About this mod
This mod adds a few new Xenon ships, weapons and variants of existing ships to the game.
- Requirements
- Permissions and credits
- Changelogs
I tested the mod myself for several weeks now and it does what it should.
It improves the Xenon as a threat. In some cases, Xenon can slowly wipe out sectors and expand. The factions will not be able to hold them off except the player helps. This is intended. Please keep this always in mind before using this mod.
The mod can be added at any time of the game (except you already whiped out the Xenon...).
What will be added:
Ships:
- Xenon G (which was made by SirFrancisDrake and has been slighty modified by me, thanks a lot my friend!)
a new and powerful battleship for the Xenon. It has slightly improved values then the K and is a bit more balanced in regard of its turrets layout.
- Xenon Q
a rebuild of a Xenon ship feared by players in X3. It is very poweful for its size and usually never comes alone.
- Xenon P
a rebuild of the X3 P. It has the same values as the existing P, just with slightly different layout.
- Xenon SX
an advanced miner to make the Xenon economy more durable. It has stronger shields, more cargospace and an improved armanent
- Xenon LX
an advanced heavy fighter with strong shielding and improved armement
Weapons:
- Q-mainbattery
The mainbattery for the Q. Basically an L-variant of the known Xenon mainweapon.
- Graviton beam turret
A new turret based beam weapon for the Xenon with a good range and damage.
Variants:
As Xenon capital ships have loadouts predefined, i had to create variants of the K and I to make them use the new beam turret.
Languages:
English
German
AI/Jobs and Balancing:
I mostly modified existing jobs/ship lists to make them use the new ships.
For example i modifed the ship-selection list for the "Xenon destroyer" jobs to make them use the G. This means the AI builds a new Xenon Capital ship and there is a percentage based change that is builds a G instead of a K. The overall amount of Xenon capital ships remains untouched.
For the Q, LX and SX i had to create some new jobs.
I changend nothing to the AI. No scripts where added to this mod.
I know there are some mods out that change AI-behavior of the Xenon. I cant tell if those modes are compatible with my mod, but from what was made here, i think it should be.
The ships were build and balanced around Vanilla. I had no other mods in scope when making those.
Prerequisites:
X4: Foundations (6.0)
X4: Foundations - Split Vendetta
X4: Foundations - Cradle of Humanity
I recommend to use it with all DLCs :)
Please note: The mod was developed before Kingdoms End was released so you should have at least the DLCs released before.
But as Tides of Averice has no impact on the Xenon (new sectors and so on) i dont count it as needed. I still recommend to have all DLCs.
Installing:
You just extract the archive into your extensions folder.
It should then look like that: ..\X4 Foundations\extensions\lc4hunter_xenon_overhaul
Special Thanks:
I would like to thank the whole X4-Modding community on the forums and the Discord for their support.
A special thanks goes to SirFrancisDrake from the Modding Discord channels for his awesome model of the G (GX in original, developed for X:Rebirth) he allowed me to use :)