Recommend a mod to put Xenon back to before the nerf please

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Malchar
Posts: 395
Joined: Wed, 7. Apr 21, 00:56
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Re: Recommend a mod to put Xenon back to before the nerf please

Post by Malchar » Thu, 7. Oct 21, 10:10

https://steamcommunity.com/sharedfiles/ ... 2621615560

Finally released. One more day of testing and I would vomit. It is a moderate version, even I feel it could be a bit harder the v3.xx situation which was the target.

Like said in the description, at the 3.xx xenons favorite targets were trade stations (hatikvah Hewa and Zura IV). Main target seems now to be shipyards, especially at Argon prime and Profit alpha center.

Like I added a squadron at asteroid belt to prevent a possible terrans early collapse, I have add a patrol fleet at Argon prime. However Behemoths are what they are, even if I took care about their shields and weapons options.

I hope It will be satisfying for most peoples, at least those who are unconfortable with Xenons apathy since the V4.0.

If I have something else to hope, it would be egosoft make this mod obsolete at the next version.

Mistle
Posts: 137
Joined: Thu, 27. May 21, 09:16

Re: Recommend a mod to put Xenon back to before the nerf please

Post by Mistle » Thu, 7. Oct 21, 12:57

Thanks a lot Malchar, for sure you put a lot of work to finnish it. :)
I don't use mods , play only vanilla game, but this mode will be first which I will install. 8)

Mistle
Posts: 137
Joined: Thu, 27. May 21, 09:16

Re: Recommend a mod to put Xenon back to before the nerf please

Post by Mistle » Thu, 7. Oct 21, 18:35

Just one question. :gruebel:
If Xenon is mostly eradicated from my plot any chance that this mod bring Xenon back or should I use another plot where they still exist ?

SirConnery
Posts: 284
Joined: Mon, 10. Dec 18, 07:26

Re: Recommend a mod to put Xenon back to before the nerf please

Post by SirConnery » Thu, 7. Oct 21, 19:26

Malchar wrote:
Thu, 7. Oct 21, 10:10
https://steamcommunity.com/sharedfiles/ ... 2621615560

Finally released. One more day of testing and I would vomit. It is a moderate version, even I feel it could be a bit harder the v3.xx situation which was the target.
Nice. Will definitely be starting a new game with this once a VRO compatible version is released. I'm hoping that's the case?

Malchar
Posts: 395
Joined: Wed, 7. Apr 21, 00:56
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Re: Recommend a mod to put Xenon back to before the nerf please

Post by Malchar » Thu, 7. Oct 21, 19:47

I not too sure. VRO author have sometime be even more severe than egosoft on parameters and stats that led to xenons apathy.
What I want to say is a xenon rebirth for vro, would not be a simple addition vro compatible. I would have to go directly against VRO files, and sometime in the opposite direction. I feel it as an unhealthy situation.

Mistle wrote:
Thu, 7. Oct 21, 18:35
Just one question. :gruebel:
If Xenon is mostly eradicated from my plot any chance that this mod bring Xenon back or should I use another plot where they still exist ?
Most obvious answer is the second one. It may depend what is remaining to xenon of their original seven fiefs. Xenon have not the solidarity feeling to help a defeat fiefs to recover his territory.
You can try anyway, one tour actual plot, I have no reason to think it would cause troubles.
Last edited by Malchar on Thu, 7. Oct 21, 19:58, edited 1 time in total.

SirConnery
Posts: 284
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Re: Recommend a mod to put Xenon back to before the nerf please

Post by SirConnery » Thu, 7. Oct 21, 19:57

Malchar wrote:
Thu, 7. Oct 21, 19:47
What I want to say is a xenon rebirth for vro, would not be a simple addition vro compatible. I would have to go directly against VRO files, and sometime in the opposite direction. I feel it as an unhealthy situation.
I don't know if most X4 players use VRO but at least most people posting on these forums seem to. And it definitely improves on the base game imo. For that reason I hope it can be made compatible.

