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skullwarriorsergio

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204 comments

  1. PenOkOh
    PenOkOh
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    Can the 5 in game days be lowered? I'm at 2 and Xenon aren't a threat in my game. It's gotten to the point where I mostly guard gates or stations, being idle a lot.

    EDIT: NVM. I found it myself.

    - Open xenon_buff.xml in folder xenon_buff\md
    - 9th row - <check_age min="120h"/> change to whatever you want it to. I did one hour just to let it kick in in my active game.
  2. Wolfram12
    Wolfram12
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    HI i am trying out the Mod, have to wait a bit before it kicks in i guess, because i am under the 120 Hours, does that count from the install time?
    Because i am at 410 Hours around and the xenon are dying..
    Another question, i see all that mods like Xenon Hell, Xenon Awakening,Xenon Jobs, everyone treys so hard to balance his mod and i think some of you do an amazing Job,
    But whenever you look at the command you read they are to weak or way to strong and so on.
    I have given my Save game after about 200 hours to my Brother, he does now have more  than enough Xenon and i have to rescue them, i think the difference was only that i was building way more Stations more Miners and Traders..

    So here my question, would it be possible to make ship sliders from 0-50 instead of difficulty?
    I mean if i could configure in your menu at the beginning of a normal play through that every 2-3 hours only 20 miners are spawn to give the xenon a little boost , if i see later that is not enough i put the slider on the little fighters to 30
    and wait.

    With a Slider for every ship type and a timer, people could use your mod no Mather if they play vanilla and want a bit more challenge, or go complete crazy if they have a mod running like ROR where every normal xenon invasion is laughable..
    It could be the Swiss Army tool for every scenario..

    But i am no Moder and maybe that would be to complicated, but i always think that would be a solution for everyone how wants a bit more challenge up to people how wanna go crazy on a play through.

    Anyway i now try your Mod, and please keep on modding for x4 its such a great game, and i am happy that people like you put so much afford in there mods.. Keep on going and have a nice  evening . 

    1. skullwarriorsergio
      skullwarriorsergio
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      Hi, the 120h is play time, so if you have 400, then should be enabled, activity level just multiply the amount of ships spawned by trader/mining jobs and the gate defense and sector patrols (I'm talking about the xenon revive protocol, sort of speak)
      It will kick on several of the orignal xenon sectors so if they are occupied by someone else, even you.... expect some Xenon K and escorts flying around. The gate defenders will spawn on each gate or accelerator and will protect the gate position, the patrols will just patrol the entire sector, also will trigger default jobs for miners and traders on those sectors and give them some resources so they can just start right again(according to game logic, I'm not implementing any custom logic), also triggers the Hold_Sector and Invade_Sector game actions for the xenon faction which is also original game logic, after this I saw on several sectors new defense stations, so they should be come back eventually. Also this mod refills all xenon shipyards and wharfs, to aid  even more you could lower the cooldown and/or manually trigger the reckoning of xenon sectors on the mod menu, just trigger, wait around 25 sec for the mod to activate this action, and after a minute or so, trigger again .... I have done this also in my save to "assist" xenons on Atiyas as they were being overrun by ANT destroyers and a TER Asgard fleet including osakas and a s#*! ton of S ships, so every time I saw the gate defender go down, I re-trigger, a new xenon K spawns alonside several M/S ships and rinse and repeat :D a couple of times more until the xenon eliminate everything, also you might want to give some time between triggers as with full shipyards they start spewing ships even some Ks.
      This mod doesnt make them overpower as this only spawn "Protectors" in some original xenon sectors.
      The invasion fleet is a challenge depending on your fleet size and computer resources :D, I'm currently playing with max Activity levels and sometimes the fight with the invasion fleet makes the game drop FPS like it were a powerpoint presentation.
      So be careful :D

      I would love to get some feedback from you and/or suggestions. I dont have much time for moddings but I do like to update, and this mods has being updated several times over time. I started it as barely a xenon buff (hence the mod name) but it has become far more than just that.

      Check mod menu options, Xenon Psi emitter also make some xenon S/m ships to spawn on sector where emitter spawn making a living hell for trading ships and IA ships alike, is a threat you need to handle personally as the emitter is basically a sattelite and you can't order a ship to attack it. so is something you can activate to give you a  "job" as an emitter cleaner.

