X4常见问题的实用解决方案

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X4: Foundations
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这是一份关于如何解决《X4:基石》中常见问题的实用技巧合集。目的是帮你省去大量不必要的烦恼、搜索和猜测。我只玩未打模组的游戏版本。据报道,部分问题可以通过模组解决。 简介 大家好,希望这些技巧能帮你减少一些我曾在游戏中遇到的挫败感。这里的技巧不含剧透(至少我没打算剧透),它们是我总结的应对游戏不足的方法。你可以从中获取灵感,我不敢说这些方法是最佳或最优化的,只能说它们对我有效。 撰写这份指南非常耗时,说实话也相当累人,所以请将其视为一项仍在完善中的工作(用现在的话说,大概介于alpha和beta版本之间)。我希望有时间的话能扩展各个部分。我非常清楚存在大量的拼写错误。考虑到信息的价值比完美的呈现更为重要,我选择优先发布这些知识,即便形式上有所欠缺。如果您对拼写错误、语法或标点符号比较敏感,请暂时离开,待指南完善后(如果有那一天的话)再回来查看。 更新记录: 2024年8月10日:新增【AI控制下导致你死亡的原因】 2024年8月10日:新增【护卫舰、驱逐舰与炮艇的区别】 2024年8月7日:新增飞行相关章节及部分战斗说明。 应对袭击和海盗问题 自然敌人攻击你的民用船只 尽管我看到很多人声称使用快速货船/采矿船就不会有损失,但根据我自己的经验,事实并非如此。主要原因是,游戏并不总是会通知你受到攻击,就算通知了也为时已晚。警告似乎在护盾值降至50%时才会弹出,而此时可能已经有6架【Khaak】战机围攻你的飞船了。默认指令并不总是有效,“释放激光并撤离”的指令大约只有5%的情况下能勉强生效。别指望激光能真的摧毁什么目标,它们大多只是起到干扰作用。游戏中没有自动释放地雷的指令,所以要么用这些没什么用的激光,要么就什么都做不了。别误会,偶尔成功或许是可能的,但我担心的是长期效果,而非侥幸成功。此外,给飞船补充物资也很麻烦,尤其是在执行重复指令时。总而言之,我发现整个指令系统都没什么用处。你可以尝试传送进飞船并穿过跃迁星门(如果附近有的话),但你需要非常靠近星门,而且你的飞船的死亡倒计时非常短且无情。那你能做什么呢? 卫星和警报 在游戏初期,当你有时间进行各种微操时,设置一个当敌人进入你的星系时触发的警报是值得的。以下是设置警报的简单方法:

大型希昂舰船(K级和I级)也是如此

需要说明的是,这款游戏的警报系统存在问题。首先,警报系统极其不可靠。我认为它们(在大多数情况下)在第一人称视角时能正常工作,但如果你在其他任何菜单界面进行操作,包括地图(我大多数时候都这样做),警报实际响起的概率会骤降至不稳定的5%-10%。不过在游戏初期,你会花相当多时间驾驶飞船四处飞行,此时警报系统的表现会好一些。 请记住,只有当你看到敌人时警报才会触发,这意味着你必须使用卫星才能让警报生效。对于新手玩家(我假设你是新手,而不是那种能在游戏首小时就赚够一百万的老手)来说,初期卫星的价格是比较昂贵的。你可以覆盖大多数关键区域,例如你的矿工用于采矿的区域或常用的进入路线。在这里你可以看到一个布满小型卫星的系统。

这是一个带有高级卫星的版本

不过你面对的可是数十万的信用点。你可以在关键位置使用少量信用点,之后再处理剩下的部分。 要注意,当你的卫星超出星系的可见边缘时,警报可能会触发。在这种情况下,你(可能)会收到警告,并且需要等待一段时间,直到敌人进入可见地图。 大型舰船 假设你的警告没有触发(我经常遇到这种情况)。你会获得另一次警告机会(有时即使你不在第一人称视角,比如查看地图时,这个警告也会生效)。正如我所写的,这个警告几乎总是“为时已晚”。我曾经拼命尝试保存、解决、预防所有意外情况。然后我接受了现实。除非你是一个极其有耐心的微操玩家,愿意频繁读档,否则这种方法行不通。我怀疑游戏故意设置成让你容易失败的模式,以此来增加“趣味性”。就我个人而言,我讨厌这种设计,这让游戏体验变得糟透了。挫败感依然强烈……不管怎样,唯一的出路就是使用大型舰船。它们有足够的护盾来无视小型袭击。越早转向使用大型舰船越好。没错,它们速度较慢,但也没那么慢,而且能装载更多货物,所以总体来说是平衡的。 与此搭配的是效果最好的默认指令。稍等……“忽略攻击”。没错,你没听错。 以下是全局设置方法:

以下是按单船级别进行设置的方法:

The reason is that running with large ships doesn't help. I even set it for my remaining small and remaining freighters, I just let them die. Make a replacement and let them go. Release them and with them your anger and frustration with this whole situation. I never lost a single freighter or miner since then. What models to use is a personal preference choice. For miners I prefer Magnetars (ARG). Bulky as hell. Flying fortresses. For freighters I prefer Selene Vanguard (PAR). They have travel speed of 4458 m/s. That is decent. And they still offer a nice hauling capacity of 19.000, which is sufficient for most cases. I would also give a very good though about whether to use turrets on them at all. I lean towards not using turrets on them all. They can get you into a lot of trouble and usually don't do anything to the enemy. With large freighters and miners, orders on ignore attack and alarms set up, you should be free of the unnecessary micro. I also sort of presume you have good enough relationships with the sector owner so that the local forces will come to your help after some time and kill the pesky raiders. You can set up your patrol, but it's aslking for miracle. Kha'ak: These enemies for all intents and purposes spawn on your freighter. Yes, there is the warning, but later in the game, unless you are currently not personally flying in 1st person mode, the way you learn about their attack is by getting the "warning" when their shields are at 50%. So the game basicly just tells you that your smaller-than-large ship will die in a few seconds. Xenon: Easiest to deal with. In terms of predictability. You'll learn their invasion routes. Make arrangements accordingly. Having lot of your ships in a sector with usual invasion gate is obviously a risk. If you set up camp elsewhere, the chances are you'll get harrased only by a lone ship, not a full raider group. Piracy: Okay, this is a tricky one. There are some mechanics that the game uses to trick you into wars with other factions with this. The main problem here is that the pirate flips the side mid-fight, BUT REMAINS HOSTILE. This is the major reason why not use turrets or satellites on your civilian ships!!!!!! I can't stress this enough! The whole concept here is utterly borken. And I suspect it's by desing! Typical scenarios: They attack you, turn red. You use turrets. They suddenly flip their allegiance, but stay hostile. You continue using your turrets. But this time it's considered an attack on the faction they flipped to and you aggro local patrol/police. Let's say the ship continues firing turrets defensively, but since locals are attacking you now, you lose more reputation, more enemies aggro and it spirals into the whole sector being on on you. Satellites