Changes for page Combat And Weapons

Last modified by Daniel Turner on 2024/01/11 14:32

From version 75.1
edited by Daniel Turner
on 2021/03/26 23:48
Change comment: Added relevant commentaries inmain article
To version 93.2
edited by Ketraar
on 2023/08/15 16:52
Change comment: Updated the relative links.

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1 +X4 Foundations Wiki (OLD).X4\: Foundations Manual.WebHome
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1 +xwiki:XWiki.Ketraar
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1 -{{sv-translation language="en"}}
1 +{{info}}
2 +Updated for version 5.10
3 +{{/info}}
2 2  
3 3  
6 +
4 4  {{toc/}}
5 5  
6 6  == Fight ==
7 7  
8 -History 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. Some fights end in destruction, others lead to [[capturing ships or conquering sectors>>doc:Capturing Ships And Sectors]].
11 +History 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. Some fights end in destruction, others lead to [[capturing ships or conquering sectors>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Capturing Ships And Sectors]].
9 9  
10 10  == Combat ==
11 11  
12 -[[Ships armed>>doc:Purchasing And Upgrading Ships]] with frontal weapons, turrets and Defense Drones can attack other ships to deal damage to them. Shields will absorb damage taken until they are depleted, but will start to recharge after not having taken damage for a period of time. Some shields protect ship hulls, whilst others can protect nearby ship systems on larger ships.
15 +[[Ships armed>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]] with frontal weapons, turrets and Defense Drones can attack other ships to deal damage to them. Shields will absorb damage taken until they are depleted, but will start to recharge after not having taken damage for a period of time. Some shields protect ship hulls, whilst others can protect nearby ship systems on larger ships.
13 13  
14 -Individual surface elements on[[ Large and Extra Large ships>>doc:Ships And The Playership]] 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 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 0 it will blow up, destroying the ship (and if the player was on-board it will result in a Game Over).
17 +Individual surface elements on[[ Large and Extra Large ships>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Ships And The Player Ship]] 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 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 0 it will blow up, destroying the ship (and if the player was on-board it will result in a Game Over).
15 15  
16 -The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:Purchasing And Upgrading Ships]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (e.g. high damage and long range, or accurate short range weapons). 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 (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)duelling (%%)opponents, superior numbers are another way to win battles.
19 +The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (e.g. high damage and long range, or accurate short range weapons). 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 (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)duelling (%%)opponents, superior numbers are another way to win battles.
17 17  
18 18  == Weapon Types ==
19 19  
20 -(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing And Upgrading Ships]](%%):
23 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]](%%):
21 21  
22 22  * **Main **weapons**:**
23 -** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships And The Playership]])
26 +** **Primary Guns** (forward-facing weapons on (% class="confluence-link" %)S, M,L [[ships>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Ships]] and some battleships(%%))
24 24  ** **Secondary Launchers** (forward-facing weapons on S and M ships)
25 25  * **Gun Turrets** (available on M, L and XL ships)
26 26  * **Missile Turrets** (available on L and XL ships)
27 -* **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships)
30 +* **[[Defence Drones>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Drones]]** (deployable from some M, L and XL ships)
28 28  
29 29  **Main weapons **are controlled by the player when captaining their ship, and Defence Drones will deploy automatically to protect their mothership if piloted by an NPC.
30 30  
31 -== Main Weapon Aiming (Guns) ==
34 +=== Main Weapon Aiming (Guns) ===
32 32  
33 33  The game settings contain an option called **player-assist 'target target' mode** (enabled by default). When enabled, player-controlled primary guns will automatically fire at a leading point to intercept the position the target is flying towards. The same approach is taken automatically by ship-controlled gun turrets. When 'target target' mode is not enabled, or when manually aiming, main guns will fire at the cursor's position.
34 34  
35 -== Main Weapon Aiming (Missiles) ==
38 +=== Main Weapon Aiming (Missiles) ===
36 36  
37 37  Player-controlled (forward-facing), secondary launchers (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped with h(%%)oming missiles, secondary launchers use a missile lock HUD marker to automatically try and lock on to the playership's target. Secondary launchers are fired with the "L" key.
38 38  
39 -== Main Weapon Firegroups ==
42 +=== Main Weapon Firegroups ===
40 40  
41 41  Under Ship Information, "**Weapon Configuration**", Weapon (i.e. S Pulse Laser Mk1), there are 2 sets of 4 boxes. These are labeled Primary and Secondary (see above).
42 42  
... ... @@ -47,11 +47,11 @@
47 47  * Change Primary Firegroup: **1**/**2**/**3**/**4**
48 48  * Change Secondary Firegroup **5**/**6**/**7**/**8 **
49 49  
50 -== Main Weapon Heat ==
53 +=== Main Weapon Heat ===
51 51  
52 52  When primary guns are fired they generate heat, which the ship must dissipate in order maintain combat efficiency. When multiple weapons are fitted and used simultaneously, larger amounts of heat are accumulated and it takes the ship longer to dissipate it. The impact of firing multiple guns is visualised by the heat bar to the right of each weapon icon on the HUD (see images below).
53 53  
54 -When shooting for short periods of time, heat build-up usually isn't an issue, and primary guns DPS is the "Burst Weapon Output" listed in the [[ship purchase/upgrade menus>>doc:Purchasing And Upgrading Ships]]. When fired for longer, especially when several are fired together, heat can force primary guns to shutdown temporarily. When firing over long periods leading to overheating (and weapon shutdowns), primary guns DPS is reduced to the "Sustained Weapon Output" (//please note that at this time, the [[ship purchase/upgrade menus>>doc:Purchasing And Upgrading Ships]] lists incorrect sustained MW values//).
57 +When shooting for short periods of time, heat build-up usually isn't an issue, and primary guns DPS is the "Burst Weapon Output" listed in the [[ship purchase/upgrade menus>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]]. When fired for longer, especially when several are fired together, heat can force primary guns to shutdown temporarily. When firing over long periods leading to overheating (and weapon shutdowns), primary guns DPS is reduced to the "Sustained Weapon Output" (//please note that at this time, the [[ship purchase/upgrade menus>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]] lists incorrect sustained MW values//).
