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I got around the pirates by stationing a few nemesis in each sector i have stations or defence platforms and sending them after the offending attacker. If they r being difficult i teleport in to one of the nemesis and do the deed myself..
that was my initial solution and so far it worked. i do have a greater presence in the galaxy so its easier to protect stuff now.. though 2.2 killed that save game...
Escorts don't work because the game doesn't sync Travel drives, this means the escorts don't go into travel mode at the same time as the lead ship, nor does it limit the speed to the slowest Travel drive in the group. This breaks up fleets when using travel mode to get anywhere and causes lots of problems. Its something else that needs to be fixed, syncing drives would probably be the best way to fix it. Until then, the escorts are often "late to the party" and so don't arrive in time to defend the ship they're supposed to be escorting making them useless. You can either resort to small freighters like Magpies and make them fast enough to outrun anything, go with Vulture Sentinels which have 2 shields and hope that keeps them alive long enough to get to safety (they're my fav M freighter anyway, best capacity, decent speed for the cost) or go with L freighters which will eat any pirate fighter dumb enough to attack, can often kill a minotaur which just leaves the SCA Behemoths as the only threat (and there are way too many of those in the game now). The problem with L freighters is they cost way more than they make so you'll never build a trade empire that way. Same with Magpies, one of them costs as much as a fully kitted Vulture, but the Vulture can carry way more. If all you need is ships to move small amounts of energy cells, go for the Magpies, if your game economy is roaring along (as mine is) the Vultures are by far a better choice (I see many of mine going out with full loads of energy, food, water, refined metals, etc. Early in the game or with a less developed economy that is rarer so S freighters might be a better bet then, but I always just stuck with M freighters).
Note that since 2.2 even if you kill all the SCA stations and ships in a sector you can't ever fully clear it of pirates, they now get an endless supply of Minotaurs and Behemoths that will keep showing up and will now attack even in heavily patrolled sectors. It used to be ships in sectors like Trinity Sanctum were pretty safe (pirates rarely showed up there and those that did quickly died, which made sense), but I'm now seeing SCA Minotaurs show up there. Granted the PAR are pretty quick to lend some help when attacked but I did lose one of my best free traders to a Minotaur attack in Trinity Sanctum which was an unpleasant surprise with 2.2. Pirates will even go after docked ships, which is what happened to my FT, it docked at a PAR station, the Minotaur kept firing and killed my ship before the lightly armed station could kill the Minotaur (which it did).
Prior to 2.0 / 2.2 if you cleared the SCA bases from a sector the SCA mostly abandoned the area and all you would see were occasional random fighters. Not so now, now they come back with Minotaurs and Behemoths, destroy those and sometimes within as little as a couple minutes they have more. At this point the SCA are getting ships faster than any other faction... and from where?
In general pirate behavior is more suicidal and pointlessly destructive than actually acting like pirates. They seem more interested in destroying ships than actually stealing stuff for profit. Personally, I think the whole pirate faction needs to be re-examined and redone with pirates acting in groups to either force freighters to drop cargo and having their own freighters to scoop it up (that's the point steal the cargo), or wolf packs of fighters or minotaurs that try to force a ship to bail so they can steal the whole freighter. They should avoid corvettes and destroyers, which currently a pirate kestrel will happily and suicidally attack a destroyer which makes ZERO sense. But specifics asside, the point being pirates should act more like pirates and less like wasteland gangers out to burn everything down.
Sorry for the TMI post, just has a lot of thoughts about pirates recently. They're kinda of annoying me at this point.
I often thought about a large freighter as my 3 magnators were the best investment i ever made along side my Drill's, the idea for the L freighter would be for just that, self defence survivability, and mass cargo, but the deterrant for them is AI aren't the brightest when flying capitals, and often take their sweet ol' time going through a gate, i have a massive over abundance of energy cells that sell like candy much like my water and wafers (wartime does wonders), and i need to ship them, so an L ship would be ideal if they knew how to go through gates more efficiently, they never leave the system since there's dozens if in-system buyers, but it's broken into 3 sub-sectors, and by efficiently i mean go straight through them instead of dancing around them and going in backwards, i instead bought 3 cheap Mediums from Argon Prime, they work, but squishy, and i dont like losing them (trying to save up for a warfleet).
