[#4073][7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing. - resolved itself

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Zwirni
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[#4073][7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing. - resolved itself

Post by Zwirni »

Hello everyone,

We have a bug with the Xenon in the current release 7.6.
They barely attack anymore. They no longer build stations. They don't even create construction sites. Thus, they no longer take over systems. Something is definitely amiss here. The ship wharves and space docks are full of materials, but they hardly build any ships.

Here's my current save:
https://cloud.globale-evolution.de/inde ... eZ635gj15D

Download Password:
0815
Last edited by Tranxalive on Thu, 12. Jun 25, 19:18, edited 1 time in total.
Alan Phipps
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Re: [7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing.

Post by Alan Phipps »

Has your game ever been 3rd party modded or the save edited?
A dog has a master; a cat has domestic staff.
Zwirni
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Re: [7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing.

Post by Zwirni »

Alan Phipps wrote: Mon, 9. Jun 25, 22:24 Has your game ever been 3rd party modded or the save edited?
Hello,

No, this is an unmodified save. I'm playing without mods.
kennet0508
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Re: [7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing.

Post by kennet0508 »

Zwirni wrote: Mon, 9. Jun 25, 22:18 Hello everyone,

We have a bug with the Xenon in the current release 7.6.
They barely attack anymore. They no longer build stations. They don't even create construction sites. Thus, they no longer take over systems. Something is definitely amiss here. The ship wharves and space docks are full of materials, but they hardly build any ships.

Here's my current save:
https://cloud.globale-evolution.de/inde ... eZ635gj15D

Download Password:
0815
Ill tell you, in my game, they are relentless, a neverending wave, they keep trying to build stations and im barely keeping up, so it might be something else, are you sure they still have stations left to build from?
Zwirni
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Re: [7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing.

Post by Zwirni »

kennet0508 wrote: Wed, 11. Jun 25, 03:31
Zwirni wrote: Mon, 9. Jun 25, 22:18 Hello everyone,

We have a bug with the Xenon in the current release 7.6.
They barely attack anymore. They no longer build stations. They don't even create construction sites. Thus, they no longer take over systems. Something is definitely amiss here. The ship wharves and space docks are full of materials, but they hardly build any ships.

Here's my current save:
https://cloud.globale-evolution.de/inde ... eZ635gj15D

Download Password:
0815
Ill tell you, in my game, they are relentless, a neverending wave, they keep trying to build stations and im barely keeping up, so it might be something else, are you sure they still have stations left to build from?
Hello,

They're no longer building stations in my game. I have no idea! Maybe this is another limit set by Egosoft! It would be nice if Egosoft would clarify this. I've already been able to prove a limit. The Xenons can build a maximum of 7 shipyards and 6 space docks. That's it. They're not allowed to build more than that. Such nonsense... Sorry :-(
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Re: [7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing.

Post by Alan Phipps »

The Xenon stations start with a plot with nothing but a build storage. When the Xenon S supply ships have delivered enough resources of the needed types, a station core module (the roundish one that launches combat drones) appears in near-invisible skeleton form with only 15% hull. Whether a build site is further developed or not depends somewhat on whether the Xenon have overhead within their overall station cap to build it and feel it to be a priority, and whether their supply ships can get through with all three needed resources (silicon, ore and energy cells).

If their ship construction stations are full of all 3 needed resources then they should be producing ships, and the 'AI' will decide whether to build capitals, fighters or supply/miner ships based on perceived need and overall owned numbers against the relevant cap. The Xenon station and ship caps are there to prevent Xenon taking over everything very quickly due to their potentially far more simple building needs than for other factions. The Xenon will deconstruct some less-effective stations to release numbers against the cap in order to build some elsewhere with supposedly better advantage for them.

The most common reasons for Xenon stagnating (besides player predation) are: too long and not survivable supply routes for one or more of their essential resources, too few supply/miner ships, being pincered between two or more aggressively expanding hostile factions, or sheer bad luck with the RNG when their station locations relative to resources were set up initially.

