After the Fall mod updated to vv2.00

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Quirkz
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Joined: Sun, 24. May 20, 18:35
x4

After the Fall mod updated to vv2.00

Post by Quirkz »

After the Fall is a mod which explores the idea of 'what happens if the Xenon won?'

Enter a universe that is overwhelmed, with the various factions huddling away in their corners, fearful to step out behind their citadels to explore a universe grown terrible, overrun with Xenon hordes.

It's on the steam workshop as:

https://steamcommunity.com/sharedfiles/ ... 3306781107

For those on other platforms, you can download the zip here, and extract it to your 'extensions' folder. ( I intend to add it to Nexus. Though I've been saying that for a year :\ )

https://github.com/franko-f/X4Mod-After ... .0_x4_8.00

Changelog v2.0.0

General:

Slight alteration of faction territory to reduce the sectors each has. Most factions now have 2 or 3 clusters with 3 sectors max.

Fix issues with resource distribution and station generation.
This means it's possible to survive within the safe areas for longer without the economies entirely collapsing. Factions still tend to gradually lose traders though.

Some factions have had more significant changes:

Terran:

Terrans have lost earth and the moon to the Xenon!
The teladi cutscene no longer plays when you approach mars.
Long requested: You're no longer screwed, unable to reach Terran faction rep to get promotion, ** Terran inner core/outer core redefined, and trespassing detection updated. ** Mars is no longer restricted. IT's safe to travel there without a licence. ** Mercury is now 'inner core', replacing earth/moon ** Faction representative will spawn in Mars, where it's safe to visit.
You're no longer locked out of Terran progression if you did not start with high faction.

Balance

Friendly factions

Previously, it was possible for factions to generate without any of a specific resource (such as no claytronics factories). This will no longer happen. This was due to not having enough 'space' to generate required stations.
Overall, factions now have less stations, but at least have all goods.
In general, added more resources to 'safe' sectors to prevent the resource starvation that was happening late game. Now the core territories generate enough to keep their economies going, and preventing most miners from suiciding in Xenon territory. Traders still like to live dangerously though.

Xenon

With the more stable faction economies, and more territory for Xenon, the Xenon seemed to be spread a little thin. So the Xenon have been significantly 'amped' up, with over twice the number of ships - both military and economic. This means the Xenon can churn out ships faster than before, and will field larger fleets. The galaxy is more dangerous to go with the more stable faction safe zones.

Also added a bunch of Solar station for the Xenon to prevent them from starving and slowing down their assualts.

Support for latest DLC

In some cases, 'holes' were opened up in defences by old inactive gates suddenly being opened. These now have Bastions.
I've also added Xenon in a couple places that were neutral in the new sectors, to prevent easy trade between factions.

Boron and Terran loadouts for abandoned ships

Complete new loadout generation code for Boron and Terran. The built is system used previously failed to generate any Boron ship equipment, and failed to give Terran destroyers/battleships main guns. The new custom system will ensure these generate correctly, and thus both have been added back in to the abandoned ships list.

The downside is that these ships will not start with wares such as laser towers or drones. Maybe in a future release.

New Gamestarts

Much requested, so now there are 3 hopefully fun custom gamestarts
Found under 'End of Days' section in the open universe menu with other game starts:

Me and my Fish Ship

A former pirate who has lost everything but his loyal crew and a light carrier. It will be a long path back to fielding a fleet again.

Just an Honest Scrap Hauler

There's a lot of money to be made in a universe filled with scrap from endless war. Start with a large scrap processing station, and a small fleet of scap haulers and traders, but no military ships. Strong starting economy from which to build.

Battlecarrier Galaxy

Lead your rag tag band of refuges through a dangerous galaxy, trying to find a new home. Start in the middle of nowhere, surrounded by Xenon sectors. You have a battlecarrier with dozens of fighters, a couple of destroyers and a large number of miners and freighters that you have to somehow protect as you search for Earth (Or Trinity III or Argon Prime. I'm not judging who you want to join).

Might have been inspired by a certain TV show.

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