X4: Foundations

X4: Foundations

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DrwHem Jan 19, 2023 @ 5:57am
auto repair fighters/corvettes?
im tired of micro managing this ♥♥♥♥. is there a way to have my fighters assigned to my carrier auto repair on the carrier?
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Showing 1-15 of 15 comments
LordNSR Jan 19, 2023 @ 6:18am 
They should be auto repairing when they dock, mine do. Try order the fleet to dock.
Daddy Shark Jan 19, 2023 @ 6:42am 
Go into your global orders and make sure resupply is set to high.
DrwHem Jan 19, 2023 @ 7:52pm 
i have a nomad with 2 M traders assigned to him and hes set for resupply fleet. i cant seem to set the buy orders myself and hes doing wierd ♥♥♥♥ like stocking 4000 smart chips but only 2 hull parts. i dont use missiles much so i dont see why he has so many smart chips.
this whole system is so convoluted.
SamuraiProgrammer Jan 19, 2023 @ 8:38pm 
If the traders are assigned to a 'commander' (whether it be another ship or a station), my experience is that you cannot change their default orders. With stations, at least, you can give them orders and move them up in the order queue to get them to do specific tasks.
Kajar Jan 20, 2023 @ 1:28am 
Originally posted by DrwHem:
i have a nomad with 2 M traders assigned to him and hes set for resupply fleet. i cant seem to set the buy orders myself and hes doing wierd ♥♥♥♥ like stocking 4000 smart chips but only 2 hull parts. i dont use missiles much so i dont see why he has so many smart chips.
this whole system is so convoluted.

Auxiliary and Carriers will only ever buy:
Energy Cells, Smart Chips, Missile Components (Universal build method)
Energy Cells, Hull Parts, Claytronics (Closed Loop build method)
Energy Cells, Silicon Carbide, Computronic Substrate (Terran Build Method)
Which allows them to build missiles, satellites etc to resupply the fleet.

Repairing your ships is COMPLETELY FREE and doesn't require anything, no money, no resources.
As mentioned before. Go into your Global Orders and set the Automatic Resupply to high, then your ships will automatically go to the nearest Aux/Carrier in the sector to repair.
The ships need to have an active order to do the auto-repair though. For example Protect Position, Intercept for Commander etc.
DrwHem Jan 20, 2023 @ 6:05pm 
so i dont need to worry about supplying the nomad unless i want to build missiles then? good to know as missiles seem useless in x4.
in x3 the flail missiles could kill a fighter in 1 shot. in x4 it takes like 5 to 6 batches of swarm missiles to get a kill. the torpedoes are far too slow for their low damage output. its a shame really because they used to be fun.
Tiberius Jan 20, 2023 @ 6:48pm 
Originally posted by DrwHem:
so i dont need to worry about supplying the nomad unless i want to build missiles then? good to know as missiles seem useless in x4.
in x3 the flail missiles could kill a fighter in 1 shot. in x4 it takes like 5 to 6 batches of swarm missiles to get a kill. the torpedoes are far too slow for their low damage output. its a shame really because they used to be fun.

More like, missiles were extremely unbalanced in x3. It didnt even take that many torpedoes to blow up the biggest ship in the game
Asmosis Jan 20, 2023 @ 7:32pm 
Is there any way to get ships on "repeat orders" to dock and repair?

I've tried several methods, parking Aux ship in the system, making the Aux ship a subordinate of the one with repeat orders (supply fleet command) and making the ship with repeat orders a subordinate of the Aux ship, however they just keep going about their business with 10% hull.

S ship has two commands, 'collect drops' and 'dock at Aux ship'.
Last edited by Asmosis; Jan 20, 2023 @ 7:37pm
DrwHem Jan 20, 2023 @ 9:58pm 
Originally posted by Tiberius:
Originally posted by DrwHem:
so i dont need to worry about supplying the nomad unless i want to build missiles then? good to know as missiles seem useless in x4.
in x3 the flail missiles could kill a fighter in 1 shot. in x4 it takes like 5 to 6 batches of swarm missiles to get a kill. the torpedoes are far too slow for their low damage output. its a shame really because they used to be fun.

More like, missiles were extremely unbalanced in x3. It didnt even take that many torpedoes to blow up the biggest ship in the game

maybe but you also had the mosquito missile defense system in X3. in X4 all we get is marginally useful flares that have to be manually fired off.
Originally posted by Kajar:
Auxiliary and Carriers will only ever buy:
...
Energy Cells, Hull Parts, Claytronics (Closed Loop build method)
Btw, Auxillary started demanding for Weapon Components after some time in the game (prior 6.00). Perhaps some of bought schematics bugged.
Kajar Jan 20, 2023 @ 10:42pm 
Originally posted by Asmosis:
Is there any way to get ships on "repeat orders" to dock and repair?

Nope, sadly doesn't work with repeat orders because this uses what i would call "direct commands" from the player.
They only do auto-repair when on "active" orders. Default behaviors like Protect Position, Automine etc. And when assigned to stations or fleets.


Missiles are still really powerful in X4, just a bit harder to use mostly because of the very limited carry capacity.
Light Smart is by far the best anti-fighter weapon in the game.
(Swarm is more anti-medium and anti-large. Has very big trouble hitting small targets because of the swarm flight pattern)
Heavy Dumbfire is very similar to an L Plasma turret, except you can also put them on M slots on L and XL ships. Giving you much increased anti-capital dps.
Heavy Cluster and Heavy Torpedo can give you some insane alpha-strike potential.
10x Buzzard with 3x Heavy Torpedo Launchers is over 500k damage in a single strike. 20x Buzzard is over a million damage, which is more than the Asgard beam at a fraction of the cost. Just don't try to use them against stations.
Asmosis Jan 20, 2023 @ 10:55pm 
Originally posted by 🎮 PalkoVvodets 🔑:
Originally posted by Kajar:
Auxiliary and Carriers will only ever buy:
...
Energy Cells, Hull Parts, Claytronics (Closed Loop build method)
Btw, Auxillary started demanding for Weapon Components after some time in the game (prior 6.00). Perhaps some of bought schematics bugged.


IIRC either mines or laser towers require weapon components, so maybe a fleet member has those on board.

As far as missiles goes, we need the option to set turret priorities rather than exclusively doing one thing.

If your heading into VIG territory for example you need heavy missile defense some of the time, but other times you need none and those turrets set to missile defense are wasted space.

There's no easy way to toggle turret function, so you have to manually go through all 5-20 different turret groups changing target settings everytime you get missile alerts there.

If you could give turrets a primary and secondary target function, that'd be perfect. You could have some turrets with missile defense primary and attack enemies secondary, or "attack my target" primary and " do something else when im distracted" secondary.
Last edited by Asmosis; Jan 20, 2023 @ 10:59pm
Kajar Jan 21, 2023 @ 12:02am 
The Missile Defence command actually does fire at other targets when no missiles are incoming.
Asmosis Jan 22, 2023 @ 9:45pm 
Originally posted by Kajar:
The Missile Defence command actually does fire at other targets when no missiles are incoming.

Tested this and it does not work. Erlking with all turrets set to missile defence with some Xenon P's around doesnt fire a shot.
Kajar Jan 22, 2023 @ 10:41pm 
Hmmmm, could have sworn they did fire at other targets as well.
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Date Posted: Jan 19, 2023 @ 5:57am
Posts: 15