X4: Foundations

X4: Foundations

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Xenon Quality
   
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22 Jul @ 8:41am
10 Oct @ 10:35am
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Xenon Quality

In 2 collections by Ram
Ram's X4 Mods
39 items
Xenon Embiggener
16 items
Description
Substantially buffs Xenon ships and economy with the intent to bring them closer to the fearsome Xenon of lore while providing a more challenging adversary for the player.

Originally posted by Codex Astartes:
Xenon are self-replicating mechanical minds capable of making themselves even more intelligent, and then again and again, recursively forever. They are a plague so dangerous, a threat so grave, that it spread throughout the infinity of space and eternity of time almost effortlessly to infest the stars.

All Xenon ships:
  • Crew is 5 star (better combat AI).
  • Double shield strength, shield regeneration, hull and surface element hitpoints.
  • Refer to the images for a comparison of big boy ships.

Xenon SE:
  • Hull only costs 1 energy cell. Xenon hulls are already very cheap, so it's just an extra measure to reduce death spiralling. Equipment is normal price.
  • Double cargo capacity and hull.
  • Mining laser has 1km more range and ~65% higher mining damage multiplier.
  • Custom default chassis modification: hazard region immunity, -50% mass, -25% drag, +100% radar range, -95% radar signature.
  • Custom default mining laser modification: +50% weapon damage, +100% weapon mining multiplier, +50% weapon rotation speed.
  • Custom default engine modification: +50% engine forward, rotation, boost thrust, and travel mode charge.
These changes will greatly increase it's efficiency and survivability.

The enormous radar signature reduction displays it as "unknown ship" at approximately 40km while requiring 2km to reveal its true identity. This makes it nearly impervious to interception from NPC factions, akin to the pirate cloak. If it is detected, the engine modification will help it escape.

Other mods like Xenon AI Miners may also help the SE's suicide problems.

Xenon Solar Panel:
  • Module builds in 1 minute.
  • Module only costs 1 energy cell to avoid death spiral from SE killing themselves. Like the Xenon ship hulls, its original price is already very cheap compared to other factions.

This probably makes the capturable Xenon ships overpowered for player usage, but it also makes them more of a useful prize. If it's too easy to use them, just don't.

If you only want the economy changes:
Xenon Quality (Economy Only)

Compatible and synergizes well with Xenon Quantity.

If you are brave, consider this pairing:
Xenon Embiggener
19 Comments
Ram  [author] 8 hours ago 
@Blitzmachine:
Not to my knowledge.
Blitzmachine 10 hours ago 
Hey @Ram,

I wanted to ask, if it is possible somehow, to add natural hull regeneration for F heavy fighters?
Not just overall boost but hull renegeration also.
Ram  [author] 4 Oct @ 6:16am 
@Mad Dawl:
Glad you've been enjoying the mods. It may be a bit overtuned, but they are intended to be strongly oppressive for players who enjoy being on the back foot. It's not surprisingly MIN lose when using beam turrets against a capital though. XJ+ would also greatly increase the difficulty of this mod since it adds so many capital fleets.
Mad Dawl 4 Oct @ 5:53am 
Thank you for all your different mods, and uploading them for us to "pick our poison."
I ran with this one for awhile, but it seems to allow the xenon to completely steamroll the other AI factions, them loving their "2L destroyers" over the nice better ships I added for them. The I in particular, can take on 10 ministry Phoenix, with the MIN using L beams and Bolt turrets..
They can't dent the shields of the I. xD

Gonna try and switch to the Economy one, as I also use XJ+ and some other Xenon buffing mods, might throw in some of your weapon mods, if that makes them "to easy again."

But, loving the modular concept of you collection. <3
Ram  [author] 3 Oct @ 9:14am 
@Cosmik Debris:
The caps are not dynamic in any way unless you use a mod like Xenon Evolution. As you guessed, performance is the reason for the low static caps. It is understandable yet disappointing since it makes the game very easy and the galaxy feel empty. However, that is why I chose to use double stats instead of double limits.

@(Secondlt2):
Sure, check the collection for Xenon Quantity. It will allow them to rebuild faster. If it is not sufficient, you could combine it with a limit increasing mod like Xenon Jobs or Xenon Jobs Lite, but it will reduce performance as above.
(Secondlt2) 3 Oct @ 7:33am 
@Ram Thanks so much for the separation, I'll be using it on my current and future playthroughs. And yes, the other change I wanted is a cost-reduction for all ships though changing production output might be simpler and have a similar effect.

The end-goal is simply: More Xenon ships without any change in durability. resulting in something similar to the 'human wave' tactic employed by the Soviet Union during WW2.

Whatever you choose to do, know that I'm already grateful for the mods you have already provided. Keep up the lovely work
Cosmik Debris 3 Oct @ 1:03am 
Thanks for separating them.
I had heard about there being caps on ships, which I'm sure is needed if only for game performance. I was just hoping that maybe the caps were dynamic in some way.
I'll use the economy one for now, just to hopefully keep Xenon from dying out but they seem to be an ever-present nuisance.
I'll switch to this one if I find the Xenon seem to be getting stomped too hard by the AI. It seems to just be a never-ending brawl in Hatikvah's Choice, Getsu Fune, and The Void.
Ram  [author] 2 Oct @ 8:35pm 
@(Secondlt2):
I separated the economy changes into their own mod. Check either collection at the top for it. The other change you wanted is a cost reduction for all ships?

@Cosmik Debris:
I've never tried it, but it should be safe because it only overrides the stats. I expect removing the mod would just revert the stats to their original values, but it might only affect new ships built after removing the mod. I'd suggest backing up your save when removing any mod just in case. You could test it yourself by starting a new save with the mod, removing it, and loading the save to check what happened.

However, I don't expect your plan will work due to how the game is designed. Each faction has a hard limit to the amount of ships they can own at one time. Expanding territory actually makes them weaker by dividing the same fleet across a wider area. Expansion is only helpful if they lack a critical resource, which is less likely for Xenon since they only need ore, silicon, and energy.
Cosmik Debris 2 Oct @ 3:07pm 
I'd also like the Xenon economy changes on their own, to prevent a "death spiral".

Is it safe to add/remove this mod from a save? I'l like to use it temporarily, to give the Xenon a expansion buff.
(Secondlt2) 26 Sep @ 5:52am 
There might also be a side-effect to the mod that causes the Xenon to 'assault' sectors more frequently (which is the part that I really enjoy) and while their ships seemingly never run out (a part I also enjoy but find difficult to cope with)