on either side make this MUCH, MUCH worse. If you use satellite, the pirate flips, the satellite keeps attacking. Aggro. He drops a satellite, flips. His satellite attacks you, your turrets attack the satellite. Aggro. Just don't use the satellites. Or even better, not even turrets. Again, they seldom kill anything and it's just not worth it. You are probably counting onlocal forces to kill the raid for you ayway so why not hold on a little bit longet without a right of all ouot war because of broken game mechanic. The pirate should have a cooldown to the flip after not attacking or getting attacked and it should also include the satellites. Alas, it does not and we need to deal with the situation as it is. On the other hand, destroyer pirates are a godsend if you have a good M ship and some marines. Boarding and capturing ships Abandoned shipsWith small ships you can either go outside of your ship in spacesuit, set the mode to Shift-2, fly to the red data leak and after it's descrypted (just hover inside the red ball of the leak in scan mode and it will automatically decrypt) the hatch opens. Then press Shift-D, or use the right button on the ship to enable docking. Once the green navigation lights show, fly to the hatch they point at. Another method is sending a marine to capture the ship. This is the only method how to claim an abandoned larger ship. You need to have a ship with at least one marine selected, then right-click the abandoned ship and choose "Claim" from the menu. Beware, that the marine launches whenever you give it orders, even along way far frrom the target. So make sure you first fly as close as possible to the abandoned ship and only after that you use the Claim. BoardingI'll assume you want to board let's say a pirate destroyer. Here is how it works: Get a decent (medium) ship. You need to withstand some turret fire, you need to dish out enough damage to get at least through the small shields on subsystems. Don't worry too much about the big shields for now, but know that if you are able to get through the main shields and do damage on the hull it helps. At least it speeds things up quite a bit. Second thing you want is a ship with marines on it. I don't recommend using a military ship. Get a freighter for example, rename it Troop / Marine Transport so that you don't forget. Renaming is a suggestion, ofc it's not needed for the boarding to work. Steps in order: 1. Scan the ship Sounds silly, but you probably arrived to the pirate ship AFTER it flipped it's identity so opening your fire immediately will be considered an attack on local faction. To avoid this you need to scan the ship first to reveal its identity. First, you need to fly within 2 kilometers before you can activate the scan. Second, you need to be in scan mode. The purple one activated by Shift-2 by default. Thirs you need to activate the scan either by Shift-F or using the right click and choosin the Scan option. That will activate something that looks liek a web on HUD. You need to keep pointing the web for several seconds straight on the ship to get a full scan. Ships often try to escape the scan so it may be tricky. I highly recommend saving the game before the attempt. You know you have succeeded when you see the true identity in the info screen when targeting the ship. Example: It will, let's say show SCA (pirates) instead of ARG (local force). 2. Disable the ship Now you need to disable the ship. You don't want it flying away or shooting down your marines. This is why it's good to have an M ship, because you can stick to the surface, hiding in a blid spot and shooting it's surface elements one after another. The best way is to destroy engines first. You can easily pause the game, select the enemy ship and cycle through the subsystems until you find the engines. Or you can click directly on them. After the engine subsystem is selected you shoot it, until it explodes. Rinse and repeat for all engines. The best way is to fly in from the back of the ship until you stick to it, find a blind spot, where no turret can reach you. Ideally you can shoot on engines from there uninterrupted. Alternatively you can kill a small turret firing at you from there. You need to find a place where no turret can reach you can you can regenerate your shields and cool down your weapons. I recommend dealing with engines first until you find/make a blind spot. Turrets are next. You don't need to shoot down shields. I think if you shoot them down and the ship will be getting hull damage enemy crew will slowly escape the ship, but I don't know the exact mechanics. It's good to leave at least one big shield up in case some random freighter starts shooting at your prey. Anyway, after the engines are down and turrets destroyed, it's time for: 3. Boarding The same as with claiming applies, the marines start when you press the Board command so if you press it while the ship is on route, they jump out right away and you'll have to wait for a painstakingly long period of time. First park the ship VERY close, then press Boarding. Select your ship, right click the enemy ship and press Board. You will be rpesented with following screen:

