I startet with 8.0 an new game, 12 ingame days and xenon mostly goneFeloidea wrote: Tue, 5. May 26, 17:16 I'm game with anything that doesn't make me go Xenon zookeeper just to keep them alive!
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I startet with 8.0 an new game, 12 ingame days and xenon mostly goneFeloidea wrote: Tue, 5. May 26, 17:16 I'm game with anything that doesn't make me go Xenon zookeeper just to keep them alive!

You did list four sectors. Three of them have big target painted on them. One plot and two Terraforming missions urge player to wipe those three. It may help a bit that NPC do not dash to those sectors. Do you really want the player to choose between completing side-quests and keeping Xenon alive?Hollex wrote: Mon, 1. Jun 26, 22:41 My suggestion is to designate certain Xenon sectors as Core and prohibit AI Empires from entering these systems (Hard-coded in the AI). I'm referring to sectors (base game, no DLCs) such as Tharka's Cascade XVII, Matrix 9, Scale Plate Green I, or Atiyas Misfortune I, where the Xenon can mine all the resources and rebuild.

The sectors themselves don't matter; I simply chose them as an example because they are sectors from the base game and contain both silicon and minerals, making them suitable for Xenon reconstruction.jlehtone wrote: Tue, 2. Jun 26, 21:35You did list four sectors. Three of them have big target painted on them. One plot and two Terraforming missions urge player to wipe those three. It may help a bit that NPC do not dash to those sectors. Do you really want the player to choose between completing side-quests and keeping Xenon alive?Hollex wrote: Mon, 1. Jun 26, 22:41 My suggestion is to designate certain Xenon sectors as Core and prohibit AI Empires from entering these systems (Hard-coded in the AI). I'm referring to sectors (base game, no DLCs) such as Tharka's Cascade XVII, Matrix 9, Scale Plate Green I, or Atiyas Misfortune I, where the Xenon can mine all the resources and rebuild.
Furthermore, what is then the target of the Protectorate's Intervention Corps, if Xenon sectors are off the table?
What happens to Protectorate's Intervention Corps when all Xenon sectors have been purged, either by the player or the AI? But to answer your question, I'm NOT saying that ALL Xenon sectors are beyond the AI's reach, only a few key core sectors. So, if the AI is capable of eliminating the Xenons from all sectors except the core Xenon sectors (which it shouldn't be able to attack), the Protectorate's Intervention Corps logically has no valid objective. Therefore, it should wait for one of those core Xenon sectors to rebuild its fleet and attack and conquer another sector, so that the Protectorate's Intervention Corps has a valid objective.jlehtone wrote: Tue, 2. Jun 26, 21:35 Furthermore, what is then the target of the Protectorate's Intervention Corps, if Xenon sectors are off the table?

This would be a terrible kludge and undermine the sandbox, living universe nature of the game.Hollex wrote: Wed, 3. Jun 26, 02:32 The important thing is the concept of core Xenon sectors where the AI cannot enter, or rather, where the AI cannot send patrols, raids, invasion forces, or attempt to conquer the sector.
If these sectors cannot be used due to missions or other reasons, other sectors can always be used, or additional Xenon sectors can be added to the base game.


I don't think they've ever said this.Aegir86 wrote: Wed, 3. Jun 26, 21:27 Can't make Xenon function as intended due to performance issues:
*Proceeds to create dlcs that continually add more sectors filled with ambient nothingburger ships and stations*

I'm sorry, but I can't agree with you, or even understand you.adeine wrote: Wed, 3. Jun 26, 05:00This would be a terrible kludge and undermine the sandbox, living universe nature of the game.Hollex wrote: Wed, 3. Jun 26, 02:32 The important thing is the concept of core Xenon sectors where the AI cannot enter, or rather, where the AI cannot send patrols, raids, invasion forces, or attempt to conquer the sector.
If these sectors cannot be used due to missions or other reasons, other sectors can always be used, or additional Xenon sectors can be added to the base game.
Just balance Xenon in a way they can be viable, and introduce a real endgame challenge based on the Xenon for those who want it.
Think, some additional quests from Boso can resolve this problem

I'd rather not see most of this, because it largely removes things that make the game special.

Imagine being the cunning commander of Protectorate fleet. The last remains of Xenon are in next sector. You have the technology. You have the power. You can crush the mortal threat for good. Alas, the higher ups do shout: "No! Stop! Hold your fire! Do not enter! We do not have permission."Hollex wrote: Thu, 4. Jun 26, 00:21 Honestly, there's nothing more frustrating for me than developing my entire economy, creating a combat fleet to fight the Xenon, and then discovering that the Xenon are practically extinct without my intervention. (I can go to war with other AI empires, but if my roleplaying objective is to destroy Xenon, it ruins the whole point of the current game.)

Main problem was time that required for xenon to build 1 defense module it was around 2-4 hours, but now dev fixed it and now it is near 45 min. , but they incapable of defending its station building site this is main problem so they cant capture sector in late game wen all faction has sufficient ships and economy , resource was delivered with no problem by SE , and now imagine I'm unite them all under big alliance lol xenon's will be in full defense mode they don't have capabilities to capture any new territory.vvvvvvvv wrote: Thu, 4. Jun 26, 07:59I'd rather not see most of this, because it largely removes things that make the game special.
Construction should require resources. It is not reasonable to have solar power on every installation. Module HP is already sky high, because xenon and khaak are toughest structures in the game.
Salvaging wrecks is interesting though, but utility will be limited.
Main problem with xenon is lack of large miners, lack of allies to deliver goods to unfinished construction. Proposed measures do not address that, and instead try to make xenon bypass rules.
Xenon already are treated as special faction, different from organics, because they construct ships from raw ore.

