X4: Foundations

X4: Foundations

Deep Space Terraformer Fleet Spawn
44 Comments
pixelsafoison 4 May @ 3:42pm 
On an existing save (very late into the game - clean, no mod) this doesn't work. What happens is that these ships get built, then they proceed to either float around or mine and then jetison their cargo (tons or ore and such just thrown out)

Is it because the stations already exist and therefore do not have an L dock? I do not know, but either way, I gave them the best case scenario: all faction shipyards and wharves (is this even the right word?) hacked and .... They just seem to waste their "ore allowance" by throwing it into space.

I really get the idea, and I'm fully behind it. I mean, it's the freaking xenon, machines, a hive mind. But currently it just doesn't work with a clean save.

I'd intervene and send overwhelming power to all shipyards to force them to build new ones, but I fear that I'd just doom them.

Amazing concept nonetheless - thanks for taking the time
Cadvan 13 Mar @ 5:21am 
The H needs support for Mining Drones please.
Even if it has mining drones on board, it cannot use them.
MajorityOfTheInternet 9 Mar @ 11:16pm 
If you destroy all Xenon stations in their system and make the system unclaimed, they don't spawn any ships right?
EBI  [author] 1 Mar @ 11:41pm 
Thanks for your comments. I've been away from X4 for a while, so I'm a little overwhelmed by the amount of comments when I come back.
I adjusted the number of H. I didn't reduce the number drastically, but I think it's about two-thirds. I hope this will make the H less annoying...
Hexagoros 24 Feb @ 8:12am 
Love this mod. Xenon need all the help they can get honestly.
err0r 23 Feb @ 3:27pm 
The mod is nice but it's should be tweaked. By default it spawns too many groups of H so they're smashing everything.

Maybe you want to make a submod? The idea of ​​letting B to mine is nice, but the endless spawning of enemy ships can be annoying.
fdgod 29 Jan @ 3:56am 
нужно решение с балансом,меня атаковали и когда я прилетел туда то увидел что из врат сразу появилось 15-20 кораблей H's, как только уничтожил их сразу еще 10 пришло:steamsad:
Carrier 27 Jan @ 10:19am 
Why increase the H drone capacity?
Deep Fried 14 Jan @ 10:04pm 
mod is great but im pretty sure xenon build additional H's, there is probably well over 150-200+ H's in my game. I love how the xenon are now an inevitability instead of a minor annoyance
Boshty 14 Jan @ 2:55pm 
part 2

plus xenon have been scaled up to insane, but it doesnt matter, because everyone is an easily provoked madman even they arn't managing to just take over because everyone else is such a powerhouse too.

and theres mods on so if one faction ever gets super weak and failing, it gets massive economy buffs and even fleet reinforcements to get back into the fight and retake some territory.

ive got roaming fleets and the pirate factions are all buffed out the ass too. scale plate is an absolute menace right now. they even smashed a xenon force to bits before continuing to wreck a teladi system.

i cant wait to see what absolute madness adding your mod to my clusterfuck is going to cause..... but... FOR SCIENCE!!!! "Teladi voice in the back: and profits" *activates mod*
Boshty 14 Jan @ 2:55pm 
part 1:

only the Teladi have no enemies.... my god i forgot all about vanilla behaviours. I've been playing with like 30 to 40% of the mod workshop installed for so long i forgot what a normal game is like.

currently argon, taladi, scale plate are in a 3 way deathbattle and the boron are simultaneously deep up xenon's arse and kicking the terrans home system in its teeth.

ive got every 'jobs' mod installed along with all economy buff mods lmao. ive got station modules build in 1 min each, and all factions have a desire to build 1 more station than normal, plus they all start with an extra shipyard each.