      I will update the mod today or tomorrow as I added Atiyas Misfortune III to the list of "xenon home" sectors
    2. skullwarriorsergio
      skullwarriorsergio
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      Wolfram12
      you mention that you want more ships to spawn from regular jobs? is that it? because on this mod I spawn (not by a job) Xenon ships to patrol and defense gates, but the reinforce trader and miners are based on default job quotas, so after a while, my game log shows no miner/trader being created or just a few, probably due to quota exceeded. I will need to investigate how to modify this without messing the game. I do added some jobs but mostly for a single Xenon I Invader that is (just one), originally it was the invasion fleet leader, later I transitioned to manually spawned ships of 3 factions (xenon, khaak, mercenaries) so that job remained there just spawning the Xenon I and it kinda sometimes "invade" over sectors, but mostly patrol, default game job actions.
      I could add more jobs for mining and trading for xenons so this "feature" doesnt affect the original game experience. But to be honest I dont see the point, as this mod will replenish xenon shipyards and wharfs and will spawn "missing" traders and miners on every "tick".
      I do need to know how to add subgoals in the Invade/Hold sector, such as forcing Xenons to rebuild missing shipyards and wharfs.
      This should be something good but need to investigate on how to do it.
      So thanks for the "indirect suggestion"  
  3. skullwarriorsergio
    skullwarriorsergio
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    Mod updated. now Khaaks invasion fleet is a considerable challenge. Beware of those L Kyon Turrets on the ravagers, they hit hard.
  4. skullwarriorsergio
    skullwarriorsergio
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    Next update will be improving Khaaks, why? there was a moment, long time ago that someone asked me for assistance on his mod, which was adding a Khaak L ship, which as cool as they only had S/M, so I prepared my mod to spawn a Khaak L ship (if any, I didn't want to make my mod dependant on that, other players might not want that Khaak L ship on their game) and the rest normal khaak ships. This game version already provide a Khaak L ship "Ravager" so now it starts spawning on a Khaak invasion fleet, but just 1. So the next update will be making the khaak fleet have more than just 1, to make them a real challenge as they are by far the easiest invasion fleet to be defeated.
  5. skullwarriorsergio
    skullwarriorsergio
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    Yet another update. shipmods for Mercenary Fleet L and XL ships, improving mobility and shielding of those ships to improve combat ratings.
    Shipmods quality is based on the Activity Level setting on the menu option "Invasion".
  6. skullwarriorsergio
    skullwarriorsergio
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    New version is out. Revamp of Xenon home sector defense/re-capture.
    The strength of that action depends on the Activity level in mod option menu.

    Will spawn not only some K destroyers to patrol those sectors but also spawn in (animation included) a small fleet (one K with several P/PE) with specific order of protect entry point positions (Gates/Accelerators), one fleet per entry point.

    Working on revamping invasion fleet, currently thinking of adding ship mods to mercenaries to make them more powerfulls (probably shield and hull mods), I'm open to suggestions.
  7. mukkin
    mukkin
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    says it requires SirNukes mod supoort apis but isn't listed under requirements or in description?
    1. skullwarriorsergio
      skullwarriorsergio
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      need to check but probably, thanks for the heads up
    2. skullwarriorsergio
      skullwarriorsergio
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      I am not sure about the behaviours as I implemented none, it shouldn't be related directly to the mod, as I have never seen anything like it, the mod only spawns ships and assigns them a "target" with an attack order. Certainly, the spawn of a mercenary fleet with the option disabled is not good, it shouldn't do that, will investigate, my current save game(on the latest game version) hasn't arrived at the timeframe for the mod to enable which is 5 in-game days. In previous versions, there were no issues, at least that I'm aware of, and I fought many invasions but I never disabled fleet type either so I never tested the "no mercenaries".

      regarding this:"A few of the invaders triggered the "withdraw from battle" command and went to a different sector from where they spawned, and nothing in that
      sector has acknowledged them as hostile, just continuing to follow their
      normal behaviour even while under attack
      " I notice that too but again I haven't implemented any behaviours, this is just how the game is, I have seem that too with other factions even xenon, mostly P, PE and B, with orders like "withdrawn from battle" or "resupply subordinates" while in a middle of a fight and they just took off.
  8. devhead39
    devhead39
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    I'm seeing odd behavior during an "Enemy Invasion" where my other AI controlled ships, stations, and other faction AI ships are all ignoring the Invasion hostiles, to different degrees.  My stations didn't fire on the hostiles until after they had been attacked once, ships that were set to "patrol" behavior ignored the hostiles completely even when under direct attack.  A few of the invaders triggered the "withdraw from battle" command and went to a different sector from where they spawned, and nothing in that sector has acknowledged them as hostile, just continuing to follow their normal behavior even while under attack.

    I also noticed that when they spawned, even though they were already red and -30 to me, I still had the option to right-click on them and "Mark as Hostile".

    This was my first invasion and I manually triggered it because I had added this to an existing save.  The ships that spawned were the mercenary faction even though I have them disabled in the config menu.

    Sorry to post so many issues, I still think the mod is great, even with all these oddities.  Just thought I should post them in case other people are seeing the same things.
  9. devhead39
    devhead39
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    Is this mod safe to remove from an existing save?

    Tyvm!
    1. skullwarriorsergio
      skullwarriorsergio
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      • 4 kudos
      Should be, but not 100% sure, never tried before
  10. FrankieSkola
    FrankieSkola
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    Still alive 👍