Actually you can fix this for yourself, easily. When you install the mod, just make sure not to extract the 'libraries/assets' folder (or delete it after install.) Everything in the Assets folder and its subfolders involves weapon changes so deleting it won't make any difference to the spawns.
In fact, I'm not sure the changes to the weapons will even work in the first place, with assets inside libraries. That's not where it's supposed to be. For that matter, the mod may not work at all in the current version. Still, you can get rid of Assets to be sure; that way, whether you get any more Xenon spawns or not, you can be sure they won't have superweapons.
I do want the Xenon to be more of a thing--in my current playthrough, they've managed to pretty much put a lid on the Holy Order, but are stalemated against the Argon factions and the Teladi have managed to pretty much push the Xenon out of their areas entirely, likely due to the damage the Split did to them. But this... isn't quite the solution I'm looking for.
What I'd like is for the Xenon to gradually make inroads from outside the gate network, possibly such as by spawning in jump accelerators that Xenon ships flow in through (and only Xenon can use, adding new sectors forever would kill system performance in a hurry, so they would have to just spawn Xenon instead of actually leading to generated sectors), as well as building fresh shipyards and solar plants, forcing the player to prune them back or face a Zombie Apocalypse scenario (or get overwhelmed with the rest if he doesn't have his own fortifications.) I was thinking the accelerators could be destructible by flying 'fire ships' packed with antimatter cells into them (similar to the way Boso Ta has you discover the weird station in the initial plot) so the player could actually hold them back permanently... if he chose to.
Unfortunately nothing like that has been done yet. But maybe if the idea caught your attention...?
Quick question, does this mod work with FOCW? I love the begining seige in this mod, and love the addition that it gives with the Xenon, but i also love the conquest aspect of the FOCW.
I just added the mod under 1.6 and loaded my existing save game. However I cannot see any chances. Is there something that needs to be done to "activate" the Xenons spawning like "hell"?
@ SpaceCadet11864 I have tried it and my current save game has seen more Xenon push through :) happy days, but the K & I carriers still don't really fight only the smaller ships, so the carriers still end up getting rekt by so many S Ally fighters. I have added another shield gain mod from this site which helps. I also noticed the tracking of Xenon turrets still bad even when they are shooting at an Odysseus Destroyer. If you can consider looking at the mod and changes made by the Xenon Gains mod created by Spacecop42 i would like a combination of your increased numbers with some of that mod changes like better turret tracking with increased rotation settings? or is there a way i can just keep the increased numbers from your mod but use the weapon settings of the other mod, specific the turret tracking some of that other weapon mod settings are too OP and feel a little cheaty?
Looks like xenon gains mod updates the same files as me, so I think the conflict would cause some weird results.Giving the xenon gains mod a look, it appears that it just copies the stats from other races because xenon have much slower bullets.I wonder if that fixes the turret tracking a lot? Have you tried Xenon gains with this mod?
I ran "Xenon Hell," and "Xenon Gains," together for about 40 hours. Biggest difference I noticed is that the Xenon are a constant nusiance and bordering into threat (four K's and an I jumped into HAT territory and cause havok)
Just started a new game and Argon Prime under siege was epic ! After that i was a bit sad about the “invasion” : Some fighters and frigates and sometimes, but not that often, a carrier.
After the epic siege I was expecting some real and brutal invasions. Can you add another version with ... I don’t know how to say it, Warhammer 40k like if you understand what I mean.
In extensions file folder. In steam, go to your default steamapps install point and unzip the mod file into a folder named "extensions". It should show up after a restart of the game.
35 comments
i dont whant more aktion i just wanna fix the econemy!!!
pls mate!!
In fact, I'm not sure the changes to the weapons will even work in the first place, with assets inside libraries. That's not where it's supposed to be. For that matter, the mod may not work at all in the current version. Still, you can get rid of Assets to be sure; that way, whether you get any more Xenon spawns or not, you can be sure they won't have superweapons.
What I'd like is for the Xenon to gradually make inroads from outside the gate network, possibly such as by spawning in jump accelerators that Xenon ships flow in through (and only Xenon can use, adding new sectors forever would kill system performance in a hurry, so they would have to just spawn Xenon instead of actually leading to generated sectors), as well as building fresh shipyards and solar plants, forcing the player to prune them back or face a Zombie Apocalypse scenario (or get overwhelmed with the rest if he doesn't have his own fortifications.) I was thinking the accelerators could be destructible by flying 'fire ships' packed with antimatter cells into them (similar to the way Boso Ta has you discover the weird station in the initial plot) so the player could actually hold them back permanently... if he chose to.
Unfortunately nothing like that has been done yet. But maybe if the idea caught your attention...?
If you are not going to give more info, is there a "wikiManual" for us to decipher what we can expect and what else it changes and how?
I have tried it and my current save game has seen more Xenon push through :) happy days, but the K & I carriers still don't really fight only the smaller ships, so the carriers still end up getting rekt by so many S Ally fighters. I have added another shield gain mod from this site which helps. I also noticed the tracking of Xenon turrets still bad even when they are shooting at an Odysseus Destroyer. If you can consider looking at the mod and changes made by the Xenon Gains mod created by Spacecop42 i would like a combination of your increased numbers with some of that mod changes like better turret tracking with increased rotation settings? or is there a way i can just keep the increased numbers from your mod but use the weapon settings of the other mod, specific the turret tracking some of that other weapon mod settings are too OP and feel a little cheaty?
After that i was a bit sad about the “invasion” :
Some fighters and frigates and sometimes, but not that often, a carrier.
After the epic siege I was expecting some real and brutal invasions.
Can you add another version with ... I don’t know how to say it, Warhammer 40k like if you understand what I mean.
In extensions file folder. In steam, go to your default steamapps install point and unzip the mod file into a folder named "extensions". It should show up after a restart of the game.