So Xenon are purposefully weak and not meant to present any kind of challenge? In that case, is it possible to increase Xenon and Kha'ak expansion? I mean currently, they don't represent any real threat. On one side, we have an interesting AI in X4 that allows all factions expand equally fast, on the other hand - Xenon and Kha'ak, who supposed to be a major threat to the galaxy, are weak and nobody's worried about them. They supposed to have at least a few times more sectors, with more shipyards and more resources, supposed to sent more ships into neighboring sectors and just crawl and destroy things. They may of course wipe out all the factions in the end, but can't this be really balanced? This awesome finding and a patch may eventually help with faction wars, but then again, why Xenon and Kha'ak were made so weak? I increased Xenon and Kha'ak ships shields and hulls 2x times, and almost didn't feel the difference. They die slower now, but they simply don't act as conquerors. They don't make enough ships and they don't send enough ships to cause carnage and destruction. Will this mod help factions to learn how to defence themselves? How to make ships and send them against other factions or Xenon/Kha'ak when they come? So much mess...I(kzorn101 wrote: ↑Wed, 9. Jan 19, 08:31Yes, this should be no problem.They should hire you! Thank you!
p.s. will this fix work with FOCW?
The behavior of the Xenons is unchanged. They were the only ones who were not affected by the bug.p.s.2 What about Xenon? will thye try to capture sectors?
Xenos skips the "build claim station" subroutin for a simple reasen. They have no construction vessals. It's possible to give them the ability to build and capture sectors, but for the moment it would be to hard if they just can build from nowhere.
Faction Wars Hotfix
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 804
- Joined: Thu, 23. Oct 03, 01:39
Re: Faction Wars Hotfix
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."
-
- Posts: 804
- Joined: Thu, 23. Oct 03, 01:39
Re: Faction Wars Hotfix
Putting in this mod and running the game overnight on SETA. Whatever happens, happens. Saved the save, but at this point it doesn't really matter to me any more. Just want to try and help to find some resolution to all this war mess. 

“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."
-
- Posts: 661
- Joined: Wed, 6. Nov 02, 20:31
Re: Faction Wars Hotfix
The Xenon are partially weak because of bugs in their loadout handling and partially because Xenon taking over the universe when you're not looking isn't fun. If one of the relatable factions starts a mass takeover, the player can still play the game. If the Xenon take over too much, there aren't trade/mission/etc partners anymore.
Obviously, the Xenon can and should be better than they are, but to a certain extent they're supposed to be there to give the player a consistently available enemy to fight and seed in missions. Ideally they'd blow up a station or terrorize a trade lane now and then, but it's not really to the benefit of the game for them to take over significant area.
-
- Posts: 25
- Joined: Sun, 16. Dec 18, 11:33
Re: Faction Wars Hotfix
noticed that in FOCW mod. An invasion xenon fleet attacked teladi sectors and nearly killed 3 stations. Atm the factions can't handle that xenon fleet ( 1x xenon I and 6x xenon K ) I helped the teladi and paranid destroyer kill 2 xenon k which went away from their blob. But in general I always see one teladi destroyer after another attack that xenon fleet alone with the result of fast destruction. As this is a new game start for me, I can not interrupt those xenon with a M class ship.Mysterial wrote: ↑Mon, 21. Jan 19, 08:27The Xenon are partially weak because of bugs in their loadout handling and partially because Xenon taking over the universe when you're not looking isn't fun. If one of the relatable factions starts a mass takeover, the player can still play the game. If the Xenon take over too much, there aren't trade/mission/etc partners anymore.
Obviously, the Xenon can and should be better than they are, but to a certain extent they're supposed to be there to give the player a consistently available enemy to fight and seed in missions. Ideally they'd blow up a station or terrorize a trade lane now and then, but it's not really to the benefit of the game for them to take over significant area.