Strongly depends on luck and game seed. They typically expand into Zya territory and often into getsu fune.Trueam wrote: Thu, 4. Jun 26, 18:11 but they incapable of defending its station building site this is main problem so they cant capture sector in late game wen all faction has sufficient ships and economy ,
Xenon are the only faction that can build from raw ore. That's where their machine intelligence is shown.Trueam wrote: Thu, 4. Jun 26, 18:11 The argument that "construction should require resources" is fine, but it’s currently implemented in a way that ignores the Xenon's nature. They are an integrated, machine-based intelligence. It makes zero sense for them to have fragmented stations with limited production modules when their entire existence should be based on recursive efficiency.
#1 --> The player should be able to disrupt supply chains, that includes xenon.Trueam wrote: Thu, 4. Jun 26, 18:11
- [] Integrated Production: If we allow any major Xenon station to construct SE units directly from reserved internal resources, we eliminate the need for them to rely on an AI logistics system (using S/E miners/transporters) that clearly isn't optimized for them.
[] AI Logic vs. Human Design: A machine intelligence wouldn't build a limited number of individual modulesl, ike 2 for solar station they should expand its template to 4-8 according to demand ; it would build a sufficient number of modules to create a reserve and a big, self-sufficient structure not only 4 defense module but a number needed to defend sector from enemy forces . Giving stations the ability to handle their own construction needs aligns with the Xenon lore.- Capital Ship Utility: Allowing I-class vessels (and M0-class, if implemented) to serve as mobile production or hub points is the logical evolution of a machine faction. They shouldn't be limited by the same arbitrary restrictions as organic empires.

Being "endgame" means that we will attack them when we want (if we want) and feel ready for it.Trueam wrote: Thu, 4. Jun 26, 18:11 If we want the Xenon to be the endgame challenge we all want, ...

Introducing arbitrary limits that make the game more static is not the way to make the universe more dynamic.Hollex wrote: Thu, 4. Jun 26, 00:21
I'm sorry, but I can't agree with you, or even understand you.
Preventing the AI from attacking one or two Xenon sectors shouldn't affect the "sandbox" experience or the "living universe" in any way perceptible to the player.
In fact, I'd say it adds dynamism to the universe by preventing a faction from being exterminated by the AI without player intervention.
Honestly, there's nothing more frustrating for me than developing my entire economy, creating a combat fleet to fight the Xenon, and then discovering that the Xenon are practically extinct without my intervention. (I can go to war with other AI empires, but if my roleplaying objective is to destroy Xenon, it ruins the whole point of the current game.)
There are many types of players, I understand that, but my suggestion shouldn't bother any player or their playstyles. Furthermore, I find it strange that this wasn't implemented sooner.

I appreciate this breakdown. You are absolutely right—the current Xenon state is essentially a 'Category A' faction, and that is why the sandbox feels hollow once they are wiped out. Moving them toward a 'B1-type' status (strong in their home sectors, but not necessarily a galaxy-conquering tide) is the logical step.jlehtone wrote: Thu, 4. Jun 26, 19:36Being "endgame" means that we will attack them when we want (if we want) and feel ready for it.Trueam wrote: Thu, 4. Jun 26, 18:11 If we want the Xenon to be the endgame challenge we all want, ...
That is turn means that they must be able to survive and defeat all lesser assaults, but not expand aggressively.
If they do expand and are able to do so, then I cannot spend 10'000 hours to leisurely prepare for the battle.
That is a major problem.

Agree with this. My usual way to play X4 is to pick a faction (or small group of related factions, e.g. ANT+ARG) & work more or less exclusively for them. My stations & freighters are only permitted to trade with these factions, almost all missions I take are done for them & I chose plot outcomes which are most beneficial for them. I don't play 'friends with everyone' games & never try to conquer the universe personally. I instead derive vicarious pleasure from watching my chosen faction(s) defeating their enemies & painting the map in their colours, knowing that my actions were instrumental in shifting the balance of power in their favour. This also means that the Xenon survive much better in my games than the apparent fate of the Xenon in other people's games that I read about here. Whatever faction(s) I'm supporting tend to do well against the Xenon, however the remaining factions do not fare nearly so well. The factions I'm not supporting still have significant inefficiencies in their economies (that I'm doing absolutely nothing to rectify) & are often losing significant assets in warfare with my chosen faction(s), meaning they're much less capable of defending themselves against the Xenon. Suspect there may be a strong correlation between games played on a 'friends with everyone' basis & games in which Xenon are in danger of extinction.adeine wrote: Thu, 4. Jun 26, 19:43 The way a lot of people experience X4 with or without realising is that by helping factions (through trading, doing missions, etc.) the balance in the universe actually shifts. In earlier versions of the game where the Xenon were a bit more of a factor, player involvement made a big difference in how well NPC factions would fare against the Xenon and each other. Being able to assist a faction against the Xenon indirectly is a good feature of a sandbox.

Should you be able to prepare for 10k hours though? Because the player can become unstoppable in 60. I'm also unsure if they're an "end-game" challenge. Wiping them or triggering the crisis should be an end game challenge.jlehtone wrote: Thu, 4. Jun 26, 19:36 If they do expand and are able to do so, then I cannot spend 10'000 hours to leisurely prepare for the battle.
That is a major problem.


I'd say that "zero" and "infinite" are the easiest picks. Anything between them is divisive.vvvvvvvv wrote: Thu, 4. Jun 26, 21:24 Should you be able to prepare for 10k hours though? Because the player can become unstoppable in 60.