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Flak turrets are terrible at killing fighters now though, better to use beams.
It is a shame however that Egosoft left the Xenon so outmatched in 7.50 that all it does it prevent them from being wiped out. This is not a criticism of the mod in any way and I look forward to playing it again when Egosoft get around to rebalancing the war.
1) Reduce the number of miners and battery traders at Xenon? There are too many of them for me.
2) Increase the number of K in each attack fleet?
I would appreciate a hint, because I don't understand modding the game.
Its going to be more of a time thing since they usually can get overwhelming in my own playthroughs once they start breaching the outer defenses of the commonwealth but that is like 20 hours in at a minimum.
They are just far too passive everywhere for the fleet resources they have. They have huge fleets in Emperor's VI and IV but they won'r redistribute to the front line. Idling again.... Must be something to do with the economy and the SE power ships. There are far more SE miners. I read that they like to build a defence outpost on the periphery of a sector (out of radar) before they invade it. Perhaps the lack of SE power ships is preventing building the defence station, too many ships destroyed?
Otherwise KUDA AI offers one really nice script that can massively help the Xenon and that forces ships to be built at the closest wharf/shipyard. I will have to talk to Deadair and see if he would let me export that particular script into this mod or something, since KUDA itself can be pretty CPU intensive with all those other options running.
Becaus they add some new Xenon ships
are you able to make a mod that add the Kha Destroyer to defend Hive sectors?