X Rebirth

X Rebirth

Xenon Hunt [Discontinued]
80 Comments
janda  [author] 29 Mar, 2015 @ 8:39am 
As Steam does not allow anyone but the original author to make changes to a Mod, I released Xenon Hunt 2 with the permission of Atrocious.
If you want bugfixes and updates, use Xenon Hunt 2 instead of this mod!
Walker Evans 27 Mar, 2015 @ 11:39am 
Hey Janda,

Took a look at Xenon Hunt because of a complaint over at Marine Rebalance from someone having trouble capping a Xenon I. You might want to take a look at your md\Boarding.xml. No conflicts, but it looks like it might be a bit out of date.
Outlaw 27 Mar, 2015 @ 7:40am 
Thanks Janda :)
janda  [author] 27 Mar, 2015 @ 1:15am 
Hi, I'm took over the maintanance from Atrocioues as he is too busy. Unfortunately Steam does not allow me to upload new version or descriptions.

@Rikku
It works for 3.51 but you can find slightly modified version here: http://www.filedropper.com/xenonhunt

@Dark-Chummer
I will look into tha the drone issue as soon as I can. But a K has no cargo hold and cannot take normal wares.
Outlaw 26 Mar, 2015 @ 4:27pm 
any recent Update Available for this does it still work with 3.51?
Dark-Chummer 25 Mar, 2015 @ 10:24am 
Das Drohnenausrüsten an einer Werft hat ganz normal funktioniert.

Bleibt das Problem mit dem transverrieren der Waren von Schiff zu Schiff.
Dark-Chummer 25 Mar, 2015 @ 9:11am 
Folgende Probleme:
Es ist nicht möglich einem Xenon K mittels einer Rahanas oder Tanaris Waren/Drohnen zu transverieren, da die besagten Schiffe (vermutlich auch andere) nicht richtig an der Xenon K andocken können. Sie hängen dann press an der Hülle und kommen halt nicht näher. Der Warenaustausch kommt dann nicht zustande.

Bitte behebe dieses Problem.

Ob ich eine Xenon K an einer GKS Werft mit Drohnen ausrüsten kann, werde ich gleich noch testen.
Nosferatu 15 Mar, 2015 @ 10:15am 
Oh, yes. That did it. Thanks a lot :)
Vandragorax 14 Mar, 2015 @ 4:47pm 
Get the files here with the .cat file already edited with the new bridge positions:
http://www.filedropper.com/xenonhunt
Nosferatu 14 Mar, 2015 @ 2:56pm 
Thank you for the values, janda. However, when I change the values the existing dokingbays on my Xenon K & L dissapears instead of being moved. For reference, I use the original mod from steam, and not the mod in the link below.
Can you think of any solution to this?
Vandragorax 11 Mar, 2015 @ 1:58pm 
Sorry janda, can you please provide some information on where and how we can change these positioning values?

Thanks!
janda  [author] 7 Mar, 2015 @ 3:16pm 
You can use this values for the xenon I
<position x="0" y="330" z="1800"/>
<quaternion qx="0" qy="0" qz="0" qw="1"/>

Values for the xenon k are below

@Atrocious
I can take care of the mod, if you want
Nosferatu 6 Mar, 2015 @ 8:46am 
Is it possible to move the player dock for the L as well? Maybe to the front of the ship?

Using the cap ship bridge mod kinda makes it an "interesting" experience when everything's upside down :p

Otherwise thanks for a great mod :)
A†rocious  [author] 4 Mar, 2015 @ 12:35pm 
@janda: Good to hear you found a solution. Sorry, I'm currently not playing X and don't have a lot of time to support the mods.
janda  [author] 23 Feb, 2015 @ 12:19pm 
I moved the player dock to:
<position x="0" y="0" z="700"/>
<quaternion qx="0" qy="0" qz="0" qw="1"/>
for a great view with the capship bridge mod.
Nosferatu 14 Feb, 2015 @ 7:00am 
Yes it does :)
Wegadin 13 Feb, 2015 @ 4:36pm 
does this mod work with the current version?
janda  [author] 12 Feb, 2015 @ 4:20am 
great mod!
But would you mind putting the docking bay on top/front of the xenon k?
This way, your mod would be much more enjoyable with the capital ship bridge mod.
76561198029690070 31 Jan, 2015 @ 8:52am 
Hi aladinaleks
Du bist der beste, funktioniert super
Und danke für den Link.xenonhunt_standart.rar

