flagship and watch your Fleet Destroy stuff.
Man that update will be really good.
Thank you for showing off the details with 6.00, looking so awesome so far. Couple of questions I'd like to ask if you know:
1) With the position defence, if I had a destroyer following a carrier, will it also repair at a axillary ship in the fleet?
2) If I have ships following ships in a fleet (a fleet in a fleet) will they automatically repair?
3) Can you send ships to destroy engines on enemy Destroyers and battleships?
4) Have noticed any increase in AI attacking components on your own ships?
5) Has the Jolt Physics made killing Kha'ark stations so much nicer?
1) Don't know, but want to try now!
2) They should, same answer as 1.
3) Yes!
4) They actually did that before already.
5) haha, it was before already :D
@@CaptainCollins Thanks for the response.
I did notice AI would attack components of my ships but did really worry about it because they would always die quickly. I was wondering if they were more of a nuisance and so need fighter escorts for my larger ships.
I have taken a pause from the game for a while. Last time I played it could still take ships sometime to take out a Kha'ark station quickly and safely, they'd get too close to find that spot that they could hit only to be hit by so many lasers.