X4: Foundations

X4: Foundations

Xenon Jobs+ Lite
35 Comments
Treybor  [author] 5 Oct @ 6:15am 
@Moebius the fleet caps are much lower in this mod
Moebius 4 Oct @ 10:41pm 
Xenon Jobs 8.0's ridiculously fast troop growth makes it a bit difficult for me to maintain my plan of keeping all factions alive. Does this 'lite' mean that the strength isn't as high?
Moon-Shadow 23 Sep @ 4:25pm 
First, I'll look for some on Steam because it's easier. Then I'll look for some on Nexus when I get around to going through them and downloading some at some point. And then I'll look for sites like GitHub, which are far too confusing.

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.
Moon-Shadow 23 Sep @ 4:16pm 
Of the mods I found, there are only 2, i have links been saved.

DeadAirRT / deadair_eco

DeadAirRT / deadair_scripts

-

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
Moon-Shadow 23 Sep @ 3:47pm 
The Problem is that Xenon die out in X4, which they can do over time.

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.
Treybor  [author] 23 Sep @ 2:41pm 
@Moon-Shadow you can use deadairs modset which you have to grab from his github but that can allow you to configure xenon to "spawn" resources from thin air directly into wharfs/shipyards, personally not a fan of spawning stuff
Treybor  [author] 23 Sep @ 2:38pm 
@Moon-Shadow works in 8.0, no updates have been needed, and there are no real "checks" if you fly in and blow up all the miners in a cluster and they don't have the resources to build new ones then they will slowly collapse in that area, that is intentional design to wage economic warfare on your enemy.

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)
Moon-Shadow 23 Sep @ 1:16pm 
Xenon Economy Ships Standalone

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 ?
Moon-Shadow 23 Sep @ 12:23pm 
Is there a mod that simply prevents them from running out of mining ships. ?

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.
AlwaysRLYAngry 26 Jul @ 7:47am 
Good mod, makes the Xenon have a bit more bite without turning them into a doomsday scenario.
Treybor  [author] 9 Jul @ 2:45pm 
@josh red Dragon 1 there is nothing in this mod that needs updating... this just changes Xenon jobs and they still use Vanilla Xenon AI logic