In the Select marines to board with section drag until you have assigned max number allowed. Usually this is around 48. You can see the actual max number in the third stage info. Now, under the Stage I and Stage II there is a selection. If you celared the turrets it should be as on the screenshot. low risk, Enemy combat effectiveness Very Weak. If you see anything else, you probably missed a turret and should destroy it before you start boarding. Stage 2 is trickiest. What is happening you are stting how long is the crew going to take to get inside the ship. If the ship has full hull and they need to cut through it all, it will take a LONG time. As in an hour real time ballpark. I usually damage the hull to 40% before baoring and set it the rule in Stage 2 to Medium, which equals 50% hull, so I have some tolerance for natural ship hull regeneration. Stage 1 should be fast. After your marines get to the enemy ship they should start Stage 2 in a matter of minutes. If your marines take a long time and won't start Stage 2, the are most likely stuck. Just teleport to another system, let them attach and port back in. If you did everything as described, set it to medium and lowered the hull youself, Stage 2 should be done within 5-10 minutes. Now, if you don't see enemy numbers and strength, you haven't fully scanned the enemy ♥♥♥♥. Just rescan it. Enable the purple Shift-2 mode, and scan again with Shift-F. Stage 3 is just a show with sound comments and you can want the progress of the boarding. Your number and/or strength against theirs. I recommebd saving the game at elas before phase 3. It may happen that you lose it. But if you brought full stack of marines, even the 0 stars should capture it. If it was close and you lost, you can reaload and try again. Of if you want to RP and bought enough marines for second assault, you can go over the whole boarding again. This time it should be easier as the enemy crew doesn't respawn and you probably killed some already. Expect losses though. 4. Aftermath After you win, the ship is yours. I recommend the following: Send your marines back to your troops ship. Replace captain immediately as it's a marine and not a pilot, or wait, get a pilot elsewhere and replace him later. In any case, getting a full service crew is a HIGHLY recommended next step. I also recommned NOT repairing the ship. It will slowly repair itself to the max allowed by service crew, but even with new recruits it's 85% ma xwhich is decent. You save money and the crew get trainign this way so repairing it is actually counterproductive. Get something like 2 repair drones to speed things up. Howerver DO get missing engines, shield turrets etc. It's a visi to the spaceyard as usual, just don't repair the ship. General ship movement When I first encouontered racing (and dogfighting in combat to a lesser degree) in this game, I had trouble controlling the ship. I was used to the Elite Dangrous style, where you should fly with gradual changes in speed, with a point of best turning. Ship in X4 behaves differently. I fouond out that using the gradual change gave me poor results. This was extremely noticable in racing challenges in Timelines. Then I saw a comment suggesting to ditch the gradual change and rebind for full speed / full backwards. And it worked! The ship becomes MUCH more controllable with bursts of speed and especially of the boost. It's extremely noticable in spacesuit!!! If you try to do it the soft way, you'll probably have hard time. But if you just smash the boost button, you'll notice that the ship abandons ALL the other previous vectors and flies forward. My thory is that there is a capped max velocity for the sum of speed vectors and if you prolong one vector, others will reduce to accomodate for the max. The effect is that if you fly let's say down, then rotate and boost forward, very soon you'll be flying forward exclusively. This is not how I was used to it when I was flying in ED for example (I was one of the freaks who flew Flight Assist OFF all the time). You had tockle all axes separatly, so in this scenario you would have been flying