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Also, would this make the AI too strong against Xenon Jobs? I like the current balance of power in my game, where the AI loses ground steadily unless you help them.
Thank you very much for your answer. However, I have a new question. I created many fleets with the "intervention" tag, intending for the Terrans to produce a large number of intervention fleets to attack other regions. In reality, though, the Terrans here still mainly construct more patrol fleets and only build very few intervention fleets, usually only one or two. Moreover, these intervention fleets often act like regular patrol fleets, patrolling within Terran territory rather than moving to other sectors.
Apart from that, if I want to add a new fleet, can I just follow the existing format and change only the job id=""
Even with giving them extra sectors/resources/economy with all my mods they still collapse, so giving them the extra ship buffer at least helps prop them up for a longer period of time
Won't necessarily cause any issues, the replaces I have set in place increase carrier fighterwings, job limits on TEM Carriers/CUB Carriers, ZYA Colonial patrols, and unbounding vanilla fleets to be able to be used across the galaxy instead of being bound to a singular system or place, VRO might do the same, it's been at least a year since I've gone through the code of VRO
Love to hear that the Economy and Jobs should work though, I feel like your mods make the galaxy feel alot more alive with way more ships. Do you think that the War Job Mods should work as well or did they change that around in 7.00?
Are they all going to be 7.00 compatible or do you not know yet?
https://www.nexusmods.com/x4foundations/mods/1084
It is easiest to just buff factions terrans/Xenon for threats since their economies are really simple and don't need like 40 different wares for shipbuilding
My Xenon Jobs mod can help keep the Xenon slightly more active against the player but if you roll up with 100 Asgards or something then they will still be trivial to fight against
im kind of looking for a good mod combo to give my faction the terran protectorates more of a challenge I want to be the hero of the faction turning the tide etc
Thanks again Treybor. Love your stuff. I gotta wonder if a resource area in scaleplate would just resolve it and they'd be fine
With my entire mod set, your looking at 10+ hours in and the empires will begin facing supply shortages/attrition which change the initial dynamics in favor of the Xenon (We can observe this with the Split in particular, they are very strong but no matter how many hull parts are being shipped to their shipyards it's impossible to keep up with their losses)
Also as the Xenon lose sectors it allows them to condense further and further making them a more and more potent threat