At first, this provides some entertainment, however it...never...ends.. What at first seems like an attempt to reclaim lost territory is soon a source of constant annoyance, and unrealistic, illogical, or INSANE behavior on the Xenon's part. For some this is exactly how a machine race should act, however for others, this seems like an illogical squandering of resources which should at least have -some- variation or strategy.
Basically the reason this happens is because the jobs file (which controls respawns) has Xenon spawn in one of the two Xenon shipyards, then fly back to the home sector. The culprit is !job.fight.rthr.attackallenemies, the script that all sector defense ships run after creation, which ends up calling a 'kill all enemies' script. But first, it moves the ship to it's home sector....without checking ownership.
So regardless of if you've claimed the sector with STO or IR or RRF, they still act like the sector is home, and fly their metal butts there. Since invaders tend to get slain by takeover scripts or vigilant players, this creates a never ending migration. For now I'm just nipping this in the bud and leaving things up to the RRF-IR-MBR-IX-WTF-ETC scripts to deal with reclaim efforts.
I have created two fixes for this problem. You only need to install -one-. Please see the pros/cons of each to decide. I prefer the mod and will likely develop that version further.
The script: al.plugin.anticongaline.xml
This is an AL script that checks, every 120 seconds, any Xenon ship under a 130 seconds old in the two Xenon shipyard sectors. IF it's command is to move to a player owned sector AND it's home sector is set to that sector, the ship is destroyed.
Pros:
Easy to turn on, off, or uninstall.
Does not require a mod.
Cons:
This may BREAK some mods or scripts that deal with Xenon and/or warfare. Untested with them, I do not use RRF / IR / MBR / etc.
It runs a loop on up to ~ 100 ships. I have optimized the loop but it is what it is. I have experienced no -noticable- performance impact, but this is inefficient and does use cpu cycles every 2 minutes. If your game is already bogged down, you may notice. This should probably be rewritten as a signal hook.
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The mod: noswarm-r1.spk
This overrides the default !job.fight.rthr.attackallenemies script but does not -overwrite- it. (Thanks ThisIsHarsh!). When it reaches the point where it's told to move to the home sector, it first checks that the ship is Xenon - which is basically the only extra work added for all the other races. Then, if the noswarm.enabled global isn't FALSE, AND the home sector is owned by the player, it skips past the 'fly home' bit.
Pros:
The proper way to handle the problem I believe, rather than monitoring spawns or sectors.
Very resource efficient, I imagine the cpu load caused by the robotic #CONGA.LINE is much greater than this fix.
The ship's original home is helpfully recorded on a local variable, for use in other scripts.
Cons:
This may BREAK some mods or scripts that deal with Xenon and/or warfare. Untested with them, I do not use RRF / IR / MBR / etc.
It's a mod. Version 2.6 will be out -really- soon, which means it may clobber this upon install, and that this may need updating. UNINSTALL before applying 2.6 patch, lest package manager get confused.
Also, the former inhabitants of your shiny new sector will stay in the shipyard sector. Lingering. Waiting. Going "DERP DERP DERP". For each non shipyard sector you conquer, 101 or 023 will have approximately: 5 N's, 7 M-LX's, and 4 Qs. If your plan is EXTERMINATUS, you will find that the two shipyard sectors become more fortified as you continue your invasion. For some, this may be a -good- thing, though the sector's defense might become -too- much to handle, with 16 respawns every 260 seconds, for every sector claimed XD.
This also means that uninstalling means not just removing the mod, but killing every last one of the bastards in 101/023, I think XD.
Script/Mod authors
The mod only does what is described above. If your scripts depend on Xenon swarming migration behavior, This can be turned off by setting the global 'noswarm.enabled' to FALSE, and destroying every ship in 023/101 with the local variable 'job.homesector'.
Todo
Trickmov informed me that one can move ships to the 'null' sector. This might be better than the entrenchment side effect.
(old OMGWTF post below)
It never ends, literally. I used STO to claim 472 and since then there's been what can best be described as a CONGA LINE OF ANGER leading from Xenon Sector 101 or core 023 to 472. There's a new Q every minute or so with COMMAND_MOVE_SECTOR flying from 101...thanks to Gazz's tractor beam it flys from 101 into an asteroid but that only works if I'm IS.
Does it end? What causes this? A stock script, a director file, a jobs entry? Is it possible to adjust?