The pirates pooping out ships for no reason is also quite bothersome, being an economy sandbox 4X type game, it is assumed when a faction is pushed out they stay out and have their economy dampened when crippled, granted they're suppose to 'steal' their ships, it should also be a rarity for them to have so many capitals a pirate faction with a surplus of capitals in my books should be quenched by other super powers as they're obviously far too powerful and are a real danger in that regard.
I have a cheat menu and i was dabbling with the idea of unleashing a couple Xenon I's on the local SCA station for kicks and giggles to rid them indirectly, but if they just harass me with capitals, i might have to weigh some options and make a couple of investments, even if its one or two L's i only need them to ship energy cells the whole galaxy does the rest of my wares.
I've even gone after some of the HAT stations because they seem to be pirate magnates, especially the free ports. That at least seems to prevent pirates showing up but they'll hang around some Teladi Company stations as well (as in the case of Matrix 451 which has 2 Teladi defense stations and a factory I built for them as a mission but since the Behemoths don't bother my defense forces I just let them be, they help swat Kha'ak and Xenon).
Oh and if you do wipe out all the SCA stations, I hailed a pirate and asked where their faction leader was... it points me at the HAT HQ and the HAT leader. So that's a "bug" but maybe also points at the relationship between the HAT and the SCA. Seeing at the HAT haven't been of much use to me, they may get wiped out next. Only reason I haven't done so already is that basically you cannot fully eliminate a faction which is a pity. I hope that will get changed in the future.
The locked SCA rep is a pain in the arse, I'd like to be able to reset that. Don't understand why they locked it in the first place, it basically breaks that aspect of the game (and its not like there isn't too much else broken anyway without EgoSoft deliberately breaking something extra).
I agree, SCA should have its own shipyard somewhere and that should be the source of all their ships. Else they should be able to buy them from someone (like the Teladi) but that should also mean they probably would be using Teladi ships. Never understood why they use Argon capital ships. Even better would be if they had their own ship designs, like some of the "odd" designs we had in Rebirth. If the SCA looses its shipyard then that should severely cut their ship supply until they can rebuild it (if they can rebuild it) and no ships unless they can buy from someone else. That would not only make more sense but be more immersive and allow viable player goal of wiping out the SCA.
So I believe I know them well, I was at -30 At the beginning ... but now am at -5 rep.
They do sometimes get uppity with their egos while in other sectors with me, an if they shoot first at me, they will be destroyed, including the pods after they jump ship ( with those ships, I use them as explorers around the sectors and to train new captains) No loss in materials, and the cost of the new captains are not really my concern.
I once had a sca pirate throw missiles at me, and almost destroyed my ship (I was pretty good at that point in shooting down small ships and I had yet then had any missiles thrown at me)
So I repaired my ship in a safe spot while highlighted the SCA ship on the map, I was gonna beat the poo out of her captain afterwards...
So after repairs, I went after her ship, an now noticed she was going out of the sector so I followed her to that SCA Base.
I abandoned the kill her at all costs when I seen the base and was able to land and trade from the blackmarket there. After trading for some stuff I had that was not legal, I left the sector and now every ship I meet have a -5 rep towards me.
There will be some that I let them scan me, and after they start shooting at me first, they are poo in space, other pirates want me stuff, but do not attack, they just tell me to get out of here or they buzz around me wanting me to shoot them first, (reminds me of flys that bother me).
So my rep with them is still -5 but they no longer scan me much and some do attack but they don't live to tell about it.
I understand that "there should always be something for the player to do" but when you pull up the idea that I can wipe something out then proceed to do the opposite, it kind of makes all my efforts pointless, that effort trying to corner the Xenon before focusing my movements against an allied power.
