X4: Foundations

X4: Foundations

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Xenon Jobs+ 8.0
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6 May, 2023 @ 1:53am
2 Jul, 2024 @ 4:24am
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Xenon Jobs+ 8.0

In 1 collection by Treybor
My Mod Playlist
15 items
Description
Updated for the 7.0 BETA, still works on previous versions, just includes the new Xenon ships in the lineup, you won't have the new ships unless you get on the BETA

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3249159201 Use this to help Xenon in OOS battles

Adds to the Jobs list of the Xenon and intended for a modded playthrough (ie: giving the other AI empires buffs either through economy or jobs) or you just want the challenge. Xenon Jobs Plus Lite will be for a more vanilla game

(Note: Subject to balance changes)

The overall aim of this mod isn't too kick the Xenon into overdrive like some sort of doomsday scenario but everyones save is gonna be different

My aim is granting them a few fleets but with swarming numbers, makes for a much more intense fight when you actually engage them

I've been spending more time debugging/modding this game then I have been actually playing so I do appreciate any feedback

Additional Xenon Jobs 1.07
(Note: They may build under depending on their situation but I have applied a MAX cap)

20 - Economy ships (Set to stay closer too Xenon territory in case they lose too many economy ships and stall out, divided between Ore Only and Silicon Only, will not mine both)
20 - Economy ships (Vanilla Distance Divided between Ore Only and Silicon Only, Won't mine both)
20 - Economy ships (Increased range to help expansion further out from their home base or in case another cluster is having issues with materials)
1 - 3 I's + 6 K's + S/M Escorts
2 - I + 4 K's + S/M Escorts
2 - I + 2 K's + S/M Escorts
2 - 5 K's + S/M Escorts
2 - 3 K's + S/M Escorts
2 - 1 K + S/M Escorts
4 - 3 H's + S/M Escorts
*Smaller S/M Patrols and a few Solo H's + K's also included

All S/M Jobs in this mod have more numbers then their Vanilla Counterparts

7.0 BETA
Added H to jobs and rebalanced fighters, still need feeback since I am only one person and a collection of feedback can help any balancing issues. Overall Xenon were buffed for 7.0 but I did lessen the S/M Escorts a good amount.

Compatible with all mods, Save Game Compatible, Can be Removed Mid-Save (Just takes time to activate/deactivate jobs when adding/removing)

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I love modding this game, mods will always be free and I will always be trying to push more content but if you want to show some appreciation then consider buying me a coffee to help keep me awake on some of this coding
Ko-Fi[ko-fi.com]
Popular Discussions View All (1)
16
2 May @ 9:43am
Xenon Strength Feedback 7.0
Treybor
199 Comments
Alyarin 5 Oct @ 8:25am 
I may restart again and try a new run, just lost the behemoth (3v1 H's seem to be too strong. I may have gotten a bit arrogant XD) - but now I understand the game far better i'll probably do better on my next run...

Good points all around! But yeah, no DLC means they concentrate pretty hard HC
Treybor  [author] 4 Oct @ 11:19pm 
@Alyarin It may feel like they are infinite in number, but the biggest thing you have is TIME, it takes hours for them to rebuild their capital fleets when you defeat them, they have a much longer build time then the commonwealth.. The S/M ships are still somewhat fast but every fleet/squadron you destroy may not be built in the same "cluster" they might rebuild those to go attack the teladi or something

If you have Split Vendetta then I would go check on the Split since they will be getting overrun as usual, if you don't have Split Vendetta then yeah the cluster near Hatikvah's choice will be the strongest in the base game for you to defeat since the Teladi "usually" can keep the Xenon at bay in their space since they have such a good economy to replace ships

Overall at least with Split Vendetta (This DLC adds multiple new xenon entry points) the main push will slow down eventually and they will hard push in another direction eventually
Alyarin 4 Oct @ 5:38pm 
Haven't tried taking on a xenon station yet, but I imagine that I am maybe in position with a behemoth and some smart turret cleansing to start destroying the stations... Could be wrong though?
Alyarin 4 Oct @ 5:37pm 
As their expansion continued, however, so did mine. I have a trading fleet large enough to supply the construction of L ships (or new stations), and am in position to help the Argon rebuild their Wharf. meanwhile, before their shipyard was destroyed (I actually saved it from an I to do so), i was able to construct a L ship, with main guns powerful enough to destroy I's, K's, M's (reliably) and L's

My plasma-cannon armed minotaur sentinel can take down most small xenon patrols, and I have a group of S interceptors for dealing with larger squads.

I've been loving the tooth and nail fight for survival. The only downside to me is that their resources seem a little... Infinite. It feels like whenever I destroy a ship, its replacement is coming soon after. Do you think I can make a dent with a single behemoth and vanguard, or am I perhaps taking on a challenge beyond the scope I was expecting?
Alyarin 4 Oct @ 5:37pm 
I've been playing this mod since... My first playthrough. The only X universe I have known has been one with your influence, Treybor!

Yes, it's otherwise Vanilla. I had heard that the Xenon often stand still, but I wanted a challenge. A risk of the Xenon taking over the universe if the player does not intervene. I saw that lite had them only expand a little, so I took this mod, and this mod... Has certainly delivered. I'm Argon centric, and over a good 50 hours or so, the Xenon have pushed through Haktivah's choice to Argon prime, built 2 defense stations and a factory in Prime itself, harassed Second Contact with countless raiders (creating EXCEPTIONAL trade opportunities when I use a destroyer to defend my ships...), and used I's to destroy the Argon shipyard and Wharf.
Treybor  [author] 28 Sep @ 12:58pm 
@Xenomorph I do have a snippet of code that Deadair allowed me to use in my economy mod that prevents the xenon from throwing themselves at gates, I might upload it as a standalone that it is so good. Basically forces any AI with more then 1 wharf/shipyard to only build locally, so ships for scaleplate wont be built in emperors pride and have to fly all the way down through the commonwealth
Xenomorph 28 Sep @ 10:30am 
Been playing with this mod for quite some time now (over 100hour ish?), and with me NOT interfering with the Xenon unless they get in my way or something critical, it looks like it has been a success. Not everywhere, tho, the xenon AI fixation with throwing ships away on things that achieve nothing and failing to assemble counter attacks where it really matters always was and still is very noticeable. I do have to give them a hand by watching some of their fights (like attacks on stations and such, then they run in high attention), which they would miserably lose in low attention.
Either way, they're cooking with fire, great to see :)
Also have the AI xenon miners mod to give them a hand with survivability, which works great with xenon jobs. For those of us who want to see the xenon being an actual threat, this is a must have :)
As for balance, without peeking at the code, i think this is completely fine as is.
Treybor  [author] 23 Sep @ 6:17pm 
@Moon-Shadow Lite is just a lighter version of xenon jobs+, so if its too easy with lite then turn lite off and go too jobs+
Moon-Shadow 23 Sep @ 4:37pm 
Xenon Jobs+ 8.0

Xenon Jobs+ Lite

It says both would overwrite each other, so downloading and turning both off would overwrite the first. ?

Or does it just mean you can't use both at the same time, which would be normal since they both do the same thing, just one less than the other.

I haven't loaded any yet, but I would turn them off, as I've been playing without mods so far, but I load the mods that I use later, rather than having to search for them in all the favorites and then starting them up and forgetting some, as there are mods that need a new run.
Treybor  [author] 11 Sep @ 2:11pm 
@Black Heaven Nothing here needed updating, other then the title I guess