X4: Foundations

X4: Foundations

104 ratings
Xepocalypse
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File Size
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7.922 MB
Nov 20, 2023 @ 8:38am
Nov 24, 2023 @ 1:13am
3 Change Notes ( view )
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Xepocalypse

Description
The starting universe is overrun with Xenon. Only the Terran Protectorate is holding on. They shut down the gate from Neptune to Brennan's Triumph and built a last line of defence in Getsu Fune, hoping against all hope that they can re-take the universe and help re-settle the races that have sought refuge in the sectors and the planet of Sol.

Disclaimer

Xepocalypse is in early Beta. It only changes the starting universe and does (not yet) have any balancing changes. As such it is highly likely that the whole scenario doesn't even work and Sol will be overrun after a couple of hours of playtime without enough time for the player to even get started.

Major Changes

  • Xenon own all sectors except all Sol sectors and Getsu Fune.
  • Added a new custom gamestart: Start on the PHQ in Mars with the "Terran Cadet" ship.
  • Added a "Vault of the Keepers" station to Mars. It houses all the displaced faction representatives.

Minor Changes

  • Added some defensive platforms to Getsu Fune.
  • Disabled the gate from Neptune to Brennan's Triumph.
  • Each non-Sol sector has a Xenon Defense Platform at the start.
  • Removed all other game starts. They would start in sectors owned by Xenon.
  • The new custom game start sets most factions to +20. This is to unlock blueprints and help rebuild.
  • Factions are also not hostile to each other to prevent fights in the limited available space.
  • Bumped resources in Asteroid Belt, Saturn and Oorth Cloud to fuel the war machine.
  • Removed terran prelude story cutscene (Teladi and Border patrol bickering)
  • Added "Scrap Recycler" module blueprint to PIO with Terran building materials. (Allows bootstrapping of Commonwealth production chains).

Mod Compatibility

To be honest, no idea. The mod is pretty aggressive with removing known stations from known sectors.
Personally, I have developed Xepocalypse with the following mods enabled:

  • VRO
  • deadairgate, deadairgod, deadairjobs, deadairware
  • Faction Enhancer - War Module

Mods that do the following may not work as intended:

  • Mods that add new sectors / factions. Xepocalypse will leave those alone as it does not know about them.

Changelog

v0.12

  • Adjust relationship between factions to be neutral (0) at the worst. This is to prevent factions fighting in the limited available space.

v0.11

  • Add Commonwealth "Scrap Recylcer" module blueprint (with Terran building materials) to PIO. This allows bootstrapping of Hull Parts and Claytronics with nothing but scrap.

Source: GitHub [github.com]
115 Comments
Dylan Sep 18 @ 11:38pm 
24/Nov/2023
IS THIS WORK FOR CURRENT ♥♥♥♥?

♥♥♥♥♥♥♥ hell guys.
aladinaleks Sep 13 @ 9:24am 
Does the mod work for 8x versions of the game?
Update the mod for the game version 8x please.
Slinga Aug 25 @ 2:50am 
@SRGBread your version works on Beta 8?
SRGBread Feb 26 @ 10:23am 
Also working on a complete remake of it to make it 10x better
SRGBread Feb 26 @ 10:22am 
I uploaded a updated version of it on nexus that should work still called Xepocalypse expanded
Daan Feb 11 @ 9:28am 
update:

Tried to run it, but apparently there are some depencies which are missing. Won't load.
Daan Feb 11 @ 9:06am 
I see so many comments reporting errors, I'm hesitant to install it.

Is this now abondonware?

The version on Nexus looks like it addressed most issues, but requires VRO and wont run for me.
Sillls Dec 30, 2024 @ 11:14am 
I have noticed a few problems with this mod.
First was a quest to setup laser towers and satellite's in a named sector. But when I would get to that sector. The quest would change to another sector. Then it would change again. Sometimes going back to a sector that it names but changed when I got there.
I ended up dropping the quest.
.
The second issue was that a number of factions are still building in the game. Mostly the PAR in several sectors.
But only the defense platforms were built. Everything else was under construction.
.
That led to the third bug. Which was faction quest started to open up. But seemed to give me a random location to go to.
.
To be fair, the mod was fun to play for the first hour or so. But then is too buggy to play.
Sillls Dec 30, 2024 @ 6:07am 
Any chance that this mod can start with Antimatter cells in the players inventory?
The quest cease and desist is still active in this mod and a bit of a pain once it starts.
Sternlein Dec 6, 2024 @ 11:33pm 
THIS MOD IS THE HARDEST !

But only if you use this addional mods to make xenon to the real horror:
If u want 10 - 15 hours freedom, and after that fleets of 4 -8 Xenon Captials rushing in waves over the terrans sector. Than u must download and activate this mods to your game too. Try to stand against them, Push them back and make the world yours:

Try this out:
- Xenon Ship Cost Reduction
- Xenon Ship Build Time Reduction
- More Turrets for Xenon Capitals

For a little chance to win this, try this Mod too:
- Capturable Xenon XL
- Landlord (get money from the other factions stations in your sector as rent)

If u can conquer the whole Map, than u are the World Leader !!!