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.
Requirements
DLC requirements
DLC name
X4: Split Vendetta
X4: Cradle of Humanity
X4: Tides of Avarice
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
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Changelogs
Version 1.20
Player's Computer and Fleet Leader will now speak in certain scenarios.
Version 1.19
Fixed destroyers missing weapons. Mercenary and Defenders fleet L and XL ships will have custom names
Version 1.18
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. Emitter will randomly spawn in a random sector.
Version 1.17
Improve Defender's Fleet targeting and Defenders and Invasion Fleet subordinates organization (Attack/Interception/Defense wings)
Version 1.16
Add new Invasion Fleet: Khaak swarm (now invasion has a small change to be a swarm of khaak M/S ships).
Added warping/jumping effects to Defenders Fleet (when spawn) and to Invasion Fleet (when leader enters a new sector).
Version 1.15
Improved Fleets targeting and Mercenaries ships loadouts
Version 1.14
Assign some paint jobs for Mercenaries and Defenders fleets, increase Mercenaries frigates and fighters amount.
Version 1.13
Invasion fleet reworked to be either xenon or a mercenary fleet using a mix of regular faction ships. Fleet strenght and origin sector randomized.
Version 1.12
Invasion will now target a random shipyard/wharf in the galaxy (Player owned or AI owned).
Version 1.11
The Fleet leader will warp fleet when changing sectors, so the fleet will keep up the pace
Version 1.10
update mod details and ID
Version 1.9
The allied fleet leader is now a Destroyer(random from Odysseus E, Rattlesnake, Phoenix, Osaka and Behemoth ), and its subordinates are a mix of Frigates, Corvettes and Heavy Fighters
Version 1.8
Add allied fleet to help the player while battling the Xenon Invasion Fleet. Will spawn when the player and the Xenon Fleet leader are in the same sector
Players will lose rep with the sector's owners for each sector the Xenon Fleet leader enters.
Improve notification wording and mission rewards
Version 1.7
Restrict usage of emitters to ownerless or player-owned sectors. to avoid using the Strike Fleet to wipe clean other faction's stations
Version 1.6
Added mission reward (a nice t3 mod part and some cash)
Version 1.5
Added Xenon Psi Emitter that will trigger a Xenon Strike Force event that consists of a stronger version of the Invasion Fleet spawned close to where the emitter is deployed.
Version 1.4
Added Invasion Fleet targeting player assets. Added a mission to Destroy the Invasion Fleet. Add more Xenon K to Invasion Fleet Increase delay to 2.5h-4h.
Version 1.0
First version of the mod
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.