-
- Posts: 804
- Joined: Thu, 23. Oct 03, 01:39
Re: Faction Wars Hotfix
That's not very encouraging, I wish someone would figure out how to teach factions to build fleets and not throw the ships out to their death's. But I guess this gives an incentive to a player to intervene and help out. I like to have a threat in game, but it all has to be balanced, reaction - counter action. If there is a big Xenon fleet, it shouldn't be able to go through sector like a knife through butter without losses. THe Xenon fleet after destroying a couple of stations supposed to be 'weak' enough for TEL to at least thin it out and then completely destroy. But this part at least is easy to balance by adjusting shields and hull settings in a mod. At least BlackRain was able to script the logic in, to allow Xenon send some fleets into the faction sectors. Sounds like it's time to plug in FOCW, with some adjustments.amox wrote: ↑Mon, 21. Jan 19, 11:53noticed that in FOCW mod. An invasion xenon fleet attacked teladi sectors and nearly killed 3 stations. Atm the factions can't handle that xenon fleet ( 1x xenon I and 6x xenon K ) I helped the teladi and paranid destroyer kill 2 xenon k which went away from their blob. But in general I always see one teladi destroyer after another attack that xenon fleet alone with the result of fast destruction. As this is a new game start for me, I can not interrupt those xenon with a M class ship.Mysterial wrote: ↑Mon, 21. Jan 19, 08:27The Xenon are partially weak because of bugs in their loadout handling and partially because Xenon taking over the universe when you're not looking isn't fun. If one of the relatable factions starts a mass takeover, the player can still play the game. If the Xenon take over too much, there aren't trade/mission/etc partners anymore.
Obviously, the Xenon can and should be better than they are, but to a certain extent they're supposed to be there to give the player a consistently available enemy to fight and seed in missions. Ideally they'd blow up a station or terrorize a trade lane now and then, but it's not really to the benefit of the game for them to take over significant area.
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."
-
- Posts: 25
- Joined: Sun, 16. Dec 18, 11:33
Re: Faction Wars Hotfix
well it all depends on build up and development. I can not say that the big fleet came altogether. It was just that way I found it. Possible few K attacked the stations and by coincidence the invasion fleet arrived. So bad luck for teladi. I think, that it is very hard to balance such eventsreanor wrote: ↑Mon, 21. Jan 19, 20:12That's not very encouraging, I wish someone would figure out how to teach factions to build fleets and not throw the ships out to their death's. But I guess this gives an incentive to a player to intervene and help out. I like to have a threat in game, but it all has to be balanced, reaction - counter action. If there is a big Xenon fleet, it shouldn't be able to go through sector like a knife through butter without losses. THe Xenon fleet after destroying a couple of stations supposed to be 'weak' enough for TEL to at least thin it out and then completely destroy. But this part at least is easy to balance by adjusting shields and hull settings in a mod. At least BlackRain was able to script the logic in, to allow Xenon send some fleets into the faction sectors. Sounds like it's time to plug in FOCW, with some adjustments.amox wrote: ↑Mon, 21. Jan 19, 11:53noticed that in FOCW mod. An invasion xenon fleet attacked teladi sectors and nearly killed 3 stations. Atm the factions can't handle that xenon fleet ( 1x xenon I and 6x xenon K ) I helped the teladi and paranid destroyer kill 2 xenon k which went away from their blob. But in general I always see one teladi destroyer after another attack that xenon fleet alone with the result of fast destruction. As this is a new game start for me, I can not interrupt those xenon with a M class ship.Mysterial wrote: ↑Mon, 21. Jan 19, 08:27
The Xenon are partially weak because of bugs in their loadout handling and partially because Xenon taking over the universe when you're not looking isn't fun. If one of the relatable factions starts a mass takeover, the player can still play the game. If the Xenon take over too much, there aren't trade/mission/etc partners anymore.
Obviously, the Xenon can and should be better than they are, but to a certain extent they're supposed to be there to give the player a consistently available enemy to fight and seed in missions. Ideally they'd blow up a station or terrorize a trade lane now and then, but it's not really to the benefit of the game for them to take over significant area.
-
- Posts: 661
- Joined: Wed, 6. Nov 02, 20:31
Re: Faction Wars Hotfix
When it's finally all working I think they're going to find they need catchup logic.