You're the best, works great
And thanks for the link.xenonhunt_standart.rar

Sorry for my bad English
aladinaleks 31 Jan, 2015 @ 8:12am 
.I use the mod in version 3.2 rc4 , or download here. http://apocalypse.moy.su/go?https://yadi.sk/d/itgI5xNHeKH6V
aladinaleks 31 Jan, 2015 @ 8:08am 
Dont Deleted file ships.xml

Change text in ships.xml on this

<diff>
<!-- checked for 2.10 -->
<!-- make xenon capital ships capturable -->
<replace sel="//ships/ship[@id='xen_destroyer']/@capturable">true</replace>
<replace sel="//ships/ship[@id='xen_destroyer_xl']/@capturable">true</replace>
<!-- give them internal defenses -->
</diff>
76561198029690070 30 Jan, 2015 @ 6:11pm 
Hi Atrocious
Bitte ein Update für XR 3.20+
Please update for XR 03.20+
76561198029690070 30 Jan, 2015 @ 1:52pm 
Hi aladinaleks

funktioniert nicht
1.XR-3.20 rc4
2.MOD: Xenon Hunt Version 1.02
.Ordner Gelöscht (md)+Boarding.xml < Gelöscht
.Ordner Gelöscht (libraries)+ships.xml < Gelöscht
funktioniert nicht

not working
1.XR-3.20 rc4
2.MOD: Xenon Hunt Version 1.02
.Deleted folder (md)+Boarding.xml < Deleted
.Deleted folder (libraries)+ships.xml < Deleted
not working
aladinaleks 29 Jan, 2015 @ 5:05pm 
franz.jaeger.de

Unpack the mod. Delete the folder, md. Remove from the libraries folder, file ships.xml.

Mod works for version 3.2 rc4.
76561198029690070 26 Jan, 2015 @ 8:37am 
Bitte ein Update für XR 3.20
Please update for XR 03.20
76561198029690070 25 Jan, 2015 @ 1:09pm 
Bitte ein Update für XR 3.10
Please update for XR 03.10

Danke
Grevas 10 Jan, 2015 @ 7:36pm 
I have to apologize, sorry for the false report. For some reason my officer got back on my ship but was *not* working on it :(
Grevas 10 Jan, 2015 @ 6:18pm 
I couldn't board a Xenon I which does have a Dockingbay icon on it. Interested in the savefile?
It also included 2x Dronebays...
Sanyokbig 2 Jan, 2015 @ 10:33am 
escaflow, nope, it isn't. Works well for me, just captured I. Took me a hour or so but i did it. As said in description you can capture only new spawned ships ater installing this mod. So destroy that I and wait for another to spawn, he will be boardable
escaflow 25 Dec, 2014 @ 6:44pm 
Sadly broken on the new Xenon I with 3.1, the context menu for bording isn't there, no jumpdrive or dronebays (but Mariens).
For K everything works thou.
Uk_Jay 12 Dec, 2014 @ 8:04pm 
Needs updatewith 3,0 boarding now harder i just got this mod thought i would five it a go.Went to cap Xenon killed it down to 2 percent killed all Guns and whatnot and lost boarding party stage 1 5 star officer
Simoom 11 Nov, 2014 @ 6:45pm 
I have a pre-2.51 save and I captured a huge fleet of Xenon ships before the update. After the update to 2.51 I got a weird bug where... all the crew I had for the Xenon ships disappeared? The X Rebirth Save Editor utility can still see them, but in the game they all come up as crew-less.