55 55  
56 56  **Minor heat buildup** (bar the on right is short)
57 57  
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75 75  ** Target Target  [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile
76 76  ** Defend Ship  [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles)
77 77  ** Missile Defence [[image:attach:Turret_missiles.JPG]]: Will only try to intercept incoming missiles (not ships) - [(% class="confluence-link confluence-link" %)X3 'Missiles Only' mode(% class="confluence-link" %)]
78 -** Break Asteroids  [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading And Mining]]
81 +** Break Asteroids  [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Trading And Mining]]
79 79  
80 80  ==== HUD Controls for Turrets on Medium ships: ====
81 81  
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256 256  ==== X-shape (2 stars) ====
257 257  
258 258  [[image:attach:X-shape-ABOVE.PNG]][[image:attach:X-shape-PERSPECTIVE.PNG]]
259 -{{/sv-translation}}
262 +~{~{/sv-translation}}
260 260  
261 261  {{sv-translation language="de"}}
262 262  
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271 271  
272 272  [[Schiffe>>doc:Purchasing And Upgrading Ships]], die mit Frontwaffen, Türmen und Verteidigungsdrohnen ausgerüstet sind, können andere Schiffe angreifen, um ihnen Schaden zuzufügen. Schilde absorbieren den erlittenen Schaden, bis sie aufgebraucht sind, beginnen sich aber wieder aufzuladen, nachdem sie über einen längeren Zeitraum keinen Schaden erlitten haben. Einige Schilde schützen Schiffsrümpfe, während andere die nahegelegenen Schiffssysteme auf größeren Schiffen schützen können.
273 273  
274 -Einzelne Oberflächenelemente auf[[ großen und extra großen Schiffen >>doc:Ships And The Playership]]können gezielt deaktiviert werden, wobei diese jedoch auch eine eigene unabhängige Abschirmung haben können. Sobald die Schilde aufgebraucht sind, beginnt das Schiff oder Oberflächenelement, Rumpfschäden durch gelandete Treffer zu erleiden. Wenn der Rumpf-Hitpunkt eines Oberflächenelements 0 erreicht, wird er bis zur Reparatur deaktiviert; erreicht der Rumpf HP 0, explodiert dieser und zerstört das Schiff (und wenn der Spieler an Bord war, führt dies zu einem Game Over).
277 +Einzelne Oberflächenelemente auf[[ großen und extra großen Schiffen >>doc:Ships And The Player Ship]]können gezielt deaktiviert werden, wobei diese jedoch auch eine eigene unabhängige Abschirmung haben können. Sobald die Schilde aufgebraucht sind, beginnt das Schiff oder Oberflächenelement, Rumpfschäden durch gelandete Treffer zu erleiden. Wenn der Rumpf-Hitpunkt eines Oberflächenelements 0 erreicht, wird er bis zur Reparatur deaktiviert; erreicht der Rumpf HP 0, explodiert dieser und zerstört das Schiff (und wenn der Spieler an Bord war, führt dies zu einem Game Over).
275 275  
276 276  Der Spieler kann die Türme aller Schiffe und die Hauptwaffen von kleinen und mittleren Schiffen individuell anpassen (siehe Waffenkonfiguration im [[Menü Schiffsinteraktionen>>doc:Purchasing And Upgrading Ships]]). Dies ermöglicht es dem Spieler, Schiffe oder Teilabschnitte von Schiffen auf bestimmte Rollen zuzuschneiden (z.B. hohe Schäden und lange Reichweite oder genaue Kurzstreckenwaffen). Die meisten Schiffe haben blinde Flecken, von denen aus sie nicht angreifen können, was ideale Plätze für ihre Feinde bietet, in die diese manövrieren können. Obwohl ein einzelnes Schiff gut im Duell mit Gegnern sein kann, ist eine Übermacht eine weitere Möglichkeit, Schlachten zu gewinnen.
277 277  
... ... @@ -280,7 +280,7 @@
280 280  (% style="color: rgb(0,0,0);" %)einteilen(% style="color: rgb(51,51,51);" %) [[Waffen lassen sich in 5 allgemeine Kategorien >>doc:Purchasing And Upgrading Ships]](%%):
281 281  
282 282  * **Hauptwaffen:**
283 -** **Primärwaffen **(nach vorne gerichtete Waffen auf [[S-, M- und L-Schiffen>>doc:Ships And The Playership]])
286 +** **Primärwaffen **(nach vorne gerichtete Waffen auf [[S-, M- und L-Schiffen>>doc:Ships And The Player Ship]])
284 284  ** **Sekundäre Abschussrampe** (nach vorne gerichtete Waffen auf S- und M-Schiffen)
285 285  * **Geschütztürme** (verfügbar auf M-, L- und XL-Schiffen)
286 286  * **Raketentürme **(verfügbar auf L- und XL-Schiffen)
... ... @@ -398,7 +398,7 @@
398 398  
399 399  Le (% class="confluence-link" %) navi armate[[doc:Purchasing And Upgrading Ships]](%%) con armi frontali, torrette e Droni da Difesa possono attaccare e danneggiare altre navi. Gli scudi assorbiranno i danni consumandosi, ma si ricaricheranno dopo un breve periodo senza subire ulteriori danni. Alcuni scudi proteggono l'intero scafo della nave mentre altri sono capaci di proteggere gli elementi di superficie nelle vicinanze, soprattutto sulle navi più grandi.
400 400  
401 -I singoli elementi di superficie sulle navi [[Grandi e Molto Grandi>>doc:Ships And The Playership]] possono essere selezionati e disabilitati, tuttavia questi potrebbero anche avere il loro scudo indipendente. Una volta che gli scudi sono completamente scarichi, la nave e gli elementi di superficie inizieranno a subire danno al loro scafo dall'impatto di nuovi colpi. Se la resistenza ai danni di un elemento di superficie raggiunge lo zero, questo viene disabilitato fino alla sua riparazione; se invece è l'integrità dello scafo della nave a raggiungere lo zero, questa esploderà. Se la nave è anche la nave del giocatore, la sua esplosione porterà al termine della partita.
404 +I singoli elementi di superficie sulle navi [[Grandi e Molto Grandi>>doc:Ships And The Player Ship]] possono essere selezionati e disabilitati, tuttavia questi potrebbero anche avere il loro scudo indipendente. Una volta che gli scudi sono completamente scarichi, la nave e gli elementi di superficie inizieranno a subire danno al loro scafo dall'impatto di nuovi colpi. Se la resistenza ai danni di un elemento di superficie raggiunge lo zero, questo viene disabilitato fino alla sua riparazione; se invece è l'integrità dello scafo della nave a raggiungere lo zero, questa esploderà. Se la nave è anche la nave del giocatore, la sua esplosione porterà al termine della partita.
402 402  
403 403  Il giocatore è libero di (% class="confluence-link" %) personalizzare[[doc:Purchasing And Upgrading Ships]](%%) la configurazione delle torrette e delle armi principali di tutte le navi. Questo permette al giocatore di adattare le navi, o le loro sotto-sezioni, a dei ruoli specifici, per esempio con armi devastanti dalla lunga portata o più accurate e letali armi a corto raggio. Molte navi hanno dei punti ciechi da cui non possono difendersi rendendoli posti ideali in cui manovrare per le navi ostili. Anche se una singola nave può essere letale negli scontri uno-contro-uno, schierare un numero maggiore di navi è un altro modo per vincere le battaglie.