max speed down-forward. But not in X4. It might be the that the assist does the correction for you, however it's MUCH, MUCH more noticable tehn if you would fly down, rotate, strafe up and go forward. When you do it manually, you just won't get the same result. I am beaing the dead horse by now, but again, rebind the velocity up and down to max forward and max backwards and use boost for harder velocity changes and you'll be amazed. As in probably all games, there are different turning rates for lateral (strafe left-right), verical (strafe up-down), and most importantly yaw (turn left-right), roll (rotate ship left or fight while flying the same direction) and pitch (up-down). What is usually the best way to turn after the enemy is to roll so that an imaginary vertical line in the middle of your screen, going from top center to bottom center, aligns with enemy flight vector (or your intended flight path, for example in races) and then pitch up until you catch up with him. You can combine the pitch and roll, the point here is that it's faster than turning to the side for example. You should check the ship characteristics though. It might be different for some ships and / or the difference might be negligable, especially for huge ships. The things I wrote usually apply for fighters. I noticed that when using a boost in combat the ship becomes uncontrollable in other directions for some time. So if you have trouble in combat and feel the ship is behaving way differently that you would have expected and it might be this. Just plan your actions in a way that boost equals ships is an uncontrollable brick for a brief while. I will just mention that this game features Flight assist off mode as well. Not gonna go into details. It's the mode you get when you use spacesuit. Just use boost and full stop and you'll be fine, if you are struggling here. As a general tip in fights: I found that combat in this game boils down to range sniping and jousting. The reason is that the enemy I end up fighing against most are Xenon. And they have two characteristics (that make them also such a formidable enemy they are). Their ships are extremely manouverable with ridiculous turn and strafe rates. I have seen cases when the enemy Xenon M was strafing upwards and rotating around the ship faster then the ship could pitch (which is really bad). So outmaneuvering them and getting on their tail / blind spot is sometimes borderline impossible (talking about Ss and Ms here, K and I are an entirely different story.) Their projectiles are extremely fast or they use instant lasers. Then I barrel roll towards them I am able to fool the inital projectiles from maybe 8 kilometers away, but ater that they just hit me, because they are way too fast. So what you want to do is shorten the period, when they can shoot on you and you can't reach them yet (boost in), then you want to unload as much firepower as you can and move away before they can catch you (boost out). As boost costat shield, especially if you are not running the combat version, I tend to swap the initial boost it with travel mode. It's tricky to disengage in time, but it can be done. Just yesterday I did this to strip a destroyer off his surface turrets without sticking on him. Flew with travel drive in, flew close by his ship, unloaded on ♥♥♥♥ turret while rotating, turned the travel drive back on. Rinse and repeat. When I didn't mess up on my own he wasn't able to touch me. As as side note, you definitely can 1v1 S and M ships, given you have decent turn rates, I was more in a 1 vs group mindset when I wrote the above description. Corvettes vs Frigates vs Gunboats - the Difference If you are wondering what are the general differences between Corvette, Frigate and Gunboat it is this: Corvette has lot of forward facing cannons (not turrets, but actual main ship guns). Its a direct firepower. You could say that they are limited in support and dont have turrets, but frankly, turrets suck on purpose in this game and support is nice, but in limited numbers. I find the corvettes the most useful, especially when deployed in larger numbers. It is direct firepower. We are talking something like 4-6 main guns and 2 turrets. Frigate is the support vessel. You can park small ship here, had nice carrying capacity etc. Generally you get 2 weapons, 4 turrets. Gunboat is supposed to be anti-small craft. The problem here is that turrets really suck in this game and its on purpose. Another problem is turret configuration. If you go with Defense, it wont do that much damage to nearby vessels because it will focus on a single or few enemies - depending who hit it... If