X4: Foundations

X4: Foundations

Xenon Jobs+ 7.0
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!
Fixit 24 Mar @ 12:46pm 
This is such an awesome mod and I love everything it does :steamthumbsup:

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.
Neikotori 18 Mar @ 4:04pm 
Hi. What lines in "jobs.xml" should I change to:
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.
BlackAdder 15 Mar @ 7:34pm 
Thanks for this - X4 is one of my favorite games to come back to, and I've been giving it my first go. Unfortunately, I'm about 24 hours in, and the only Xenon threat indications I've seen so far are the defense station lost in Hatikvah's choice and Getsu Fune turning red. My favorite vanilla playthroughs were as a Split trying to push back against the fall of the Patriarchy (Family Zhin went dark after about 6 hours) and as an Argon trying to save the network after Argon Prime and Hatikvah weere wiped out a day in - causing trade in the center of the network to collapse.But either the number of jobs isn't enough to keep up with all the territory added in the expansions or the different factions have upped their defense game. So I'm hoping to see a little more of the threat kick in soon ;)
ForThebreast 8 Mar @ 3:28am 
I found xenon every place,argon defense station is fine,but shipyard destroyed
Treybor  [author] 21 Feb @ 11:35am 
@Moessus yeah this will always work unless they ever redo how jobs are created
Johnny 21 Feb @ 8:36am 
Works fine on both beta and release of 7.5, tested with and without VRO
finiki69cm 21 Feb @ 6:00am 
Second this, anyone tested on 7.5?
Moessus 21 Feb @ 5:59am 
Does this work with the 7.5 release?
JRock 2 Feb @ 8:55am 
The triple I and triple H fleet are nuts if they get into the highway ring early game. My games economy is really starting to stall out now. No more Arg shipyard or wharf. Playing on the new beta build seems like nobody can deal with them at all. Friendly AI doesn't stand a chance. Only time their capitals die is if they suicide themselves on certain stations
Ziodyne967 2 Feb @ 1:03am 
@Treybor Maybe I just gotta play the game more then? Cuz as it stands in my playthrough, they've been beat back to only one known sector. And they don't even have a Wharf. Do xenon even spawn back in if they are wiped out?
Treybor  [author] 22 Jan @ 5:09am 
@Ziodyne967 Idk, most common complaint is that they are too hard in this mod, but for every major xenon fleet that goes down, it takes over several hours to replace some of the larger fleets since in vanilla they can only build 2 L/XL ships at a time and those have particularly long construction times, I think an I alone takes about 20+ minutes for one to be built

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.
Ziodyne967 21 Jan @ 7:33pm 
I thought that the enemies would be a lot more aggressive, but in my new playthrough, they're just not there. Even found some spaces that used to be under Xenon control to instead be a part of another faction I don't interact with much. Maybe it's just too soon in my playthrough to say, just thought there'd be more action involved as opposed to my vanilla playthrough.
Treybor  [author] 28 Dec, 2024 @ 10:57am 
@Luenaris yes
Luenaris 28 Dec, 2024 @ 4:40am 
Does it work with VRO?
Bolshy 23 Dec, 2024 @ 10:56am 
They are still alive and well in 17 sectors, I made sure of it. Emperors, Litany, I gave them Savage II back and pulled out of Getsu because I wanted them to kick the Terrans in the stones. They have Wretched Skies sectors (I engineered that), Tharka's, Atiya's, the Matrixes.....and more.

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?
Treybor  [author] 23 Dec, 2024 @ 10:10am 
@Bolshy if its the last xenon sector, its entirely possible for them to just be defensive fleets. they normally spread out amongst the sectors but if they get knocked down to one then they will just defend the only sector they can be assigned too
Bolshy 23 Dec, 2024 @ 9:44am 
Thanks for the quick reply. There are very few ships moving into Company Regard, mainly small fighter groups of 5 or less. Since I posted last, a couple of Vs and 2 Ks went in, but were soon destroyed by well defended original Teladi factory stations. I've often wondered if some kind of trigger is required. I fast travelled into Scale Plate (at great personal risk) and killed a few Xenon, then escaped. Still nothing. It's almost as though the wrong AI ship is being built as in Sector Patrol Xenon rather than Raiders, but naming them as Raiding Party. I don't know if it's possible to write an algorithm that forces them to move when time =3 hours and Xenon forces = greater than 15XL and 300 s/m in one sector? I'm not a modder but if I can help with feedback to improve your work, let me know.
Treybor  [author] 23 Dec, 2024 @ 7:33am 
@Bolshy I havent seen Xenon warships get idle. I think they mentioned something in the 7.5 beta fixes about ships going idle, I have had a vanilla bug once where the entire universe essentially went idle and no ships moved anymore and I just had to reload an older save but that was a few patches ago. I know the S miners/traders can get stuck at xenon wharfs/shipyards bc there is a collision issue with the docks that I think 7.5 addresses.