404 404  
... ... @@ -410,7 +410,7 @@
410 410  Categoria
411 411  )))|=(% colspan="1" %)(% colspan="1" %)
412 412  (((
413 -[[Classi>>doc:Ships And The Playership]]
416 +[[Classi>>doc:Ships And The Player Ship]]
414 414  )))|=(((
415 415  Descrizione
416 416  )))
... ... @@ -767,7 +767,7 @@
767 767  
768 768  Корабли, [[вооруженные>>doc:Purchasing And Upgrading Ships]] главными орудиями, турелями и защитными дронами, могут атаковать другие корабли и наносить им урон. Щиты будут поглощать получаемый урон до тех пор, пока не истощатся, но после прекращения урона начнут перезаряжаться, что займет некоторое время. Некоторые щиты защищают корпуса кораблей, в то время как другие могут защищать прилегающие внешние элементы крупных кораблей.
769 769  
770 -Отдельные внешние элементы [[L и XL кораблей>>doc:Ships And The Playership]] противник может избрать целью, чтобы вывести их из строя, однако они также могут иметь свои собственные, независимые щиты. Как только щиты истощены, корабль или внешний элемент начнет при попаданиях получать урон корпуса. Если "хитпойнты" (ХП) корпуса внешнего элемента достигают 0, он приходит в негодность до тех пор, пока не будет восстановлен; если ХП корпуса достигнет 0, он взорвется, уничтожив корабль (и если игрок в это время на борту, игра будет окончена).
773 +Отдельные внешние элементы [[L и XL кораблей>>doc:Ships And The Player Ship]] противник может избрать целью, чтобы вывести их из строя, однако они также могут иметь свои собственные, независимые щиты. Как только щиты истощены, корабль или внешний элемент начнет при попаданиях получать урон корпуса. Если "хитпойнты" (ХП) корпуса внешнего элемента достигают 0, он приходит в негодность до тех пор, пока не будет восстановлен; если ХП корпуса достигнет 0, он взорвется, уничтожив корабль (и если игрок в это время на борту, игра будет окончена).
771 771  
772 772  Игрок может самостоятельно настроить конфигурацию для турелей у всех своих кораблей, а также для основного вооружения - у малых и средних кораблей (см. пункт "Конфигурация вооружения" в [[меню взаимодействия с кораблем>>doc:Purchasing And Upgrading Ships]]). Это позволяет игроку адаптировать корабли или подразделения кораблей под исполнение конкретных ролей (например, высокий урон на дальней дистанции или точное оружие ближнего действия). У большинства кораблей есть слепые зоны, которые они не могут обстреливать, что дает противнику идеальные места для атакующего маневра. Хотя отдельные корабли могут быть весьма хороши в равном бою с противником, превосходящая численность - еще один способ выигрывать сражения.
773 773  
... ... @@ -776,7 +776,7 @@
776 776  (% class="tlid-translation translation" lang="ru" title="" %)[[Вооружение делится на 5 основных>>doc:Purchasing And Upgrading Ships]] категорий:
777 777  
778 778  * (% class="tlid-translation translation" lang="ru" title="" %)**Главные** орудия:
779 -** (% class="tlid-translation translation" lang="ru" title="" %)**Основное оружие - Пушки** (фронтально ориентированные орудия на [[S, M и L-кораблях>>doc:Ships And The Playership]])
782 +** (% class="tlid-translation translation" lang="ru" title="" %)**Основное оружие - Пушки** (фронтально ориентированные орудия на [[S, M и L-кораблях>>doc:Ships And The Player Ship]])
780 780  ** (% class="tlid-translation translation" lang="ru" title="" %)**Вспомогательное оружие - Пусковые установки**(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %) (фронтально ориентированные орудия на S и M-кораблях)
781 781  * (% class="tlid-translation translation" lang="ru" title="" %)**Орудийные турели** (доступны на M, L и XL-кораблях)
782 782  * (% class="tlid-translation translation" lang="ru" title="" %)**Ракетные турели**(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %) (доступны на L и XL-кораблях)
... ... @@ -918,7 +918,7 @@
918 918  
919 919  [[Naves armad>>doc:Purchasing And Upgrading Ships]]as com armas frontais, torretas e Drones de Defesa podem atacar e causar dano em outras naves. Os escudos absorvem o dano enquanto não são consumidos, mas se recarregam quando ficam tempo suficiente sem tomar dano. Alguns escudos protegem o casco da nave, outros podem proteger sistemas de naves próximas em naves maiores.
920 920  
921 -Elementos individuais na superfície de[[ Naves Grandes e Gigantes>>doc:Ships And The Playership]] podem ser neutralizados para desarmá-los, no entanto, esses elementos podem ter seus próprios escudos. Quando o escudo é esgotado, a nave ou elemento da superfície passa a tomar o dano. Se o 'HP' de um elemento da superfície chegar a 0, ele é desabilitado até ser consertado; Se o 'HP' do casco chegar a 0 sua nave explode, mandando tudo que você tem nela para o espaço (se o jogador estiver a bordo, é Game Over).
924 +Elementos individuais na superfície de[[ Naves Grandes e Gigantes>>doc:Ships And The Player Ship]] podem ser neutralizados para desarmá-los, no entanto, esses elementos podem ter seus próprios escudos. Quando o escudo é esgotado, a nave ou elemento da superfície passa a tomar o dano. Se o 'HP' de um elemento da superfície chegar a 0, ele é desabilitado até ser consertado; Se o 'HP' do casco chegar a 0 sua nave explode, mandando tudo que você tem nela para o espaço (se o jogador estiver a bordo, é Game Over).
922 922  
923 923  O jogador pode personalizar o tipo e quantidade de torretas de todas as naves, e as armas principais de naves Pequenas e Médias (veja a parte de Configuração da Arma no [[Menu de interação da nave>>doc:Purchasing And Upgrading Ships]]). Com isso, o jogador pode definir as funções de uma nave, ou uma de sua subseções para funções específicas (ex.: armas de dano alto com longo alcance, ou armas precisas de curto alcance). A maioria das naves tem ponto cego, de onde não podem atacar, sendo pontos perfeitos para manobras do inimigo. Apesar de uma nave individual ser boa em duelos, ataques em grupo podem ser muito eficientes em batalhas.
