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That would remove some of the chaos from ships in transit randomly attacking things, but each cluster would be much stronger. I feel that is a good compromise. I've been watching carefully at one example where xenon constantly send ships from frontier edge to reinforce tharks's, but it's pretty much all they do. The xenon don't actually send deliberate incursions from there into ARG space, it's all just opportunistic chaos.
Kinda torn on that, but i think it would be a really good change of pace, expecting (or knowing) that some really badass xenon blob could come out of a gate at any time and ravage a system if the player does not intervene.
A new player would not be able to deal with this, but we're not them, right? 🙂
Good points all around! But yeah, no DLC means they concentrate pretty hard HC
If you have Split Vendetta then I would go check on the Split since they will be getting overrun as usual, if you don't have Split Vendetta then yeah the cluster near Hatikvah's choice will be the strongest in the base game for you to defeat since the Teladi "usually" can keep the Xenon at bay in their space since they have such a good economy to replace ships
Overall at least with Split Vendetta (This DLC adds multiple new xenon entry points) the main push will slow down eventually and they will hard push in another direction eventually
My plasma-cannon armed minotaur sentinel can take down most small xenon patrols, and I have a group of S interceptors for dealing with larger squads.
I've been loving the tooth and nail fight for survival. The only downside to me is that their resources seem a little... Infinite. It feels like whenever I destroy a ship, its replacement is coming soon after. Do you think I can make a dent with a single behemoth and vanguard, or am I perhaps taking on a challenge beyond the scope I was expecting?
Yes, it's otherwise Vanilla. I had heard that the Xenon often stand still, but I wanted a challenge. A risk of the Xenon taking over the universe if the player does not intervene. I saw that lite had them only expand a little, so I took this mod, and this mod... Has certainly delivered. I'm Argon centric, and over a good 50 hours or so, the Xenon have pushed through Haktivah's choice to Argon prime, built 2 defense stations and a factory in Prime itself, harassed Second Contact with countless raiders (creating EXCEPTIONAL trade opportunities when I use a destroyer to defend my ships...), and used I's to destroy the Argon shipyard and Wharf.
Either way, they're cooking with fire, great to see :)
Also have the AI xenon miners mod to give them a hand with survivability, which works great with xenon jobs. For those of us who want to see the xenon being an actual threat, this is a must have :)
As for balance, without peeking at the code, i think this is completely fine as is.
Xenon Jobs+ Lite
It says both would overwrite each other, so downloading and turning both off would overwrite the first. ?
Or does it just mean you can't use both at the same time, which would be normal since they both do the same thing, just one less than the other.
I haven't loaded any yet, but I would turn them off, as I've been playing without mods so far, but I load the mods that I use later, rather than having to search for them in all the favorites and then starting them up and forgetting some, as there are mods that need a new run.
Flak turrets are terrible at killing fighters now though, better to use beams.
It is a shame however that Egosoft left the Xenon so outmatched in 7.50 that all it does it prevent them from being wiped out. This is not a criticism of the mod in any way and I look forward to playing it again when Egosoft get around to rebalancing the war.
1) Reduce the number of miners and battery traders at Xenon? There are too many of them for me.
2) Increase the number of K in each attack fleet?
I would appreciate a hint, because I don't understand modding the game.
Its going to be more of a time thing since they usually can get overwhelming in my own playthroughs once they start breaching the outer defenses of the commonwealth but that is like 20 hours in at a minimum.
They are just far too passive everywhere for the fleet resources they have. They have huge fleets in Emperor's VI and IV but they won'r redistribute to the front line. Idling again.... Must be something to do with the economy and the SE power ships. There are far more SE miners. I read that they like to build a defence outpost on the periphery of a sector (out of radar) before they invade it. Perhaps the lack of SE power ships is preventing building the defence station, too many ships destroyed?
Otherwise KUDA AI offers one really nice script that can massively help the Xenon and that forces ships to be built at the closest wharf/shipyard. I will have to talk to Deadair and see if he would let me export that particular script into this mod or something, since KUDA itself can be pretty CPU intensive with all those other options running.
Becaus they add some new Xenon ships