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Finding DeadAir was a hassle, because half the searches just say the site doesn't exist. I couldn't even find "X4: Foundations" at first because of a typo, and that's the only way I found the mods.
Thanks for the info.
At least now I know which mods I need.
DeadAirRT / deadair_eco
DeadAirRT / deadair_scripts
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Before i the use. / I think go to this mod from Steam, because it has less impact. It just means that the mining ships don't even try to fight and just flee, so they survive and don't have to replace the mining ships in order to build others. / But since I'll be using other mods at some point, I'll need mods like DeadAir's. / Or one of Xenon's 2 Jobs+ and the economy, from you.
AI Xenon Miners
Unlike the other factions, which somehow require player intervention, it can happen that one faction is overrun by others, but I'm not there yet.
And the new diplomacy update can help one faction destroy another, but I can't use it yet because of the story, and I haven't seen from the videos if there's anything you can do to prevent the factions from attacking Xenon sectors.
So mods are necessary to ensure that the enemies, who can always be enemies without any problem, are still there so that you have them as enemies.
jobs simply look like this quota galaxy = 20 (only 20 may exist with some rubberbanding up to 50% higher then this value) sector = 1 (Only may exist per sector) Cluster = 2(Only 2 may exist in an entire cluster, this means a 3 sector cluster like grand exchange may only have 2 instead of 3 per sector)
That would be something similar to what I mean, so your mod, last update and release of the mod is 2023.
? Works for Game Version 8.0 ?
The checks how many there are, and if they fall below a certain number for the Xenon sectors they belong to or work for, then they can be built for free by those sectors until they reach the number where they can start incurring costs again. / Or they are permanently free and their quantity depends on the quantity of the Xenon sectors.
So that the sectors don't run out of materials to build mining ships that collect materials because the last mining ships were destroyed and there's no more material to build combat ships.
Which can happen quickly if the factions massively attack a Xenon sector, but doesn't happen if the seed when the universe was created is one that gave the player enough Xenon at the start, only at the end they run out of material at some point.
Most of the mods that I have published will rarely need updating especially not every single patch that Egosoft does
In other words, the mod may need a little more oomph, due to the larger NPC fleets in 7.6.
The other mod I'm running is Xenon Repairs (from Nexus) which gives the Xenon additional ressources. I'm not sure if Xenon Jobs+ Lite performs better with fewer active Xenon clusters on the map. In my game, all the default clusters are active due to the ressource boost. They're all been in a stalemate for more than a day of playtime though.
Also combined with VRO will make the vanilla argon disc platform available instead of the one with reduced turrets from VRO.
I assume FOCW and this mod aren't really compatible, but I figured it won't hurt asking in case they actually do work together.
Xenons no longer get absolutely curbstomped and didn't lose all the systems down by scale green pact within 20 hours as it did in my last game.
The Xenons also started actually taking down FRF stuff in Ravine 8 and regularly do small pushes into litany of fury 9 instead of fighting for their life
Getsu Fune is still a bloodbath littered with xenon corpses but that's because of pathfinding issues so eh.
faulty logic and the matrix 152 area was still overrun by HOP before I even got around to explore that part of the galaxy
Teladi took over Matrix 451, but in exchange xenons nearly have full control of Fires of victory.
All in all, a lot better than my last galaxy, and the xenons are still held back most by their AI just sending tons of their ships into meatgrinders with no chance of surviving
Player intervention is still needed to prevent the AI from losing, long term. Vs. the non-lite mod, which pretty much was long term *and* short term.
Overall a much more enjoyable experience, with the AI *just* being able to stop the invasions, and the player being the decisive factor.