X4: Foundations

X4: Foundations

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Xenon Jobs+ 7.0
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6 May, 2023 @ 1:53am
2 Jul, 2024 @ 4:24am
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Xenon Jobs+ 7.0

In 1 collection by Treybor
My Mod Playlist
15 items
Description
Updated for the 7.0 BETA, still works on previous versions, just includes the new Xenon ships in the lineup, you won't have the new ships unless you get on the BETA

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3249159201 Use this to help Xenon in OOS battles

Adds to the Jobs list of the Xenon and intended for a modded playthrough (ie: giving the other AI empires buffs either through economy or jobs) or you just want the challenge. Xenon Jobs Plus Lite will be for a more vanilla game

(Note: Subject to balance changes)

The overall aim of this mod isn't too kick the Xenon into overdrive like some sort of doomsday scenario but everyones save is gonna be different

My aim is granting them a few fleets but with swarming numbers, makes for a much more intense fight when you actually engage them

I've been spending more time debugging/modding this game then I have been actually playing so I do appreciate any feedback

Additional Xenon Jobs 1.07
(Note: They may build under depending on their situation but I have applied a MAX cap)

20 - Economy ships (Set to stay closer too Xenon territory in case they lose too many economy ships and stall out, divided between Ore Only and Silicon Only, will not mine both)
20 - Economy ships (Vanilla Distance Divided between Ore Only and Silicon Only, Won't mine both)
20 - Economy ships (Increased range to help expansion further out from their home base or in case another cluster is having issues with materials)
1 - 3 I's + 6 K's + S/M Escorts
2 - I + 4 K's + S/M Escorts
2 - I + 2 K's + S/M Escorts
2 - 5 K's + S/M Escorts
2 - 3 K's + S/M Escorts
2 - 1 K + S/M Escorts
4 - 3 H's + S/M Escorts
*Smaller S/M Patrols and a few Solo H's + K's also included

All S/M Jobs in this mod have more numbers then their Vanilla Counterparts

7.0 BETA
Added H to jobs and rebalanced fighters, still need feeback since I am only one person and a collection of feedback can help any balancing issues. Overall Xenon were buffed for 7.0 but I did lessen the S/M Escorts a good amount.

Compatible with all mods, Save Game Compatible, Can be Removed Mid-Save (Just takes time to activate/deactivate jobs when adding/removing)

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I love modding this game, mods will always be free and I will always be trying to push more content but if you want to show some appreciation then consider buying me a coffee to help keep me awake on some of this coding
Paypal[www.paypal.com]
Popular Discussions View All (1)
16
2 May @ 9:43am
Xenon Strength Feedback 7.0
Treybor
188 Comments
Helgibrandt 18 Jun @ 7:49am 
Hey man! Wanted to ask you a bit about the mod, tried both lite and normal version, wanted to cook something in the middle by myself. Sent you a friend request.
BelmontMIA 7 Jun @ 6:01pm 
FYI I loaded this mod in the middle of my game (7.60) because the Xenon were getting crushed big time even though I also use a mod to buff their ships. I use an AI economy improvement mod (among others), and the Xenon just couldn't keep up after the Capital ship AI improvements. When I loaded the mod the ships appeared instantly. Later on after they were wiped out, I disabled and then re-enabled the mod and it spawned them all again. I was able to even things out a bit by doing this. I also rammed my Rattlesnake into about 10 Phoenixes to knock them into firing range and save Matrix #9 which was fun.
Vhalknor 8 May @ 12:56pm 
Has anyone tried this with After The Fall? I know that mod also tweaks Xenon jobs since they start with way more territory, wondering which one creates the hardest xenon faction.
陈默寡言 8 May @ 6:10am 
I think this mode has quite satisfied with what I need, I have the another mod which is used to strength the economic of the other AI, that made they have many industries. That why I need this mod to strength X to balance the game, and these two mods makes my game more interesting!!!!
Itomaki 2 May @ 11:35am 
3 I's + 6 K's fleet feels a bit OP and unmanageable for early game players. Splitting it up might be more balanced.
Nolenaoir 15 Apr @ 1:34pm 
"Tried really hard to like this mod, but when my 200+ Flak Turret defense stations with a 15 destroyer, 2 Carriers w 100 Fighter wing each, 20+ M Gunboat/Odachi support group, gets constantly fucking rolled by 100's of fighters and 10 K's escorting a pair of I's it is literally not even fucking playable. Even when I show up with a second carrier fleet the ungodly number of PE's and B's make it literally impossible to fight back."
Flak turrets are terrible at killing fighters now though, better to use beams.
󠀡󠀡 11 Apr @ 11:21pm 
very bad optimization, without this mod I got stable 360 fps, but with this mod my fps constantly drop to ~320, cant imagine how much fps it will consume in late game
Axius 4 Apr @ 3:36pm 
I think this a really interesting idea, however, playing on a larger map, the xenon steamroll every faction, noone is safe, 2 hours in and there's destroyer fleets everywhere, it's just not very balanced
Snowbiwan Kenobi 27 Mar @ 3:29am 
Tried really hard to like this mod, but when my 200+ Flak Turret defense stations with a 15 destroyer, 2 Carriers w 100 Fighter wing each, 20+ M Gunboat/Odachi support group, gets constantly fucking rolled by 100's of fighters and 10 K's escorting a pair of I's it is literally not even fucking playable. Even when I show up with a second carrier fleet the ungodly number of PE's and B's make it literally impossible to fight back.
BlackAdder 26 Mar @ 7:19am 
Finding like others are that the fleet sizes are pretty massive in later game. 100+ hours in I've probably lost (though it would take days to play out). Zyarth is gone but most factions haven't lost much territory yet - but with 200+ Xenon ships in Hatikvah I, similar numbers pushing into the Void, traders are getting killed everywhere. Biggest problem is I didn't sprint for a wharf and can no longer buy ships because economic demand is so high (for example) 5+ hull parts modules in the adjacent factory isn't enough to keep hull parts in the wharf above 0. So I can't push into Hatikvah, the Void, or Silent Witness - and can barely build stations anymore, either. 7.5 basic economy is strong - but Xenon now are stronger!