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.
Bolshy 23 Dec, 2024 @ 7:02am 
Nice work, btw. I've invested over 1000 hours in this game and have a current game several days in. I've saved the Antigone and Xenon from annihilation before adding mods. Having used several of your mods, and investing another 50 hours or so, the Xenon still didn't seem aggressive enough, although my faction economies have recovered and they are fighting each other. The main reason for my post is that I now have a very large concentration of Xenon in both Scale Plate Sectors that remain idle. There are upwards of 30 XL ships and around 500 M/S plus a smattering of H. I have too many xenon buffing mods running to work out which one (if any) could be the cause of this. It may purely be a seeding symptom. Would your Jobs Shuffle mod have any impact on these idle Xenon ships?
Lulu 5 Nov, 2024 @ 11:11pm 
None if you change the lite off for this one, but if you go back to lite, the ships in the new jobs will have to die to get to the old numbers. So it will not get easier immediately and it might not balance the right way the overall xenon forces, some sectors might stay stronger.
khirsch1187 5 Nov, 2024 @ 8:01pm 
Im currently trying Xenon Jobs Lite. I was wondering if there would be any issues down the line if I decide at one point to turn it off and switch to this one?
Treybor  [author] 14 Oct, 2024 @ 3:28pm 
@knightphantom420 Khaak operate completely different then the vanilla jobs system, I already touch some parts of the khaak in my spawn begone mod. But they just sort of operate on a "points" system where each mineral mined creates "points" then it generates khaak jobs based on the points from mining
Treybor  [author] 14 Oct, 2024 @ 3:24pm 
@UberQuicks in all my tests, they usually do poorly against HOP/TEL (near ianamus zura), but that is with all my mods. they always thrive against the split and with my sector mod they usually capture company regard and become a menace is that region of space, most people seem to also see the same pattern emerge, it can just take some time for the XEN to get going since ships do take REAL time to build, without my econ mod, an I takes like a full hour to build
UberQuicks 14 Oct, 2024 @ 11:08am 
The Xenon are basically completely dead at around 18h, prior playthrough completely dead at around 25h. This mod was enabled alongside your Econ and War Mod. Only returned to x4 a bit ago, but i recall xenon lasting way longer/fighting and killing factions. Not sure if its the mod or maybe timelines update.
knightphantom420 7 Oct, 2024 @ 8:53am 
have u considered making a mod like this for the Khaak?
Glanzschurke 20 Sep, 2024 @ 7:55am 
Dose this mod work with VRO and Reemergance?
Becaus they add some new Xenon ships
josh red Dragon 1 2 Sep, 2024 @ 7:57am 
I want to try the mod but I'm gonna try it when they actually fix the defence station force
josh red Dragon 1 2 Sep, 2024 @ 7:56am 
When is this month getting fixed for the damn defence station?:steamthumbsdown:
󠀡󠀡 3 Aug, 2024 @ 5:12pm 
does this conflict with the Xenon's threat mod?
hanz 2 Aug, 2024 @ 11:33pm 
what's the difference between this mod and your Xenon unlocked mod?
Treybor  [author] 27 Jul, 2024 @ 10:10am 
@N Only my economy mod touches Xenon build times and cost
N 27 Jul, 2024 @ 8:56am 
Dear Treybor, I wonder if your mod tweaks the build time or the build cost of Xenon ships?
ArtilleryWizard 23 Jul, 2024 @ 7:57pm 
im about to try this, it looks like it might be just what i need to make the enemys more frequent and challenging.
are you able to make a mod that add the Kha Destroyer to defend Hive sectors?
Lechrenski 9 Jul, 2024 @ 9:55am 
It appears that the problem was with Kuertee/DeadAir's AI tweaks. The Xenon trashed all their supply ships early on by trying to zerg-rush to every gate, even those at the far end of sectors they were trying to invade, and build defense stations. They never managed to recover from that near-total loss. Fortunately, that part of their mod can be disabled.
Lechrenski 8 Jul, 2024 @ 11:33pm 
Alright, I'll start a new game with fewer other mods and try again. Maybe something else I had installed was causing the Xenon to get borked somehow.
Treybor  [author] 8 Jul, 2024 @ 9:44pm 
@Lechrenski that is all in my new 30 hour save with my modlist, and I have also been proactively been fighting the Xenon and trying to stall them out so I can get factories up and running
Treybor  [author] 8 Jul, 2024 @ 9:42pm 
@Lechrenski using my extra sectors mod as well in my game and Xenon are very fierce, Company Regard has fallen, TEL trade station in hewas twin is destroyed and the sector is about to fall, the paranid in the split sectors have fallen, the split are barely hanging on with Xenon just running rampant although they havent lost a sector yet. Xenon did lose most of the south to HOP and Matrix #451 to TEL but the gains they have in other places have made up for those losses. So Idk what to tell you, if they were buffed any more then they would over run the galaxy. It's honestly just they gotta play it out, when they lose in one spot, they gain in another.
Lechrenski 8 Jul, 2024 @ 8:34pm 
I'm using this mod to try to make the Xenon harder, but they are still extremely passive, even 25+ hours into the game. I'd really like a mod that cranks the Xenon up to 11 and turns them into an existential threat that forces me to address them. Aside from your OOS turret mod (which I am also using), is there anything else you could suggest or something I could tune in the .cat file?
Treybor  [author] 30 Jun, 2024 @ 10:55am 
@waffles_and_pancakes this mod just adds jobs and calls tags such as "destroyer", "carrier", "frigate", so if a mod author inserts new ship with these tags, then they will also insert themselves into the jobs
Neikotori 30 Jun, 2024 @ 10:39am 
@Treybor Thanks. I'll test it with these mods, I hope it gets better.