924 924  
... ... @@ -927,7 +927,7 @@
927 927  [[As armas pertencem a 5 categorias gerais>>doc:Purchasing And Upgrading Ships]]:
928 928  
929 929  * **Armas Principais:**
930 -** **Armas Primárias** (armas frontais em [[naves P, M e G>>doc:Ships And The Playership]])
933 +** **Armas Primárias** (armas frontais em [[naves P, M e G>>doc:Ships And The Player Ship]])
931 931  ** **Lançadores Secundários** (armas frontais em naves P e M)
932 932  * **Torretas de Projéteis** (disponíveis em naves M, G e GG)
933 933  * **Torretas de Mísseis** disponível em naves G e GG)
... ... @@ -1423,3 +1423,263 @@
1423 1423  
1424 1424  
1425 1425  {{/sv-translation}}
1429 +
1430 +{{sv-translation language="ko"}}
1431 +
1432 +
1433 +{{toc/}}
1434 +
1435 +== 싸움 ==
1436 +
1437 +역사는 언제나 승리한 자에 의해 쓰이고 위대한 보물은 힘을 지닌 자만이 가질 수 있습니다. 플레이어 소유의 무역선이 해적의 습격을 받지 않게 지키는 일이건 우주 정복이건 항상 무장하고 난폭할 이유는 존재합니다. 어떤 싸움은 파멸로 막을 내리고 또 어떤 싸움은 [[함선을 나포하거나 섹터를 정복하는 것으로>>doc:Capturing Ships And Sectors]] 이어질 수 있습니다.
1438 +
1439 +== 전투 ==
1440 +
1441 +전면 무기, 터렛과 방어 드론으로 [[무장한 함선>>doc:Purchasing And Upgrading Ships]]은 다른 함선을 공격해 피해를 줄 수 있습니다. 보호막은 무력화되기 전까지 피해를 흡수하지만, 일정 기간 동안 흡수된 충격이 없다면 재충전을 시작하게 됩니다. 일부 보호막은 함선의 선체를 보호하고, 다른 일부는 근처 대형 함선의 함선 시스템을 보호합니다.
1442 +
1443 +[[L급과 XL급 함선>>doc:Ships And The Player Ship]]의 개별적 표면 구조물을 겨냥해 작동하지 못하게 만들 수 있지만, 그런 구조물들이 독립적 보호막을 가지고 있을 수도 있습니다. 보호막이 무력화하면 함선이나 표면 구조물이 공격으로 선체에 피해를 입기 시작합니다. 표면 구조물 선체의 HP(Hit Point)가 0이 되면 수리하기 전까지 사용이 불가합니다. 함선 선체의 HP가 0이 되면 폭발하고 함선이 파괴됩니다. (플레이어가 탑승했다면 게임 오버의 결과를 불러옵니다.)
1444 +
1445 +플레이어는 모든 함선의 터렛 무장이나 소형과 중형 함선의 주력 무기([[함선 상호작용 메뉴>>doc:Purchasing And Upgrading Ships]]에서 무기 설정 부분 확인)를 변경할 수 있습니다. 이를 통해 플레이어는 함선의 기능, 함선의 부차적 영역을 특정 기능으로(예. 고데미지와 긴 사정거리 혹은 단거리 정밀 무기) 조정하는 것이 가능합니다. 대부분의 함선은 공격이 불가능한 사각지대가 존재하고, 이는 적들이 이동할 수 있는 가장 이상적인 장소이기도 합니다. 이상적인 한 대의 함선도 적과의 전투에 좋은 결과를 가져올 수 있지만, 수적 우세는 전투에 승리할 수 있는 또 하나의 방법입니다.
1446 +
1447 +== 무기 타입 ==
1448 +
1449 +[[무기는 5가지 일반적인 범주로 나뉩니다.>>doc:Purchasing And Upgrading Ships]]
1450 +
1451 +* **주력 **무기:
1452 +** **주포 **([[S, M 그리고 L급 함선>>doc:Ships And The Player Ship]]의 전면 방향 무기)
1453 +** **보조 발사기** (S급과 M급 함선의 전면 방향 무기)
1454 +* **포탑_건 터렛** (M, L과 XL급 함선에 사용 가능)
1455 +* **미사일 터렛** (L, XL급 함선에 사용 가능)
1456 +* **[[방어 드론>>doc:Drones]]** (일부 M, L 그리고 XL급 함선에 사용 가능)
1457 +
1458 +**주력 무기**는 함선을 직접 운항하는 경우 플레이어가 조종하며, 방어 드론은 조종사가 NPC일 경우 모선을 보호하기 위해 자동으로 활성화됩니다.
1459 +
1460 +== 주력 무기 조준 (총포) ==
1461 +
1462 +게임 설정에 **플레이어-보조 '목표물 조준' 모드**(player-assist 'target target' mode, 기본으로 활성화)가 있습니다. 활성화된 상태에서, 플레이어가 조종하는 주포가 자동으로 유도점을 향해 발포되 목표물이 전방 항해하는 지점을 겨냥합니다. 같은 방식으로 함선이 조종하는 포탑도 자동으로 운영됩니다. '목표물 조준'모드가 비활성화 된 경우나 수동으로 조준하는 경우, 주포는 커서의 위치로 발포합니다.
1463 +
1464 +== 주력 무기 조준 (미사일) ==
1465 +
1466 +플레이어가 조종하는(전면 방향) 무유도 미사일이 장착된 보조 발사기는 커서의 위치로 발포를 시작합니다. 자동 유도 미사일이 장착된 보조 발사기는 미사일 조준 HUD 표시를 따라 자동으로 플레이어 함선의 목표물을 추적합니다. 보조 발사기는 "L"키로 발사할 수 있습니다.
1467 +
1468 +== 주력 무기 화력 집단 ==
1469 +
1470 +함선 정보 안에 "**무기 설정**"에서 무기(예. S 펄스 레이저 MK1)를 선택하면 4개의 상자가 두 세트 보입니다. 이들은 주무기와 보조무기로 이름 지어져 있습니다 (위의 내용 확인).
1471 +
1472 +4개의 상자에서 주력 무기의 주무기와 보조무기 화력 집단을 설정할 수 있습니다. 원한다면 한 종류의 무기를 8개의 화력 집단에 넣을 수도 있습니다.
1473 +
1474 +화력 집단은 **단축키**를 이용해 켜고 끌 수 있습니다.