Does anyone else have the same issue?
aladinaleks 8 Nov, 2014 @ 11:04am 
This mod works on 3.0 beta 2.
Wheat Tail 26 Oct, 2014 @ 10:27am 
Why do i can't get this mod ,_,
I subscribed on it, then i launch game, it say "checking subscribes in workshop", then game is starting and... Nothing. It not appear in /extensions and nmm do not sees him... And i can't capture K/I ofc ,_,
Game Watch - 735 10 Sep, 2014 @ 3:12pm 
Dang That "I". My destractions ether destroy it before I can take her, Or I myself get destroyed trying. Such pain when it repairs its systems too quickly. must take a different approch... that blasted whale of a ship. arggh!
BloodMasterLink 8 Aug, 2014 @ 7:13am 
My xenon I ship is not getting repaired nor does it have sheilds anymore.
Chakka 30 Jul, 2014 @ 9:14pm 
I cannot get an I or K to refuel
Bumelux 20 Jul, 2014 @ 10:33am 
Ok. Everything is fine. I didnt know that the turets work.^^ :)
Bumelux 19 Jul, 2014 @ 4:19am 
@Atrocious: Do you meen that all wapons can get repaired by my Engineer on my I xenon ship? Currently does have my I Xenon ship less than the normal (not Entered) Xenon I ship. Becaouse i belive they have some other wapons that i cant buy in our ship production in omicron lyrie or Albilon or Devries. And therefore they cant repaire that special wapons.
Maybe with welding laser Mod ^^ :D
A†rocious  [author] 19 Jul, 2014 @ 3:28am 
@Tommcen: Repairing turrets should be the same as with other ships.

@suvorin: Xenon I does not have shields in the vanilla game. I did not add them, because they were not the focus of this mod. Egosofft will add shields to Xenon I probably in the next update though.
Bumelux 19 Jul, 2014 @ 1:27am 
Great it really works. :) Thx for that great mod. But it would be fine if all turets could repered by my techniker on bord after entering^^ Because i have to destroyed all xenon wapons on that I ship. -.- But thx.
suvorin_66 11 Jul, 2014 @ 9:38am 
почему на ксеноне I нет щита?
dbushi 11 Jul, 2014 @ 2:27am 
Yippie kay-yay I just got my first I-type destroyer... I love this mod :)
Defektiv 7 Jul, 2014 @ 7:40pm 
I can understand why they wouldn't put them on. Afterall an AI ship would not have any use for docking ports or life support systems. Although it does seem like a shame they haven't added a way to still take them over. Maybe if they ever finish the game they can start polishing the corners a bit. They do have a history of having strong mod incorporation.
Dragonspirit 30 Jun, 2014 @ 6:10pm 
I agree with Scimitar101, that should been part of this game when it was released.
Dragonspirit 30 Jun, 2014 @ 6:09pm 
In X-3 wasn't one of the best Xenon ships called the Xenon T ship ? I havn't played X-3 in ages, but had captured and used those ships. I think it was like 6 or 7 turrets in all, possibly more ? I like the ship design better too then the ones I saw in the pics here.
j.jamo5 26 Jun, 2014 @ 5:51am 
:)
A†rocious  [author] 24 Jun, 2014 @ 1:03pm 
I just published update 1.02. See the notes above. It includes a fuel bay for the Xenon I. As before, ships have to respawn to add these features, so the ships you already have remain unchanged.
Chew Ass and Kick Bubblegum 24 Jun, 2014 @ 9:10am 
Egosoft REALLY has to include this to the game.
I mean, SERIOUSLY.
MYHORSEISAMAZING 21 Jun, 2014 @ 2:25pm 
Easiest boarding, expectin, maybe, freighters. Both I and K have lot of blind spots. If using heavy guided missiles u can stay at the "carapace" where no turrets, when killing engines, and jumpdrives have too low hp buffer to give turrets time to kill u if using shield mainterance drones. The only trouble is that u need high level marines, but if u play more than 2 hours, that problem disappears.

Sorry for sentences structure, eng isnt my native :D