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Trajan von Olb

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7 comments

  1. hotaku
    hotaku
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    would really like an option (since  you have a config file) to allow xenon to check that they have a warf at least (if not both warf & shipyard) in each un-connected sector cluster.  i.e. say the 'faulty logic & atiya's misfortune' sectors which if you destroy their shipyards there they will NOT rebuild them even if the sector is still owned by the xenon (has a defense station in it). 

    At least I've seen in my game(s) that the lower area gets wiped out pretty fast due to to paranid & argon animosity and once it's gone that buffer/spawning for xenon is gone and makes the game very stale.   I can spawn in extra xenon ships (cheat mod) but that's only temporary as nothing is rebuilt there (i.e. they just go into patrol mode and don't do anything). 

    Would like to see an option that if xenon holds a sector that is non-connected to a sector that has a shipyard/warf to spawn a resource harvester/builder to build one after say 1-2 hours of being 'empty'.   (and to be able to turn this off in the config file).  

    LIkewise in the case that /all/ xenon sectors have are absent of warfs/shipyards would like the option to spawn a resource collector/builder for a warf/shipyard in any random unclaimed sector to start a new seed. 

  2. nnn3323
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    ..."If anyone can tell me how the Xenon can be persuaded to build shipyards in new and their old sectors, I'll add it here. Because at the moment, these tin cans don't even recapture uncolonised border sectors despite having shipyards... But one thing at a tim".....

    as an example, ships with resources come from the depths of unexplored space (they spawn outside the visible boundaries of the sector) and from there supply resources to the xenons. Like the help of other xenons that we don’t know about.
    1. kot77777
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      In the save geme file, opened by notepad (EditPad Lite), I copied from another faction to Xenon faction, after their relations:
      </relations>
      <moods>
      <mood type="aggression" level="veryhigh"/>
      <mood type="avarice" level="veryhigh"/>
      </moods>
      With "avarice" they really trying to build the stations in all systems connected by gates to their sectors.
      Thanks to your Mod, already 2 new sectors under full control of xenons with full set of stations, and 3rd is in progress.

      But I also made it even faster with changed value in the Config file of your Mod:
      minimumWaresValue = 47600 (instead of 500) and off course TRUE to all 3 types of storages, while only 1 by default.

      While Xenon have 1 mln of storage, in both ships stations, 47 600 Ore + 47 600 Silicone + 47600 Energy
      Equal exactly to 1 mln of storage, so:
      - they can build at full speed anything they want
      - they can send even more logistics to building and supporting stations
      - even if by some reason (like building or destroying of storage) station will get 1 mln m3 of Ore or Silicone by mistake
      and 0 m3 of another, it will drop to the space automatically unnecessary goods soon and it will be balanced again.

      I spent a lot of time and ships, to make a complete scan of 1 working shipyard of Xenon,
      to verify - which resources they have and how much, what they are building, how many logistics still used by station.
      The answer is: 100% of storage, building a lot, 0 logistics used for shipyards.
    2. nooder
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      so with averice edit they build new shipyards in new xenon sectors ? 
    3. kot77777
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      With "avarice" level="veryhigh" in Save game file + minimumWaresValue = 47600 + all to "true",
      Xenons are doing exactly the same all the time:

      1) Flying by huge fleets to EVERY direction same time, out of systems belongs at the moment to Xenon
      2) Placing the Defence station close to the gate
      3) After 1st module of any station built (2-4 hours) - 2nd module start building on same station
      + 1st module of Another station is placed in the system
      (they are building independant, if ANY, including first, will be destroyed, they will place new station after module will be built at any station)
      4) Building of every "next" modules at each station continues on same time.
      Each station have around 10 modules, each 1-4 hours.
      5) Finally, they building a set: 2xDefence stations + 1xShipyard + 1xWharf + 1xSolar station in every system

      Building the new stations happen NOT in the Xenon sectors, but in sectors next (by gates) to Xenon.
      So - it does not matter, if the "new" sector still belongs to any faction or not, they will start building.

      If ALL stations of Xenon will be destroyed in the system, they have some delay around 1-2 hours
      before trying to build new stations again. It seems correct, they will have some time to send ships first.

      But, Now I grow up Xenons to around 10-15 systems belong to them, and found that it seems they have a limit
      of Wharfs and Shipyards around 10 of each.

      For example: Xenon have 15 systems, then 10 of systems have full set of stations (including Shipyards),
      and 5 systems will have only 2xDefence stations + 1xSolar station.

      If Wharf or Shipyard will be destroyed at any of 10 systems, they will immidiately start building new
      at random of other their systems which don't have it yet.



      PS: never tested what should happen, if all Xenons will be destroyed in all systems. Xenons lose ?
  3. st0rmcr0ww0lf
    st0rmcr0ww0lf
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    ..."If anyone can tell me how the Xenon can be persuaded to build shipyards in new and their old sectors, I'll add it here. Because at the
    moment, these tin cans don't even recapture uncolonised border sectors despite having shipyards... But one thing at a tim".....

    I'm not sure what you mean... The current game I'm playing, started in 6.20 and continuing into 7.x, with KUDA's AI tweaks has the Xenon trying to build shipyards and defense platforms in adjacent Split sectors almost constantly with trains of S cargo ships delivering supplies. Sitting on the build platform with a destroyer is a good way to build rep if needed!  At least till an I shows up... then it's time to yeet on outta there!  It was simple in 6.20 to take these out in quick raids, but 7.0 changed (or broke?) something with AI controlled player ships such that they won't properly attack builds in progress any more. 

    The Xenon are concentrating on invading Split sectors (and to a lesser degree the Holy Order at Holy Vision) because Terran Intervention fleets and Boron Mutual Defense fleets have been effective at keeping the Xenon out of traditionally threatened human owned sectors like The Void, Hatikvah's Choice, and Getsu Fune, while the Godrealm (with my help) wiped them out in Emperor's Pride.  I don't see the Xenon regaining Emperor's Pride.  Going through the Split isn't a big challenge.  If it weren't for me, and the Terrans mopping up the occasional I class battleship I can't handle yet, the Xenon would have overrun the Patriarchate in Family Zhin.  But they would have to go through my defense fleet in Wretched Skies, any Terran Intervention fleets patrolling Split territory (there's usually one cycling through every so often), the Argon fleet that's been harassing the Patriarchate, plus the Godrealm's fortifications from Wretched Skies back to Emperor's Pride which is at a gate network dead end.  Or from the direction of Hatikvah's Choice, they'd have to blow through the Terran Intervention fleet, the Argon defense fleet, the Boron Mutual Defense fleet, and the Argon defense station at the gate to Tharka's Cascade which has managed to fight off both K and I class battleships with only minor mobile fleet help.  Point is, the Xenon in my game don't seem to have any trouble at least starting, if not completing because either I or the other factions have destroyed the build sites, shipyards and defense stations in beachhead sectors.  That said, I've yet to see them try to establish anything other than capital shipyards, defense stations, or power stations outside their home sectors.  No wharfs or certain specialized structures yet.
  4. Thotenvin
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    Since you are an active modder for X$ might you look at making a new mod like.. Buy and Sell Stations
    I wish I knew how to mod so I could do it myself. :(