1475 +
1476 +* 주무기 화력 집단 변경: **1**/**2**/**3**/**4**
1477 +* 보조무기 화력 집단 변경: **5**/**6**/**7**/**8 **
1478 +
1479 +== 주력 무기 발열 ==
1480 +
1481 +주포가 발사되면 열을 생성하는데 전투를 효율적으로 유지하기 위해 반드시 식혀줘야 합니다. 여러 무기가 장착되어 있고 일제히 사용하면 엄청난 양의 열이 발생해 함선에서 제거하는 데에 오랜 시간이 걸립니다. 다중 무기의 사용으로 인한 영향은 HUD의 무기 아이콘 오른쪽에 열 막대로 시각화됩니다. (아래 그림 참고)
1482 +
1483 +짧은 시간 발포한 경우 열의 생성은 큰 문제가 되지 않고, 주포의 DPS는 "순간 사격 출력"으로 [[함선 구매 / 업그레이드 메뉴>>doc:Purchasing And Upgrading Ships]]에서 확인할 수 있습니다. 장기간 발포한 경우, 특히 여러 개를 한꺼번에 사용한 경우, 발열은 주포를 일시적으로 비활성화되도록 강제할 수 있습니다. 너무 장기간 발포하면 과열(+ 무기 작동 멈춤)에 이르고 주무기 DPS 가 "지속 사격 출력"으로 줄어들게 됩니다 //(현재 [[함선의 구매 / 업그레이드 메뉴>>doc:Purchasing And Upgrading Ships]]에 부정확한 지속 사격 출력이 표기됨을 알려드립니다).//
1484 +
1485 +**소량 발열 축적 **(오른쪽 막대가 짧음)
1486 +
1487 +[[image:attach:DPS_1.JPG]]
1488 +
1489 +**대량 발열 축적** (막대가 길고 오렌지색)
1490 +
1491 +[[image:attach:DPS_2.JPG]]
1492 +
1493 +**과열** (막대가 붉은색이고 무기가 작동하지 않음)
1494 +
1495 +[[image:attach:DPS_3.JPG]]
1496 +
1497 +== 터렛 설정 ==
1498 +
1499 +==== 터렛 교전 규칙: ====
1500 +
1501 +* 터렛 미접속상태  [[image:attach:Turret_OFF.JPG]]: 아무 행동도 하지 않음
1502 +* 터렛 접속상태  [[image:attach:Turret_ON.JPG]]: 아래의 행동 가능:
1503 +** 적 공격  [[image:attach:Turret_attack.JPG]]: 적대적 상대 공격
1504 +** 목표물 조준  [[image:attach:Turret_hold_fire.JPG]]: 적대 관계인 선택된 적만 공격
1505 +** 함선 방어  [[image:attach:Turret_defned.JPG]]: 함선을 공격하는 물체에만 반격 (미사일 제외)
1506 +** 미사일 방어  [[image:attach:Turret_missiles.JPG]]: 접근하는 미사일을 막으려 시도 (함선 제외) - [(% class="confluence-link confluence-link" %)X3 'Missiles Only' 모드(% class="confluence-link" %)]
1507 +** 소행성 부수기 [[image:attach:Turret_mining.JPG]]: [[고체 채광>>doc:Trading And Mining]] 협력
1508 +
1509 +==== M급 함선의 터렛 HUD 조종: ====
1510 +
1511 +* (((
1512 +함선 모델에 따라 2~~4개의 터렛 장치
1513 +)))
1514 +* 터렛별 설정 아이콘은 화면 상부 가운데에서 찾을 수 있습니다.
1515 +
1516 +(% style="margin-left: 30.0px;" %)
1517 +[[image:attach:Turret_info_2.JPG]]
1518 +
1519 +==== 전체 함선의 전면적 조종: ====
1520 +
1521 +* 전체 함선의 터렛 조종 사용자 설정 가능
1522 +* 터렛 개별 혹은 터렛 그룹 (M급 모음) 설정:
1523 +** 개별 설정에는 위의 HUD 조종과 같은 옵션이 있음
1524 +** 추가적으로, **모든 터렛에 적용되는** 설정이 있음
1525 +* 드롭다운 메뉴를 통해 두 곳에서 접근 가능:
1526 +** **조종 중인 함선: 함선 메뉴** (화면 상단 중간의 갈메기 모양 아이콘을 클릭):
1527 +[[image:attach:Turret_info.JPG]]
1528 +** **모든 소유 함선: 함선 정보 메뉴** (터렛 작동방식 메뉴는 아래쪽에 위치):
1529 +[[image:attach:Turret_info_3.JPG]]
1530 +
1531 +== 방어 드론 ==
1532 +
1533 +이 작은 무기는 소형 도크가 달린 함선(호위함, L급과 XL급 함선)에 장치하고 운영할 수 있습니다.
1534 +
1535 +능력 개요:
1536 +
1537 +* 저렴함 (~~15,000 Cr)
1538 +* 펄스 레이저 Mk1과 함께 장치됨
1539 +* 정찰기-수준 선체 강도 (1,900 MJ)
1540 +* 보호막 미보유
1541 +* 도킹 후 모선에서 자동 수리**
1542 +**
1543 +
1544 +== 특정 스테이션 모듈 공격 ==
1545 +
1546 +플레이어 함선의 편대가 특정 모듈을 공격하도록 명령을 내리는 것이 가능합니다. 예를 들어, 저장, 방어나 관리 모듈.
1547 +
1548 +진행 방법:
1549 +
1550 +1. 지도를 열기
1551 +1. 스테이션 정보를 확장하여 특정 모듈을 확인 (아래 사진 확인)
1552 +1. 공격하고자 하는 모듈을 왼쪽 클릭
1553 +1. 플레이어 함선(혹은 편대의 특정 함선)을 오른쪽 클릭하고 "편대: 내 목표를 공격" 선택
1554 +1*. 이 명령이 사용이 안 될 경우, 다시 모듈을 선택하고 "T"를 누른 후 시도해보십시오.
1555 +
1556 +== 포획 ==
1557 +
1558 +함선이나 스테이션의 저장 모듈을 해킹하거나 파괴하면 다른 함선에서 주울 수 있는 일정 분량의 화물이 떨어집니다. 스테이션에서 떨어진 화물을 수집하는 것은 도둑질로 여겨지고, 스테이션이 이런 행동을 하는 선박과 적대관계가 될 수 있습니다. NPC 함선도 함선의 종류나 세력에 따라 플레이어가 저장 가능한 물품을 떨어뜨릴 수 있습니다.
1559 +
1560 +== 함대 관리 ==
1561 +
1562 +함선들은 계층적 그룹을 형성할 수 있습니다. 여러 "호위 비행사"를 거느린 대장은 종종 편대라고 부르며, 이러한 계층은 계속 이어져 편대장이 또 다른 대장의 명령을 따르는 등의 서열을 이룹니다.
1563 +
1564 +이런 함대는 지도에서 추종 세력이 될 하나의 혹은 여러 개의 함선을 선택한 후 새로운 대장을 오른쪽 클릭하면 간단히 설정됩니다. 장면 메뉴에 새로운 임무 옵션이 나타나고 대장을 호위하는 등의 새로운 행동 메뉴가 생깁니다. 이 옵션을 선택하면 선택된 함선들이 대장의 지배하에 놓이게 됩니다. 더하기 + 모양 표식이 대상 목록상의 편대장 함선 앞에 나타나고, 지도 옆의 소유자산 메뉴에도 나타납니다.
1565 +
1566 +이런 편대나 함대에 속한 함선도 여전히 플레이어의 지정 명령을 받고 수행할 수 있습니다. 이런 명령은 일정 시간 "대장"을 따라서 행동하라는 그들의 현재 행동 지시를 덮어쓰게 됩니다. 이런 방법으로 플레이어는 함선에 무역을 시키거나 전투 시 목표물을 변경할 수 있습니다.
1567 +
1568 +함선이 편대나 함대에 속해있을 때 대형을 지어 이동할 수 있습니다. 대장의 지휘 명령 메뉴에서 현재 사용된 대형의 선택이 가능합니다.