plus xenon have been scaled up to insane, but it doesnt matter, because everyone is an easily provoked madman even they arn't managing to just take over because everyone else is such a powerhouse too.
Ram 12 Jan @ 7:00am 
@EBI
God.cfg is actually god.xml found in /libraries/god.xml. But, Snork is wrong. God is for stations. Jobs.xml in the same directory is for fleets, which I assume you are already using.
technonine 11 Jan @ 3:30pm 
Can confirm, can drop this mod in the middle of a savegame. Its great fun having more H to shoot. The spawning really boosts the health of the xenon economy, but it does kinda feel like pest extermination at some point. :)
Wisp 7 Jan @ 9:07am 
Is this save-game compatible? As in can I use this in an already-ongoing game or nah?
Regal Rabbit 6 Jan @ 1:40pm 
I started a fresh save with this mod, it spices things up a bit I think I like it. The Xenon seem more active and less likely to collapse later on. I'll chime in a few days if something unexpected happens.

Thanks mate!
nnn3323 4 Jan @ 11:42pm 
Hi, interesting mod, it would be nice to limit the life time of spawning ships and set their existence time for example one hour, so as not to disturb the game balance and not to flood the xenon sectors with an excessive number of combat ships, but if this is not possible, then reduce the number of combat ships and dilute them with ordinary mining-transport ships
EBI  [author] 4 Jan @ 6:47pm 
@Black Heaven
Thank you.
If necessary, you can also combine this with your favorite Xenon buffs!
As Snork mentioned, this is more of an economic boost mod, and the combat buffs to Xenon are minimal...
I hope your universe is well.
EBI  [author] 4 Jan @ 6:40pm 
@Snork
And the exact answer to the question is that I didn't know about god.cfg in the first place, and even now that I know about it, I feel it's impossible.
If you don't mind, could you please tell me the location and path of god.cfg? I haven't found it yet.
Thank you for your comment.
EBI  [author] 4 Jan @ 6:40pm 
@Snork
And thank you for letting me know about god.cfg.
To be honest, when I saw your comment, I looked for the location of god.cfg in my environment, but I couldn't find it, and it didn't come up in an internet search, so I didn't know what to do.

As a result, I felt like I couldn't do anything about your questions and ideas.
So in my previous response, I was trying to convey the following:
I didn't know about god.cfg.
The original idea for this mod.
If you feel like it, please feel free to make your own mod with your own ideas, and please feel free to use my mod and make it public.
Needless to say, I failed to put it into words properly.
EBI  [author] 4 Jan @ 6:39pm 
@Snork
Thanks for your response.
I'm sorry about my previous response...

I didn't mean to take your comment as criticism or aggression...
Now that I see my response to it, it seems like I've made an aggressive rebuttal.
I'm sorry.
Snork 4 Jan @ 2:08pm 
Also I like your idea regarding terraformers, I just read this as a Xenon economy boost mod that was meant to fix them, not make them stronger than intended
Snork 4 Jan @ 2:06pm 
And this way it becomes much more simple ratio wise. You just order them to build Ks all day long and with every large military fleet they build, they also are increasing their income -- becoming the terror of the galaxy AI super fleet they're meant to be.

So it'd be an ideal place to go to employ your solution. I get what it's good for, but it just seems to me you're solving a problem that's worth solving and if you could do so without "cheating", it'd bea dream mod for me.

Thank you again for your response, though and I appreciate your work
Snork 4 Jan @ 2:06pm 
god.cfg is what tells each race/faction how many ships of which types they should have built at any given time the ratios, and which should take priority. Also it determines what composition their squadrons and patrols should have. So you could cheapen their construction prices, give them more mining vessels etc One thing I think would work for Xenon specifically is to modify their largest capital ships to also be mining vessels. Seems to me what xenon would do anyway.
Snork 4 Jan @ 2:06pm 
I'm just now reading your responses, but I wanted to make it as clear as possible that I did not intend any hate or even criticism.