you set it to attack fighters first, it will aggro a lot of enemies and doesnt have the tankingess to withstand the heat. In larger encounters anyway. You could try to set the turrets to attack current target, but then, a (nimble) crovette would be maybe better at that job... I would say they have a niche use, but they are fundimentally flawed as the role they are supposed to fulfill is gimped by bad turrets and lack of tankiness. We are talking about generally few guns such as 2 and lot ot turrets 4-8. I mosty use the corvettes to fight S and M ships. They are durable, hit hard and if you euqip them with weapons with fast projectiles, tehy will clear out the enemy Ss and Ms in no time. What kills you with AI in control When it comes to letting the AI control the fights for you, one thing is certain, your shipp will blow up. At some popint you will probably get tired of fighting every small battle by yourself and you will want / need to hand over the AI control of your assets. Things will go horribly wrong. The truth is the Ai is not capable of running combat competently and this sacetion is thus geared more towards the damage control and "what the hell happened" explanations. Collisions This is a major part of the reason why your ships, S and M ships in particular, die in high attention combat. You might have noticed that Xenon can dogfight quite well. Fly towards your ship, unload weapons, turn around and get away to recuperate shield. They even use wolf tactics as one ship baits your ship and others shoot in your back while you chase him. Well, this is not gonna happen for your ships. There is a different AI set for your ships. Your ships very often just fly in facetanking turrets and then smash into the station / enemy destroyer, with a favorite spot being somewhere near a turret nest. If they by some miracle survive (maybe turrets are busy shooting other ships) your hero refuses to acknowledge the fact that there is a huge unmovable mass ahead and keeps pushing on. So he stays practically motionless next to enemy turrets. You can imagine how that goes... This get worse the more the structure being attacked is more complex and irregular. The takeway is that your ships will die because of this. The same problem can occur with capital ships when they are attacking lets say a K and they try to maneuver around it utterly disregarding each other. I believe in the future gaming companies will adapt simple neural networks for this, but that time has not come yet. Collisions are not an issue when out of sector. I found it very helpful to teleport out if there is a tangled collision mess for some reason. Ships blocking each other fron docking, destroyers blocking each other etc. Orders not updating Orders are often not updating, at least not soon enough. This gets worse as you nest the hierarchy. Examples where you can see this: Fighters chasing (baiting) enemy into doom despite the fighter having strict orders to defend a specific area. Assigned escorts not giving a ♥♥♥♥ about escorted vessel. First they fly to the predetermined poin in the sector and only after that they update. A fighter just hanging out in the middle of a vicious fighter furball, doing nothing. Usually dying soon thereafter. The fighter is probably nested. It seems that subordinates are given a low(er) priority when deciding / updating actions. If you have the fighter in a squad try dismissing the squad and see for yourself that they react much better. This creates a problem as you would want make squads because of concentration fire on few enemies or interceptors protecting a bomber. Judging from what I see enemy doing, Ai is organizing fighters or raids in squadrons as well. If you are having huge trouble with your ships idling, try simplifying your command structure. Your AI does not target nearest station part This is for destroyer fleets. AI is not targeting the nearest station part as you probably would (provided you dont have a special priority for some reason). Quite often a ship decides to go for a base part on the other side of the station and parading in front of all the turrets along the way. Again, the more complex the station, the higher chance of this happening. A simple "boomerang" Xanon station can be relatively safely attacked from the inner side. Especially in oos combat. Defense platform usually work out if you attack from the right direction and you dont have short range destroyer such as Rattlesnake. See the screenshot for relatively safe angle (for oos). Attacking one of the wings practically guarantees a destroyer picking up a component on the other side of the station as its next target.