1569 +
1570 +=== 함대 소속 ===
1571 +
1572 +(% class="comment-content wiki-content" %)
1573 +(((
1574 +소속 그룹 모드:
1575 +공격 - 함선이 지휘관의 목표물을 공격
1576 +요격 - 활동 반경*내로 들어오는 모든 적대적인 비주력함 공격
1577 +방어 - 새 모드가 실행되기 이전의 선제적 호위행위. 자동적인 모드로 여기면 됩니다. 소속 그룹 행동은 지휘관이 당시 무엇을 하는지에 크게 좌우됩니다.
1578 +
1579 +
1580 +도킹됨 - 특정 그룹의 소속함에게// 지휘관에게 공격하는 물체를 포함한// 모든 목표물을 무시하고 도킹하라는 명령. 지휘함에 도킹할 수 없는 함선에는 영향을 미치지 않음.
1581 +개시됨 - 특정 그룹의 소속함에게 특정 지시를 수행할 것을 명령. (항공모함에 소속된 전투기의 경우, 이 명령이 지휘함에 도킹 상태를 유지하라는 의미일 수 있음)
1582 +\\
1583 +
1584 +~* 활동 반경은 항상 지휘관의 레이더 범위입니다. 이 범위 내에서만 함선이 인지가 가능하다고 생각되므로 명료성을 위해 이렇게 정해졌습니다.
1585 +
1586 +
1587 +
1588 +내용 발췌: [[https:~~/~~/forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844>>url:https://forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844||rel="nofollow" shape="rect" class="external-link"]]
1589 +)))
1590 +
1591 +=== 대형 ===
1592 +
1593 +버전 4.00의 각 대형 상세
1594 +
1595 +첫 번째 스크린샷은 위에서 본 모양이고 (지도 기본 시각) 두 번째는 공간을 활용하는 시점입니다.
1596 +
1597 +대부분의 스크린샷은 20대의 함선으로 이루어진 함대로 만들었습니다.
1598 +
1599 +각각의 대형은 대형 이름 옆에 기재된 만큼의 기술 레벨이 요구됩니다.
1600 +
1601 +==== 후방 교차 (2 스타) ====
1602 +
1603 +[[image:attach:Backward Cross-ABOVE.PNG]][[image:attach:Backward Cross-PERSPECTIVE.PNG]]
1604 +
1605 +==== 후방 X-모양 (2 스타) ====
1606 +
1607 +[[image:attach:Backward X-shape-ABOVE.PNG]][[image:attach:Backward X-shape-PERSPECTIVE.PNG]]
1608 +
1609 +==== 원형 (0 스타) ====
1610 +
1611 +[[image:attach:Circle-ABOVE.PNG]][[image:attach:Circle-PERSPECTIVE.PNG]]
1612 +
1613 +==== 교차 (2 스타) ====
1614 +
1615 +[[image:attach:Cross-ABOVE.PNG]][[image:attach:Cross-PERSPECTIVE.PNG]]
1616 +
1617 +==== 독수리 (4 스타) ====
1618 +
1619 +[[image:attach:Eagle-ABOVE.PNG]][[image:attach:Eagle-PERSPECTIVE.PNG]]
1620 +
1621 +==== 사다리꼴 (5 스타) ====
1622 +
1623 +[[image:attach:Echelon-ABOVE.PNG]][[image:attach:Echelon-PERSPECTIVE.PNG]]
1624 +
1625 +==== 전방 교차 (2 스타) ====
1626 +
1627 +[[image:attach:Forward Cross-ABOVE.PNG]][[image:attach:Forward Cross-PERSPECTIVE.PNG]]
1628 +
1629 +==== 전방 X-모양 (2 스타) ====
1630 +
1631 +[[image:attach:Forward X-shape-ABOVE.PNG]][[image:attach:Forward X-shape-PERSPECTIVE.PNG]]
1632 +
1633 +==== 수평 다트 (5 스타) ====
1634 +
1635 +[[image:attach:Horizontal Dart-ABOVE.PNG]][[image:attach:Horizontal Dart-PERSPECTIVE.PNG]]
1636 +
1637 +==== 역점 가드 (3 스타) ====
1638 +
1639 +[[image:attach:Inverse Point Guard-ABOVE.PNG]][[image:attach:Inverse Point Guard-PERSPECTIVE.PNG]]
1640 +
1641 +==== 역전된 V 모양 (1 스타) ====
1642 +
1643 +[[image:attach:Inverse V-shape-ABOVE.PNG]][[image:attach:Inverse V-shape-PERSPECTIVE.PNG]]
1644 +
1645 +==== 횡진 (0 스타) ====
1646 +
1647 +[[image:attach:Line Abreast-ABOVE.PNG]][[image:attach:Line Abreast-PERSPECTIVE.PNG]]
1648 +
1649 +==== 종진 (0 스타) ====
1650 +
1651 +[[image:attach:Line Astern-ABOVE.PNG]][[image:attach:Line Astern-PERSPECTIVE.PNG]]
1652 +
1653 +==== 포인트 가드 (3 스타) ====
1654 +
1655 +[[image:attach:Point Guard-ABOVE.PNG]][[image:attach:Point Guard-PERSPECTIVE.PNG]]
1656 +
1657 +==== 반원 (0 스타) ====
1658 +
1659 +[[image:attach:Semicircle-ABOVE.PNG]][[image:attach:Semicircle-PERSPECTIVE.PNG]]
1660 +
1661 +==== 삼각형 (1 스타) ====
1662 +
1663 +[[image:attach:Triangle-ABOVE.PNG]][[image:attach:Triangle-PERSPECTIVE.PNG]]
1664 +
1665 +==== 쌍둥이 (4 스타) ====
1666 +
1667 +[[image:attach:Twin-ABOVE.PNG]][[image:attach:Twin-PERSPECTIVE.PNG]]
1668 +
1669 +==== V 모양 (1 스타) ====
1670 +
1671 +[[image:attach:V-shape-ABOVE.PNG]][[image:attach:V-shape-PERSPECTIVE.PNG]]
1672 +
1673 +==== 수직 다트 (5 스타) ====
1674 +
1675 +[[image:attach:Vertical Dart-ABOVE.PNG]][[image:attach:Vertical Dart-PERSPECTIVE.PNG]]
1676 +
1677 +==== 벌컨 (5 스타) ====
1678 +
1679 +[[image:attach:Vulcan-ABOVE.PNG]][[image:attach:Vulcan-PERSPECTIVE.PNG]]
1680 +
1681 +==== W-모양 (4 스타) ====
1682 +
1683 +[[image:attach:W-shape-ABOVE.PNG]][[image:attach:W-shape-PERSPECTIVE.PNG]]
1684 +
1685 +==== X-모양 (2 스타) ====
1686 +
1687 +[[image:attach:X-shape-ABOVE.PNG]]
1688 +{{/sv-translation}}
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Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,0 @@
1 -102367960
space
... ... @@ -1,1 +1,0 @@
1 -X4WIKI
url
... ... @@ -1,1 +1,0 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/102367960/Combat And Weapons
XWiki.XWikiComments[0]
Comment
... ... @@ -1,0 +1,3 @@
1 +>Break Asteroids
2 +
3 +Could you please explain how this mode works? I have enabled this mode but the turrets seem to be doing nothing. There are all kinds of threads on the internet about them but it seems like nobody has made the break asteroids mode work so far, so some explanation on how to break asteroids with turrets would be super helpful.