Why develop such an advanced economy with such importance that it can hinder the advancement of a power only for the AI to not care about it in the end? quite bothersome and I only hope Egosoft change this in future.
And the Locked Reputation is stupid, it makes playing as a pirate all-but impossible, you can join the SCA, but it doesn't do much to benefit you as a pirate which is a shame, the cornerstone for all sandbox space games is the ability to work and join a pirate faction, or ally with them, in this game, it is simply impossible to join the bad-guys, I understand the Xenon hate everyone, so that makes sense, but not being allowed to be an SCA or a HAT? really?
Given the SCA have a list of Licences and such, I only hope they'll do more with them, as it stands the game already feels incomplete, especially how the PHQ story kinda.. ends and I'm left with questions as a new player to the X-games, who are the Boron? who are these Split's? where did the PHQ come from? why is the Boron helping me? why am i helping him? why did I free him?
It all leads me to believe there's more to come, I heard Egosoft have a reputation for "Fixing" things quickly and over time, but my scepticism say otherwise and I hope that claim can be backed up since I'm currently In-love with X4 after fighting to understand such a strange game and coming from Elite.
Ships you're currently fighting will always show up as -30, sometimes when Argon ships get caught in my crossfire from my Taranis (Mod) at the Hatikvah Xenon blockade, they'll go -30 even though I'm +30 with the faction, the faction rep as a whole for the SCA are locked at -5, but, if you attack them, that particular unit will go -30, my guess is it's how the game handles AI turning hostile towards you, by making your rep with that specific NPC to -30, at one point I was -30 with a Cargo Drone for a missfire, nothing came of it.
It does look like EgoSoft intended or intends to do more with the SCA as a faction in the future, including making them one you can fully join with various benefits. But, it also looks like they started it and never finished (like so much else in the game that is currently unfinished). So at a half-arsed solution you get the locked rep if you join. If I'd known that before I joined I wouldn't have (this is still my very first game of X4, I've got over 500 hours in it, over 2 B credits in cash, over 11 B worth of stations and a massive war fleet and my personal Nemesis fully modded with stats you can't reproduce now. By that I mean you can't get the performance it has now, they nerfed it but where I modded the ship before the nerf it still has its orginal stats, does over 800 m/s normal speed and travel drive hits over 7k m/s... NOTHING outruns me. Great manuverability, strong shields, its a beast of a ship... I'm gonna hate losing it when I eventually start a new game).
I wish for now they'd just remove the "join the SCA option" entirely so it doesn't screw players up with the silly locked rep thing. Right now I'm stuck at -5 like many others. What that means is that even if a SCA ship flying SCA colors flies into one of my sectors, my patrols ignore it until it shoots at something. So I spend a fair amount of time watching spots they like to pop up at and killing stuff. I own Heretics End now and have a large station and a fleet depot there. I've left the HAT stations alone (for now) but I have heavy patrols (squadrons of either 8 Perseus fighters or 8 Nemesis corvettes) with 8 patrol groups in just that sector alone... if SCA was flagged hostile as they should be those patrols should pretty much end any SCA dumb enough to show up there.
As it is I have to micromanage things which sucks the fun out of it and takes away from things I actually want to be doing. I guess I'm going to have to figure out how to hack the rep thing in my save game or else start a new game, I really don't want to do the later and I'm not entirely sure what all I need to change for the former.
An don't even get me started on the non stop audio from my patrol groups "awaiting orders" every time they kill something, with over 30 different patrol groups active, with 10 in Matrix 451 which is still a Xenon sector (they are constantly killing Xenon Ps and Ms, I send pilots there to "train" them), its not stop blathering... so I'm off to go find the mod that kills that before it drives me INSANE!
Anyway, yeah, I'm hoping at some point they do more with the SCA, looks like they plan too. But I also want them to a) remove the cheats for the SCA and b) remove the barely started mission to join them and just leave them as enemies for now (including reversing the rep lock and stuff for those of us dumb enough to have tried it).