I was just curious if you found the one method unworkable.
Black Heaven 4 Jan @ 6:33am 
Hello! I discovered your mods today and whant to say a huge thanks for all your work. You're right - x4 universe is fragile. I can't even count how much i started and leaved that game because of that. And with your mods i guess i ll give a new try for that game.
Thanks a lot and wish you all the best!
EBI  [author] 2 Jan @ 11:45pm 
I personally think that mod creators modify, add to, and tinker with copyrighted material owned by game companies.
It feels weird to see people claim that they can't stand when other users modify or patch their mods.
It's not that I don't respect those (double standards) claims, and I'm not telling them to change, but I just don't intend to make those claims about my own mods.
If you want to change them, feel free to do so.
EBI  [author] 2 Jan @ 11:45pm 
If you don't like the dependency on spawns, you can easily delete it, and you are free to create and publish such patches or mods that copy parts of the contents of this mod.
In other words, you are basically free to look at the contents of my mods, modify them, use them as reference, remake them, and publish them on Workshop or Nexus.
However, I am not responsible for any mod conflicts that arise if the next creator does not have basic knowledge or creates a copy mod without changing the ID.
Well, I think the X4 workshop prohibited the publication of mods that you did not create yourself, so keep that rule in mind.
Creating a patch is probably the least likely to cause problems.
EBI  [author] 2 Jan @ 11:44pm 
@Snork

This mod is intended to be used by those who want to fill holes that other Xenon strengthening mods cannot fill.

In other words, it adds roles to terraformer ships, strengthens them and increases their numbers, prevents Xenon extinction through spawning, and can support the construction of fleets of other mods when used at the same time as other Xenon strengthening mods.

I don't think the current number of H classes in this mod is wrong.
Xenon has a simple construction method, but it also builds a large fleet and consumes a large amount of shipyard materials.
In a test that lasted more than 10 hours with this mod and other Xenon fleet enhancement mods added (not many people use only this mod), the materials in the Xenon shipyard were basically low, and the materials were used immediately when they were replenished by the fleet of this mod.
EBI  [author] 2 Jan @ 11:44pm 
@Snork
This is the first time I've heard about god.cfg.

I wonder if I don't know enough.

The translation doesn't work well, so I may not be able to correctly understand the meaning of the comment. This is my response based on that.

Increasing K with this mod was not an option from the beginning. This mod focuses only on terraformer ships.

There are many, many other excellent mods by other authors that increase K and I classes, or focus on strengthening Xenon as a whole.

There is no need to do the same thing as them because the effects overlap. If necessary, you can use other mods at the same time.
EBI  [author] 2 Jan @ 11:23pm 
@Eadgar
Matrix #101 is different from other Xenon sectors because the developers have disabled fleet spawning and jobs. There are a few sectors in vanilla like this that AI factions can't utilize.
Snork 2 Jan @ 1:14pm 
Just out of curiosity, have you even just gameplanned out a god.cfg makeover/addition that does exactly what your mod does but without relying entirely on spawning large fleets from nothing?

I mean, xenon already only requires a single basic material to build ships, right? Having them make every military fleet consist of a 200-300% K increase and perhaps a minimum of 4 large transports on the supply mission.
Eadgar 30 Dec, 2024 @ 4:49am 
Ok I now see that an H mining ship spawned there, will monitor their development.
Eadgar 30 Dec, 2024 @ 4:07am 
Will the fleets spawn in Matrix #101? I eradicated the Xenon in my game and then the last patch added that sector so I hoped they would be able to come back, but they are stagnating there. The fleet is not spawning and they're not able to get any resources.
EBI  [author] 29 Dec, 2024 @ 9:58am 
Honestly, I'd really like Egosoft to make a sector blacklist for NPC factions. All NPC factions with a lot of adjacent hostile sectors lose a lot of expensive, slow-to-build ships and cargo that they wouldn't have had to lose crossing the hostile faction's sector unprotected.

I tried, but unfortunately there's no player-created mod that adds a faction blacklist.