Date
... ... @@ -1,0 +1,1 @@
1 +2018-12-23 00:34:57.0
XWiki.XWikiComments[1]
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.DrSuperEvil
Comment
... ... @@ -1,0 +1,1 @@
1 +Turrets get bugged coming out of travel mode so you need to change their settings and then cycle back to the desired one.
Date
... ... @@ -1,0 +1,1 @@
1 +2018-12-23 00:37:46.0
Reply To
... ... @@ -1,0 +1,1 @@
1 +0
XWiki.XWikiComments[2]
Comment
... ... @@ -1,0 +1,1 @@
1 +What do the four boxes for each gun in the ship information tab control?
Date
... ... @@ -1,0 +1,1 @@
1 +2018-12-31 01:18:27.0
XWiki.XWikiComments[3]
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.Sparks
Comment
... ... @@ -1,0 +1,3 @@
1 +I've added 3 additional images to the page. If you mean the drop-down options for each gun that you can see in the new image below the "**All owned ships**: **Ship Info Menu**" bullet, they let you set Rules Of Engagement on a per turret basis.
2 +
3 +See "**HUD Controls for Turrets on Medium ships**" section for short descriptions of the Rules Of Engagement options.
Date
... ... @@ -1,0 +1,1 @@
1 +2018-12-31 10:16:42.0
Reply To
... ... @@ -1,0 +1,1 @@
1 +2
XWiki.XWikiComments[4]
Comment
... ... @@ -1,0 +1,5 @@
1 +What are the keys on the keyboard to fire the Primary weapons?
2 +
3 +I was using space but then somehow on my Cerberus Vanguard space was not firing the guns anymore and I can't figure out how to get that back again.
4 +
5 +Where in the menus can you change the primary weapons firing buttons?
Date
... ... @@ -1,0 +1,1 @@
1 +2018-12-31 22:51:37.0
XWiki.XWikiComments[5]
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.Sparks
Comment
... ... @@ -1,0 +1,1 @@
1 +Space is the key. Please report any problems [[via the forum>>url:https://forum.egosoft.com/viewtopic.php?f=180&t=402324||shape="rect"]] where Devs are likely to see it.
Date
... ... @@ -1,0 +1,1 @@
1 +2019-01-01 09:10:09.0
Reply To
... ... @@ -1,0 +1,1 @@
1 +4
XWiki.XWikiComments[6]
Comment
... ... @@ -1,0 +1,10 @@
1 +Under Ship Information, "Weapon Configuration", Weapon (ie S Pulse Laser Mk1), there are 2 sets of 4 boxes. Labeled Primary and Secondary.
2 +
3 +Those four boxes are where you setup the weapons Primary and Secondary Firegroup.
4 +
5 +You can put the weapon into all 8 firegroups.
6 +
7 +The firegroups are toggled using the numbers: 
8 +
9 +Change Primary Firegroup: 1/2/3/4
10 +Change Secondary Firegroup 5/6/7/8
Date
... ... @@ -1,0 +1,1 @@
1 +2019-01-04 05:35:36.0
Reply To
... ... @@ -1,0 +1,1 @@
1 +2
XWiki.XWikiComments[7]
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.Sparks
Comment
... ... @@ -1,0 +1,1 @@
1 +Thanks for replying with this missing info. I've added that to the page above.
Date
... ... @@ -1,0 +1,1 @@
1 +2019-01-04 10:36:24.0
Reply To
... ... @@ -1,0 +1,1 @@
1 +6
XWiki.XWikiComments[8]
Comment
... ... @@ -1,0 +1,1 @@
1 +How do i command a fleet to get ammo or repairs ?
Date
... ... @@ -1,0 +1,1 @@
1 +2019-01-11 15:00:45.0
XWiki.XWikiComments[9]
Author
... ... @@ -1,0 +1,1 @@
1 +XWiki.Sparks
Comment
... ... @@ -1,0 +1,3 @@
1 +You'll need to use either an Equipment Dock, or a Wharf/Shipyard (depending on ship class):
2 +
3 +[[doc:X4 Foundations Wiki.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome]]
Date
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1 +2019-01-11 23:59:14.0
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1 +8
XWiki.XWikiComments[10]
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1 +Yeah I know how to do it for 1 ship at a time but how to i order a group of ships to repair or ammo so I dont have to go through all 50 ships in the fleet 1 at a time ?
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1 +2019-01-12 05:32:31.0
XWiki.XWikiComments[11]
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1 +How do you name a fleet or is that not possible
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1 +2019-01-25 03:09:39.0
XWiki.XWikiComments[12]
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1 +XWiki.eliseeff
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1 +* Available on two places via drop-down menus:
2 +** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen):
3 +[[image:attach:Turret_info.JPG]]
4 +** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom):
5 +[[image:attach:Turret_info_3.JPG]]
6 +
7 +(% style="color: rgb(255,0,0);" %)**These two pictures are confused with each other.**
8 +
9 +
10 +
11 +~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~**
12 +
13 +== Attacking specific station modules ==
14 +
15 +.....
16 +
17 +* Expand the station's info so that you can see specific modules (see image below)
18 +
19 +(% style="color: rgb(255,0,0);" %)**Need to add the "image below". (% class="tlid-translation translation" lang="en" title="" %)It is currently missing.(%%)**
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1 +2019-05-26 17:42:00.0
XWiki.XWikiComments[13]
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1 +What's the difference between Defend, Attack, Intercept?
2 +
3 +
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1 +2020-04-06 01:16:01.0
XWiki.XWikiComments[14]
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1 +Subordinate group modes:
2 + Attack - Ships will attack their commander's target.
3 + Intercept - Ships will attack any hostile non-capital ships that come into their operational range*.
4 + Defend - Prior escort behavior before new modes were implemented. Think of this as automatic mode. Subordinate behavior depends a lot on what their commander is doing at the time.
5 +
6 +Docked - Orders all subordinates in the specified group to dock and ignore all targets (% class="text-italics" %)//including their commanders' attackers//(%%). Does not affect ships that are unable to dock at their commander.
7 + Launched - Orders all subordinates in the specified group to act on their specified behavior. (Note that for fighters subordinate to a carrier, this may mean that they stay docked at their commander.)
