Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
From version 77.1
edited by emjaylee
on 2021/04/17 19:35
on 2021/04/17 19:35
Change comment:
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... ... @@ -1,0 +1,1 @@ 1 +X4 Foundations Wiki.X4\: Foundations Manual.WebHome - Author
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... ... @@ -1,6 +1,10 @@ 1 1 {{sv-translation language="en"}} 2 +{{info}} 3 +Updated for version 5.10 4 +{{/info}} 2 2 3 3 7 + 4 4 {{toc/}} 5 5 6 6 == Fight == ... ... @@ -11,7 +11,7 @@ 11 11 12 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. 13 13 14 -Individual surface elements on[[ Large and Extra Large ships>>doc: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).18 +Individual surface elements on[[ Large and Extra Large ships>>doc: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 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. 17 17 ... ... @@ -20,7 +20,7 @@ 20 20 (% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing And Upgrading Ships]](%%): 21 21 22 22 * **Main **weapons**:** 23 -** **Primary Guns** (forward-facing weapons on [[S,MandL ships>>doc:ShipsAndThePlayership]])27 +** **Primary Guns** (forward-facing weapons on (% class="confluence-link" %)S, M,L [[ships>>doc: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) ... ... @@ -28,15 +28,15 @@ 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) == 35 +=== 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) == 39 +=== 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 == 43 +=== 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 ... ... @@ -47,7 +47,7 @@ 47 47 * Change Primary Firegroup: **1**/**2**/**3**/**4** 48 48 * Change Secondary Firegroup **5**/**6**/**7**/**8 ** 49 49 50 -== Main Weapon Heat == 54 +=== 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 ... ... @@ -271,7 +271,7 @@ 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 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).278 +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 Player ship]])287 +** **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 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.405 +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 Player ship]]417 +[[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 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).774 +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 Player ship]])783 +** (% 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 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).925 +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 Player ship]])934 +** **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) ... ... @@ -1437,7 +1437,7 @@ 1437 1437 1438 1438 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. 1439 1439 1440 -[[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 +[[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.) 1441 1441 1442 1442 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. 1443 1443 ... ... @@ -1446,7 +1446,7 @@ 1446 1446 [[무기는 5가지 일반적인 범주로 나뉩니다.>>doc:Purchasing And Upgrading Ships]] 1447 1447 1448 1448 * **주력 **무기: 1449 -** **주포 **([[S, M 그리고 L급 함선>>doc:Ships And The Player ship]]의 전면 방향 무기)1453 +** **주포 **([[S, M 그리고 L급 함선>>doc:Ships And The Player Ship]]의 전면 방향 무기) 1450 1450 ** **보조 발사기** (S급과 M급 함선의 전면 방향 무기) 1451 1451 * **포탑_건 터렛** (M, L과 XL급 함선에 사용 가능) 1452 1452 * **미사일 터렛** (L, XL급 함선에 사용 가능) ... ... @@ -1576,9 +1576,8 @@ 1576 1576 1577 1577 도킹됨 - 특정 그룹의 소속함에게// 지휘관에게 공격하는 물체를 포함한// 모든 목표물을 무시하고 도킹하라는 명령. 지휘함에 도킹할 수 없는 함선에는 영향을 미치지 않음. 1578 1578 개시됨 - 특정 그룹의 소속함에게 특정 지시를 수행할 것을 명령. (항공모함에 소속된 전투기의 경우, 이 명령이 지휘함에 도킹 상태를 유지하라는 의미일 수 있음) 1579 - 마지막 두 명령에서, 위의 포스트와 같이 버그가 발견되었음을 알립니다. 다음 업데이트에 수정 바랍니다.1583 +\\ 1580 1580 1581 - 1582 1582 ~* 활동 반경은 항상 지휘관의 레이더 범위입니다. 이 범위 내에서만 함선이 인지가 가능하다고 생각되므로 명료성을 위해 이렇게 정해졌습니다. 1583 1583 1584 1584
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... ... @@ -1,1 +1,0 @@ 1 -102368395 - space
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... ... @@ -1,1 +1,0 @@ 1 -X4WIKI - url
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... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/102368395/Combat And Weapons
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... ... @@ -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
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... ... @@ -1,0 +1,1 @@ 1 +2018-12-23 00:34:57.0
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.DrSuperEvil - Comment
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... ... @@ -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
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... ... @@ -1,0 +1,1 @@ 1 +2018-12-23 00:37:46.0 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +What do the four boxes for each gun in the ship information tab control? - Date
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... ... @@ -1,0 +1,1 @@ 1 +2018-12-31 01:18:27.0
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.Sparks - Comment
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... ... @@ -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
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... ... @@ -1,0 +1,1 @@ 1 +2018-12-31 10:16:42.0 - Reply To
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... ... @@ -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
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... ... @@ -1,0 +1,1 @@ 1 +2018-12-31 22:51:37.0
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.Sparks - Comment
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... ... @@ -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
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-01 09:10:09.0 - Reply To
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... ... @@ -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
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-04 05:35:36.0 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.Sparks - Comment
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... ... @@ -1,0 +1,1 @@ 1 +Thanks for replying with this missing info. I've added that to the page above. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-04 10:36:24.0 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +How do i command a fleet to get ammo or repairs ? - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-11 15:00:45.0
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.Sparks - Comment
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... ... @@ -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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... ... @@ -1,0 +1,1 @@ 1 +2019-01-11 23:59:14.0 - Reply To
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... ... @@ -1,0 +1,1 @@ 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 ? - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-12 05:32:31.0
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... ... @@ -1,0 +1,1 @@ 1 +How do you name a fleet or is that not possible - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-25 03:09:39.0
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.eliseeff - Comment
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... ... @@ -1,0 +1,19 @@ 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.(%%)** - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-05-26 17:42:00.0
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... ... @@ -1,0 +1,3 @@ 1 +What's the difference between Defend, Attack, Intercept? 2 + 3 + - Date
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... ... @@ -1,0 +1,1 @@ 1 +2020-04-06 01:16:01.0
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... ... @@ -1,0 +1,14 @@ 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"]] - Date
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... ... @@ -1,0 +1,1 @@ 1 +2020-04-09 12:15:04.0
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... ... @@ -1,0 +1,1 @@ 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]]. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2020-05-15 13:26:10.0
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... ... @@ -1,0 +1,1 @@ 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 - Date
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... ... @@ -1,0 +1,1 @@ 1 +2020-05-29 20:41:32.0
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... ... @@ -1,0 +1,9 @@ 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! - Date
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... ... @@ -1,0 +1,1 @@ 1 +2021-04-14 03:32:41.0
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... ... @@ -1,0 +1,1 @@ 1 +Is 'Aim assist' (in the settings) the same as 'target target' mode? - Date
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... ... @@ -1,0 +1,1 @@ 1 +2022-02-21 12:34:13.0
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... ... @@ -1,0 +1,22 @@ 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. - Date
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