Grand Exchange 1 is owned by the Teladi race. So are Grand Exchange 2 and 3.
No MIN will not go hostile with you for killing SCA ships. In fact they even pay you for SCA kills if you have a MIN Police licence.
They will only go hostile with you for attacking TEL ships, since they are the Teladi race's main coordinated military and police force. These two go hand in hand with attacking SCA at some times, unless TEL is a very high reputation (close to 30), since TEL sector police might get uppity that you attacked poor defenceless SCA.
There is a minor bug which can cause you to lose reputation with MIN unfairly. If you attack SCA ships near an SCA station in TEL owned space the SCA station will report you to sector security (MIN) despite SCA and MIN being enemies (-15) and so you get the usual station attack reputation loss as a result. This applies to other owned sectors as well, so if SCA somehow had a base in ARG or PAR space then attacking the SCA base would also result in you being reported to sector security and losing rep despite both ARG and PAR shooting SCA on sight (-20).
MIN is the Teladi government and military. TEL are meant to be general Teladi race traders as well as local (belonging to a system) security forces. For example the large military wing in Ianamus Zura guarding the Xenon gate belongs to Ianamus Zura (the Teladi home world) and so will not deviate from it. If Ianamus Zura gets attacked, eg by Xenon, a MIN rapid response fleet will be launched to intercept the attackers, assuming they are not already dispatched by the Ianamus Zura military. Hewa's Twin is also like that, with its own military positioned at Comapny Regard to hold of Xenon, but again a MIN response fleet will be dispatched if things get too serious.
Or turn the SCA Minotaur Raiders against them. Minotaur Raiders have S trade ship cargo capacity but with M Bomber like fire power. All one has to do is equip them with TEL Mk2 shields and full Plasma loadout (Mk2 guns obviously) and they will end up winning a 1v1 against a SCA Minotaur Raider and SCA S ships are a total joke to them dying in a few seconds. Behemoths are also a joke since the Minotaur Raider is a lot faster than they are and their missiles do not work well out of sector. Once you have enough Minotaur Raiders flying around as station traders you can mix in other more efficient dedicated M traders since chances are that pirates that attack them will not be too far away from a Minotaur Raider who can smash them.
Exception is with pirate stations. Pirates love to gather around them and there is no way a single Minotaur Raider can solo 10 SCA Minotaur Raiders unless player flown with different loadout.
SCA ships have always respawned at gates. Even in 1.60 this was the case. There is a fixed number of them as well, with 10 SCA Behemoths, 20 SCA Minotaur Raiders and some amount of small craft. Before 1.60 they used to mostly hang around pirate bases due to logic bugs which is why people reported them never respawning and the universe becoming devoid of pirates. Jobs.xml defines how many SCA pirate ships are in the universe, and that part of it has not changed much since 1.60.
Even in 1.60 they would still attack Trinity Sanctum 3. In fact in my playthrough they have always done so from 1.60 to 2.00 and now even 2.20. I must have captured around 45 Minotaur Raiders and 5 Behemoth Vanguards from Trinity Sanctum 3 alone.
SCA targets resources they need for their stations. Trinity Sanctum 3 is targeted a lot because it has a shipyard, warf and equipment dock to raid resources from (SCA hacks the storage of stations) to feed their equipment dock in Hewa's Twin.
This has always been the case. Just that instead of patrolling their bases their ships are out marauding.
SCA are meant to be terrorists which purposely create chaos to make profit.
HAT are meant to be mercenaries, however they clearly are not implemented. They currently use the same pirate logic as SCA but since they are neutral to everyone the result was a broken mess. This is why one does not see many HAT pirate ships anymore. Unlike SCA one could befriend HAT and they would stop pirating your stuff.
Its because SCA has no economy to build their own ships. Since they are enemies to most people they could only order ships from TEL, which would result in an unfair racial bias for a faction which is not racially specific (SCA operatives are from all factions, not just Teladi).
