[Mod] Xenon Economy vs Khaak

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stb.rweckener
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[Mod] Xenon Economy vs Khaak

Post by stb.rweckener » Mon, 5. Feb 24, 19:48

History:
For many decades, the machines were little affected by the new player (the Khaak) in the battle for space in the universe. The few Khaak who survived Operation Final Fury were scattered throughout the universe and posed little threat for a long time.

The threat was long ignored by many, including the machines, until it was almost too late and their Achilles' heel, the economy, was almost at an end...

But only almost... Once again, the machines showed how adaptable they are. They made use of a technology that had been developed in the recently discovered Avarice-sectors. They adapted the recycling of shipwrecks.
The machines were so successful that not only were they able to reuse the materials and thus reduce the need for silicon and ore in the construction of their ships, they were also able to assimilate some of the technologies present in the recycled ships.
As the economy was what was most weakened by the Khaak, it was the S that formed the backbone of the economy and was the first to fully benefit from the innovations. The machines no longer need ore or silicon to produce it. Only scrap and energy...

This has just become known thanks to information from some Yaki. The Terran military leadership, meanwhile, is advocating a large-scale attack by all races, as the consequences of this new Xenon technology, especially if it is extended to battleships, are incalculably dangerous...


If anyone is interested in testing and refining the balance (current version 1.21)...

https://www.file-upload.net/download-15 ... 1.zip.html
Last edited by stb.rweckener on Mon, 5. Feb 24, 21:12, edited 1 time in total.

stb.rweckener
Posts: 889
Joined: Sun, 1. Apr 12, 09:20
x3ap

Re: [Mod] Xenon Economy vs Khaak

Post by stb.rweckener » Mon, 5. Feb 24, 20:04

I have made the following adjustments to the S:

Increased the cargo space and at the same time reduced the ship's own mass to keep the inertia more or less the same when loaded.

The drive has been greatly improved (in all parameters). In travel mode, the ship should now be practically unassailable...

The shields have been greatly improved so that it can at least withstand the attack of a single fighter, but can also fly through dangerous sectors unscathed.

The firepower and range of the turret have been significantly improved. All these improvements also affect the P, K and I, but only slightly...


P.S. A change in behavior was deliberately omitted. When digging, neither fleeing nor ignoring is of any use. Fighting back is actually better, as the S

can now deal with individual Khaak or police units and continue its work afterwards without any problems...

If desired, the mod could also be combined with the Xenon-Hell-Mod: viewtopic.php?f=184&t=439890


To combine, first install X-Hell, then copy the assets folder and the libraries folder from this mod into the mod folder of X-Hell (the question whether files

should be overwritten must come up and be answered with Yes)... But be careful, if you catch a game start in which the Xens are strong anyway, the combination of the two

mods will very evil... :mrgreen:

The mod can be deactivated at any time, but of course you can still make a copy of the last save before...

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