Given the relative importance of random elements in how this all starts off and then plays out downstream, I suspect this is a case of bad luck for the OP rather than a game bug needing Tech Sp.
A dog has a master; a cat has domestic staff.
Zwirni
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Re: [7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing.

Post by Zwirni »

Alan Phipps wrote: Wed, 11. Jun 25, 23:10 The Xenon stations start with a plot with nothing but a build storage. When the Xenon S supply ships have delivered enough resources of the needed types, a station core module (the roundish one that launches combat drones) appears in near-invisible skeleton form with only 15% hull. Whether a build site is further developed or not depends somewhat on whether the Xenon have overhead within their overall station cap to build it and feel it to be a priority, and whether their supply ships can get through with all three needed resources (silicon, ore and energy cells).

If their ship construction stations are full of all 3 needed resources then they should be producing ships, and the 'AI' will decide whether to build capitals, fighters or supply/miner ships based on perceived need and overall owned numbers against the relevant cap. The Xenon station and ship caps are there to prevent Xenon taking over everything very quickly due to their potentially far more simple building needs than for other factions. The Xenon will deconstruct some less-effective stations to release numbers against the cap in order to build some elsewhere with supposedly better advantage for them.

The most common reasons for Xenon stagnating (besides player predation) are: too long and not survivable supply routes for one or more of their essential resources, too few supply/miner ships, being pincered between two or more aggressively expanding hostile factions, or sheer bad luck with the RNG when their station locations relative to resources were set up initially.

Given the relative importance of random elements in how this all starts off and then plays out downstream, I suspect this is a case of bad luck for the OP rather than a game bug needing Tech Sp.
Hello Alan,

Please open my save game. You'll see what I'm talking about there. The Xenons aren't even opening construction sites in the border area anymore! They have a closed territory. They have tons of supply ships. The shipyards and space docks are full. But they're not making any progress. It seems as if they're content. Even in Hatikvah's Decision I, the attacks have decreased massively. Although they still have a station there. But even there, they're no longer trying to build anything. It's as if they're fed up...
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Casishur
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Re: [#4073][7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing.

Post by Casishur »

The xenon building sites are set. But the xenon do not even manage to finish a module with a construction time of 3 hours 50 minutes ‘no drone bug’ and it is not really fixable via mods thanks to Hardcoded

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Zwirni
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Re: [#4073][7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing.

Post by Zwirni »

Hello everyone,

I think this problem has been resolved. A small update was released today on Steam. The Xenon are now building stations again and attacking again.

Thank you very much!

The creation time per module is still too long at over 3 hours. It would be nice if improvements could be made here.
CBJ
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Re: [#4073][7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing.

Post by CBJ »

There was no update on Steam. Whatever happened in your game had nothing to do with any changes to the game itself.

Glad to hear it's sorted itself out, though. :)
Zwirni
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Re: [#4073][7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing. - resolved itself

Post by Zwirni »

Hello everyone, Hello CBJ

I have no idea what Steam did with X4... Something happened. It took a while. The save game above ran for several days, several hours. During that time, Xenon did almost nothing. Then yesterday the Steam promotion came up, and since then they've been building again. Crazy!

Here's the current save game for our developers. The change is clearly visible. Maybe it helps understand what happened here.

Best regards!

save game:
https://cloud.globale-evolution.de/inde ... iaJCljnhwI

PW:
0815
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Casishur
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Re: [#4073][7.60] [BUG?] Problem with the xenons, they are stagnating and no longer producing.

Post by Casishur »

Zwirni wrote: Sat, 14. Jun 25, 02:57 Hello everyone,

I think this problem has been resolved. A small update was released today on Steam. The Xenon are now building stations again and attacking again.

Thank you very much!

The creation time per module is still too long at over 3 hours. It would be nice if improvements could be made here.
That's also the reason why I released the mod on steam now, because the build times and the “No Drohnes bug” with the Xenon are really annoying.

and since only one person can fix it and it's low priotiry, you have to make do with it. unfortunately it makes it modiefied...

I treat it as a fix, because I have adjusted the build times so that the original vanilla build times are reached plus minus 1 minute.

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