X4: Foundations

X4: Foundations

Xenon Quality
17 kommenttia
Ram  [tekijä] 4.10. klo 6.16 
@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 4.10. klo 5.53 
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  [tekijä] 3.10. klo 9.14 
@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) 3.10. klo 7.33 
@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 3.10. klo 1.03 
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  [tekijä] 2.10. klo 20.35 
@(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 2.10. klo 15.07 
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) 26.9. klo 5.52 
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)
(Secondlt2) 26.9. klo 5.32 
If possible I'd like to have a version where the Xenon's strength is in its numbers rather than double-regens and stats.

I enjoy the changes to the SE and the Solar Panels but I'd like to have a little bit more different as mentioned above. I'd make these changes myself but I don't know how to mod this game and I enjoy this mod of yours quite a lot
Ram  [tekijä] 26.9. klo 5.00 
@(Secondlt2):
No, all of my mods are listed in the collection. You only want the changes to the SE and Solar Panels?
(Secondlt2) 26.9. klo 4.07 
Is there a version of this mod that keeps the cost change and makes it easier for the xenon to mass-produce without the ship buffs?
Ram  [tekijä] 21.9. klo 14.23 
@Dylan:
Only this mod or the whole collection? Most Xenon buffing mods will be too strong for the NPC factions because they are also too weak. It is an inherent problem of the game due to their weak economy, hard limits on their ships, and poor AI. Plus, the game engine struggles to support even this relatively small scale.

Vanilla X4 is designed as an easy and stable sandbox for the player to rule over as a god. In contrast, this mod is intended to break up the static sandbox by giving the player an oppressive foe to struggle against from the beginning. If you prefer a gradual scaling difficulty, use Xenon Evolution instead and configure it to your preference.
Dylan 21.9. klo 4.45 
Might be too much, a single K destroyer soloed most of argon space while I frantically tried to set my economy up to help.
posthum 14.9. klo 5.33 
A quick headsup, that ARG vs XEN event in Nopileos' Memorial does not go in favor of Argon with this mod and you'll have to clean up what's left of the Xenon yourself.
Medina 30.8. klo 8.37 
This is good. After update 7.0. Xenon is a joke now.
This mod will put Xenon back to it feet.
Ram  [tekijä] 27.7. klo 12.38 
It is possible to do it, but I don't plan to add VRO compatibility.
Glanzschurke 26.7. klo 11.47 
can you theoreticly mace a patch version for VRO?
Otherwise i like this mod. Finaly it gives me a proper chalange...because Xenon Hell dose not work animore