8 + On those last two, please note the bug acknowledged in the post right above this one. You should get the fix for that bug in a future update.
9 +
10 +~* Operational range is always their commander's radar range. This was implemented this way for clarity since this is what you see as what your ship is aware of.
11 +
12 +
13 +
14 +Taken from here: [[https:~~/~~/forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844>>url:https://forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844||shape="rect"]]
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1 +2020-04-09 12:15:04.0
XWiki.XWikiComments[15]
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1 +Also relevant in the context of fleet management: [[doc:X4 Foundations Wiki (OLD).Objects in the Game Universe.Ship Orders And Behaviours.WebHome]] and [[doc:X4 Foundations Wiki.X4\: Foundations Manual.NPC Behaviours.WebHome]].
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1 +2020-05-15 13:26:10.0
XWiki.XWikiComments[16]
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1 +hello, somehow I accidentally disabled player-assist 'target target' mode, where I find this setting to activate it again?, I searched in game settings but I didn't find it
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1 +2020-05-29 20:41:32.0
XWiki.XWikiComments[17]
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1 +Okay there are 32 boxes in the 'Weapons Configuration' panel. The instructions of 'These control the weapons' is obvious given the NAME of the panel...
2 +\\
3 +
4 +**'Those four boxes are where you setup the weapons Primary and Secondary Firegroup.**
5 +
6 +**You can put the weapon into all 8 firegroups.'**
7 +
8 +
9 +\\Great, super, but not good enough to explain to the user how to configure them USING the boxes. The above instruction are basically saying 'weapons are configured using these boxes'. That's great, well done... absolute genius... now continue on this ... HOW are these boxes linked to setting up weapons using the 1234 and 5678 keys? To be honest the fact I have to ask this on a forum of sorts pretty much tells me that I bought the wrong game.  At this stage I will settle for randomly firing one missile into the abyss!
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1 +2021-04-14 03:32:41.0
XWiki.XWikiComments[18]
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1 +Is 'Aim assist' (in the settings) the same as 'target target' mode?
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1 +2022-02-21 12:34:13.0
XWiki.XWikiComments[19]
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1 +Can someone explain to me why, when ordering your Commander to attack a station (specifically Xenon), they, plus ALL other L and XL class ships subbed to them, decide that the best way to attack is to go into less than 5km range... thus being hit by the Xenon weapons? All the Destroyers have a main gun range greater than the Xenon station defence range... why don't they keep their distance? Can there be a choice to "approach to 7km and attack" so that, when manoeuvring to get a better shot, the Commander and all Subs CIRCLE around that range?
2 +\\I know this won't help with, say, Paranid as those head-cases have station defences as great as main guns for most other races, but it would make OOS Xenon station mopping up a little easier. Why easier? Oh, simple. Xenon LOVE to place their stations WAY above or WAY below the flat plane of a system. If they are ON the plane, I can micro manage each ship to get to a certain point and then fire. Usually that works well with no or very little hits. Still a pain in the butt when you're ALSO keeping your eyes open for rampaging Is or a fleet of Ks. But it's doable.
3 +\\But when UP or DOWN, it becomes a blazing headache. There is no easy way to move up and down the Y axis. You put your fleet where you want them... then change camera angle to change the Y for each... and by the time they GET where you THINK is right... dead. Too close. Or too far, and when you get them to "Fly too", they are SO far away... they engage Travel Drive and end up... 4 km away. Dead. You can't simply move them a bit closer, step by step, for as soon as you click "travel here", back to the normal plane of the system they go.
4 +\\I don't care if the AI wants to charge in like lunatics for all other factions - hell, it means my Terran Station Turrets get a chance (another bug-bear... too short a range on all Terran Turrets for stations). Have that remain as is.
5 +
6 +\\
7 +
8 +But for the love of heaven (and my sanity) can you implement EITHER:
9 +
10 +\\
11 +
12 +1) a "ship slave system" where if you are piloting the Lead Destroyer/Battleship, your sub Destroyers, etc, match you (as in, remove the AI situation WHEN in formation - the subs are fixed in their formation position and are, by default, part of YOUR ship. If you move left, they will. If you move right, they will. Not just sit there with their thumb up their unmentionable. I'd be happy with them at LEAST following behind me and when I stop they reform. They don't even do that. If I'm in command of the Commander ship of a fleet, I have to micromanage every single frigging sub I have - more than irritating. Slave System would be nice! (With the obvious exceptions of - if something blocks the way of the Sub, AI moves them out of formation (and Slave) and then moves back in to "reattach" to the formation you control)):
13 +
14 +
15 +Or 2) a section of the "Fly to", "Attack Target", etc, commands where you specify "x range or greater" so they stop at a certain point and stay at that point from the centre of the target. Maybe a specific command JUST for stations, if it would be a mess when fighting other ships - but at least getting your forces to do what you want them to do without barrelling into kill range needlessly would be a great help. I know it wouldn't help for most other race stations, but the Xenon are currently decimating the Split in my universe. I'm doing my best with my limited fleet and funds to push them back (bagged an I just now - small ship to destroy most of the hardpoints, sent my 11 destroyers at it, nearly lost one, but phew! Made it with all ships... and a big repair bill). But stations are a pain, especially when so far up or down the Y axis.
16 +\\Sorry if that sounds snarky. It's been a long hard fight to pacify the North-West of my universe today. Cleared three systems, blocked off the two furthest North West with about 500 Mk2 deployable Turrets (watched them shred a K - glorious!)... but had to reload a few saves because of station attack craziness when two of my Paranid ships went "Oh! I wanna move HERE and sit over the thing hurting me so I can fire at it!" Those ships have 10km range main gun, for pete's sakes!
17 +
18 +\\
19 +
20 +Anyhoo... having fun: tho I wish the Xenon in my run were less angry at everything - only 4 days in game have passed. Managed to fix (somewhat) Haviktah's Choice, so the Argon can rebuild... but the Split? Thought they were a warrior race. The Free Families managed to kill the Xenon to their absolute East, and are holding out against those who have destroyed most of the Patriarchy. Only two of those systems remains. TWO. Well, technically four, but those two (above Heretics End) are down to three stations a piece, and no Defence Stations. Grey Sectors. No ships moving. Just six terrified stations hoping my defences hold for a bit. Cut off from the other two Patriarch sectors as well! And don't mention the two sectors of Paranid God Realm to the North... they died before I even discovered them. I said a prayer... then left those systems in Xenon hands and blocked off the gates.
21 +\\And the Teladi are now getting it in the north! They are about as useful in a fight as a wet tissue... but they have some guts, at least. No issues down south with the Paranid, or Antigone, or Teladi at the south. Those Xenon must be on recharge, or something! But in the North?
22 +\\So much for a nice quiet game of building stations and trading my way to riches. I never intended to prep for war so early. Only got 7 stations! Taking me forever to do anything.
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1 +2022-09-07 02:17:08.0