Most of the mods that I have published will rarely need updating especially not every single patch that Egosoft does
sexy red Dragon 1 9 Jul @ 2:20pm 
{{I don't know why the developer has an update the mod yet buy now they need to update to fix the issue with the xenon not actually taking sooner locations over when the person they're not really building a station still they need to update the mod One thing I don't like is most mods they don't update the mod especially when people actually do like and they don't update they may do like one or two update and that's it they don't stay up to date with the mods which they should be }}
Prophet_01 20 Jun @ 4:07am 
I'm running this on a mostly vanilla playthrough and as of version 7.6 the main factions have stepped up their game significantly. The lite version of the mod is seems to be the only thing that prevents the Xenon from dying out completely. I'm seeing multi-destroyer fleets by all the major factions that hold Xenon gates just fine. The Teladi and Paranid in particular still invade Xenon sectors and slug it out with the major defense fleets.
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.
Red Coralian 15 Jun @ 9:21pm 
For those using VRO, kuda ai, and the economy buff starting the terran cadet start with this mod can be an exercise in masochism. I advise after escorting the war supply ship, sit back and let the station destroy any xenon before you get the lockboxes.
Red Coralian 15 Jun @ 8:24pm 
I was playing the terran cadet start and the getsu fune outpost was being attacked by around 20 xenon. They destroyed parts of the station so fast and I hadn't even gotten to the mines yet!
Mr Testicle Inspecticle 7 Jun @ 1:47pm 
good. thanks
Treybor  [author] 7 Jun @ 12:45pm 
@Mr Testicle Inspecticle yes it works retroactively but it also does require them to build the new fleets still, so it may be some time before you see full effects
Mr Testicle Inspecticle 7 Jun @ 10:51am 
Is it possible to add in a pre-existing save? The xenon didnt get the chance to ever do any real damage in my game but i dont wanna have to go through the whole process of well doing everything again
Big Breeto 11 Apr @ 2:28pm 
I'm about 40 hours into a vanilla playthrough with only this mod, in the 7.5 patch, terran start without really contributing to the non-terran economy at all. The only notable things the xenon have done is blow up the hatikvahs choice defense station, and planted their own in family zhin without pushing the split out. Otherwise they've held ground. BUT, that's a huge improvement from a 7.0 split start I played where the AI factions just wiped out the xenon on their own. Was it the mod, was it the patch, iono. They're either brokenly weak these days and the mod keeps them alive, or it's a light enough touch that they aren't burning everything down.
Mence 27 Jan @ 2:54am 
Can you add link in the description for me to consider your OOS turret changes?
mikel.gtc 29 Sep, 2024 @ 12:15pm 
Not really sure if this can be called "Lite", just saw 3 Is and about 8-9 Ks entering Getsu Fune, this was bloodbath :D
Lobster 25 Aug, 2024 @ 9:11pm 
Im using a -50% ship cost xenon mod, it wasn't enough. Now i have added this. It's perfect! Xenon feel like they used to in some past patches or hard seeds. Nothing too crazy but still a threat.
Boris the Blade 15 Aug, 2024 @ 7:47am 
@Treybor Ty for the answer! I just assumed it had something to do with it because when i removed it they went back to VRO normal. Strangly enough adding it back still gave me the VRO normal platform (dunno what code wizardry was gooing on here).
Treybor  [author] 14 Aug, 2024 @ 8:20pm 
@Boris the Blade I can assure you that has nothing to do with this mod, it only adds jobs and doesnt touch any of that
Boris the Blade 14 Aug, 2024 @ 8:11pm 
Encountered a bug with this mod where xenon defence stations are missing their L turrets on the top.

Also combined with VRO will make the vanilla argon disc platform available instead of the one with reduced turrets from VRO.
Treybor  [author] 7 Aug, 2024 @ 7:01am 
@TehGM this just adds new jobs so it should be fine, my OOS turret change mod might be better for you since it will buff xenon OOS
TehGM 7 Aug, 2024 @ 3:03am 
Any clue how (if?) it conflicts with FOCW? In my game Xenons became quite slow even when boosted to the max with FOCW, so I am looking to boost them even more - however FOCW is useful for boosting the entire universe in general, so it becomes more lively.

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.
Saschahi 5 Aug, 2024 @ 9:45am 
Still, the Xenons are overall still losing just due to the massively buffed AI economy. I'll probably swing between this one and the non-lite one depending on how much the xenons are getting pushed back or if I start doing story that adds wars between factions.
Saschahi 5 Aug, 2024 @ 7:10am 
playing with this mod for ~36 hours now. also playing with your more sectors and economy rebalance and double OOS turret fire chance

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
Nim 16 Jul, 2024 @ 6:07am 
:steamthumbsup: Cool, I'll try it out.
Treybor  [author] 15 Jul, 2024 @ 11:07pm 
@Nim yes but they still need to build the ships
Nim 15 Jul, 2024 @ 10:54pm 
Can this be added safely mid-save?
Nosfer 😂👌🏻 7 Jul, 2024 @ 3:58am 
does it work with 7.0?
-vEloCity! 13 Jun, 2024 @ 7:28am 
I'm glad you decided to make a lite version of your mod. In a vanilla setting, non-lite was just an onslaught, the factions couldn't possibly keep up with the amount of Xenon ships. The lite version however, that's another story. These past hours, the Xenon have, slowly, but steadily, been pushing their initial sectors in a MUCH more moderate pace (Too fast in non-lite, Too slow in vanilla).

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.
Twitch.tv/KAEN_SG 13 Jun, 2024 @ 6:37am 
Thanks for this! I went back to vanilla for a while but looking at how sad the xenon are in vanilla I expect to be installing this mod soon! Will give feedback on balance when available!