Welcome to our guide for X4: Foundations! In this article, we will provide you with practical solutions for common problems that players encounter in the game. Our goal is to save you from the frustration of searching for answers and guessing solutions. We will focus on the non-modded version of the game, although there are reported fixes for certain issues using mods. Let’s dive in and improve your gaming experience in X4!
Introduction
Writing this guide is very time consuming and frankly quite exhausting as well, so consider it a work in progress (Somethig between alpha and beta in today’s terms 🙂 ). I hope to extend the sections when I’ll have time. I am very well aware of the huge number of typos. I have opted to rather publish the knowledge, even with the form lacking, considering the value of the information having more weight than flawless presentation. If you are sensitive to typos, grammar or punctuation please leave and return later, when the guide is polished (if ever).
Dealing with raids and piracy
Although I have seen many claims that people use fast freighters / miners and don’t have losses, in my own experience this is not true at all. The main reason is, that the game doesn’t always notify you of the attack, and it it does it’s way too late. The warning pops at 50% shields it seems and by that time you have a squad of let’s say 6 Khaak on your ship. Defaut orders don’t always work, the order to release satellites and escape semi-works in about 5% of the instances. Forget about the satellites actually killing something. They are mostly a distraction. There is no command for auto releasing mines so it’s useless satelites or nothing. Don’t get me wrong, it MAY be possible for it to occasionally work, I am concerned about long term effect and not a lucky break. Also, there is a lot of hussle assosiciated with restocking the ship, especially when it’s on repeat orders. All in all I found the whole order to be useless. You can try to to teleport into the ship and fly through the jump gate if there is one nearby, but you need to be really close to a gate and the death timer on your ship is very short and merciless. What CAN you do then?
Satellites and warnings (alarms)
In the beginning of the game when you have time to micro everyting it’s worthwile to make an alarm when enemy enters your system(s). Here is a simple way to set up an alarm:
The same applies for big Xenon shpis (K and I):
Now, to be clear thre are ISSUES with warning in this game. First and foremost they are notoriously unreliable. I think they (mostly) work when you are in first person view, but if you are digging in any other menu, including map (as I do most of the time) the probablility of alarm actually sounding plummets to erratic 5-10%. However in the bginning you spend quite a lot of time flying around in your ship so it works better.
Bear in mind that you have to see the enemy in order for the alarm to trigger, so that means you have to use satellites for this to work. In the beginning satellites are expensive for you (I assume you a new player not a pro who knows how to get a million in the first hour of gameplay). You can cover most crucial areas such as an area your miners use to mine or usual incoming routes. Here you can see a system covered in small satellites:
Here is a version with advanced satellites:
You are looking at hundres of thosands of credits though. You can use small ones in critical spots and then cover the rest later on.
Be mindful, that the alarm can set off when your satellite reaches beyond the visible edge of the system. In that case you’ll get the warning (maybe) and have to wait a little bit until the enemy flies into visible map.
Big ships
So let’s say your warning didn’t trigger (which happens most of the time to me). You’ll get another chance of warning (and this one sometimes works even when you are not in 1st eprson view, such as watching the map). Now as I wrote the warning is almost always “too little too late”. I was going crazy trying to save, solve, preven all the accidents. Then I accepted the truth. This approach won’t work unless you are extremely patient mico player willing to load a LOT. The game is either deliberately set up in a way for you to fail (which I suspect is the case) to make it more “interesting”. Personally I hate it and I think this draws the game to ♥♥♥♥ gameplay experience level. Aaargh… The frustration is still there and alive… Anyway the only way to go is large ships. They have enough shields to ignore the small raids. The sooner you make the shift to large ships, the better. Yes, they are slower, but not THAT slow and they haul more cargo so it evens out.
Paired with this comes default order that worked the best. Dramatic pause… “Ignore attack” Yup, you heard me.
This is how you set it up globally:
This is how you set it up on per-ship level:
The reason is that running with large ships doesn’t help. I even set it for my remaining small and remaining freighters, I just let them die. Make a replacement and let them go. Release them and with them your anger and frustration with this whole situation. I never lost a single freighter or miner since then.
What models to use is a personal preference choice. For miners I prefer Magnetars (ARG). Bulky as hell. Flying fortresses. For freighters I prefer Selene Vanguard (PAR). They have travel speed of 4458 m/s. That is decent. And they still offer a nice hauling capacity of 19.000, which is sufficient for most cases. I would also give a very good though about whether to use turrets on them at all. I lean towards not using turrets on them all. They can get you into a lot of trouble and usually don’t do anything to the enemy.
With large freighters and miners, orders on ignore attack and alarms set up, you should be free of the unnecessary micro.
I also sort of presume you have good enough relationships with the sector owner so that the local forces will come to your help after some time and kill the pesky raiders. You can set up your patrol, but it’s aslking for miracle.
