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skullwarriorsergio

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skullwarriorsergio

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About this mod

Add new challenges to the end game. Currently will spawn Xenon Protectors (Hold and rebuild) to xenon home sectors regardless of ownership, Invaders fleets and will refill xenon shipyards and wharfs storages.
This will be enabled after 5 days in-game play and will repeat every few hours(3h - 5h). Xenon Psi emitters presents additional threats.

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Xenon Protector Fleets will start with a single Xenon I (with several civ ships) and request the rest of the fleet over time, these fleets will patrol some Xenon home sectors. This will decrease the chance of faction AI overrunning Xenon sectors after this mod gets enabled. Civ ships will spawn with some resources aiding on xenon station (re)build by triggering the Hold_Space faction goal.

Invasion Fleet will spawn in a random sector targeting shipyard/wharf stations(Player-owned or not). It will attack everything between the spawned location and the target station. Players are encouraged to engage this fleet ASAP to prevent serious damage to AI factions.
This fleet will be either Xenon, a Khaak swarm or a mix of non-xenon ships tagged as mercenaries. The fleet strength is random. First, the mod will notify in which sector the fleet will spawn allowing the player some time to prepare and after some minutes, the fleet will spawn and begin its rampaged journey.

A mission will be created for the player with the objective of destroying the Invasion Fleet. (rewarding an excellent tier 3 mod part and some cash). The mission will add guidance to the Invasion Fleet members. When the Player and Invasion Fleet leader(if still exists) are in the same sector, it will spawn an allied fleet that will engage the Invasion Fleet and will remain while the enemy fleet is there or they get destroyed.

Xenon Psi Emitter(like StarCraft Psi Emitter) will lure (spawn) xenon ships in waves the amount and type of the ships depend on how many emitters are operational in the galaxy. The maximum amount is 10. Players will get notified when going into a sector with an emitter on it.

This mod will be enabled after 5 days of in-game play and will repeat every few hours(3h-5h) so the challenge is always there but giving time enough for the player to do missions and/or rebuild fleets.

PD:  The mod is being updated to fit game version 7 (is not ready yet, coming soon).


*** If you ever notice that the economy is getting stuck, like not having enough trade offers for high-end wares (mainly in shipyards and wharfs) because of the storage being full for several wares, you should try my mod DumpingWares which will fix the economy by maintaining the ware demands all the time(prepare your traders to make profits) ***


Thanks to:
XOSPECTRE, thank you for participating in mod testing and giving me some good feedback.
ChemODun, thank you for working on updating the mod to game version 7 and adding some cool menu stuff.