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You get a message + quest about joining those once you reach reputation 10 with the relevant faction.
Once you've done the quest their missions will show up in the mission offers tab when you're in their sectors.
The second way is low effort but slower and is basically "make them do things that raise pilot skill". Mining and trading will slowly gain skill to about 2-stars, but exploration (discovering new stations in particular) and regular combat can get you 3-star pilots after about 30-50 hours or so.
Easiest way is filling a carrier with fighters set to "intercept for commander" and parking it in front of a gate to Xenon space. You'll have some attrition but not that much if they're decently equipped (mk2 across the board is sufficient, no need to spring for mk3 engines/thrusters, though i'd suggest mk3 shields).
Looters (a fighter set on repeat order + collect items) also gain skill at a slow but noticable rate if they're being attacked (fleeing counts, so set them to escape) while providing you with a steady flow of mod parts and stuff to sell for extra income. Obviously combines well with the above.
There's also a little "trick" of using builder ships - they don't do anything for pilot skill but if you keep them busy their service crew will gain engineering and morale quite fast - and a guy with 2 stars in piloting and 4 stars in morale is a 3-star pilot too.
They're also ideal candidates for the option below.
The mid-late game alternative and best/fastest option is terraforming. Once you have a S/M fabrication module on your HQ and researched the entire teleportation tree you can teleport your HQ to Black Hole Sun IV (or some other systems too i think), build a Bubble City and Aerial Maze and train pilots up to 4 stars in groups of 100, 1 star at a time (takes about 20 minutes per cycle).
Costs quite a few resources to set up though so you'll need a solid infrastructure to supply it.
I'm not saying it's impossible, but it really is disproportionately difficult and time consuming.
For that reason, I use one of a variety of mods which leave levels in the game (I do like that they need to level up and gain ability as they do) but they make leveling enough faster that it feels like what you might have expected on first encountering it.
Your veteran haulers/traders by the time they become your veterans - the pilots are four or five stars but no longer do you stare wide eyed at your oldest pilots shocked that they are still two stars or less.
And for me, I found the whole implementation of seminars to be tedious and annoying so I wanted normal gameplay to be enough.
https://steamcommunity.com/sharedfiles/filedetails/?id=2050537227
In the vanilla game the only way to level your pilots in any sort of sane timeframe is to assign them to combat ships. Miners take upwards of 500 hours to level up. It's absolutely ridiculous.
The most obvious is that certain behaviors (notably autotrade and advanced automine) have minimum skill requirements. If they don't have final pilot skill (final skill being calculated from skill + morale) of 3-stars you simply can't order them to do those things.
Less obviously pilot skill influences basically everything the ship does.
This is especially relevant with mining silicon - a 1-star pilot will literally take hours to mine the same amount of silicon a 5-star pilot mines in 10 minutes.
It also affects how fast npc-controlled ships find trades, acquire new targets or how efficiently they maneuver, fight and use their travel drives.
Service crew affects the same things but to a lesser degree (about 3/5 pilot skill and 2/5 crew skill). Crew skill also affects how quickly a ship repairs itself after taking damage.
I have played with and without this mod, I must tell that I prefer to play without it !
With this mod you will have almost only 5 star pilots because they level so fast... Which makes the whole "training your pilots" part of the game completelly useless...
I like that even after 300 hours playing I don't have that many 5 star pilots, it's a rare and usually I keep them on my best ships and where they are the most usefull...
Also makes missions for seminars very precious and gives you something else to work for during your gameplay.
Which doesn't have to be a bad thing if your time is limited.
But you provoke a situation, where in the endgame you get solutions that you do not need, because you installed a mod 100 hours ago.
https://steamcommunity.com/sharedfiles/filedetails/?id=2436999794
Ahhhh much better. All traders now have 100 for all levels for sale. increasing in price for the higher tier ones obviously. But now when I build a ship I up the pilot to lvl 4 right from the start. Now go trade and mine...
Note: this does work on a previous save. but you have to leave the sector and the next time you dock.. the trader will have all the skill sets at 100. including management, pilot, etc...
Crew leveling is supposed to be just as much of a slog as it is. Making it faster means severely condensing the arc of the game, which undermines the goal of making extremely long saves viable. High skill pilots are supposed to be rare and difficult to obtain. The entire game is calibrated to that concept. The true endgame is having multiple 5 star pilots. If you bend that curve to make leveling faster, it short-circuits that structure. Obviously many players don't care about that structure and find other things about the game to be more fun/interesting, which is 100% fine. EGOSOFT makes the X games moddable for a reason. But leveling mods in X4 are the equivalent of those "billions of credits" mods for games like Sim City. They fundamentally undermine the central progression mechanics.
So others are certainly welcome to bend that progression curve, but I do think it's important to understand that there's a reason it's in place. It's not arbitrary, it's not "broken." Complaining that EGOSOFT keeps "not fixing" this "problem" isn't going to get anyone anywhere, because it's not a problem, it's not broken, there's nothing to fix.