AI simply cant take into consideration the station and its defenses as a whole. It just picks up a part, and then do its stuff ignoring the rest of the station. I consider solar power stations high risk because of this. Wharves are even worse and shipyards are a given you will lose a significant portion of your fleet - if not all of it - they need to be babysitted. What you can do it position your fleet and give everybody a hold order. They will nuke whatever is in their range. Still, expect a lot of micro and things often go wrong even then. The biggest problem is that once the graviton turrets start shooting at your ship, it is as good as dead. With very slow turning rate, slow speed and station incredible burst damage, you cant get out in time. I have seen it once, perhaps twice, not more. So every single mistake - to matter how small will cost you a ship. Possible solution is to strip the turrets off, especially the graviton ones, first. Being in fleet will give you different results than attacking a target separately. Coordinate attack is a great way to attack simple stations. Ships get in formation and dont wander off. At least initially. How to mod a ship Show research, console, mod screen, how to see what is modded and with what. How to deal with S, M and L+ enemies. M raiders with M squad. Zap S with effective turrets. Discussion on turrets. M turrets only beams recommened against Xenon. Turrets firrerence when used en masse and wehn used in small numbers. Beware of enemies targeting your engines. Barrel roll to avoid it. Finding wares / deals Mainly about setting quantiny in filters. Global Orders Go through them and explain every setting with how they affect the game. Change keybinds Defaults suck. Explain why. Recommend more functional setup. Combat: In System vs Out of System & Attacking Large Targets In system for turrets zapping M ships, OOS for L+ and base combat. Getting Blueprints + EMP How to get blueprint, with screenshots. How to get and use EMP. Risks involved in triggering EMP. Reminder to set travel rule restriction after aggroing police. Suitable targets, suitable EMP position, check for police before you trigger EMP. Gatting out, leaving satellites to monitor aggro. Transferring Crew and personnel management. Crew transfer between ships, including captain replace / exchange. Probably include video. Personnel screen in the personal menu. Go work somewhere else vs crew transfer. Cover all posibilities. Assigning unassigned personnel. Picking up survivalists - remind to assign them! Turrets - What matters Projectile speed is the single most important factor. When using a LOT of turrets flaks sort of work as well. Enemy density matters a lot so turret saturation should match enemy's. Otherwise no kills. Lasers funtion as deterrent, importance of L beam turrets, especially on destroyer only group. Using in system for better results. OOS can bear other types of turrets as well, but ineffective against certain types of ships. AI Glitches Do not nest. Brain-dead(er) own ships. Enemy baits and probably cehats as well. How to deal with lazy / stuck pilots. Auxiliary ship parking bug. Beware of drones in a different system. Recalling subordinates. Changing setting for group restes orders such as change equipment!!! How to siege - slingshot protection. OOS combat is a huge advantage. Enemy (especially P for example) dogfights. You don't. Enemy is faster and more maneuvrable than your AI pilots are. You need numbers advantage. The power of beam repellent. Miscellaneous Shorts that didn't fit elsewhere. Don't use marines on civil ships. Groups - differences, use cases Attack, vs defence vs intercept, vs mimic, va protect position, vs carrier position command. Economy With no production rules, stations sell low yield wares, usually in small quantities and block traders. How to set up a self-sufficient station and how to use rules to make it do what you want. What does workforce do.