X4: Foundations

X4: Foundations

Matrix #7 Sectors
29 Comments
Treybor  [author] 2 Jan, 2024 @ 11:10am 
@g_BonE it should work BUT I also dont know the full ramifications of adding/removing sectors, it's not something Ive sat and fully tested out outside of just adding the mod and loading a game, most of these sectors I just use on a new game
g_BonE 29 Dec, 2023 @ 2:38pm 
looks like the new sectors dont not get added to an already established save file where savage spur is owned by the player. unfortunate ;(
Jaeger 28 Oct, 2023 @ 8:27am 
Ah I think I get it. Enjoying all the extra xenon sector mods thanks.
Almost feels like they are a real threat to thr galaxy now
Treybor  [author] 27 Oct, 2023 @ 12:20am 
@Jaeger its a one way, so they jump through and need to go all the way through commonwealth space to get back
Jaeger 27 Oct, 2023 @ 12:12am 
not sure what you mean by savage spur being a death sentence considering they own that sector . i can see how this helps the xenon by giving them 2 more sectors but failing to see how it helps with routing or etc unless you mean its giving them a closer asteroid field
Omega 6 Jul, 2023 @ 12:12pm 
Incompatible with X Universe + / as of 6.0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1780035703

Matrix 7 - Lost Colony
Atlar 11 Jun, 2023 @ 5:54am 
Perfect for playing Terran vs Xenon apocalypse, thank you!
Treybor  [author] 30 May, 2023 @ 1:32pm 
@Ajexa I've been testing this with my Xenon Jobs+ mod and Xenon regularly control Getsu Fune, pretty hard to find the right "balance", changing one thing can butterfly effect itself to the surrounding areas lol
Ajexa 30 May, 2023 @ 1:06pm 
kinda backfired on my old save, terran got them both so quick xD I need to make the xenon stronger somehow
Ajexa 30 May, 2023 @ 11:42am 
Another great mod, thnx!
EvilVictor 27 May, 2023 @ 8:22pm 
No worries, I mod a lot of games, just not this one. It's a lot to keep up with! Anyway, after playing some more it isn't bad for subsequent invasion attempts, it was just the first one that reached Savage Spur quicker than I could fly to the shipyard, refit, and then head out to meet up with them. Their second attempt worked pretty well actually, I was able to just hang out in #7A and wait for them which wasn't anywhere near as long as it normally takes.

Either way, I don't think spreading them out a bit will hurt anything and with your extra Xenon jobs it can still be an exciting trip, I had to fight off a few of your 1 I + 2 K groups.
Treybor  [author] 27 May, 2023 @ 4:05pm 
@EvilVictor I also appreciate the feedback since I'm only one person testing these haha
Treybor  [author] 27 May, 2023 @ 4:05pm 
@EvilVictor yeah I can take a look at moving the gate a little further away from the superhighway, that was my only real concern with adding this cluster was it puts the Yaki a little closer too the terrans
EvilVictor 27 May, 2023 @ 2:17pm 
The only suggestion I have for this otherwise really cool set of sectors is to increase the distance between the superhighways and gate in #7A. I would say something roughly equal to the distance used in #7B (I hope I don't have the names backwards). I noticed when playing on the Terran side they use that route for intervention commander during that particular mission and it gives them a pretty quick run into Savage Spur. The change to being able to do that instead of taking a slow tour of Argon space is awesome (especially with your new Argon sectors installed too) we just need a little more space in there for a little more chance to put some random Xenon stations in the way and slow them down a little. I had a hard time catching up to them after re-fitting Delilah's Swansong before they reached Savage Spur.

Other than that, it's perfect and I like the look and feel of both new sectors.
Ay Tone 26 May, 2023 @ 7:08pm 
Thanks. Great work on your mods, btw. I'm using most of them.
Treybor  [author] 26 May, 2023 @ 6:29pm 
@Ay Tone I think it would just work like normal but Xenon won't control it at the start, it would spawn in unclaimed, I just usually start new games when I add sectors
Ay Tone 26 May, 2023 @ 3:55pm 
What are the repercussions of using it on an existing save?
Treybor  [author] 26 May, 2023 @ 7:22am 
@Pitagora No they already have 2 wharfs/2 shipayards nearby, try Xenon Jobs+ for slightly stronger Xenon
Pitagora 26 May, 2023 @ 6:07am 
Did you add wharfs and shipyards too? I'm looking for mods to revive the machines in my game, they suck so bad even the teladis gave them a serious beating... :/
Zerox 25 May, 2023 @ 9:09pm 
Thx. I changed it. All in the hopes of making xenon stronger
Treybor  [author] 25 May, 2023 @ 4:46pm 
@Zerox also if you want to change gate positions you will need to edit zones and move the gate to a new zone, and then redirect to the new zone in galaxy, I probably won't do a compatibility patch bc I may or may not put a sector in that spot in the future
Treybor  [author] 25 May, 2023 @ 4:43pm 
@Zerox you can change the location of the sector on the map in maps/galaxy file, looks like this <position x="-90000000" y="0" z="51960000"/>, it will still have the same connections, just be on a different place on the map
Zerox 25 May, 2023 @ 2:19pm 
like south of savage spur. there is no mod adding sectors there
Zerox 25 May, 2023 @ 2:08pm 
Can we move this or make a patch top make it compatible with uncharted skies? if you dont feel like doing it plese point me in the right direction adn i will do it myself
coreydoody6n2 25 May, 2023 @ 11:37am 
This is a great mod, using it in my new start. :)
Treybor  [author] 25 May, 2023 @ 1:57am 
@The Mind Castle Awesome! Let me know how you like it! Always open too feedback
Inchronoth 24 May, 2023 @ 11:06am 
:)
The Mind Castle 24 May, 2023 @ 10:31am 
Wonderful! Will definitely use this on my next game.
ZeroBoogie 23 May, 2023 @ 7:34pm 
Thank you