Maybe if you just add even more patrols etc. for a VRO compatible version? No need to change ships stats.

debstar2610
Posts: 142
Joined: Fri, 29. Nov 13, 18:43
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Re: Recommend a mod to put Xenon back to before the nerf please

Post by debstar2610 » Mon, 11. Oct 21, 15:31

Hi
I m using this mod.

But actually, there are at least two TER Asgards in my game.
I docked scout ships on them and they kill everything on the universe lol.

Maybe to make the mod work better. We need to remove Asgards...

Or does someone know how to remove them definetely?

Jaskan
Posts: 192
Joined: Fri, 31. Jan 20, 10:42

Re: Recommend a mod to put Xenon back to before the nerf please

Post by Jaskan » Tue, 12. Oct 21, 23:00

I find an easy way to increase Xenon power is to use Ossian Raider mod.
Then in your save file, set Xenon and Ossian Raider as allies.

With Ossian Raider mod, you can control the difficulty in game by going to Terran trader sector station to update how hard Ossian raider is.

I also have Yak and Khak, Xenon and Ossian raider as allies , set this in save file.

If thats not enough you can also set avarice and aggressiveness of factions in save file.

Also am using FOCW to set Xenon difficulty.

its early days, but looks good so far

Mistle
Posts: 137
Joined: Thu, 27. May 21, 09:16

Re: Recommend a mod to put Xenon back to before the nerf please

Post by Mistle » Wed, 13. Oct 21, 10:33

Jaskan wrote:
Tue, 12. Oct 21, 23:00
I find an easy way to increase Xenon power is to use Ossian Raider mod.
Then in your save file, set Xenon and Ossian Raider as allies.

With Ossian Raider mod, you can control the difficulty in game by going to Terran trader sector station to update how hard Ossian raider is.
Thanks for pointing to this mod.
Trying "Xenon Rebirth" at the moment but after reading about Ossian Raider want to try it together.
Just one question , should I change save game if in mod description I saw :
- flagships mk1: invasions of Xenon R and Ossian Raider flagships - you should have some capital ships
- flagships mk3: invasions of Xenon R and Ossian Raider flagships - you should have many capital ships
Does activating it at NPC mod already activate Xenon invasion ?

Malchar
Posts: 395
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Re: Recommend a mod to put Xenon back to before the nerf please

Post by Malchar » Wed, 13. Oct 21, 15:59

Jaskan wrote:
Tue, 12. Oct 21, 23:00

I also have Yak and Khak, Xenon and Ossian raider as allies , set this in save file.

Chicken :P

Jaskan
Posts: 192
Joined: Fri, 31. Jan 20, 10:42

Re: Recommend a mod to put Xenon back to before the nerf please

Post by Jaskan » Wed, 13. Oct 21, 16:37

Mistle wrote:
Wed, 13. Oct 21, 10:33
Jaskan wrote:
Tue, 12. Oct 21, 23:00
I find an easy way to increase Xenon power is to use Ossian Raider mod.
Then in your save file, set Xenon and Ossian Raider as allies.

With Ossian Raider mod, you can control the difficulty in game by going to Terran trader sector station to update how hard Ossian raider is.
Thanks for pointing to this mod.
Trying "Xenon Rebirth" at the moment but after reading about Ossian Raider want to try it together.
Just one question , should I change save game if in mod description I saw :
- flagships mk1: invasions of Xenon R and Ossian Raider flagships - you should have some capital ships
- flagships mk3: invasions of Xenon R and Ossian Raider flagships - you should have many capital ships
Does activating it at NPC mod already activate Xenon invasion ?
What mod description did you see that line in , looks like something i could find useful. Cause as far as i know Ossian raider mod knows nothing about xenon.
These settings you mention are they in Xenon rebirth, cause i have never used xenon rebirth.

For Ossian raider you only set difficulty of Ossian raider at NPc station, not xenon alliance.

To make xenon and ossian raider allies

you need to create save file that can be edited by going into X4 settings to disable save file compression.

