Hi, I started a new Young Guns about 2 weeks ago and I'm about 100hr in and I noticed there's next to zero XEN around apart from a K spawning in Void around 1 an hour, so I have just taken a look in every system and they are completely missing from the game, apart from spawning, that have zero stations etc, I'm testing beta 7.0 and now 7.10.
I'm about to start over a 7.0, but thinking what can I do to make sure the XEN are in the game this time?
Missing XEN in 7.0
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Re: Missing XEN in 7.0
Having the same problem with my 5 in game day game.
I've contributed to this thread in hopes that it gets looked at: viewtopic.php?t=455267
I've contributed to this thread in hopes that it gets looked at: viewtopic.php?t=455267
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Re: Missing XEN in 7.0
this bug is a problem now for years, making me play with mods, with 7.0 it seems to become even more noticeable and apparent, afaik it only now got a bug tracker but still 0 progress on it, its very annoying and it really should be prioritized, there are so many threads about it one cant really escape the opinion that for some reason its ignored, not a good look for Ego 

Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: Missing XEN in 7.0
Thanks for the info, and I now see the many posts now, So I started a new 7.10 game and within half an hour XEN has been cleared from Faulty Logic, so it's not just a random unlucky start, the game is sadly broken for me.
But I will restart again and watch to see if I can work out what is going on.
But I will restart again and watch to see if I can work out what is going on.
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Re: Missing XEN in 7.0
it's a bug where xenons cant expand in certain clusters, so them getting owned in faulty logic is not really this bug but a combination of universe seed and imo changes in 7.0 that made them "lose" more often, that is up for debate and balance etc.....
but this bug with them not expanding is what really pronounced it since even if they lose in early game some clusters it would not be a huge problem since they can always rebuild in others and if those others are buged ones they just stay there doing nothing
but this bug with them not expanding is what really pronounced it since even if they lose in early game some clusters it would not be a huge problem since they can always rebuild in others and if those others are buged ones they just stay there doing nothing
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: Missing XEN in 7.0
I checked all of their systems not only Faulty Logic, and it was the same in all of them, completely wiped out within 5 hours, So I did 3 more restarts with positive relations with Xenon so I could watch all their systems and what I have found is there are zero Xenon miners in the game at all, not a single one from the start or after the first hour, and with 2600+ hours in x4 I have only had this problem with 7.0 & 7.10, I even did a start with mods "Xenon Overhaul" and "xepocalypse" which normally makes them grow like mad but they still get wiped out as the factions grow insanely fast, and as Xenons own system get invaded with 20+ destroyers and 2-3 carrier wings from 2-3 combined factions working together.Buzz2005 wrote: ↑Thu, 18. Jul 24, 16:39 it's a bug where xenons cant expand in certain clusters, so them getting owned in faulty logic is not really this bug but a combination of universe seed and imo changes in 7.0 that made them "lose" more often, that is up for debate and balance etc.....
but this bug with them not expanding is what really pronounced it since even if they lose in early game some clusters it would not be a huge problem since they can always rebuild in others and if those others are buged ones they just stay there doing nothing
It also seems the factions aren't really fighting each other, but that may be down to a bad seed, I'm sort of out of ideas now, about what to try, apart from searching online for a Xen seed, or going back to 6.20, but I really like how the game is playing in 7.0 apart from the missing Xenon.
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Re: Missing XEN in 7.0
AFAIK, the seed affects what is where at start. Not directly what they do (although having mostly raider jobs vs trader jobs makes a difference). What a faction has at a given moment might toggle it between defend and attack modes.hardergamer wrote: ↑Fri, 19. Jul 24, 14:40 It also seems the factions aren't really fighting each other, but that may be down to a bad seed
Goner Pancake Protector X
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Insanity included at no extra charge.
There is no Box. I am the sand.
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Re: Missing XEN in 7.0
well this sounds super buged, have you made a report with a save, maybe even give seed numberhardergamer wrote: ↑Fri, 19. Jul 24, 14:40I checked all of their systems not only Faulty Logic, and it was the same in all of them, completely wiped out within 5 hours, So I did 3 more restarts with positive relations with Xenon so I could watch all their systems and what I have found is there are zero Xenon miners in the game at all, not a single one from the start or after the first hour, and with 2600+ hours in x4 I have only had this problem with 7.0 & 7.10, I even did a start with mods "Xenon Overhaul" and "xepocalypse" which normally makes them grow like mad but they still get wiped out as the factions grow insanely fast, and as Xenons own system get invaded with 20+ destroyers and 2-3 carrier wings from 2-3 combined factions working together.Buzz2005 wrote: ↑Thu, 18. Jul 24, 16:39 it's a bug where xenons cant expand in certain clusters, so them getting owned in faulty logic is not really this bug but a combination of universe seed and imo changes in 7.0 that made them "lose" more often, that is up for debate and balance etc.....
but this bug with them not expanding is what really pronounced it since even if they lose in early game some clusters it would not be a huge problem since they can always rebuild in others and if those others are buged ones they just stay there doing nothing
It also seems the factions aren't really fighting each other, but that may be down to a bad seed, I'm sort of out of ideas now, about what to try, apart from searching online for a Xen seed, or going back to 6.20, but I really like how the game is playing in 7.0 apart from the missing Xenon.
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: Missing XEN in 7.0
It is so sad what happened to the xeonon AI. I figured in OOS, in V. 7.0, it takes 10x xenon S-ships to kill 1x "insert faction name" S-ship. With this ratio and the fact that all factions have at least multiple patrol ships near the gates, all battles are already lost before they begin. Not even mentioning that the xenon AI is unable to produce or build stuff. It feels like the overall balance is so overwhelmingly broken and it started with V. 5.0 already...almost as if the developers are sabotaging their own game on purpose. Despite the fact that there are numerous threads out there, where players draw attention to this topic. Unfortunatly I lost all the fun in X4 