-
- Posts: 804
- Joined: Thu, 23. Oct 03, 01:39
Re: Faction Wars Hotfix
IMHO, it shouldn't be "luck" issue, not picking at your words, just thinking out loud. The TELADI is one of the biggest and strongest factions, they have the best shields, and their strike force fleets supposed to be able to deal with Xenon fleet, even if TEL will sustain heavy losses, as would be expected going against Xenon fleet. I hope when all is fixed, the war and faction logic will allow factions to relocate their strike force fleets to the hottest sectors, where they are needed the most. Or give a player an opportunity to do a quick data transport mission, from sector A to sector Z, to 'deliver a message'. There could be an underlying logic of when the mission is completed, the script takes over and analyzes all the faction sectors, then the sector at which most of the enemy forces detected, the biggest faction fleet gets a command to fly-to and patrol that sector. That would be ideal and give a player some impression of being involved/immersed. When the game just got released, I naively believed that some of the first missions I've done for factions, were tied to their expansion routine, when I had to find ore spots for them, etc. But it's not tied to anything. Just a series of "Trader Guild" missions that in many cases start with scouting for ore, placing a satellite or a laser tower... This game can be so much better.amox wrote: ↑Mon, 21. Jan 19, 21:45well it all depends on build up and development. I can not say that the big fleet came altogether. It was just that way I found it. Possible few K attacked the stations and by coincidence the invasion fleet arrived. So bad luck for teladi. I think, that it is very hard to balance such eventsreanor wrote: ↑Mon, 21. Jan 19, 20:12That's not very encouraging, I wish someone would figure out how to teach factions to build fleets and not throw the ships out to their death's. But I guess this gives an incentive to a player to intervene and help out. I like to have a threat in game, but it all has to be balanced, reaction - counter action. If there is a big Xenon fleet, it shouldn't be able to go through sector like a knife through butter without losses. THe Xenon fleet after destroying a couple of stations supposed to be 'weak' enough for TEL to at least thin it out and then completely destroy. But this part at least is easy to balance by adjusting shields and hull settings in a mod. At least BlackRain was able to script the logic in, to allow Xenon send some fleets into the faction sectors. Sounds like it's time to plug in FOCW, with some adjustments.amox wrote: ↑Mon, 21. Jan 19, 11:53
noticed that in FOCW mod. An invasion xenon fleet attacked teladi sectors and nearly killed 3 stations. Atm the factions can't handle that xenon fleet ( 1x xenon I and 6x xenon K ) I helped the teladi and paranid destroyer kill 2 xenon k which went away from their blob. But in general I always see one teladi destroyer after another attack that xenon fleet alone with the result of fast destruction. As this is a new game start for me, I can not interrupt those xenon with a M class ship.
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."
-
- Posts: 322
- Joined: Thu, 11. Jun 09, 13:29
Re: Faction Wars Hotfix
Holy Vision is the hot seat for me. HOP, ANT and PAR seems to be too busy fighting each other at the moment to notice the 3 Xenon K destroyers killing both sides while they squabbleamox wrote: ↑Mon, 21. Jan 19, 11:53noticed that in FOCW mod. An invasion xenon fleet attacked teladi sectors and nearly killed 3 stations. Atm the factions can't handle that xenon fleet ( 1x xenon I and 6x xenon K ) I helped the teladi and paranid destroyer kill 2 xenon k which went away from their blob. But in general I always see one teladi destroyer after another attack that xenon fleet alone with the result of fast destruction. As this is a new game start for me, I can not interrupt those xenon with a M class ship.Mysterial wrote: ↑Mon, 21. Jan 19, 08:27The Xenon are partially weak because of bugs in their loadout handling and partially because Xenon taking over the universe when you're not looking isn't fun. If one of the relatable factions starts a mass takeover, the player can still play the game. If the Xenon take over too much, there aren't trade/mission/etc partners anymore.
Obviously, the Xenon can and should be better than they are, but to a certain extent they're supposed to be there to give the player a consistently available enemy to fight and seed in missions. Ideally they'd blow up a station or terrorize a trade lane now and then, but it's not really to the benefit of the game for them to take over significant area.

Good for me though, I can just sit there and kill all the Xenon while they fight amongst themselves

-
- Posts: 804
- Joined: Thu, 23. Oct 03, 01:39
Re: Faction Wars Hotfix
The picture below is a result of this patch. Teladi went insane... So did other factions. Looks like I have to revert it all back... *sigh*


“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."
-
- Posts: 661
- Joined: Wed, 6. Nov 02, 20:31
Re: Faction Wars Hotfix
Yeah, that happens because unbuilt stations don't get torn down when the invasion gives up, but they don't count as defense stations yet (correctly) so they eventually set up another one. But one day, the old copies might get completed and there you go.
-
- Posts: 61
- Joined: Mon, 7. Aug 06, 19:50
Re: Faction Wars Hotfix
Is this compatible with 1.6?