Then open save file in something like visual studio and search for this line using the ctrl f <faction id="ossianraider
in that area is whre you need to set Ossian raider xenon relations to a number between 0 and 1. negative numbers is for enemies max -1.
I have it set to 0.8.

And you have to set the same for xenon at <faction id="xenon">.

When your game starts Xenon and Ossian will be allies.


And it might be worth your while getting dynamic wars mod, this allows you to set the relationship between factions including ossian raider.
Howver you need to remove the locked relations of ossian raider in save file. Some factions have lock on thier relations, it looks like this in save file
<relations locked="1">, change to <relations>.


At time you may find you want to help xenon without increasing the power of Ossian raider, thats when i use the cheat menu to add supplies to xenon Ship yards, but i dont like to help npc build small ships, just causes mire fps loss, so i help shipyards more than waf.

As last resort i use cheat menu to add ships for factions at a specific location, example i add ships for xenon at gates if they loosing too much. and i dont want to increase ossian raider power.

With Ossian Raider, Cheat menu , and Dynamic wars, you got a lot of control on game difficulty and dynamics of faction relations.


If you really want xenon to be most powerful become xenon allie , so that you can build them Shipyards with a very large amount of storage, then set that storage to full
using cheat menu, and xenon will be rolling out ships forver taking sectors, and when you want to slow them down just stop adding to thier storage.
The reason am not too kin on this method is cause being Xenon allie means i need more complex trade restrictions to separate trade with xenon from trade with other factions , and also fire overrides on ships etc. That's why i try to help the enemy factions without actually becoming an allie.

Mistle
Posts: 137
Joined: Thu, 27. May 21, 09:16

Re: Recommend a mod to put Xenon back to before the nerf please

Post by Mistle » Wed, 13. Oct 21, 20:36

Thanks for explaining everything in details.
The description which I found about Ossian Raiders was here https://www.nexusmods.com/x4foundations/mods/311
This is why I thought that changing save file won't be necessary, but for sure I'm not an expert from mods, playing vanilla game :)

Malchar
Posts: 395
Joined: Wed, 7. Apr 21, 00:56
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Re: Recommend a mod to put Xenon back to before the nerf please

Post by Malchar » Wed, 13. Oct 21, 22:10

Afaik it is a VRO + ROR, I played in summer 2020. Of course both raiders and xenons were mey ennemies.

https://steamuserimages-a.akamaihd.net/ ... rbox=false

Regulary raiders launch an attack, a purge on a sector, devastating on the way all sectors they cross. Day 2 they sacked my main base. I moved the remnant of my possessions in the free families sector and rebuilded.

Xenon acted as opportunist predators, conquering hopeless sectors after the passage of the raiders.

Raiders targets are random. With time, often it fall on a xenons sectors of course.

Game was harder in 3.xx because L and XL ships had to slowly pass throught gate one by one. Like Raiders home world was severly guarded, battleships you sent there where simply cut in pieces before the second battleship arrive ect ...

There is, for my game style, few interest to play ROR, with ROR as friend.
In my opinion there is also few interest to see xenons stronger if it is to side with them.

However the goal of a game is to have fun, and if peoples find their way in the game like that. I can only say go go go.

Jaskan
Posts: 192
Joined: Fri, 31. Jan 20, 10:42

Re: Recommend a mod to put Xenon back to before the nerf please

Post by Jaskan » Thu, 14. Oct 21, 15:04

Mistle wrote:
Wed, 13. Oct 21, 20:36
Thanks for explaining everything in details.
The description which I found about Ossian Raiders was here https://www.nexusmods.com/x4foundations/mods/311
This is why I thought that changing save file won't be necessary, but for sure I'm not an expert from mods, playing vanilla game :)
Will do you a great deal of good to use steam as your first choice for mod, its far easier to manage. Ossian radar is on steam workshop.
As your extensions folder gets bloated having mods on steam works out better for maintenance, example you get automatic updates to mods.

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