This mod is a sort of compromise.
EBI  [author] 29 Dec, 2024 @ 9:58am 
And in order to make those hundreds of useless stations actually useful to a faction, it's my opinion that there needs to be a certain number, if not all, of trading and mining ships in the universe that don't bring any disadvantages to the faction.
I think that the trading and mining ships that run the economy in vanilla lose far more materials with their own deaths than the materials a single ship brings to a shipyard in its lifetime.
EBI  [author] 29 Dec, 2024 @ 9:58am 
Soon the universe will be filled with useless stations. Despite this, faction shipyards will stop building ships due to lack of materials, and the universe will be in a state of many stations and few ships.
Now, factions with few enemies and conserving their ships will start to crush factions without encountering resistance fleets.
Eventually, even useless stations will be gone, the universe will lose its enemies and become peaceful. I think this is the death of the universe, the death of the game.
This caused me to no longer play my most played vanilla save.
EBI  [author] 29 Dec, 2024 @ 9:57am 
Thank you. Yes. Sorry for the long post.
This may seem weird to say while posting about mods, but I loved vanilla and it was the save data I played the most.

Unless the player intervenes in the economy, I think overpopulation is only in the early stages. In save data from time, Terran, Teladi, Paranid, etc. may maintain fleets. These have in common that they have limited hostile borders or few opponents to begin with.
Argon is also doing fairly well until it sparks a Terran conflict.
A universe where only these factions survive is practically dying in my opinion.
G.A. 29 Dec, 2024 @ 8:34am 
Personally, I think that the current X4 universe is too "overpopulated". Factions are building hundreds of useless - inefficient stations. Without external modifications, everything gradually stops working. Miners get clogged with something that is in excess or fly to mine somewhere far away in the hope of a higher yield, while they have everything under their noses in their home sector. Khaks practically makes full-fledged deployment of M miners impossible. Traders are unable to effectively use their cargo space, etc.etc. It seems to me that EGOSOFT has enough disorder and chaos in that X universe.
EBI  [author] 27 Dec, 2024 @ 4:25am 
@Hliey
Thank you. I'm glad to hear that.
I hope you enjoy it...
I'm currently adjusting the balance between mining fleets and energy transport fleets.
Energy transport is going well, but it's going so well that the ore supply tends to not keep up, and in addition, there is a slight bias in fleet spawns, and some xenon sectors may not have a support fleet, so we're going to reduce the transport fleets slightly and increase the mining fleets instead, and reduce the number of ships per sector to cover a wider range of sectors.
Testing will probably be over soon and the MOD will be updated.
「Hliey」 27 Dec, 2024 @ 3:42am 
Very interesting way to help the Xenon. Great and interesting mod, look forward to trying it sometime soon!
EBI  [author] 26 Dec, 2024 @ 10:36pm 
Update Report
Fixed damage on H-class turrets, bringing area damage back closer to vanilla values.
EBI  [author] 26 Dec, 2024 @ 9:31pm 
Use in conjunction with other general faction strengthening mods as needed.
Specifically, I have created and balanced this mod with the assumption that it will be used in conjunction with the following sister mods.
Recommended, but not required.
Faction Support Fleet Spawn by Inhabited Planets
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3387895786

In my environment, I can play at 60 FPS and about 20-40 FPS during battles with a list of 100+ mods, including almost all of the mods in my own mod collection and dozens of mods by other authors, but it may not be possible to run it in the same way in all environments, so it may be a good idea to test it a little before starting long-term play.
EBI  [author] 26 Dec, 2024 @ 9:31pm 
The terraformer fleets have been renamed to reflect their roles.
Previously, they all had the same name.
Also, fixed an issue where the H-class was only transporting an extremely small amount of energy cells.
Now, they are using their full cargo capacity and are serving as large power distribution ships for Xenon.
Also added the H-class as a large station trader for the Xenon shipyards.

These changes should significantly improve Xenon's energy cell shortage, allowing energy transport to finally keep up with the mineral supply of the mining fleets enhanced by this mod.
This will make the Xenon shipyards much more active than vanilla, and will provide enough manpower for the vanilla Xenon main fleet jobs, potentially allowing Xenon to overwhelm other faction lifeforms.
EBI  [author] 26 Dec, 2024 @ 1:26pm 
H-class and B-class armaments now get a significant damage bonus to destroying asteroids. Storage is now closer to that of regular transports and mining ships. Unfortunately, the area damage of the H-class seismic charge turrets has been reduced to as low as possible, as they would instantly destroy any mining drones launched during mining operations. There is no change to the direct hit damage or range.