X4: Foundations

X4: Foundations

173 ratings
After the Fall
12
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
372.461 KB
10 Aug, 2024 @ 7:54pm
1 Change Note ( view )
You need DLC to use this item.

Subscribe to download
After the Fall

Description
The war is over. The xenon... won. The galaxy is burning, and we hide behind the Bastions. They are the last fortresses that guard the gates, and are all that stand between us and complete annihilation at the hands of the Xenon threat.


Why wait for an endgame crisis if you can *start* the game in crisis?

This mod changes the game start, expanding Xenon territory, and weakening the allied factions, and is only recommended for experienced players who like the more strategic elements of the game.



The Details

After the Fall - An X4 mod of what happens once the Xenon have won.

The basic premise of the mod is that the various factions have been forced back to their home systems, and the xenon have overrun the galaxy. Their economies are weakened, the Xenon are strong, and the only things keep the factions from being completely overrun is a series of defence stations right on top of the gates.

We don't provide (yet) any gamestarts. That will be a future release. For now, given that this is really aimed at experienced players that want a slightly tougher start, I recommend a custom creative start. Details are below, in the gamestarts section.

Compatibility
I've tried to keep the changes as tight in scope as possible to increase compatility with other mods. Most should work fine, but in case you're wondering, check the following section on specific changes. In general though, most of these changes are specific to galaxy initial creation; or increase the number of ships the Xenon will build up to, or have at game start.

We don't make any logic changes, mission changes, add new ships, wares, etc.

Some missions might be very hard to complete though, given galaxy state!

The Changes:
  1. Changed existing JOBs.
    • All ally factions have been updated so that they do NOT start with L and XL destroyers/carriers. Instead, they will slowly be built in their shipyards till they're at full strength.
    • Xenon: All ship numbers have been increased to almost twice as much. It's still a large galaxy, and the Xenon are now spread more thinly. So doubling jobs means some sectors can be a little sparse, but they xenon will have a lot of ships to throw at assaults. The Xenon economy has been boosted slightly (currently 30%). This means that the xenon can sustain a constant assault better than they could before; while faction economies are weaker and will find it harder to replace lost resources.
  2. Moved defence stations, wharfs, shipyards, traders, etc. These have been moved to the new, smaller territories for the factions as listed below. Xenon defence stations and shipyards have been placed in these locations instead, flipping ownership to xenon.
  3. Added some new resource fields to new faction home systems, as many of these systems had few, or no, resources. It's a few small, moderately dense resource fields to keep the factions economies slowly moving, but you'll need to help them get new territory.
  4. Weakened faction economies by reducing the number of starting factories. They can expand to build more, but at the start, they're weakend, with a stronger xenon.
  5. Added 5 race-specific defence stations around each gate. I tried to position them exactly in a ring around each gate; but the game moves them around on game start. This means that some gates will have a very strong defensive line, others will have big gaps. Oh well. Those factions might struggle a bit more then...
  6. Lots of abandoned ships! We've scattered many new abandoned ships of various sizes around the galaxy, mostly in Xenon territory. there are even some battlefields featureing many ships in a single location, from S to XL. Go exploring! These locations are static for each version of the mod; but are randomly generated when I run the code that generates the mod: so they may no be in the same place from mod version to mod version.


All changes are on GAME START only.

Gamestarts: Custom Creative recommended

The galaxy starts off quite a bit rougher, with less safe sectors and weaker faction economies. This means that your own growth may be slower - Without a strong economy, building stations or ships may take a bit longer; and earning money to buy blueprints will be tougher. With that in mind, I recommend you give yourself a headstart to avoid an early grind. Exactly how much is up to you. It may be possible to do a zero-to-hero run, but I've not playtested this, and RNG may make it very difficult.

A salvage setup, or hull parts and claytronics can help you help the factions rebuild their broken economies, and provide profitsss!

I recommend setting several story starts to complete, as they will be harder to do now. Boron storyline especially.

For starting locations, the existing unclaimed sectors still exist - you could set yourself up an empire in one of those, OR select one of the safe faction territories given below.

If you want a tough game, start in Grand Exchange, and go searching for safe space without looking at the list below!

Safe locations
For the most part, the 'home' cluster for the race is safe, and recommended you start in one of them. Each faction will have two or 3 sectors, spread over one or two clusters. Some factions are back to back with each other, and are thus a slightly safer and stronger start. Starting with one of those factions locations would give more options for missions and trade, and an easier game.