I suspect pirates will be overhauled in the future. Especially seeing how there is data left in for a pirate start, I would not be surprised if the pirate rework comes with the addition/completion of such a start. At that point it might become possible to ally SCA, at least for that start, and so even stop them from pirating your stuff.
I am guessing broken logic (bug) is the cause of this. HAT and SCA used to be pirate friends at some stage. Now SCA still treats their freeports as pirate friend bases despite SCA robbing resources from other HAT stations.
To stop you spending 5 minutes to become friends with all pirates so they stop pirating you.
On the other hand it basically means you have an infinite supply of free Minotaur Raiders and Behemoth Vanguards. You can take dozens of them and SCA will still be just -5. Oh you can also get an infinite supply of S transport ships off the SCA as those "delivery" or "courier" ships are in fact SCA illegal smugglers so once again you are free to shoot them up and make them bail all day and be called a hero for doing so. Let us not forget one can shoot up SCA escape pods, each is worth 500 credits in most faction space!
SCA is race neutral. It would be unfair to bias it towards Teladi since they are meant to be a terrorist network which preys on all factions with members of all factions. One can see this looking at the pilots of all SCA ships, with Minotaur Raiders being flown in equal amounts by Teladi, Argon and Paranid pilots.
Only reason they do not use Paranid ships likely has to do with how poorly implemented they are currently so no such ships have been made yet.
No they have not nerfed that. My Nemeis Vanguard hits ~750m/s and 6.5km/sec travel. It would easilly hit 800m/s and 7km/sec travel if my luck was not so bad (sub optimal rolls). Mods have not been changed since 1.60 at least.
One just needs 21% drag reduction on exceptional chassis and the maximum possible rolls on an exceptional Forward Thrust engine mod for both Forward Thrust (30%) and and Travel Thrust (50%). It is important to note that Forward Thrust stacks with Travel Thrust so both rolls have to be good to get optimum travel speed.
A Pegasus Vanguard with this can hit over 20km/sec travel speed, and with optimum rolls I would not be surprised if 22km/sec or more would even be possible.
This is my question through all of this and I'd like a straight answer, will they leave? or will they start to harass me as claimed above if I killed the SCA Base?
I'm still relatively new to the game, so I'm taking everything with a grain of salt and as personal experiences, not fact, so I'm still open to counter-claims and information (Especially when the game isn't well known for informing the player).
As it stands my current solution to pirates attacking is to Thanos snap them with a cheat menu because I can't be stuffed dealing with them normally after the 20th attack, but I would like said threat to be gone as a whole, which is why I'm asking this question.
If you kill all their bases they might harass you more because there is no base left for them to patrol at, but otherwise they will act the same even if they have 20 bases or just 5 bases.
The best way to fairly deal with pirates is to mix Minotaur Raiders with normal freighters. The Minotaur Raiders can deal with all pirates except large numbers of Minotaur Raiders or Behemoth Vanguards.
I see, so don't shake the hornets nest, at least for now..
Alright, thanks for all the responses and whatnot, I'll weigh some options and make some investments, if I have to, to avoid any large scale combat (since I have no other combat capable ships, I just have one Taranis(Mod) at a blockade) I'll buy a large Freighter or two to compliment my mediums, they'll be slow, but I can guarantee their survival 90% of the time.
One way to make quick cash and increase your M fleet is to deploy a good satellite network in well traveled sectors, then keep an eye on them for abandoned ships; you'll get Argon and Teladi frigates, haulers and miners. Some sectors will spawn 5+ abandoned ships. Most of the time, if you sell all the deployables they have, you can refit the ship with better stuff and still turn in a profit :) win-win for little work.
I would advise against using Teladi transports or miners, they're way too slow, and cant run from anything, at least outside risk free sectors. I mainly use L Paranid vanguards outside low risk sectors, and haven't lost one in a very long time.