Kha’ak: These enemies for all intents and purposes spawn on your freighter. Yes, there is the warning, but later in the game, unless you are currently not personally flying in 1st person mode, the way you learn about their attack is by getting the “warning” when their shields are at 50%. So the game basicly just tells you that your smaller-than-large ship will die in a few seconds.
Xenon: Easiest to deal with. In terms of predictability. You’ll learn their invasion routes. Make arrangements accordingly. Having lot of your ships in a sector with usual invasion gate is obviously a risk. If you set up camp elsewhere, the chances are you’ll get harrased only by a lone ship, not a full raider group.
Piracy: Okay, this is a tricky one. There are some mechanics that the game uses to trick you into wars with other factions with this. The main problem here is that the pirate flips the side mid-fight, BUT REMAINS HOSTILE. This is the major reason why not use turrets or satellites on your civilian ships!!!!!! I can’t stress this enough! The whole concept here is utterly borken. And I suspect it’s by desing!
Typical scenarios: They attack you, turn red. You use turrets. They suddenly flip their allegiance, but stay hostile. You continue using your turrets. But this time it’s considered an attack on the faction they flipped to and you aggro local patrol/police. Let’s say the ship continues firing turrets defensively, but since locals are attacking you now, you lose more reputation, more enemies aggro and it spirals into the whole sector being on on you. Satellites on either side make this MUCH, MUCH worse. If you use satellite, the pirate flips, the satellite keeps attacking. Aggro. He drops a satellite, flips. His satellite attacks you, your turrets attack the satellite. Aggro.
Just don’t use the satellites. Or even better, not even turrets. Again, they seldom kill anything and it’s just not worth it. You are probably counting onlocal forces to kill the raid for you ayway so why not hold on a little bit longet without a right of all ouot war because of broken game mechanic.
The pirate should have a cooldown to the flip after not attacking or getting attacked and it should also include the satellites. Alas, it does not and we need to deal with the situation as it is.
On the other hand, destroyer pirates are a godsend if you have a good M ship and some marines.
Boarding and capturing ships
With small ships you can either go outside of your ship in spacesuit, set the mode to Shift-2, fly to the red data leak and after it’s descrypted (just hover inside the red ball of the leak in scan mode and it will automatically decrypt) the hatch opens. Then press Shift-D, or use the right button on the ship to enable docking. Once the green navigation lights show, fly to the hatch they point at.
Another method is sending a marine to capture the ship. This is the only method how to claim an abandoned larger ship. You need to have a ship with at least one marine selected, then right-click the abandoned ship and choose “Claim” from the menu. Beware, that the marine launches whenever you give it orders, even along way far frrom the target. So make sure you first fly as close as possible to the abandoned ship and only after that you use the Claim.
I’ll assume you want to board let’s say a pirate destroyer. Here is how it works:
Get a decent (medium) ship. You need to withstand some turret fire, you need to dish out enough damage to get at least through the small shields on subsystems. Don’t worry too much about the big shields for now, but know that if you are able to get through the main shields and do damage on the hull it helps. At least it speeds things up quite a bit.
Second thing you want is a ship with marines on it. I don’t recommend using a military ship. Get a freighter for example, rename it Troop / Marine Transport so that you don’t forget. Renaming is a suggestion, ofc it’s not needed for the boarding to work.
Steps in order:
1. Scan the ship
Sounds silly, but you probably arrived to the pirate ship AFTER it flipped it’s identity so opening your fire immediately will be considered an attack on local faction. To avoid this you need to scan the ship first to reveal its identity. First, you need to fly within 2 kilometers before you can activate the scan. Second, you need to be in scan mode. The purple one activated by Shift-2 by default. Thirs you need to activate the scan either by Shift-F or using the right click and choosin the Scan option. That will activate something that looks liek a web on HUD. You need to keep pointing the web for several seconds straight on the ship to get a full scan. Ships often try to escape the scan so it may be tricky. I highly recommend saving the game before the attempt. You know you have succeeded when you see the true identity in the info screen when targeting the ship. Example: It will, let’s say show SCA (pirates) instead of ARG (local force).
