X4: Foundations

X4: Foundations

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Xenon Jobs+ Lite
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8 Jun, 2024 @ 9:35pm
13 Jun, 2024 @ 6:13pm
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Xenon Jobs+ Lite

Description
Adds to the Jobs list of the Xenon for a more vanilla game, also consider my OOS turret changes mod as that will boost the Xenon turret damage OOS

Use Xenon Jobs Plus or this, they will just overwrite each other since the jobs share the same names in the files.

Keeps the same structure as Xenon Jobs Plus but lowers numbers and removes some of the larger fleets

Contains only one "hammer" fleet to help the Xenon breakthrough defense stations

More Miners
A few more Xenon Job sets intended for a more vanilla game

Please give feedback on Xenon strength in a vanilla setting as I mostly only play or playtest in modded settings with buffing the AI empires.

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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
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26 Comments
AlwaysRLYAngry 26 Jul @ 7:47am 
Good mod, makes the Xenon have a bit more bite without turning them into a doomsday scenario.
Treybor  [author] 9 Jul @ 2:45pm 
@josh red Dragon 1 there is nothing in this mod that needs updating... this just changes Xenon jobs and they still use Vanilla Xenon AI logic

Most of the mods that I have published will rarely need updating especially not every single patch that Egosoft does
josh red Dragon 1 9 Jul @ 2:20pm 
{{I don't know why the developer has an update the mod yet buy now they need to update to fix the issue with the xenon not actually taking sooner locations over when the person they're not really building a station still they need to update the mod One thing I don't like is most mods they don't update the mod especially when people actually do like and they don't update they may do like one or two update and that's it they don't stay up to date with the mods which they should be }}
Prophet_01 20 Jun @ 4:07am 
I'm running this on a mostly vanilla playthrough and as of version 7.6 the main factions have stepped up their game significantly. The lite version of the mod is seems to be the only thing that prevents the Xenon from dying out completely. I'm seeing multi-destroyer fleets by all the major factions that hold Xenon gates just fine. The Teladi and Paranid in particular still invade Xenon sectors and slug it out with the major defense fleets.
In other words, the mod may need a little more oomph, due to the larger NPC fleets in 7.6.

The other mod I'm running is Xenon Repairs (from Nexus) which gives the Xenon additional ressources. I'm not sure if Xenon Jobs+ Lite performs better with fewer active Xenon clusters on the map. In my game, all the default clusters are active due to the ressource boost. They're all been in a stalemate for more than a day of playtime though.
Red Coralian 15 Jun @ 9:21pm 
For those using VRO, kuda ai, and the economy buff starting the terran cadet start with this mod can be an exercise in masochism. I advise after escorting the war supply ship, sit back and let the station destroy any xenon before you get the lockboxes.
Red Coralian 15 Jun @ 8:24pm 
I was playing the terran cadet start and the getsu fune outpost was being attacked by around 20 xenon. They destroyed parts of the station so fast and I hadn't even gotten to the mines yet!
Mr Testicle Inspecticle 7 Jun @ 1:47pm 
good. thanks
Treybor  [author] 7 Jun @ 12:45pm 
@Mr Testicle Inspecticle yes it works retroactively but it also does require them to build the new fleets still, so it may be some time before you see full effects
Mr Testicle Inspecticle 7 Jun @ 10:51am 
Is it possible to add in a pre-existing save? The xenon didnt get the chance to ever do any real damage in my game but i dont wanna have to go through the whole process of well doing everything again
Beeg Breeto 11 Apr @ 2:28pm 
I'm about 40 hours into a vanilla playthrough with only this mod, in the 7.5 patch, terran start without really contributing to the non-terran economy at all. The only notable things the xenon have done is blow up the hatikvahs choice defense station, and planted their own in family zhin without pushing the split out. Otherwise they've held ground. BUT, that's a huge improvement from a 7.0 split start I played where the AI factions just wiped out the xenon on their own. Was it the mod, was it the patch, iono. They're either brokenly weak these days and the mod keeps them alive, or it's a light enough touch that they aren't burning everything down.