[h3Neutral sectors:[/h3]
I've also cleared any factions & Xenon from some sectors to give players a few options to set up base, and give some factions a little bit of breathing room and protection for their trade from Xenon raids. Be warned - it won't take long for Xenon to expand in to these territories.

  • Grand Exchange (all 3 sectors. Good starting location if you set up defences, but there is Xenon territory between you and other factions for trade)
  • Family Zhin
  • Wretched Skies X
  • Oort Cloud
  • Second Contact (right between Arg and Ant. If you claim this, you'll help Ant/Argt trade without being raided by Xenon.)
  • Bright Promise (Between TEL and PAR. Claiming this helps protect PAR/TEL trade and makes these two stronger.)

Easier Starts
  • Vigor and Riptide pirate factions: With all the xenon raiding parties, a scrap processing setup would do well! Avarice, and windfall sectors: They have lost no territory.
  • PIO and ANT They start next to each other in Segaris, Gaian prophecy, Brennans Triumph Antigone Memorial, The Void, Fronteirs Edge
  • Argon: Bundled with HAT in Argon Prime The Reach Morningstar III Hatikvahs choice.

Harder starts
  • Teladi: They're slightly isolated in Ianumus Zura Thuraks Demise II & III
  • PAR: Trinity Sanctum III & VII Unholy Retribution
  • HOP: they've been forced back to a corner, with strong Xenon presense on their border. Cardinals Redress Lasting Vengence. Freedoms Reach
  • Zya: Far from anyone else, and surrounded by Xenon. Zyarth Dominion IV & X Eleventh Hour
  • Freesplit: Also far from help Tharka's Ravine XVI Heart of Acrimony II
  • Terran: Pushed back to Earth and Venus. They may have Asgards, but there's a strong Xenon presence in the solar system.

Full source code used to generate the mod here
https://github.com/franko-franicevich/X4Mod-AfterTheFall
Popular Discussions View All (1)
9
1
28 May @ 4:28pm
Issues with Mod
Lord Kentucky
110 Comments
Artur 13 Jul @ 1:21pm 
Is it possible to make it playable without all the DLCs? I have most of them, but i don`t want Tide of Avarice, and have no plans to buy it.
But i`d really like to try this mod...
LordIvan  [author] 11 Jul @ 1:17am 
@biovenom I try to keep the changes minimal, so it's broadly compatible with other mods, but as @Vhalknor said, any new gates that are added to the 'protected' sectors won't have their bastoin defense stations.

Also, I'm unsure about what might happen in VRO. Certainly, the abandoned ships wont have VRO appropriate equipment, which means things will be a bit harder.
LordIvan  [author] 11 Jul @ 1:15am 
Anyone curious about the 8.0 beta, I just ran a quick test, and looks like it's all good in 8.0.

And yes, I still haven't uploaded the 7.5 release to steam workshop, but it's avaialble from the github link above.

Been busy later, but slowly trucking along on improvements to the abandoned ship creation, so that Tarran and Boron ships can be added back to the spawn tables. Have to build my own loadout generator, as the built in function to place abandoned ships I used doesn't use terran or boron equipment, resulting in ships without main guns, or for boron, even engines.
LordIvan  [author] 11 Jul @ 1:12am 
@Prometheus No, for simplicity I just require all, *but* I'm fairly sure it will work for those who don't have all DLC, as the game is pretty robust about ignoring stuff it doesn't know about when processing the XML.

It's easy to just try out.
Prometheus Prime 11 May @ 8:23am 
Is there a version of this MOD that doesnt require every DLC?
Vhalknor 9 May @ 2:00pm 
BioVenom - I just gave this a shot with RE and it works for the most part! All the vanilla sectors are updated appropriately, the one big difference is that the Bastion Defense stations are missing. So this may be a harder fight
BioVenom 3 May @ 1:43am 
Can this mod work effectively with RE (Reemergence Project) & VRO?
enterprise1959 20 Apr @ 1:51am 
THANK FOR THE MOD
Darksurgeon 9 Apr @ 7:07pm 
Would love to start a new game but I really wanna try this mod. Hoping it will be updated soon. Thanks for all you do.
Talion The Tark 9 Apr @ 3:48am 
hi you mentioned that you will upload a new version that supports 7.5 on 30 Mar. Have you had a chance to do so? thank you for your work