2. Disable the ship
Now you need to disable the ship. You don’t want it flying away or shooting down your marines. This is why it’s good to have an M ship, because you can stick to the surface, hiding in a blid spot and shooting it’s surface elements one after another. The best way is to destroy engines first. You can easily pause the game, select the enemy ship and cycle through the subsystems until you find the engines. Or you can click directly on them. After the engine subsystem is selected you shoot it, until it explodes. Rinse and repeat for all engines. The best way is to fly in from the back of the ship until you stick to it, find a blind spot, where no turret can reach you. Ideally you can shoot on engines from there uninterrupted. Alternatively you can kill a small turret firing at you from there. You need to find a place where no turret can reach you can you can regenerate your shields and cool down your weapons. I recommend dealing with engines first until you find/make a blind spot. Turrets are next. You don’t need to shoot down shields. I think if you shoot them down and the ship will be getting hull damage enemy crew will slowly escape the ship, but I don’t know the exact mechanics. It’s good to leave at least one big shield up in case some random freighter starts shooting at your prey. Anyway, after the engines are down and turrets destroyed, it’s time for:
3. Boarding
The same as with claiming applies, the marines start when you press the Board command so if you press it while the ship is on route, they jump out right away and you’ll have to wait for a painstakingly long period of time. First park the ship VERY close, then press Boarding. Select your ship, right click the enemy ship and press Board. You will be rpesented with following screen:
In the Select marines to board with section drag until you have assigned max number allowed. Usually this is around 48. You can see the actual max number in the third stage info.
Now, under the Stage I and Stage II there is a selection. If you celared the turrets it should be as on the screenshot. low risk, Enemy combat effectiveness Very Weak. If you see anything else, you probably missed a turret and should destroy it before you start boarding. Stage 2 is trickiest.
What is happening you are stting how long is the crew going to take to get inside the ship. If the ship has full hull and they need to cut through it all, it will take a LONG time. As in an hour real time ballpark. I usually damage the hull to 40% before baoring and set it the rule in Stage 2 to Medium, which equals 50% hull, so I have some tolerance for natural ship hull regeneration.
Stage 1 should be fast. After your marines get to the enemy ship they should start Stage 2 in a matter of minutes. If your marines take a long time and won’t start Stage 2, the are most likely stuck. Just teleport to another system, let them attach and port back in. If you did everything as described, set it to medium and lowered the hull youself, Stage 2 should be done within 5-10 minutes. Now, if you don’t see enemy numbers and strength, you haven’t fully scanned the enemy ♥♥♥♥. Just rescan it. Enable the purple Shift-2 mode, and scan again with Shift-F. Stage 3 is just a show with sound comments and you can want the progress of the boarding. Your number and/or strength against theirs. I recommebd saving the game at elas before phase 3. It may happen that you lose it. But if you brought full stack of marines, even the 0 stars should capture it. If it was close and you lost, you can reaload and try again. Of if you want to RP and bought enough marines for second assault, you can go over the whole boarding again. This time it should be easier as the enemy crew doesn’t respawn and you probably killed some already. Expect losses though.
4. Aftermath
After you win, the ship is yours. I recommend the following: Send your marines back to your troops ship. Replace captain immediately as it’s a marine and not a pilot, or wait, get a pilot elsewhere and replace him later. In any case, getting a full service crew is a HIGHLY recommended next step. I also recommned NOT repairing the ship. It will slowly repair itself to the max allowed by service crew, but even with new recruits it’s 85% ma xwhich is decent. You save money and the crew get trainign this way so repairing it is actually counterproductive. Get something like 2 repair drones to speed things up. Howerver DO get missing engines, shield turrets etc. It’s a visi to the spaceyard as usual, just don’t repair the ship.
General ship movement
Different angles for yaw, roll and pitch.
Ships uncontrollable after boost.
FA OFF.
How to mod a ship
How to deal with S, M and L+ enemies.
Zap S with effective turrets. Discussion on turrets. M turrets only beams recommened against Xenon. Turrets firrerence when used en masse and wehn used in small numbers.
Beware of enemies targeting your engines. Barrel roll to avoid it.
Corvette, Frigate, Gunboat
Finding wares / deals
Global Orders
Change keybinds
Combat: In System vs Out of System & Attacking Large Targets
Getting Blueprints + EMP
How to get and use EMP.
Risks involved in triggering EMP.
Reminder to set travel rule restriction after aggroing police.
Suitable targets, suitable EMP position, check for police before you trigger EMP. Gatting out, leaving satellites to monitor aggro.
Transferring Crew and personnel management.
Personnel screen in the personal menu.
Go work somewhere else vs crew transfer. Cover all posibilities. Assigning unassigned personnel.
Picking up survivalists – remind to assign them!
Turrets – What matters
OOS can bear other types of turrets as well, but ineffective against certain types of ships.
AI Glitches
Enemy baits and probably cehats as well.
How to deal with lazy / stuck pilots.
Auxiliary ship parking bug.
Beware of drones in a different system.
Recalling subordinates.
Changing setting for group restes orders such as change equipment!!!
How to siege – slingshot protection. OOS combat is a huge advantage.
Enemy (especially P for example) dogfights. You don’t. Enemy is faster and more maneuvrable than your AI pilots are. You need numbers advantage. The power of beam repellent.
Miscellaneous
Don’t use marines on civil ships.
Groups – differences, use cases
And that wraps up our share on X4: Foundations: Practical solutions to common problems in X4. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Sowelu, who deserves all the credit. Happy gaming!